GC4:Event Test

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The Derelict


The Derelict

Your flagship has discovered a derelict ship drifting in space. It appears to contain an artifact with the power to repair a fleet anywhere in the galaxy. What do you want to do with it?

Choice Outcome
Take the artifact.

Acquire the ability to repair a fleet anywhere in the galaxy.

Extract the raw materials from it.
  • +500 Credits
  • +2 Elerium

The Specter's Grasp


The Specter's Grasp

Awaiting our ship in the silent void is the Specter's Grasp, an enigmatic artifact radiating a knowledge-imbuing energy.

Choice Outcome
Bring the artifact on board.

This artifact appears to give vast insights when used allowing us to gain a lot of research knowledge at once.

Extract maximum power from the artifact, regardless of potential risks.
  • +0.01 Crime
  • +0.01% Research

Broken Teleporter Artifact


Broken Teleporter Artifact

Our exploration has led us to an artifact of Precursor origin, a device once capable of bending the fabric of spacetime to instantly relocate their vessels to chosen coordinates. Regrettably, the ravages of time have not been kind. The artifact's pinpoint precision has faded into erratic uncertainty - our researchers warn that activation will now result in a random spatial displacement. Nevertheless, this unpredictable characteristic could be tactically advantageous, providing us a means to displace unwelcome fleets into the vast, unknown reaches of space.

Choice Outcome
Take the artifact.

Artifact goes to the vault.

Attempt to deconstruct the artifact into its original components.

The valuable elements that make up the artifact will provide us with some instant credits.

  • +100 Credits

The Elusive Beast in a Cage


The Elusive Beast in a Cage

Our flagship has come across a drifting artifact that houses a monstrous entity of unknown origin. Will we dare to use it as a tool of destruction, or harness its potential to further our knowledge?

Choice Outcome
Store it in our vault.

We place the snare into our artifact vault.

Experiment on it.

It probably won't feel too much pain. But it is a sacrifice we are willing to make for us to get some valuable research.

  • +30 Research Amount

Smuggler's Hideout Treasure


Smuggler's Hideout Treasure

Our flagship has stumbled upon an abandoned smuggler's hideout, brimming with a treasure trove of riches. The smuggler is nowhere to be seen. We now face a moral dilemma: should we seize this unexpected bounty or respect the unwritten rules of ownership?

Choice Outcome
Claim the Treasure

Taking the treasure could significantly boost our resources, providing a much-needed advantage. However, this action might attract unwanted attention and could tarnish our reputation among other factions.

  • +500 Credits
  • Anger Pirates
Leave the Treasure Untouched

Respecting the principle of ownership, we choose to leave the treasure untouched. This may uphold our moral and ethical standards, but we miss out on a potentially significant opportunity to enhance our resources.

Smuggler's Revenge


Smuggler's Revenge

The smuggler, whose treasure we previously encountered, has returned to seek revenge. Enraged by our actions, they have launched a surprise attack against us with a fleet os ships in our territory. We must prepare to face the consequences of our earlier decision.

Choice Outcome
Defend Against the Attack

It's time to face the smuggler's wrath. We must deploy our defenses and repel their attack. This encounter serves as a harsh reminder that our actions, even in the depths of space, can have unexpected and dangerous repercussions.

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +1 Gunboat
  • +1 Battleship

New Shield Technology Discovered


New Shield Technology Discovered

Our flagship has recovered the schematics of a groundbreaking shield technology. This new component, when equipped, promises to add an additional layer of shields to every ship in our fleet, capable of absorbing the first hit from any attack.Of course, it begs the question, who made this?

Choice Outcome
We will keep this ship component in mind for future ship designs.

Implementing this technology will provide our fleet with a significant defensive advantage. While it may not withstand sustained assaults, this additional shielding could be the difference in surviving initial enemy strikes, giving us a critical edge in battle.It will be available in the ship designer.

Encounter with the Sleeper Ship


Encounter with the Sleeper Ship

Our flagship has encountered a mysterious sleeper ship drifting through space. Its chambers are filled with alien passengers in cryogenic slumber, on a course set for the deep core of the galaxy. The origin and purpose of their journey remain unknown.

Choice Outcome
Allow the Ship to Continue Its Journey

Respecting the sleeper ship's voyage, we choose to let it continue on its path to the galaxy's core. This decision upholds the sanctity of their mission, whatever it may be, but leaves us with unanswered questions about their origins and destination.

Terminate the Passengers and Salvage the Ship

Choosing to terminate the alien passengers for the sake of salvaging any advanced technology on the sleeper ship is a drastic and morally questionable decision. While it may yield technological gains, it comes with the heavy burden of ending countless alien lives.

