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Quick answer: Cure a sick Follower by selecting them and choosing bed rest, or send them to the Healing Bay for an immediate cure. Stop dissent by putting the dissenter in Prison and choosing Re-educate once per day until the dissent state disappears. Clear exhaustion by letting the Follower sleep; bed rest speeds recovery. These remedies address different problems, so treating one status will not remove another.
Three follower problems, three different cures
Illness, dissent, and exhaustion can all look like a production problem because the affected Follower is unavailable or less useful. Their causes and remedies are separate, however. Illness is a health condition that can contaminate the settlement. Dissent is a loyalty crisis caused by very low faith. Exhaustion is a fatigue state that normally disappears through sleep.
| Status | Immediate action | Cost or trade-off | What happens if ignored |
|---|---|---|---|
| Illness | Select the Follower and order bed rest, or use the Healing Bay. | Bed rest costs no Camellias but removes labor temporarily. The Healing Bay is immediate and consumes Camellias. | The Follower may vomit and defecate, making the settlement dirtier; untreated sickness can eventually be fatal. |
| Dissent | Place the Follower in Prison and use Re-educate repeatedly. | Prison removes the Follower from work while you spend several in-game days restoring loyalty. | The dissenter will not work, can influence other Followers, and may leave with a substantial share of the cult’s coins. |
| Exhaustion | Send the Follower to bed and allow a full sleep cycle. | You give up short-term labor and should avoid waking the Follower. | Productivity suffers, and an exhausted Follower has lower odds of succeeding on a mission. |
Check the actual status icon and the Follower’s thought bubble before choosing a remedy. A sick Follower needs rest or medical treatment; a dissenter needs confinement and loyalty work; an exhausted Follower needs sleep. One Follower can have more than one problem, so complete each applicable step rather than assuming the first status you clear fixes everything.
How do I cure a sick follower?
Select the sick Follower and choose the bed-rest command for a no-cost recovery. Bed rest takes the Follower out of the work rotation for a period, but it avoids spending scarce Camellias. If you need the Follower back immediately, use a Healing Bay instead.
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Bed rest: the free emergency treatment
- Select the sick Follower from the settlement or your Follower management list.
- Choose the option to send that Follower to bed rest.
- Leave the Follower resting until the illness clears; do not assign a chore during the recovery period.
Bed rest is the right choice when the cult can absorb a temporary absence or when you have not yet built a Healing Bay. It is not an instant cure, so account for the missing worker when planning farms, kitchens, woodcutting, and other time-sensitive jobs. If several Followers are sick, triage the worker whose absence threatens food or another essential task, while allowing less-critical Followers to recover without spending flowers.
Healing Bay: immediate treatment
The Healing Bay is described as “A station for you to heal sick Followers.” Select a sick or injured Follower, send them to the station, and pay the treatment cost. The base Healing Bay uses 15 Camellias per treatment and has no cooldown between uses, so several Followers can be treated consecutively if you have enough flowers.
Construction is a one-time investment. The documented base cost is 20 Coins, 10 Camellias, and 5 Wooden Planks. Healing Bay II requires 10 Gold Bars, 10 Camellias, and 5 Wooden Planks and lowers the treatment price to 10 Camellias. The upgrade therefore trades rare Gold Bars and building materials for cheaper repeat treatment, which becomes more valuable as the cult grows or experiences recurring illness. For example, treating three Followers costs 45 Camellias at the base level and 30 at level II, so the lower per-treatment price matters when outbreaks are frequent.
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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minute| Healing Bay level | Construction cost | Cure cost per sick or injured Follower | Best use |
|---|---|---|---|
| Healing Bay | 20 Coins, 10 Camellias, 5 Wooden Planks | 15 Camellias | Immediate treatment when bed rest would disrupt production. |
| Healing Bay II | 10 Gold Bars, 10 Camellias, 5 Wooden Planks | 10 Camellias | Frequent treatment in a larger or repeatedly afflicted cult. |
The Bay has no waiting timer, but it cannot replace flowers you have not harvested. Keep a reserve rather than spending every Camellia on routine cures, especially if an event is approaching or multiple Followers are already showing symptoms. If flowers are short, use bed rest for cases where the lost labor is less costly than the treatment price.
