This page is a list of actions that governments will commit in wake of a plague (Note: Many of the government actions are missing here, so if you're reading this, please add more : this article isn't complete). Most government actions will mostly negate the statistic bonuses granted by evolving certain traits. Government actions can only take place if the disease has been spotted, has enough attention being brought to it, and the countries' government has not fallen. The stats affected by government actions include:
- Infectivity - Chance of disease being spread.
- Severity - Affects the chance of a higher cure budget and less time required to research the cure.
- Lethality - Average death rates.
- Public order - Changes City Cam.
- Corpse transmission - Affects infectivity bonus from corpses.
- Cure funding - Affects the speed at which a cure is researched.
- Combat strength - Affects humanity's ability to kill zombies.
- Ape lethality - Affects the rate at which apes are killed off in the current country.
- Airports Closed - Decreases infectivity by 3%. Prevents airports from being used.
- Central Corpse Disposal - Decreases infectivity and severity by 1%, and corpse transmission by 10%. Requires 0.001% of the population to be dead.
- Using Mass Graves - Decreases infectivity by 2%, severity by 1%, and corpse transmission by 10%. Requires 5% of the population to be dead, and makes citizens less calm.
- Burning corpses - Reduces infectivity by 3%, severity by 1%, and corpse transmission by 10%. Requires 10% of the population to be dead, and makes citizens less calm.
- Face masks distributed - Reduces infectivity by 3%. Requires Air 1.
- All public buildings closed - Reduces infectivity by 6% and makes citizens less calm. Requires Face masks distributed and Air 2.
- Distributing insect repellant - Reduces infectivity 4%. Requires Insect 1.
- Nationwide insecticide spraying - Reduces infectivity by 6%. Requires Insect 2 and Distributing insect repellant to be in effect.
- Martial Law declared
- Exterminating pigeons - Decreases infectivity by 4%. Requires Bird 1.
- Exterminating all birds - Decreases infectivity by 6%. Requires Bird 2 and Exterminating pigeons in order to take effect.
- Exterminating rats - Decreases infectivity by 3%. Requires Rodent 1.
- Exterminating all rodents - Decreases infectivity by 6%. Requires Rodent 2 and Exterminating rats in order to take effect.
- Drug Research safeguards removed
- Prioritise health care for infected
- Water Supplies shut down
- Set Up Trauma Centers
- Land Borders Closed
- Infectious Disease Teams mobilised
- Pandemic Alert issued
- Dispensing bottled water
- Government has fallen - Increases infectivity by 50%, increases severity by 20%, and increases lethality by 20%. Opens borders, halts cure research in that country, and prevents any further government actions from occurring. Mostly requires at least 60% of the country's population to be dead, but there are two rare scenarios:
- The first scenario is even though 65% of the country's population is still healthy, and of course, healthy, the government can still fall. This is an extremely rare scenario and mostly occured in Necroa Virus.
- The second scenario is even though the world discovered the cure, everyone in some countries is healthy and no one dies, government can still fall.
- Government has collapsed - The same as above, except it requires that all of that country's population has died,but sometimes the government can still collapse even though not all the country's population were killed. The chance of this scenario to happen is below than 1%.
- Nationwide blood tests conducted - Decreases infectivity by 3%. Requires Blood 1.
- All hospitals closed - Decreases infectivity by 5% but makes citizens less calm. Requires Nationwide blood tests conducted and Blood 2.
- Ports Closed - Decreases infectivity by 3%. Prevents ports from being used.
- Bombs infected cities - decreases infectivity by 5%
- Curfews in Place - Decreases infectivity by 3%, and makes citizens calmer.
- National Emergency announced - Decreases infectivity by 1%, and makes citizens calmer. Requires Curfews in place to be in effect.
- Internet shut down - Decreases infectivity by 2%. Requires at least 1% of the country's population to be dead. Requires National Emergency announced in order to take effect.
- Mobile networks shut down - Decreases infectivity by 2%. Requires at least 1% of the country's population to be dead. Requires National Emergency announced in order to take effect.
- National Emergency announced - Decreases infectivity by 1%, and makes citizens calmer. Requires Curfews in place to be in effect.
- Worm searches legalized - Decreases infectivity by 2%.
- 'Prank' infections reported - Increases infectivity by 5% and severity by 1%. Requires Immaturity.
- Insane asylums opened - Decreases infectivity by 3% and makes citizens less calm. Requires Insanity.
- Neurax Infection Sessions held - Increases Infectivity by 40% and decreases research funding. Requires Transcendence.
- Neurax communities legalized - Increases infectivity by 5%. Requires Adoration.
- Neurax host discrimination banned - Increases infectivity by 5%. Requires Adoration.
- Worships the Neurax Worm - Increases infectivity by 50% and lethality by 1%, reduces public order, and requires Transcendence. The player wins the game if all countries have this in action.
- Submitted to the Neurax Worm - Same as above, but with only a 10% chance of the event occurring and doesn't require the country to be as aware of the Neurax Worm.
- Scorched Earth tactics approved - Reduces severity by 5%. Requires Armed Forces on high alert in order to take effect.
- 'Preemptive neutralisation' approved - Reduces severity by 6%, increases lethality by 1%, decreases public order by 20%, increases combat strength by 10%, and increases combat strength potential by 10%. Requires Armed Forces on high alert in order to take effect.