  • +30 Research Amount
  • Murdered Sleepers
Awaken the Passengers and Initiate Contact

Waking up the alien passengers to initiate contact could provide valuable insights into their culture and technology. However, this decision carries risks, as their reaction to being awakened prematurely and confronted by an unknown species is unpredictable. You gain a colony ship

  • Awards a colony ship with a Slyne colonist.

Discovery of AI Planetary Monitor Plans


Discovery of AI Planetary Monitor Plans

Your flagship has come across ancient plans for a semi-sentient AI designed to monitor and reduce crime on planets.

Choice Outcome
Implement the AI Planetary Monitor to reduce crime on a selected planet.

By implementing these AI plans, we can significantly reduce crime rates, leading to a safer and more productive colony.

Sell the plans for a substantial amount of credits.
  • +436 Credits
Extract resources from the discovery instead of using the plans.
  • +6 Elerium
  • +8 Precursor Nanites

Discovery of Core Tap Plans


Discovery of Core Tap Plans

Our fleet has uncovered abandoned plans and a unique power source for a Core Tap, a device capable of harnessing the energy of a planet's core. This find presents us with several lucrative options.

Choice Outcome
Secure the plans.

Using the plans and power source, we can build a Core Tap on our core worlds, greatly enhancing our production capabilities. This advanced technology could give us a significant advantage but may also carry unknown risks.

  • Unlocks the Core Tap Improvement
  • +2 Precursor Nanites
Sell the Plans and Power Source

By selling the plans and power source, we could make a substantial profit immediately. This option provides a financial boost but forfeits the opportunity to potentially revolutionize our energy infrastructure.

  • +372 Credits
Extract Resources from the Power Source

Extracting the raw resources from the unique power source could yield valuable materials for our current projects, offering an immediate practical benefit but losing the potential of the Core Tap technology.

  • +5 Precursor Nanites

Ancient Library Satellite Discovered


Ancient Library Satellite Discovered

Our flagship has stumbled upon a derelict satellite, an ancient library filled with unknown knowledge. Its origins and contents are a mystery, and it presents a unique opportunity to uncover lost secrets or technological advancements.

Choice Outcome
Conduct a Detailed Study

By choosing to study the satellite, we can unlock ancient knowledge and giving us an immediate research boost.

  • +30 Research Amount
Sell the Satellite for Immediate Benefits

Opting to sell the satellite will bring us much needed hard currency.

  • +261 Credits
Extract the resources from the satellite
  • +4 Precursor Nanites

Derelict Mining Drone


Derelict Mining Drone

Our flagship finds a derelict mining drone, drifting aimlessly in space. The drone appears to be from an advanced civilization and is still functional. Your engineers manage to reprogram and repair the drone. Upon confirmation, the drone is added your fleet, providing increased mining capabilities and efficiency for resource gathering.

Choice Outcome
Reprogram the drone to enhance general resource gathering capabilities.
  • +1 Helios Ore
Reprogram the drone to focus on gathering Durantium.
  • +1 Durantium

Celestial Art Exhibition


Celestial Art Exhibition

Our flagship encounters an awe-inspiring celestial phenomenon that seems to be a form of cosmic art created by an unknown species. The vivid display of colors and patterns has a profound impact on the crew and sparks a wave of creativity throughout the civilization. Upon confirmation, your civilization gains a one-time culture boost, which could help with diplomacy and influence.

Choice Outcome
Embrace the cosmic inspiration giving our worlds additional influence.
  • +100 Influence

Abandoned Research Outpost


Abandoned Research Outpost

Your flagship has discovered an abandoned research outpost in deep space. The outpost appears to have been deserted for quite some time, but the advanced technology inside is still in working condition.

Choice Outcome
Investigate the outpost and retrieve the valuable scientific data.

+25 Research

  • +25 Research Amount

Artifact of Joy and Resources


Artifact of Joy and Resources

Your flagship discovers an ancient artifact, a mysterious object imbued with immense power. This artifact can either be harnessed to provide a massive energy spike for our Shipyards or used to generate an aura of euphoria on a target planet, uplifting the mood of its inhabitants and providing a temporary boost to productivity.

Choice Outcome
Channel the artifact's energy to temporarily enhance manufacturing on our worlds.
  • +1 Max Manufacturing
Secure the artifact in the vault for later use.

Gain a charge for the artifact Harmony Beacon.

Precursor Artifact Cache


Precursor Artifact Cache

Your flagship locates a hidden cache of Precursor artifacts, left behind by the ancient civilization. These artifacts are not only valuable but also hold clues to the advanced technologies of the Precursors.

