
Civilization 7 introduces varying crises as players transition through ages, with the Plague posing a particularly daunting challenge. Notably, the nature of the Plague Crisis fluctuates between the Antiquity and Exploration Ages, necessitating strategic foresight to prevent the outbreak from devastating your empire.
Taking proactive measures and understanding the intricacies of these crises is crucial for players. This comprehensive guide delves into each Crisis Policy, detailing their availability and offering insight on how to combat the plague effectively in Civilization 7.
What is the Plague in Civilization 7?


In Civilization 7, plagues are classified as a significant Crisis. When an outbreak occurs, Settlements become afflicted with Unrest, leading to a decline in population. Buildings and improvements on infected tiles face automatic pillaging, although certain tiles may confer additional Science or Culture bonuses.
Crisis events initiate around 70% progress through an Age, with subsequent phases at 80% and 90%.Be aware that the pace of Age progression can occasionally result in an Age concluding before the later crisis stages are activated.
It is vital to keep your units away from infected tiles, as any unit finishing its turn on such a tile will incur damage from the plague.
Curing the Plague in the Antiquity Age
Antiquity Age Crisis: A Strange Year

Sadly, in the Antiquity Age, there is no available method to cure an infected Settlement. This limitation renders the Plague Crisis as one of the most formidable challenges during this era in Civilization 7. Depending on the outbreak’s initial location, it might take time before it affects your Settlements directly.
Upon infection, Settlements immediately enter Unrest and will be afflicted for six turns. After this period, players can begin repairing damaged structures. While the spread and duration of the plague cannot be curtailed, employing Crisis Policies can help manage the fallout during the Antiquity Age.
Purchasing options and Town Focus adjustments are unavailable while in Unrest, although Cities retain access to their Production queue. However, repairs on buildings or improvements cannot commence until the plague has subsided in the affected Settlement.
Antiquity Age Plague Crisis Policies

At the onset of the Plague Crisis in the Antiquity Age, players must select one of the following Crisis Policies:
- Healing Cults: Provides +5 Happiness at Altars in infected Settlements but incurs a -10 Gold penalty.
- Prognosis: Grants +2 Science on Science Buildings in infected Settlements but results in -4 Gold loss on these Buildings.
Your choice should align with your overall strategy. Generally, Prognosis works well if you’re pursuing a Scientific Legacy, while Healing Cults may be advantageous if Happiness is a pressing issue, especially in a military-centric game.
Once you reach approximately 80% Age Progress, a second Crisis Policy slot opens with the following options:
- Miasma: You gain 1 Migrant for every infected City, causing a -25% growth penalty in Cities.
- Recruitment Shortfalls: Provides +2 Food in Towns but results in a -15 Healing penalty for all Units.
- Prosecute Apostates: Yields +5 Happiness in infected Settlements with an assigned Commander but results in -5 Happiness in Settlements lacking an Altar.
As you approach 90% progress, you will fill a third Crisis Policy slot from the previously unlocked options. If you’re not at war, Recruitment Shortfalls offers a solid fallback. Prosecute Apostates can be beneficial, provided you have ample Commanders, but it carries risks if multiple Settlements lack a corresponding Altar.
To station a Commander in an urban area without walls, move them onto that tile, but be advised that Commanders can also be harmed or eliminated if the tile is infected.
Curing the Plague in the Exploration Age
Exploration Age Crisis: The Death Ship

During the Exploration Age in Civ 7, players have the opportunity to counter the plague by employing a Physician, a unique Civilian Unit that can undertake a one-time action known as Treat the Sick to cure any infected Settlement.
Physicians can be recruited using Gold or Production, similar to other Units; however, each successive Physician incurs an increased cost.

While outbreaks in the Exploration Age follow similar progression patterns as in the Antiquity Age, they typically spread more rapidly and extensively. When a Physician is stationed on an infected Urban District, using the Treat the Sick action will successfully cure the Settlement and eliminate Unrest, allowing for purchasing options and changes in Town Focus. Nonetheless, infected tiles will still experience plague effects for up to six turns following the initial outbreak.
Divine Punishment or Divine Mercy in Civ 7?

Upon the onset of a Plague Crisis in the Exploration Age, a decision must be made regarding whether it represents Divine Punishment or Divine Mercy. Your choice will determine which of the two Crisis Policies you can unlock:
- Divine Punishment: Grants +5 Happiness in infected Settlements adhering to your religion, with those Settlements receiving a Migrant upon infection.
- Divine Mercy: Protects Districts, Buildings, and Improvements in Settlements following your religion from Minor Outbreak damage.
Divine Punishment can offset the population loss during outbreaks, whereas Divine Mercy helps maintain productivity and reduce repair costs once an outbreak concludes. Overall, Divine Mercy tends to be the preferable option unless you’re aiming to use Migrants strategically to enhance resource access.
When a Plague Crisis commences, deploying Missionaries to convert any non-adhering Settlements can significantly amplify the advantages offered by either Divine Mercy or Divine Punishment. Additionally, it is advisable to prepare by constructing new Temples, Hospitals, Dungeons, and recruiting Commanders to maximize your effectiveness with the associated Crisis Policies.
Exploration Age Plague Crisis Policies

Upon reaching over 80% Age Progress, the requirement to fill a second Crisis Policy slot will arise. Alongside your previous choice of Divine Punishment or Divine Mercy, you will gain access to these new options:
- Plague Cults: Gain Culture for each instance Physicians Treat the Sick on tiles equipped with a Temple.
- Humoralism: Earn Science for each time Physicians Treat the Sick on tiles with a Hospital.
After surpassing 90% Age Progress, a third Crisis Policy slot will need to be filled, opening up two additional policies:
- Lazarettos: Shields Buildings, Improvements, and Districts in Coastal Settlements with a Dungeon from Major Outbreak damages.
- Cordon Sanitaire: Protects Buildings, Improvements, and Districts in Settlements where a Commander is stationed from Major Outbreaks.
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