Why sickness spreads through the settlement
A sick Follower can vomit and soil the grounds. That contamination lowers hygiene, creates more cleanup work, and can contribute to a feedback loop in which poor sanitation produces additional illness. Sick Followers also cannot work, so ignoring one condition can reduce both labor and cleanliness at the same time.
Clean vomit, feces, and other contamination promptly. Keep toilets usable, keep food production under control, and do not leave spoiled or unsafe food effects unattended. If several Followers become sick at once, prioritize removing contamination before it compounds the problem, then use bed rest or the Healing Bay according to your available time and Camellias. A clean floor does not instantly cure an existing case, but it removes one pressure that can create another case.
Events and food effects that can trigger illness
Low settlement sanitation is a common practical cause, but events and food effects can also make Followers sick. The Brainwashing Ritual deserves special preparation: the documented systems reference warns that widespread illness can follow it, particularly when the Belief in Prohibition doctrine is active. Keep a reserve of Camellias before starting an illness-prone event rather than spending every flower on ordinary healing.
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If an outbreak follows a ritual, treat the visible cases, remove vomit and feces, and check food and toilet conditions before assigning everyone back to work. This order prevents a cured Follower from returning to a dirty settlement where the same hygiene pressure remains.
Automatic escorts with a Medic Station
Where the relevant content is available, a Medic Station can assign a Follower to escort sick and injured Followers to the Healing Bay automatically. The cited systems reference lists exceptions for Cursed Followers and Rotten Followers under the Heal the Decay doctrine, so do not assume every special status can be handled by that automation. Manual treatment remains the fallback when an exception applies or no Medic Station is available.
Automation also does not remove the resource decision: the Bay still requires its listed Camellia cost. Watch the station when an outbreak starts, confirm that ordinary Followers are being escorted, and intervene manually for exceptions or urgent workers.
How do I stop a follower from dissenting?
Dissent is a loyalty crisis, not a medical condition. It usually appears after faith falls too low. A dissenter stops working and can spread falsehoods that encourage other Followers to lose faith. If ignored, the Follower may leave and take a substantial share of the cult’s coins, so isolation should come before attempts to restore morale.
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- Find the dissenter through the Follower list or by following the dissenter’s visible thought or activity indicators.
- Build or use a Prison and place the dissenter inside. This prevents them from working against the cult or influencing additional Followers while you address the cause.
- Use the Re-educate interaction once each day. Repeat it every day until the dissent meter clears; severe cases can require several in-game days.
- During those days, repair the faith problems that triggered the crisis. Feed hungry Followers, remove sickness, clean the grounds, and use sermons, blessings, or appropriate rituals to rebuild confidence.
Re-education is not a one-click reset. Missing a day slows the recovery, and releasing a dissenter before the state clears allows the disruption to resume. Keep the Prison available until the meter has actually disappeared. If you cannot find the person, check the Follower list rather than waiting for a thought bubble; prompt identification limits the time they can influence the rest of the settlement.
Preventing a second dissent outbreak
Look for the underlying pressure rather than treating only the visible dissenter. Hunger, illness, dirty surroundings, and neglected faith-building activities can affect several Followers at once. A stable food supply, prompt cleanup, regular sermons, and timely use of suitable rituals reduce the chance that one dissenting Follower will recruit others.
Do not treat Prison as a substitute for food, hygiene, or faith management. It buys you control while the meter is reduced; it does not repair the condition that caused low faith. During each re-education day, check whether another Follower has become hungry, sick, or unhappy so a second crisis does not grow behind the first.
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Disciple trait and shrine support
The official patch notes identify the Disciple trait as allowing a Follower to re-educate dissenters and use Disciple Shrines. Once unlocked, that trait provides a useful loyalty-management option because a qualified Follower can handle re-education duties while you focus on crusades, construction, or resource production. It does not remove the need to isolate a dissenter or address the faith problem that caused the state.