Choice Outcome
Extract resources from the artifacts.
  • +1 Durantium
Add the artifact into the vault.

Gain a charge for the artifact Inspire Scientists.

Mysterious Energy Source


Mysterious Energy Source

Your flagship detects an unusual energy signature coming from a nearby asteroid. Upon investigation, the crew finds a stable and potent energy source that can be harnessed to enhanced the manufacturing of our planets.

Choice Outcome
Utilize the energy source to temporarily increase manufacturing on our worlds.
  • +5 Max Manufacturing

Lost Cargo Container


Lost Cargo Container

Your flagship comes across a drifting cargo container, seemingly abandoned and adrift in space for years. The container is filled with valuable trade goods and rare resources.

Choice Outcome
Acquire the valuable goods to boost your economy for many months.
  • +0.05% Colony Gross Income

Ancient Star Map


Ancient Star Map

Your flagship discovers an ancient star map etched into the surface of a seemingly insignificant moon. The map reveals that there is a very valuable planet relatively close to our current location.

Choice Outcome
Seek out the high quality planet in a nearby star system.
  • Find an undiscovered and uninhabited planet.

Enigmatic Monolith


Enigmatic Monolith

Your flagship discovers an enigmatic monolith floating in space, emitting a mysterious energy that seems to resonate with the crew's thoughts. Studying the monolith provides a temporary boost to the crew's problem-solving abilities.

Choice Outcome
Gain a one-time burst of knowledge.

+10% of Research needed for current Research Center project.

  • +10% Research Completion

Lost Explorer's Log


Lost Explorer's Log

Our flagship finds the remains of a long-lost explorer's vessel, along with a detailed log of their discoveries. This log contains invaluable information on various planets, anomalies, and points of interest throughout the galaxy. Upon confirmation, your civilization finds a previously unknown world available to be settled on.

Choice Outcome
Use the log to chart new paths.
  • Find an undiscovered and uninhabited planet.

Mapping Artifact


Mapping Artifact

During the thorough analysis of the artifact, your research team has unearthed an astonishing discovery - it is a reservoir of colossal energy. The scientists in your crew are confident that they can channel this raw power to propel our civilization forward. Yet, a dissenting perspective suggests that this energy could be utilized as a cosmic key, opening up uncharted dimensions of the cosmos, and revealing secrets of space hitherto unknown.

Choice Outcome
Harvest the artifact's energy and gain a valuable resource.
  • +1 Durantium
Store the artifact in the vault.

Store the artifact so that it can be used later to gain vision over a distant part of the galaxy.Gain a charge for the artifact Distant Vision.

The Ancient Artifact


The Ancient Artifact

Your fleet stumbles upon an ancient artifact floating in the depths of space. Its origin is unknown. It is made of the strange metal our scientists call Durantium. The purpose of this artifact is lost to time but we can still make use of its raw materials.

Choice Outcome
Harvest the artifact's energy and gain a valuable resource.
  • +1 Durantium

The Ancient Artifact


The Ancient Artifact

Your flagship arrives at the strange artifact. What it once did can only be known to the ancient Precursors. However, within the depths of it is a container holding valuable Antimatter. Your crew carefully remove the Antimatter and put it into storage for later use.

Choice Outcome
Harvest the artifact's energy and gain a valuable resource.
  • +1 Antimatter

Encounter with the Monstrous Cage


Encounter with the Monstrous Cage

Our ship has stumbled upon a peculiar artifact adrift in the cold void of space. It appears to be a cage, but not for any ordinary creature. This containment unit was designed for something... monstrous. We have two clear options: keep the artifact and possibly unleash the beast at a strategic moment, or study the cage's advanced technology, risking the inadvertent release of the captive creature.

Choice Outcome
Keep the artifact. This monster might serve a purpose.

Take the cage into our possession, ready to release the monster when needed.

Study the cage's technology. We can deal with the monster.

Dissect the artifact for its advanced technology, advancing our own scientific knowledge in the current research topic. This may haunt us later.

  • +25 Research Amount

Unearthed Arnorian Integrity Device


Unearthed Arnorian Integrity Device

An intriguing discovery has been made - a device from the long-gone Arnor civilization. Its structure suggests it might be used to enhance the structural integrity of our fleet. Alternatively, its exotic materials could fetch a good price on the interstellar market.

Choice Outcome
Preserve and Utilize

Gain a charge for the artifact Arnor Halo.

Dismantle and Trade

Disassemble the artifact and sell the resulting materials on the market for a substantial amount of credits.

  • +100 Credits

Precursor Terraforming Device


Precursor Terraforming Device

Our flagship has discovered an artifact of the ancient Precursors. It appears to be a device of terraforming capabilities, seemingly able to upgrade a planet's class by an entire level. We could store it for future use or dismantle it to obtain valuable resources.

