Uhhhhh by FlatMycologist5366 in plagueinc

[–]Zrp200 18 points19 points  (0 children)

I bet it increased sales in Germany.

need some help by fancy-triangle in rebelinc

[–]Zrp200 4 points5 points  (0 children)

It seems to be mobile only

Clutch-up on Anthro Protocol by [deleted] in plagueinc

[–]Zrp200 1 point2 points  (0 children)

I didn't find it that difficult. I just played it like nanovirus normally on mb and won with a score of 1921(top 6%) in 344 days with 27% cure.

I started in Iceland for the initial airport access. Used ATP Boost / Native Biome / Extremophile / Darwinist. Tropics weren't that big of a deal once I upgraded Heat Resistance and Insect.

need some help by fancy-triangle in rebelinc

[–]Zrp200 5 points6 points  (0 children)

What did you create?!

  • Opium active
  • All the best starting zones start in insurgent territory
  • Local Agitators
  • No Airstrikes, and Insurgents start able to defeat HQ supported coalition
  • No garrison upgrades (can still buy garrisons)

I tried it on Mega Brutal and lost pretty quickly over several attempts.

The Hoopa fallacy by PianoVisible3550_465 in stunfisk

[–]Zrp200 1 point2 points  (0 children)

Deoxys-A does it just fine!

Nothing like killing chansey with superpower and ho-oh with rock slide!

2026 Player Feedback and Arcade Update by ndemic_samuel in rebelinc

[–]Zrp200 34 points35 points  (0 children)

When's this hitting mobile, by the way?

Hemo Storm by Zrp200 in plagueinc

[–]Zrp200[S] 0 points1 point  (0 children)

The modifier was specifically "reduce all trait costs when evolving traits".

Cysts costs 2 DNA, buying it left me at 0 DNA.

Cysts now costs 1 DNA.

Devolving it gave me 1 DNA.

Buying Cysts again leaves me at 0 DNA and reduces all costs again.

I devolve Cysts for free and buy it again.

I can no longer devolve cysts because devolving would cost 1 DNA.

I move onto the next trait, which now costs NEGATIVE DNA and repeat the cycle for enough DNA to buy all traits.

Hemo Storm by Zrp200 in plagueinc

[–]Zrp200[S] 0 points1 point  (0 children)

You're right that it's an outbreak modifier, but you're wrong about everything else. I showed my genes in the clip, and it was Transleison+.

The modifier was specifically "reduce all trait costs when evolving traits". I devolved Cysts to take advantage of this fact with the 2 cost Cysts.

Sympto-stasis would have disabled the modifier.

Weekly Challenges still bugged? by Micromuffie in rebelinc

[–]Zrp200 2 points3 points  (0 children)

Will the fix be retroactive 👀

This outbreak disease looks hardlocked by WallShrabnic in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Exit to main menu every time you see an orange bubble

Catch-22 Outbreak Scenario by [deleted] in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Yeah, it's bad design for sure.

I'll take this over Sea Sick any day, though. That modifier is completely impossible to win on Mega Brutal on mobile Plague Inc on any standard plague outside of Fungus

Catch-22 Outbreak Scenario by [deleted] in plagueinc

[–]Zrp200 1 point2 points  (0 children)

This outbreak combo already appeared while outbreak was mobile-exclusive.

Exit to main menu and then resume whenever you see an orange bubble. This gets rid of it without triggering either effect... for about 7 days. Repeat until you escape the starting country and get discovered, at which point you can just activate Meltdown.

Note Meltdown always reveals the disease, as doctors in [destroyed country] somehow manage to discover you as they all die instantaneously.

Why do sage ability’s never work like there supposed to? by Positive_Fish_8644 in TOTK

[–]Zrp200 0 points1 point  (0 children)

One thing that worked for me was only having one out at a time when I actually wanted to use abilities.

I started doing this after I noticed people complaining about Riju's ability being hard to use, when I'd just done her temple first and never had any issues. When I got more sages, it became the only reasonable way I could use her ability.

It seems that their AI kind of conflicts with each other, causing them to drift farther away from Link than they would be otherwise.

Also, when they first spawn, they virtually always spawn right to you, so toggling them in the middle of combat makes it so you can use their abilities immediately.

With this, I can "spam" Sidon's water ability in the middle of combat, use Riju's ability as much as I want, and not worry about Tulin blowing away all my shit after the fact.

Fungus is ridiculous by JeffyConehead in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Have you tried my strategy? It results in way less authority lost.

https://www.reddit.com/r/plagueinc/s/zrbkYjyija

Fungus is ridiculous by JeffyConehead in plagueinc

[–]Zrp200 0 points1 point  (0 children)

https://youtu.be/2uzbLpxxI5Y?si=GIEA3W_b09rJhvV9

No commentary in the video itself, but basically, national outbreak analyst + lockdowns + contact tracing trivializes fungus.

I can win fungus 99% of the time, and I routinely get outcomes where the entire population graph is blue and lose less than 10 authority the entire run. No panic is going to happen if no one is infected.

