Illnesses and Epidemics

1. Causes of Illness

  • Weather & clothing — every outfit has a “warmth” value. If Zoi wears something too hot in summer or too light in winter, they risk getting sick.

  • Food — spoiled products or poorly cooked meals can cause food poisoning.

  • Infections — Zoi can catch a cold or flu from other sick characters.

  • Random factors — stress, exhaustion, sunstroke, hypothermia.


2. Stages of Illness

  • Mild — looks tired, walks slower, can’t run properly.

  • Moderate — constantly in a bad mood, spends more time in bed, might skip work or school.

  • Severe — can barely move, needs medicine or an ambulance.


3. Symptoms

  • Fever, cough, runny nose, weakness.

  • Food poisoning — nausea, vomiting, dizziness.

  • Cold/flu — sneezing, coughing, using tissues.

  • Exhaustion — risk of fainting.


4. Treatment

  • Pharmacy — buy medicine and vitamins.

  • Hospital — tests, treatment, IV drips.

  • Ambulance — comes in critical cases and takes Zoi to the hospital.

  • Home remedies — tea, soup, rest in bed.


5. Consequences

  • If ignored: mood drops, skills decrease, career/education progress slows down, and in extreme cases — death.

  • Skipping work or school affects jobs and grades.


6. Social Mechanics

  • Sick Zoi can infect others.

  • Kids and elders are more vulnerable.

  • You can take care of sick family members: cook for them, bring medicine, give injections.


7. Extra Features

  • Rare illnesses: allergies, sunstroke, migraines.

  • Doctor career: players can work in medicine and treat Zoi.

  • Addiction to strong meds if overused.

  • Health insurance reduces medical costs.


:microbe: Quarantine & Epidemics

Sometimes the city could face an epidemic (like flu or something similar to COVID).

Restrictions:

  • Everyone must stay at home, streets are empty.

  • No entry to shops or workplaces without a mask.

  • Breaking quarantine = police fine and being sent back home.

  • Many public places close: cafes, bars, cinemas.

  • Work and school switch to online mode.

Gameplay effects:

  • Zoi spend more time at home: studying, working, ordering food.

  • Unique social events: neighbors helping each other or throwing underground parties.

Social behavior:

  • Some Zoi strictly follow rules (masks, hygiene).

  • Others protest, break rules, ignore safety.

  • The player decides whether to comply or take risks.

Consequences:

  • Following rules lowers infection risk.

  • Ignoring them increases chances of getting sick and infecting family.

  • Eventually the epidemic fades and city life returns to normal.

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Additional mechanic for illness progression and social dynamics

:dna: Zoi’s Immunity System

Base Immunity

  • Each Zoi has a hidden “immune resistance” stat that affects how easily they get sick

  • Can be high, medium, or low — influenced by age, genetics, lifestyle, and illness history

Factors That Boost Immunity

  • Healthy diet: regular meals, vitamins, no junk food

  • Sleep: consistent rest (7–9 hours)

  • Physical activity: walking, sports, dancing

  • Hygiene: showers, clean clothes, handwashing

  • Mental state: low stress, positive mood

Factors That Lower Immunity

  • Chronic stress: conflict, burnout, anxiety

  • Sleep deprivation: staying up late regularly

  • Poor diet: skipped meals, spoiled food

  • Weather mismatch: wrong clothing for season

  • Frequent illness: repeated infections weaken immunity

  • Age: kids and elders are more vulnerable

Dynamic Immunity

  • Immunity can improve or decline over time

  • After recovery, Zoi may gain temporary resistance (“got sick, got stronger”)

  • Optional “immune memory”: lower chance of catching the same illness again

Social Scenarios

  • High-immunity Zoi can care for sick others without getting infected

  • During epidemics, immunity affects who gets sick first

  • “Immune perks” possible — like access to medical jobs or volunteer roles

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