Choice Outcome
Secure the Artifact

Store the artifact in our vault for potential future terraforming purposes.Gain a charge for the artifact Chimeric Biomass.

Harvest its Resources

Dismantle the artifact and sell the extracted resources on the interstellar market.

  • +450 Credits

The Dread Lord's Harbinger


The Dread Lord's Harbinger

Our flagship has discovered an artifact, suspected to be of Dread Lord origin. It's a weapon of terrifying power, able to instantly damage an entire enemy fleet. We must decide whether to preserve it for potential usage or dismantle it for valuable resources.

Choice Outcome
Secure the weapon artifact.

Keep the artifact in our vault, harnessing its potential to damage enemy fleets when needed.Gain a charge for the artifact Betatron Collider.

Dismantle for resources.

Disassemble the weapon and sell the obtained resources on the galactic market.

  • +150 Credits

Arnor's Legacy


Arnor's Legacy

Our flagship has stumbled upon an artifact of the ancient Arnor civilization. It is a device with the stunning capability to transform lifeless worlds into habitable ones. Should we preserve it or harvest it for parts?

Choice Outcome
Preserve the past.

Take the artifact. Store it in our vaults. We may find a world worthy of its power.Gain a charge for the artifact Spores of Yggdrasil.

Profit from the past.

Break down the artifact and sell its components. Let's profit from this ancient technology.

  • +100 Credits

The Nanite Warship Maker


The Nanite Warship Maker

Our flagship has discovered an artifact from an unknown, long-gone civilization. Inside, we found sophisticated Nanites capable of assembling a powerful, automated warship. Do we harness this power, or do we disassemble it for profit?

Choice Outcome
Command a warship.

Preserve the artifact. The potential of commanding an ancient warship could shift the balance of power in our favor.Gain a charge for the artifact Nanite Transmitter.

Harvest for resources.
  • +150 Credits

A lost but now found Survey Module


A lost but now found Survey Module

Our flagship has stumbled upon a lost cargo container drifting through space. It's marked with several unfamiliar alien symbols and we suspect it might contain some valuable contents. Inside, we find a survey module, one of the rarest items we know of. Survey modules are what make a flagship a "Flagship" in that they contain a vast array of specialized tools and sensors for dealing with the anomalies that litter the galaxy.

Choice Outcome
Store the survey module in our vault.

We will be able to make an existing ship able to survey anomalies.

Mine it for resources, who knows what's inside.
  • +5 Promethion
Sell the whole mystery box. Let someone else deal with it.
  • +500 Credits

The Cosmic Needler


The Cosmic Needler

Our flagship has stumbled across a curious sight. A drifting Precursor cargo container. An intense sense of excitement fills the bridge as we approach. Initial scans indicate the container houses an advanced particle beam that is remarkably small even if not particularly powerful. The component is filled with a high concentration of Promethium.

Choice Outcome
Send the component to our shipyards.

This component will be available for our next flagship design. The engineers are already brimming with ideas.

  • Unlock Upgrade Precursor Particle Beam
Extract the Promethium. We could always use more resources.
  • +3 Promethion
Sell the lot on the Galactic Market. In hard credits we trust!
  • +600 Credits

The Enigma of Hyperspace


The Enigma of Hyperspace

Our flagship has detected an ancient cargo container, drifting aimlessly in the void. This appears to be a relic from the Precursor Wars! Inside we find a fully intact Arnorian Drive system, a ship component that is remarkably small for its size. It could be attached to a ship to increase its speed. Alternatively, we could harvest a significant quantity of Thulium from it or sell it to the highest bidder. What are your orders?

Choice Outcome
Send the Precursor drive back home.

This drive will be available when we design a new ship.

  • Unlock Upgrade Precursor Engine
Harvest it for valuable resources.
  • +3 Thulium
Sell the artifact on the Galactic Market.
  • +300 Credits

Lost Cargo - Survey Module


Lost Cargo - Survey Module

Your ship has stumbled upon a cargo hold lost in the vastness of space. It contains an advanced Survey Module, possibly from an ancient civilization. This module could be used to give an existing ship the ability to investigate anomalies. Alternatively, it can be broken down into valuable antimatter or sold for credits.

Choice Outcome
Store the survey module in our vault.

We will be able to make an existing ship able to survey anomalies.

Break down the survey module for its components.
  • +2 Antimatter
Sell the survey module for credits.

Convert the survey module into a substantial amount of credits.

