☣️ SEASON 1: PLAGUE ZONE LOGISTICS ☣️
⚠️ Operational Directive • Crimson Plague Campaign ⚠️
I. PLAGUE LEVELS & IMMUNITY REQUIREMENTS
Entering infected sectors without sufficient Plague Immunity results in massive debuffs to troop combat effectiveness, marching speed, and healing ratios. Immunity is raised exclusively via upgrading your Plague Labs and securing vaccine canisters.
The strategic targets for immunity buffers across coordinates are outlined below:
1. SECTOR INFECTION CHEAT SHEET
| Sector Coordinate | Plague Level | Required Immunity | Base Combat Debuff (if below) |
|---|---|---|---|
| Zone 1 (Outskirts) | Level 1 | 50 | -15% Attack / Defense |
| Zone 2 (Borderlands) | Level 2 | 180 | -40% Attack / Defense |
| Zone 3 (Core Plague) | Level 3 | 420 | -75% Attack / Defense |
2. ALLIANCE RELOCATION PROTOCOLS
When advancing your alliance territory deeper into Zone 2 and Zone 3 during the plague expansion timeline, officers must coordinate relocations strictly:
- 🧪 Vaccine Production Priority: Before moving your main base, ensure your personal Plague Lab is at least Level 12 to prevent base defense failures in high-spore zones.
- 📡 Relocation Anchors: Bases must only relocate adjacent to established Alliance Plague Purifiers to benefit from the territorial immunity shield.
- 🏥 Spore Decontamination: Keep hospitals clear of standard troop drill casualties. Spore infections double hospital loading speeds and increase resource costs.