For dotAGE players, this guide provides documents the various debuffs pips and buildings can get, as well as the resources needed to remove them.
Intro
This guide starts with pip ailments and then moves on to building conditions.
What are ailments and conditions?
Temporary modifiers which may either last a certain number of days or indefinitely. They are usually caused by omens, negative unknown event rolls, or by random chance (usually in the setting of low stats in one of the domains).
Why they matter
Until ailments are removed, pips may be unable to work, and every afflicted pip usually causes -1 for the relevant domain. For example, distressed pips will cause -1 hope per turn. Buildings with a condition are typically unusable and indestructible until the condition is removed, taking up precious space in your town. Additionally, some conditions will add to a domain, which can be used to your advantage (for example, a frozen building adds +1 cold per turn, which is detrimental in the winter, but beneficial in the spring as cold is generated without pip labor)
How to remove ailments and conditions
Ailments can resolve on their own after a given amount of time but can be cured earlier with the proper resource, while conditions exist until they are removed.
How to read the tables:
KEY:
Ailment = what it’s called in Agepedia
Effects = what happens while affliction is present
Duration = how long affliction lasts without curing it preemptively
Cure = treatment that resolves the affliction
Resources = resource(s) needed to make the cure
Buildings = building(s) needed to make the cure
Professions = profession(s) needed to make the cure
Tools = indicated whether no, basic (B), or advanced (A) tools are needed to train pip(s) into the profession(s) needed to manufacture the cure
Items in a bullet list are “either or” options.
Ordered lists have numbers corresponding across columns.
For example, let’s look at the row for the ailment “distressed”:
2.Paper
2.Paper
2.Tissue Box & Papermaker
2.Watcher & Knifemaster[/olist]
2.B
In this example, the ailment “distressed” lasts until the ailment is removed. Each distressed pip will generate +1 Fear per day. There are two ways you can cure a distressed pip:
1. Using water and a vegetable, a Watcher can create an infusion at a relaxing stand. Using one infusion, the Watcher can cure pips with the distressed ailment. No tools are needed to train a Watcher,
2. Using paper, a Watcher can cure a distressed pip at a tissue box. Paper is made by a Knifemaster at a papermaker. No tools are needed to train a Watcher, but a basic tool is needed to train a Knifemaster.
Notice that I don’t list every single requirement – you need a water source such as a well to make water, wood to make paper, a workbench to make basic tools, etc. This is not a comprehensive breakdown of all requirements, but should have enough info for anyone to workout the basic requirements.
Pip Ailments
2.Paper
2.Paper
2.Tissue Box & Papermaker
2.Watcher & Knifemaster
2.B
2.Paper
2a.Bandage Desk + Papermaker
2b. Bandage Desk + Papyrus Cutter
2a.Healer + Knifemaster
2b. Healer + Watcher
2a.B
2b.No
Can’t work,
+1 Sickness/day
Can’t work,
+3 Fear/day
2.Cereal + Water
3.Oil
2.Pub + Brewery
3.Pub + Grog Brewery + Oil Extractor
2.Innkeeper + Brewer
3.Innkeeper + Fisher
Can’t work,
+1 Fear/day
+2 Heat/day,
Pip will die if not cured
+1 Sickness/day
2.Fruit + Water
2.Fruit Infuser
+1 Sickness/day,
Pip will die if not cured
2.Medicinal Herb + Beer
3.Medicinal Herb + Cereal
2.Grog Apothecary + (Beer producer – see Depressed row for details)
3.Pharmacy
2.Brewer +/- Fisher
3.Herbalist + Farmer
2.A +/- B
3.A + B
Can’t work,
+1 Cold/day
2.Leather or feathers
2.Cloakmaker +/- Cloakcraft Workshop
Can’t work
+1 Hope/day
Building Conditions
Cannot produce
Nobody can work here,
Cannot produce,
Expands to neighbors,
Damaged each turn,
+2 Heat/day
Cannot produce,
Adds ‘Wet’ ailment
2.Hemp
2.Papyrus Cutter
2.Watcher
2.No
Nobody can work here,
+1 Cold/day
2.Wool
3.Leather
2.Loom + (Woolen Mill or Rabbit Shearer)
3.Leatherworks
2.Shearer
3.Knifemaster
2.A
3.B
That’s all we are sharing today in dotAGE Ailments and Building Conditions Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author schuylerkiki