  • +150 Credits

A Surprise in Space: The Precursor Food Replicator


A Surprise in Space: The Precursor Food Replicator

Our ship has stumbled upon a lost cargo container adrift in the vastness of space. After some time deciphering the ancient glyphs on the exterior, we've identified the contents - a Precursor Food Replicator. This device of incredible tech can synthesize food from nearly anything, greatly increasing the range of any ship equipped with it. Fancy an endless supply of alien space wafers?

Choice Outcome
Integrate this into our starship culinary department.

This component will be available in our vault ready to be added to a starship, significantly extending their travel range. Plus, the crew will be happier thanks to the endless supplies of nutrient wafers!Gain a charge for the artifact Ancient Food Replicator.

Extract Promethion from it.
  • +1 Promethion
Sell it on the galactic market for credits.
  • +200 Credits

The Guilt Magnifier


The Guilt Magnifier

As our ship glides through the silent vacuum of space, it stumbles upon a lost cargo container. Opening the container reveals an extraordinary device capable of amplifying guilty feelings. Our psychological analysts speculate that installing this 'Guilt Magnifier' on a Core world could drastically reduce crime rates. We might have just found the galactic equivalent of a conscience!

Choice Outcome
Store this in the vault for later deployment.

Gain a charge for the artifact Guilt Magnifier.

Break down the device and extract the precious Durantium inside.
  • +1 Durantium
Sell the Guilt Magnifier on the Galactic Market for some credits.
  • +200 Credits

A Lost Weapon Jammer


A Lost Weapon Jammer

We've encountered a derelict cargo container drifting in the dark vastness of space. The container isn't the interesting part, it's what is inside: A Weapon Targeting Jammer! This device could be installed on one of our ships to increase its ability to evade enemy weapons.

Choice Outcome
Add the Weapon Jammer to our vault.

Gain a charge for the artifact Prototype Warhead.

Extract the Thulium. We need that more.
  • +2 Thulium
Sell it.
  • +200 Credits

Lost Energy Weapon Discovery


Lost Energy Weapon Discovery

Your flagship captain reports the discovery of a lost cargo container floating in space. Upon inspection, a mysterious energy weapon is found inside. The weapon appears to be of unknown origin and technology, with the potential to be a powerful asset.

Choice Outcome
Store the energy weapon in the vault for future use.

Gain a charge for the artifact Energy Infuser.

Sell the energy weapon for credits.
  • +400 Credits

Mysterious Missile Cache


Mysterious Missile Cache

Your flagship captain reports the discovery of a lost cargo container floating in space. Upon inspection, it contains an advanced missile weapon prototype. The device is unlike anything seen before, and its origin remains a mystery. It could be used to add missile weapons to one of our ships.

Choice Outcome
Store the missile weapon in our vault for later use.

Keep the advanced missile weapon prototype in our vault allowing it to be installed on a ship later.Gain a charge for the artifact Prototype Warhead.

Sell the missile weapon for credits.
  • +500 Credits

Lost Kinetic Weapon


Lost Kinetic Weapon

Your flagship captain reports the discovery of a mysterious cargo container floating in space. Upon inspection, it contains an advanced kinetic weapon of unknown origin. It is some sort of self-replicating mass-driver. It could be a valuable addition to your arsenal or sold for credits.

Choice Outcome
Store the weapon in our vault for later use.

You decide to keep the weapon, storing it in your vault for future use. Its advanced technology may help one of your ships survive a battle.Gain a charge for the artifact Mass Driver Module.

Sell the weapon for credits.
  • +100 Credits

Lost Cargo: Tactical Thruster Upgrade


Lost Cargo: Tactical Thruster Upgrade

Your flagship captain reports the discovery of a drifting cargo container in deep space. Upon inspection, it contains a highly advanced tactical thruster upgrade device, seemingly lost by another civilization. This thruster could be added to one of our ships making it be able to get into firing range faster, a possibly critical advantage.

Choice Outcome
Store the device in the vault for later use.

You decide to secure the newly discovered tactical thruster upgrade device in your vault, for future research and potential implementation into your fleet. This could provide a significant advantage over your adversaries in future conflicts.Gain a charge for the artifact Tactical Thruster Upgrade Module.

Sell the device for credits.
  • +400 Credits

Lost Engine Upgrade Module


Lost Engine Upgrade Module

Your flagship's captain reports the discovery of a lost cargo container floating in space. Upon investigation, it appears to contain a rare and valuable engine upgrade module that can increase a ship's speed through Hyperspace. The captain awaits your orders on how to proceed with this discovery.

Choice Outcome
Store the module in our vault for future use.

Bring the engine upgrade module back to our civilization's vault for safekeeping and potential future use. Add to one of your ships to increase its speed.Gain a charge for the artifact Stardrive Module.