- Hospitals declared 'hostile' - Decreases severity by 1%, decreases public order by 1%, and increases combat strength by 5%. Requires at least 10% of the country's population to be dead or zombified, and also requires Hospital fortification ordered in order to take effect.
- Refugee camps declared 'hostile' - Decreases severity by 1%, decreases public order by 1%, and increases combat strength by 5%. Requires at least 10% of the country's population to be dead or zombified, and also requires Refugee camps set up in order to take effect.
Unlike earlier diseases, government actions can now increase the local danger of an area due to the breakdown of public order, indirectly resulting in increased casualties.
- Anti-ape 'Darwin Squads' formed - Reduces ape infectivity by 1%, and increases ape lethality by 10%. Requires at least 500 apes to be present in the country.
- Darwin Squads officially recognised - Increases ape lethality by 20%. Requires at least 500 apes to be present in the country as well as Anti-ape 'Darwin Squads' formed in order to take effect.
- Darwin Squads provided with weapons - Reduces ape infectivity by 1%, and increases ape lethality by 2%. Requires at least 1,000 apes to be present in the country as well as Darwin Squads officially recognised in order to take effect.
- Darwin Squads given military support - Reduces ape infectivity by 1%, and increases ape lethality by 3%. Requires at least 1,000 apes to be present in the country as well as Darwin Squads provided with weapons in order to take effect.
- Darwin Squads provided with weapons - Reduces ape infectivity by 1%, and increases ape lethality by 2%. Requires at least 1,000 apes to be present in the country as well as Darwin Squads officially recognised in order to take effect.
- Darwin Squads officially recognised - Increases ape lethality by 20%. Requires at least 500 apes to be present in the country as well as Anti-ape 'Darwin Squads' formed in order to take effect.
- Apes designated a health risk - Reduces ape transmission by 1%.
- Ape Shelters under lock down - Reduces ape transmission by 2%. Requires at least 100 apes to be present in the country.
- Celebrates record exam results - No effect.
- Coup attempt fails - No effect. Requires at least 1% of the country's population to be dead, and also requires the action Coup attempt succeeds to not have been taken.
- Plea of unity issued - No effect. Requires at least 1% of the country's population to be dead, and also requires Coup attempt fails in order to take effect.
- Army deserters seize control of city - Decreases infectivity by 2%, and increases local danger by 1%. Requires at least 1% of the country's population to be dead, and also requires Plea of unity issued in order to take effect.
- Army fragments into rival factions - Increases local danger by 5%. Requires at least 5% of the country's population to be dead, and also requires Army deserters seize control of city in order to take effect.
- Army deserters seize control of city - Decreases infectivity by 2%, and increases local danger by 1%. Requires at least 1% of the country's population to be dead, and also requires Plea of unity issued in order to take effect.
- Plea of unity issued - No effect. Requires at least 1% of the country's population to be dead, and also requires Coup attempt fails in order to take effect.
- Coup attempt succeeds - Increases infectivity by 9%, and increases local danger by 5%. Requires at least 10% of the country's population to be dead, and also requires the action Coup attempt fails to not have been taken.
- Giving out free aspirin - No effect. Requires Headache to be evolved.
- Nationalizes sunglasses industry - No effect. Requires Photophobia to be evolved.
- Parks closed over ape fears - No effect. Requires at least 100 apes to be present in the country.
- Police dogs trained to hunt apes - Decreases ape infectivity by 1%, and increases ape lethality by 10%. Requires at least 300 apes to be present in the country.
- Refugees advised to return home - Increases infectivity by 1%, and decreases severity by 1%. Requires at least 1% of the country's population to be dead.
- Refugees placed in quarantine camps - Decreases severity by 1%. Requires at least 1% of the country's population to be dead, and also requires Refugees advised to return home in order to take effect.
- Security tightened in refugee camps - No effect. Requires at least 1% of the country's population to be dead, and also requires Refugees placed in quarantine camps in order to take effect.
- Army deployed to control refugees - Decreases infectivity by 2%. Requires at least 1% of the country's population to be dead, and also requires Security tightened in refugee camps in order to take effect.
- Lethal force used against refugees - Decreases infectivity by 4%. Requires at least 5% of the country's population to be dead, and also requires Army deployed to control refugees in order to take effect.
- Refugees repelled by special forces - Decreases infectivity by 5%, and increases local danger by 3%. Requires 30% of the country's population to be dead, and also requires Lethal force used against refugees in order to take effect.
- Lethal force used against refugees - Decreases infectivity by 4%. Requires at least 5% of the country's population to be dead, and also requires Army deployed to control refugees in order to take effect.
- Army deployed to control refugees - Decreases infectivity by 2%. Requires at least 1% of the country's population to be dead, and also requires Security tightened in refugee camps in order to take effect.
- Security tightened in refugee camps - No effect. Requires at least 1% of the country's population to be dead, and also requires Refugees placed in quarantine camps in order to take effect.
- Refugees placed in quarantine camps - Decreases severity by 1%. Requires at least 1% of the country's population to be dead, and also requires Refugees advised to return home in order to take effect.
Compulsory garlic growing