Crises
Crises are special events introduced with the Intrigue expansion. Unlike other events they have multiple stages and can result in failure if specific conditions aren't met. Note that when you make choices at the stages below that involve stat checks, your military/scientific/diplomatic/ideology strength at the time you make the choice is what determines the result. Any increases or decreases in your strength between the time you make the choice and when the result is shown do not count. More were added in the Worlds in Crisis DLC. Introduced in Intrigue ExpansionApophisMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Brain ParasitesMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Brain TrustMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
The RevolutionMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Rogue GeneralMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
SecessionMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
The SimulationMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Space MonsterMinimum number of turns for crisis to occur:
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Introduced in Worlds in Crisis DLCChange of HeartMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
The Dark HubMinimum number of turns for crisis to occur: 300
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Distinguished CommanderMinimum number of turns for crisis to occur: 200
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
The FissureMinimum number of turns for crisis to occur: 180
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
The Mad GovernorMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Mercenary PiratesMinimum number of turns for crisis to occur: 240
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Missing ScientistMinimum number of turns for crisis to occur: 150
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Murderer on the looseMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
MutationsMinimum number of turns for crisis to occur: 50
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
New DrugMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
PainkillerMinimum number of turns for crisis to occur: 75
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Precursor Power PlantMinimum number of turns for crisis to occur: 200
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
The PrimatesMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
Strip MiningMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
SymbiotesMinimum number of turns for crisis to occur: 100
Choice 1 route
Result
Choice 2 route
Result
Choice 3 route
Result
|