Sell the module for credits
  • +400 Credits

Lost Atmospheric Filter


Lost Atmospheric Filter

Your flagship captain reports the discovery of a mysterious cargo container floating in the void. Upon inspection, it contains an advanced Pollution Remover Module of unknown origin. It filters out the pollutants in the atmosphere. The deciphered writing is from the container indicates that it was 'too expensive' and was being returned. This device could be a valuable asset in maintaining planetary ecosystems or sold for a tidy profit.

Choice Outcome
Store the module in the vault for later use.

Secure the Pollution Remover Module in your vault, allowing it to be used on one of our various despoiled worlds. You, obviously being the despoiler in this scenario. This device could help give the illusion you care about the ecosystems of our worlds.Gain a charge for the artifact Atmospheric Cleanser.

Sell out for money.
  • +400 Credits

Lost Armor Module


Lost Armor Module

Your flagship captain reports the discovery of a lost cargo container drifting in space. Inside, they found a mysterious and advanced armor module that can be applied to a starship. It seems to be of great value, but its true potential is yet to be unlocked.

Choice Outcome
Store the Armor Module in our vault.

Store the armor module in your vault and keep it for future use. Its potential may prove invaluable in future engagements, providing increased protection to a target ship.Gain a charge for the artifact Armor Plate Module.

Sell the Armor Module.
  • +400 Credits

Lost Planetary Broadcaster


Lost Planetary Broadcaster

Your flagship captain reports the discovery of a lost cargo container floating in space. Upon further inspection, it appears to contain an ancient, yet functional Planetary Broadcaster device. The device is intended to send out a one-time burst of entertainment related information across a wide area. If it were used on a planet, it would greatly increase the planet's influence.

Choice Outcome
Store the Planetary Broadcaster in the vault.

Deciding to keep the device, you store the planetary broadcaster in your vault for future use. Apply it to a planet that is struggling against foreign influence for best results.Gain a charge for the artifact Planetary Broadcaster Module.

Sell the Planetary Broadcaster for credits.
  • +400 Credits

Lost Planetary Culture Module


Lost Planetary Culture Module

Your flagship captain reports the discovery of a mysterious cargo container floating in space. Upon opening it, the crew finds an ancient device that upon study appears to have a vast catalog of the cultural significance of every planet in the galaxy. This is a remarkable treasure. Unfortunately, the device is obviously very old and likely only able to be used once. It could be used to uncover the cultural value of any planet we choose.

Choice Outcome
Store the Planetary Culture Module for later use.

Deciding to keep the Planetary Culture Module for your civilization, you store it in your vault. Its potential to shape the cultural identity of entire planets could prove to be a valuable asset in your future endeavors. It will increase the base cultural significance of the planet you choose.Gain a charge for the artifact Planetary Culture Module.

Dissemble the module and sell the components for money.
  • +400 Credits

Lost Planetary Defense Module


Lost Planetary Defense Module

Your flagship captain reports discovering a lost cargo container adrift in space. Upon inspection, the container houses an advanced Planetary Defense Module, believed to be from a long-forgotten civilization. This mysterious device could prove invaluable to your empire by increasing a given planet's defense capabilities against invasion.

Choice Outcome
Store the defense module in the vault.

Storing this Planetary Defense Module in your vault could provide invaluable protection to your empire's planets in times of conflict. Its advanced technology could potentially prevent a planet from being invaded.Gain a charge for the artifact Planetary Defense Module.

Sell it.
  • +400 Credits

Lost Enemy Destabilizer Module


Lost Enemy Destabilizer Module

Your flagship captain reports the discovery of a lost cargo container floating in space. This device appears to be able to be quietly slipped into orbit of an enemy planet raising that planet's crime rate. A very devious device indeed.

Choice Outcome
Store the Enemy Destabilizer Module.

Choose to store the Enemy Destabilizer Module in your vault. Crime is bad except when it's happening to people you don't like. This device will increase the crime rate of any planet you choose.Gain a charge for the artifact Enemy Destabilizer Module.

Sell the Enemy Destabilizer Module
  • +500 Credits

Lost Enemy Defense Sabotage Module


Lost Enemy Defense Sabotage Module

While exploring the far reaches of space, your flagship stumbles upon a mysterious cargo container. Upon opening it, they discover a highly advanced enemy defense sabotage module. This device permanently reduces an enemy planet's ability to defend against invasion by installing trillions of tiny, self-replicating crystalline orbs that damage the planet's air-based defense systems.

Choice Outcome
Store the module in the vault.

Deciding that the module could prove useful in future invasions, you order your crew to store it securely in the vault.