Why Minced Follower Meat is not the standard cure
Minced Follower Meat is described as an emergency gamble: it may stop dissent, but it also carries an illness risk. That trade can turn a loyalty crisis into a medical outbreak, especially when sanitation or Camellia supplies are already weak. Prison and repeated Re-educate are the dependable route. Consider the risky food choice only when you deliberately accept the possibility of illness in exchange for a chance at faster relief.
How do I get rid of the exhaustion icon?
Send the exhausted Follower to bed and let them sleep. Sleep normally clears exhaustion, while assigning bed rest makes recovery faster. Do not force the Follower into another chore or wake them for an overnight shift unless the immediate production gain is worth losing recovery time.
Common causes of exhaustion
- Forcing a Follower to work through the night.
- Returning from a missionary assignment.
- Being used as a demon during a crusade.
- Breeding.
- Other strenuous activities in systems that impose fatigue.
After any of these activities, schedule the Follower’s next chore only after they have slept. If the Follower is still exhausted, check whether you interrupted the sleep cycle or immediately assigned another demanding activity; continued exertion delays the practical recovery you are trying to achieve. Bed rest is faster than simply leaving the status to resolve while the Follower remains in the normal work rotation.
Exhaustion and missionary success
Exhaustion matters beyond the settlement’s work roster. The cited systems reference states that it lowers mission success odds, so an exhausted Follower is a poor choice for a time-sensitive missionary assignment. Let the Follower sleep first, then send them once the status has cleared. This costs a little scheduling time but avoids risking a mission with reduced odds.
Plan the return from a mission as carefully as the departure. A Follower who comes home exhausted should go straight to rest instead of being assigned to a night shift, another breeding task, or immediate demon use. This preserves the next mission’s odds and prevents a short-term labor gain from creating a longer absence.
Choosing between speed, resources, and labor
The right cure depends on what the cult is short of at that moment. The following comparison keeps the trade-offs separate instead of treating every status as a production emergency.
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| Problem | Fastest reliable option | Cheapest option | Risky shortcut | Scheduling advice |
|---|---|---|---|---|
| Illness | Healing Bay treatment. | Bed rest, with no Camellia cost. | There is no equivalent shortcut that is safer than treatment; contaminated grounds must still be cleaned. | Use the Healing Bay when losing a worker would threaten food or a critical construction queue. |
| Dissent | Prison followed by daily Re-educate; the process still takes time. | The same Prison and Re-educate route, using no stated treatment currency. | Minced Follower Meat may stop dissent but can cause illness. | Isolate immediately, then restore faith while re-education proceeds. |
| Exhaustion | Sleep with bed rest assigned. | Normal sleep, accepting a longer recovery interruption. | Forcing overnight work produces labor now but worsens fatigue and can reduce mission success. | Plan missions after recovery, not immediately after strenuous activities. |
Use the table as a scheduling rule rather than a rigid priority list. A sick cook before a food shortage justifies Camellias; a sick woodcutter during a quiet building period may safely take bed rest. A dissenter always merits prompt isolation because their effect reaches beyond their own work slot. An exhausted missionary should rest even when the settlement has an open chore, since mission success is also at stake.
Prevention checklist for a healthier, more loyal cult
- Sanitation: Keep toilets functional and remove poop and vomit as soon as they appear.
- Food: Feed Followers consistently and monitor food effects that can contribute to sickness or low faith.
- Faith: Use sermons, blessings, and suitable rituals regularly instead of waiting for a loyalty crisis.
- Healing capacity: Build the Healing Bay when bed-rest absences would disrupt production; consider Healing Bay II when repeat treatments make the lower Camellia price worthwhile.
- Event reserves: Save Camellias before the Brainwashing Ritual or another event known to create illness risk, especially with Belief in Prohibition active.
- Dissent control: Keep a Prison available and re-educate every day while a dissenter is isolated.
- Rest scheduling: Let Followers sleep after missions, demon use, breeding, or overnight work, and avoid sending an exhausted Follower on a mission.
