Cure icon
The Cure is humanity's last defense against a plague.

How to anti-cure Edit

  • Once a plague becomes spotted, cure development will begin shortly after.
  • Plagues can be spotted due to symptoms, increasing in chance of being noticed when severity rises.
  • If cure progress is at 100%, development teams will rush to infected countries and begin to cure the infected.
  • Once all of the infected have been cured, the game ends in a defeat.
  • Delaying the cure is very important (General options are: Evolve Genetic Hardening 1 and 2 to slow research, and evolve Genetic ReShuffle 1/2/3, or evolve stifling symptoms such as ComaSeizures, Paralysis and insanity to further delay research, or make the plague deadlier to kill off valued research contributors).
  • Warnings will be issued in popups when cure development has reached 25%, 50%, 75%, 95%, and lastly, 100%.
  • You will be given the tip to use Drug Resistance abilities to delay the cure once it reaches 75%, and the tip to take some extra actions if it reaches 95%. Strangely, Drug Resistance abilities does not impact the cure, but most of the traits it leads to does.
  • Even if the cure has been completed, evolving a trait that increases the work that is needed to cure (Such as Insanity or Genetic Reshuffles) or basically anything else that damages the cure effort and decreases their bar (Destroying Gen-Sys labs in Simian Flu/Destroying WHO labs in Shadow Plague) will still setback cure progress, giving the plague more time to eradicate humanity.
  • Every in-game day, each country will spend money on the cure research.
  • The amount of money a country can spend depends on the amount of flasks on the country, which can range from 2 to 10 (in the normal game), depending on that country's/region's wealth.
  • Each flask is equivalent to $1,146.56 being put into research, with the maximum count of daily research being $389,830.51 (with all 340 flasks).
  • This money will accumulate towards the total money needed to cure your plague, which can be found in the Cure graph in the World menu.
  • If your plague is more severe or lethal, and a country has more deaths from your plague, they will spend more money.
  • Also, the more dead people they have, the less money they can spend (Because less researchers).
  • If a country is in anarchy, they can no longer contribute. However, some government actions, such as declaring martial law, can bring back broken flasks.
  • A government falls when they go into anarchy, however the country is still populated.
  • A government collapses when everyone in the country dies before the government falls.
  • How much money they are spending can be found in their information screen.
  • Abilities such as Genetic Hardening 1 and 2, and symptoms like Coma and Seizures will increase the money needed to cure you. Genetic ReShuffle will actually decrease the total money already spent.
  • Another factor in cure speed is how much the researchers work, which depends on the difficulty setting. It is unknown how exactly this affects the cure progress, but it is obvious that the more they work, the faster the cure will progress.

Here is a table of how many Flasks are in said countries:

Countries by number of flasksEdit

Countries by number of flasks (total: 340)Edit

Note: During Sovereign default they have less total flasks (282) and more in Golden age (375). And in Mirror Earth the numbers are inverted(Rich becomes poor, poor becomes rich, etc).