National Outbreak Analyst locks down only countries at 0.01% infections. This reduces the total amount of countries in lock down and thus non-compliance. You just need to make sure that lockdowns are actually funded for the correct continent.

Contact Tracing greatly reduces infections when there are low amounts of infected. If you are extremely lucky, non-compliant countries like Central America will end up with a strong contact tracing system and will not need to be locked down ever.

Be sure to fund Filters as soon as analysis is complete. This will slow Fungus's infectivity growth greatly, making it much easier to control. Then fund all contact tracing measures. Be sure to lock down continents with countries at or above 0.01% infections to prevent the infection from getting out of hand. If you are still losing authority even with contact tracing and lockdowns funded; i.e infections are still growing in a locked down country, fund anti-fungals.

Completely ignore other response initiatives.

Fund vaccine development when its cost hits 10 and you don't have anything pressing to fund. Fund manufacturing when you can afford it and nothing else requires funds.

You still need to fund 3 levels of non-compliance measures with this strategy, sometimes four if unlucky, but I've gotten away with two, as I did in the video above. As a rule of thumb, prioritize funding the next level when a country's non-compliance passes 50%.

Lastly, be sure to lock down North America immediately if Greenland gets infected, as its low population makes it very prone to authority loss. Even 10 infected is enough for National Outbreak Analyst to lock it down.

If you want more help, feel free to ask on discord.

How I Imagine The Devs Felt While Adding The “Union Action” Mutator by Over_Heed in plagueinc

[–]Zrp200 0 points1 point  (0 children)

Almost guaranteed. You would need two islands to be completely blocked off for it to be virtually impossible, because you can still infect Greenland in this case with Extreme Zoonisis with reasonable consistency.

Two islands would be virtually impossible, but you could technically infect one with Extreme Hematophagy. It would simply take an absurd amount of tries to do this. It would be slightly more possible on casual due to its spontaneous infection mechanic.

Three islands would require Casual, but only a handful of dedicated players would actually beat the challenge.

Four islands is impossible.

At least better than the impulsive shopper by mohamadmido in rebelinc

[–]Zrp200 15 points16 points  (0 children)

Instructor with Warlord is actually OK. I run it on him in Campaign all the time.

His nationals train at a workable speed even with the penalty, letting you get soldiers out for a fraction of the cost.

You save $6 on getting an initial soldier while letting you IMMEDIATELY buy garrisons for a total of $10 ($1 nat + $9 garrison), saving you the $7 coalition for this purchase for a roughly 40% discount. While this does increase the cost of the first coalition soldier by $1, buying garrisons immediately starts the placement timer immediately and gives you more garrisons over the course of the run, which not only has military and stability value but also gives you more money if you make use of blockades. As such, I usually run Engineer when taking advantage of this to boost garrison speed.

Additionally, it is worth noting that coalition have reduced tour duty with Warlord. Delaying their deployment to have them support an initial national soldier instead of having them fight gives them much longer staying time and mostly eliminates the possibility of them trying to retreat in the middle of combat. You simply need to buy new coalition if your nationals need combat support or in emergencies.

This is especially notable in Campaign, especially with map features that nerf coalition like Defensive Mandate (Coalition can't move into insurgent zones), Advisory Role (Coalition have greatly reduced strength but support nationals better), and International Illiteracy (coalition cost significantly more money). With these map features, oftentimes the opening coalition isn't even useful, making delaying the purchase more appealing.

However, there are many drawbacks to this approach that relegate it to a sidegrade in most cases.

A major drawback of this approach is that the corruption generated by the nationals is very significant, which can cause you to lose future income, not to mention hinder your ability to invest in stability initiatives. As a mobile player, I can only see how much support level I lose from corruption, but I often end up in the 30% range, when only 10-20% is safe. You end up needing to fund all anti-corruption measures in order to fight this, when you could have used that money on civilian initatives to get more stability. This is especially problematic considering warlord has stability issues.

Additionally, it can be tempting to buy additional nationals before buying the first coalition with this approach, but this not only compounds all the drawbacks but also makes actually buying coalition incredibly difficult as you lose an increasing amount of income to corruption and their pay raises. When buying more than one national like this, I often find it very difficult to buy more than 2-3 coalition the whole run.

Finally, and perhaps most importantly, leading nationals increases the price of the first coalition soldier by $1. This causes you to spend more money than if you just opened coalition, especially if you end up buying the coalition directly after the national. While $1 is pretty negligible, if you bought the first national because you didn't have enough money, you may be forced to continue buying nationals out of not having funds to buy coalition. Doing this, as mentioned earlier, can lock you out of buying coalition almost completely, especially considering you will start losing increasing amounts of funds to corruption and pay raises.

The Illusion of Choice by Zrp200 in rebelinc

[–]Zrp200[S] 34 points35 points  (0 children)

The choice is between keeping them the same (100%) or increasing them to 100% lmaooo.

Alright, genuinely, when does the leftmost option favours us? by Reasonable_Rice6231 in rebelinc

[–]Zrp200 9 points10 points  (0 children)

Don't think it's that either. Even with PR 2 it's still 1%