Troubleshooting common recovery failures
The sick Follower is not recovering fast enough
Confirm that bed rest was actually assigned and that the Follower has not been returned to a chore. Bed rest is deliberately slower than Healing Bay treatment. If production cannot tolerate the delay, use the Healing Bay and pay the applicable Camellia cost. Also clean nearby vomit and feces; leaving contamination in place can keep hygiene problems active even after one Follower begins to recover.
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The Healing Bay cannot treat everyone
Check your Camellia stock and the Bay’s level. A base Bay charges 15 Camellias per sick or injured Follower, while Healing Bay II charges 10. The station has no treatment cooldown, so a shortage of flowers—not a waiting timer—limits consecutive cures. If you cannot pay, use bed rest and stabilize sanitation until supplies recover.
Re-educate is not clearing dissent
Re-education must be repeated daily and can take several in-game days. Keep the dissenter in Prison between interactions. At the same time, address hunger, illness, cleanliness, and neglected faith activities; otherwise the original pressure continues while the meter is being reduced. Verify that you are interacting with the dissenter each day rather than assuming one visit is enough.
The exhausted Follower still has work assigned
Remove the chore and send the Follower to bed. Waking them for a short production boost can prolong the overall interruption and is especially costly if a mission is scheduled next. Wait for sleep to clear the status before assigning strenuous work or missionary duties.
Several statuses appear at once
Handle the status that can spread or cause immediate collateral damage first. Isolate a dissenter in Prison, clean any vomit or feces from a sick Follower, and then send exhausted Followers to sleep. Return to the same Follower after each step and confirm which icon remains; Prison will not cure illness, and sleep will not clear dissent.
A practical order of operations during a crisis
- Pause nonessential assignments and identify whether the problem is illness, dissent, exhaustion, or more than one status on the same Follower.
- Isolate a dissenter in Prison immediately; send a sick or exhausted Follower to bed if no instant treatment is required.
- Clean vomit, feces, and other contamination before it affects more Followers.
- Spend Camellias on the Healing Bay only when immediate recovery justifies the resource cost, reserving enough for likely event-related illness.
- Use sermons, blessings, rituals, food, and sanitation work to remove the conditions that caused low faith or sickness.
- Allow recovered Followers to sleep before returning them to demanding chores or missions.
Keeping the three statuses distinct makes the cure predictable: health problems require rest or the Healing Bay, loyalty problems require isolation and repeated re-education, and fatigue requires sleep.
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Frequently Asked Questions
How do I cure a sick follower?
Select the sick Follower and choose bed rest for a free but slower recovery, or use the Healing Bay for an immediate cure. The base Bay costs 15 Camellias per treatment; Healing Bay II costs 10.
How do I stop a follower from dissenting?
Put the dissenter in Prison and use Re-educate once each day until the dissent meter clears. Restore faith by addressing hunger, illness, hygiene, sermons, blessings, and suitable rituals.
How do I get rid of the exhaustion icon?
Send the exhausted Follower to bed and let them sleep. Bed rest speeds recovery; avoid overnight work or waking them before a mission.
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Does the Healing Bay have a cooldown?
No. You can treat several sick or injured Followers consecutively if you have enough Camellias.
How much does Healing Bay construction cost?
The base Healing Bay costs 20 Coins, 10 Camellias, and 5 Wooden Planks. Healing Bay II costs 10 Gold Bars, 10 Camellias, and 5 Wooden Planks.
Can Minced Follower Meat cure dissent safely?
It may stop dissent, but it carries an illness risk. Prison and repeated Re-educate are the dependable option.
Why is an exhausted Follower bad for missions?
Exhaustion lowers mission success odds, so let the Follower sleep before assigning missionary work.
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Use bed rest when you can afford lost labor, the Healing Bay when illness must end immediately, Prison plus daily Re-educate for dissent, and sleep for exhaustion. Clean contamination, maintain food and faith, reserve Camellias for outbreaks, and never send an exhausted Follower on a mission.
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