Country Estimated Number of Flasks
India 6
China 10
West Africa 3
East Africa 3
USA 10
S.E Asia 4
Indonesia 4
Brazil 7
Pakistan 4
Russia 6
Japan 10
Mexico 5
Central Africa 3
Germany 10
Philippines 4
Colombia 4
Egypt 4
France 10
Iran 4
Korea 8
Turkey 5
Saudi Arabia 8
UK 10
Balkan States 5
Italy 9
Argentina 6
Spain 10
South Africa 8
Algeria 3
Central Asia 3
Sudan 3
Middle east 6
Ukraine 4
C. America 5
Central Europe 10
Poland 5
Caribbean 4
Canada 10
Iraq 3
Morocco 6
Afghanistan 3
Peru 4
Australia 10
Madagascar 4
Angola 3
Kazakhstan 3
Baltic States 5
Zimbabwe 3
Bolivia 2
Sweden 10
New Guinea 3
Libya 3
Finland 10
Norway 10
New Zealand 10
Botswana 3
Iceland 9
Greenland 3
Total 340
India (Sovereign Default) 6
China (Sovereign Default) 14
West Africa (Sovereign Default) 3
East Africa (Sovereign Default) 3
USA (Sovereign Default) 5
S.E Asia (Sovereign Default) 4
Indonesia (Sovereign Default) 4
Brazil (Sovereign Default) 5
Pakistan (Sovereign Default) 4
Russia (Sovereign Default) 3
Japan (Sovereign Default) 7
Mexico (Sovereign Default) 4
Central Africa (Sovereign Default) 3
Germany (Sovereign Default) 10
Philippines (Sovereign Default) 4
Colombia (Sovereign Default) 4
Egypt (Sovereign Default) 4
France (Sovereign Default) 6
Iran (Sovereign Default) 4
Korea (Sovereign Default) 5
Turkey (Sovereign Default) 5
Saudi Arabia (Sovereign Default) 11
UK (Sovereign Default) 6
Balkan States (Sovereign Default) 5
Italy (Sovereign Default) 5
Argentina (Sovereign Default) 4
Spain (Sovereign Default) 6
South Africa (Sovereign Default) 5
Algeria (Sovereign Default) 3
Central Asia (Sovereign Default) 3
Sudan (Sovereign Default) 3
Middle east (Sovereign Default) 5
Ukraine (Sovereign Default) 4
C. America (Sovereign Default) 5
Central Europe (Sovereign Default) 5
Poland (Sovereign Default) 5
Caribbean (Sovereign Default) 4
Canada (Sovereign Default) 10
Iraq (Sovereign Default) 3
Morocco (Sovereign Default) 6
Afghanistan (Sovereign Default) 3
Peru (Sovereign Default) 4
Australia (Sovereign Default) 10
Madagascar (Sovereign Default) 4
Angola (Sovereign Default) 3
Kazakhstan (Sovereign Default) 3
Baltic States (Sovereign Default) 5
Zimbabwe (Sovereign Default) 3
Bolivia (Sovereign Default) 2
Sweden (Sovereign Default) 6
New Guinea (Sovereign Default) 3
Libya (Sovereign Default) 3
Finland (Sovereign Default) 6
Norway (Sovereign Default) 6
New Zealand (Sovereign Default) 7
Botswana (Sovereign Default) 3
Iceland (Sovereign Default) 8
Greenland (Sovereign Default) 3
Sovereign Default total 282 (302)
India (Golden Age) 10
China (Golden Age) 14
West Africa (Golden Age) 4
East Africa (Golden Age) 4
USA (Golden Age) 12
S.E Asia (Golden Age) 5
Indonesia (Golden Age) 8
Brazil (Golden Age) 12
Pakistan (Golden Age) 5
Russia (Golden Age) 9
Japan (Golden Age) 12
Mexico (Golden Age) 9
Central Africa (Golden Age) 4
Germany (Golden Age) 12
Philippines (Golden Age) 5
Colombia (Golden Age) 5
Egypt (Golden Age) 5
France (Golden Age) 12
Iran (Golden Age) 5
Korea (Golden Age) 11
Turkey (Golden Age) 9
Saudi Arabia (Golden Age) 12
UK (Golden Age) 12
Balkan States (Golden Age) 6
Italy (Golden Age) 11
Argentina (Golden Age) 8
Spain (Golden Age) 12
South Africa (Golden Age) 11
Algeria (Golden Age) 4
Central Asia (Golden Age) 4
Sudan (Golden Age) 4
Middle east (Golden Age) 8
Ukraine (Golden Age) 5
C. America (Golden Age) 6
Central Europe (Golden Age) 12
Poland (Golden Age) 8
Caribbean (Golden Age) 5
Canada (Golden Age) 12
Iraq (Golden Age) 4
Morocco (Golden Age) 8
Afghanistan (Golden Age) 4
Peru (Golden Age) 5
Australia (Golden Age) 12
Madagascar (Golden Age) 5
Angola (Golden Age) 4
Kazakhstan (Golden Age) 4
Baltic States (Golden Age) 6
Zimbabwe (Golden Age) 4
Bolivia (Golden Age) 3
Sweden (Golden Age) 12
New Guinea (Golden Age) 4
Libya (Golden Age) 4
Finland (Golden Age) 12
Norway (Golden Age) 12
New Zealand (Golden Age) 12
Botswana (Golden Age) 4
Iceland (Golden Age) 11
Greenland (Golden Age) 4
Golden Age total 375 (446)
India (Mirror Earth) 6
China (Mirror Earth) 2
West Africa (Mirror Earth) 9
East Africa (Mirror Earth) 9
USA (Mirror Earth) 2
S.E Asia (Mirror Earth) 8
Indonesia (Mirror Earth) 8
Brazil (Mirror Earth) 5
Pakistan (Mirror Earth) 8
Russia (Mirror Earth) 6
Japan (Mirror Earth) 2
Mexico (Mirror Earth) 7
Central Africa (Mirror Earth) 9
Germany (Mirror Earth) 2
Philippines (Mirror Earth) 8
Colombia (Mirror Earth) 8
Egypt (Mirror Earth) 8
France (Mirror Earth) 2
Iran (Mirror Earth) 8
Korea (Mirror Earth) 4
Turkey (Mirror Earth) 7
Saudi Arabia (Mirror Earth) 4
UK (Mirror Earth) 2
Balkan States (Mirror Earth) 7
Italy (Mirror Earth) 3
Argentina (Mirror Earth) 6
Spain (Mirror Earth) 2
South Africa (Mirror Earth) 4
Algeria (Mirror Earth) 9
Central Asia (Mirror Earth) 9
Sudan (Mirror Earth) 9
Middle east (Mirror Earth) 6
Ukraine (Mirror Earth) 8
C. America (Mirror Earth) 7
Central Europe (Mirror Earth) 2
Poland (Mirror Earth) 7
Caribbean (Mirror Earth) 8
Canada (Mirror Earth) 2
Iraq (Mirror Earth) 9
Morocco (Mirror Earth) 6
Afghanistan (Mirror Earth) 9
Peru (Mirror Earth) 8
Australia (Mirror Earth) 2
Madagascar (Mirror Earth) 8
Angola (Mirror Earth) 9
Kazakhstan (Mirror Earth) 9
Baltic States (Mirror Earth) 7
Zimbabwe (Mirror Earth) 9
Bolivia (Mirror Earth) 10
Sweden (Mirror Earth) 2
New Guinea (Mirror Earth) 9
Libya (Mirror Earth) 9
Finland (Mirror Earth) 2
Norway (Mirror Earth) 2
New Zealand (Mirror Earth) 2
Botswana (Mirror Earth) 9
Iceland (Mirror Earth) 3
Greenland (Mirror Earth) 9
Mirror Earth total 356