Sell the module for credits (after taking it apart)
  • +400 Credits

Lost Propagandize Module


Lost Propagandize Module

Your flagship captain reports finding a lost cargo container adrift in space. Upon opening, they discover a sophisticated Propagandize Module capable of swaying enemy citizens' loyalty. The net effect is that it greatly reduces the enemy planet's cultural significance. Will you keep it for future use or sell it for credits?

Choice Outcome
Store the Propagandize Module.

By keeping the Propagandize Module in your vault, you can use it later to reduce the influence of a target planet.Gain a charge for the artifact Demoralizing Artifact.

Take it apart and sell the pieces for money.
  • +400 Credits

Lost Cargo: Poisonous Device


Lost Cargo: Poisonous Device

Your captain reports discovering a lost cargo container in the depths of space. Inside, they found a highly advanced device capable of poisoning an enemy planet's environment. What should be done with this dangerous technology?

Choice Outcome
Store the device in our vault.

The device is carefully stored in your civilization's vault, where it remains available for potential future use.Gain a charge for the artifact Poison Gas Module.

Take it apart and sell the pieces for money.
  • +500 Credits

Lost Syphoning Resources Module


Lost Syphoning Resources Module

As your flagship approaches an abandoned cargo container, it detects an advanced Deplete Resources Module within. This mysterious device has the power to sap the resources of enemy planets. Will you keep this powerful tool or sell it for credits?

Choice Outcome
Store the Deplete Resources Module in the Vault.

By storing the Deplete Resources Module in your vault, you gain the ability to use its power in the future. This device can be deployed to drain resources from enemy planets, giving you a strategic advantage in conflicts.Gain a charge for the artifact Resource Nullification Array.

Sell the Deplete Resources components for money.
  • +500 Credits

Mysterious Cargo: Advanced Mineral Scanner


Mysterious Cargo: Advanced Mineral Scanner

Your captain reports finding a lost cargo container adrift in space. Inside, they discovered an advanced mineral scanner, a device capable of accurately detecting valuable resources on distant planets. It can only be used once but it could still be very valuable. This cutting-edge technology could provide a significant advantage.

Choice Outcome
Store the Mineral Scanner in our vault.

By storing the advanced mineral scanner in your vault, you can utilize its technology to improve resource detection on our planets.Gain a charge for the artifact Mineral Scanner.

Sell the Mineral Scanner for credits.
  • +500 Credits

Lost Cargo: Friendly Planet Tech Finder


Lost Cargo: Friendly Planet Tech Finder

Your flagship captain reports encountering a lost cargo container floating in space. After careful examination, it appears to be a device made by a long-lost civilization to find Precursor technology on planets. The device is very old and in poor shape, but it could still be valuable even if it can only be used once. Do you wish to store this device in your vault or sell it for credits?

Choice Outcome
Store the device in the vault.

This device will increase the base Tech rating of a target planet.Gain a charge for the artifact Tech Finder Scanner.

Sell the device for credits.
  • +400 Credits

Found: Summon Synthetic Leader Device


Found: Summon Synthetic Leader Device

Your flagship captain reports the discovery of a lost cargo container, floating through the void of space. As your crew investigates, they find a peculiar device inside, emitting a faint yet mesmerizing glow. With a bit of effort, your team realizes that it is an ancient Precursor device for summoning a prototype Yor advisor.

Choice Outcome
Store the device in the vault.

By using this device you will summon an Ancient (but loyal) Yor as a leader you can assign.Gain a charge for the artifact Summon Leader Module.

Sell the device for credits.
  • +400 Credits

Lost Cargo: Robotic Servants Module


Lost Cargo: Robotic Servants Module

Your flagship captain reports the discovery of a lost cargo container floating in space. Upon opening it, they find an advanced Robotic Servants Module - a device capable of significantly improving the efficiency of a planet's workforce. The choice is yours: store it for future use or sell it for credits?

Choice Outcome
Store the Robotic Servants Module.

By storing the Robotic Servants Module in your vault, you can deploy it on one of your planets at a later time, significantly improving workforce efficiency and productivity.Gain a charge for the artifact Robotic Servants Module.

Sell the Robotic Servants Module.
  • +500 Credits

Encounter with a Robotic Star Drone


Encounter with a Robotic Star Drone

Your flagship captain reports discovering a lost cargo container floating in the void. Upon opening, they reveal a mysterious robotic star drone with advanced technological capabilities. When this drone is deployed, it acts as a small but lethal ship in battle. This could prove useful or profitable.

Choice Outcome
Store the drone in our vault.

By storing the drone, you can analyze its advanced technology and integrate it into your fleet, potentially boosting your fleet's capabilities in future engagements.Gain a charge for the artifact Robotic Star Drone.