Plague Inc. World flasks

Cure flasks image


Variations of Cure with other pathogens Edit


  • Being a microscopic robot, the Nano-Virus can become immune to modern medicines making a conventional cure ineffective.
  • What takes place instead of the Cure is the Cure Broadcast, which is designed to activate the built-in kill switch.
  • What makes the Cure Broadcast truly different is the fact that it starts at the beginning of the game, when the player does not have much DNA to get counter-cure traits.
  • While the cure meter rapidly builds up if left unattended, the Nano-Virus has many more options in the abilities section to delay the broadcast in return, and they can impact the cure research more than how convectional methods does. In addition, certain symptoms that can delay cure will have no base cost.
  • However, convectional counter-cure abilities are still available.

Necroa VirusEdit

  • On its own, a Necroa Virus is easy to cure as it lacks many cure delaying symptoms and abilities and inherently requires less time for a cure to be researched, it also kills VERY slow on it's own.
  • Once zombies have been created, however, the cure becomes useless.
  • Since the zombies are already dead, they cannot be cured and can continue killing and consuming healthy people, turning them into new zombies and in general keep on rampaging across the world even after the cure is fully completed.
  • However, since after a cure is in action, the infected will be cured, it will be harder to kill them since the Necroa Virus itself is helpless on that, and zombies must be commanded carefully to do the task.

Simian FluEdit

  • In the Simian Flu DLC, the cure is instead developed by Gen-Sys, the company which developed and accidentally released the virus.
  • Once they admit that they created the Simian Flu, they will take over all cure research from governments and use existing data to speed up the cure dramatically.
  • They may set up labs near ape colonies to gather data and capture apes to use them in deadly experiments, as well as other countries with large ape population. 
  • If a Gen-Sys lab is successfully raided and overwhelmed by rampaging apes, the cure progress will take a noticeable hit due to lost research.

Shadow Plague Edit

  • The Shadow Plague doesn't have its cure started until you get Shadow Blessing because if you don't get that, no research can be done.
  • You will have to destroy the templar forces before the cure to make it easier.
  • If the cure reaches to 100%, then there would be a news pop-up saying that the vampire is being poisoned every time it feeds because people are injected with the cure. This could eventually cause the game to end in defeat.
  • Like the Gen-Sys labs, WHO also uses labs to speed up research dramatically, however, a Blood Rage is entirely possible to destroy it, damaging cure progress in the process, as well as giving you some more DNA.


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