Sell the drone for credits.
  • +100 Credits

Pods


Pods

Our scouts report that significant portions of {PLANETNAME} are inhabited by sentient pod-like creatures. These pods bond with other sentient life. Those who are bonded by these pods experience heightened intelligence but also display an alarming lack of morality. What are your orders?

Choice Outcome
Excellent! Require our colonists to be 'introduced' to these pods.

Colonist Becomes Infected

  • +1 Ideology Nihilism
  • Forced Colonists On Pods
  • +1 Ideology Trait Choice Nihilism
  • All Citizens gain Infected
Destroy the pods, we don't want to risk the health of our colony.

+1 Usable Tile

  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • +1 Usable Tiles
Keep our people away from those things. No one should have to live in agony.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +0.1 Approval

Fragile Crust


Fragile Crust

There is a disgusting amount of organic life crawling across the surface of {PLANETNAME}. It is a place of rot and refuse unsuited for our perfect forms. A massive fault line runs across the planet's crust. Our advisors suggest that a few well placed detonations could clear out this organic waste and expose more of the planet's wealth for collection. What are your orders?

Choice Outcome
Purge the organic infestation.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +0.2 Pollution
  • +1 Wealth
No, don't fracture the world. Instead convert it for our use.

+2 Usable Tiles

  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • +2 Usable Tiles
Do not harm the planet, all life is sacred.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism

Caustic Vapors


Caustic Vapors

{PLANETNAME} has vast reserves of trapped underground gasses. They occasionally erupt and cover city sized areas in grey ash. The vapors are heavy enough that they push all of the oxygen out of the affected region and kill most organic life. Fortunately the vapors have little effect on us and seem a reasonable precaution against the proliferation of organic life. What are your orders?

Choice Outcome
Place our colony near one of the vapor geysers.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.2 Resistance Bonus
Puncture the largest geysers and flood the world with the vapors.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.2 Pollution
  • +0.5 Resistance Bonus
Cap the vapor geysers so that the world can better sustain organic life.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • --0.1 Pollution

Sentient Planet


Sentient Planet

A small group of aliens you initially mistake for a copse of trees lives here. They claim they can speak with {PLANETNAME}. They offer to show you how. Although the planet seems disinterested in your day to day affairs, it might be possible to communicate with it further. What are your orders?

Choice Outcome
Begin communicating with the planet, ask it how to best live in harmony with it.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • +1 Persuasion
  • Flag_ Happy Planet
  • +1 Fertility
Invite the aliens to join your colony.

Free Baratak colonist

  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • Flag_ Happy Planet
  • Awards a Baratak colonist.
Threaten the planet with deep core mining unless it reveals its secrets.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +1 Intimidation
  • Flag_ Angry Planet
  • +1 Wealth

Earthquakes


Earthquakes

{PLANETNAME} is tectonically active, with regular earthquakes and volcanic eruptions. On the plus side, this is bringing a lot of valuable minerals up the surface, where it will be far easier to extract. On the downside, a lot of people are being killed by lava. Your engineers think they can stabilize the crust to stop the earthquakes, but the decision on whether to implement it hasn't been made yet. What are your orders?

Choice Outcome
We can't risk the safety of our people. Stabilize the crust.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • --100 Credits
Move people to the most secure structures. Then ramp up our mining efforts.
  • +1 Wealth
This colony is now a mining camp and everyone can just deal with it.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • --0.5% Growth
  • +2 Wealth

Swamped


Swamped

Upon landing on {PLANETNAME}, you quickly realize that it has been inhabited before. Beneath the northern ice, explorers have found a ruined starship with an active Leaching Field module which will reduce the shield strength of enemy ships in battle. Your colonists believe they can extract the module, but the resulting melt will flood much of the arable land on the planet; the climate change will kill most of the unique native species. What are your orders?

Choice Outcome
Leave the ship buried.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +2 Usable Tiles
Set land aside for the native species. Leave the ship buried, but study its technology.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +1 Technology
There's too much life in the universe as it is and this module can help our military.

Free Leaching Field ship upgrade

  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • --2 Planet Tiles Available
  • Unlock Upgrade Enemy Shields

Ruins


Ruins

The primitive species that occupies {PLANETNAME} was once far more technologically advanced, and accidentally ruined their civilization in some kind of nuclear war several hundred years ago. Ruined cities dot the planet except for one bunker with an active missile defense system. But the natives regard this bunker as sacred, and insist we stay away from it. What are your orders?

Choice Outcome
Respect the dead and declare the bunker off limits.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Traditionalism
  • --1 Planet Tiles Available
  • +0.1 Approval
Activate the bunker.

Free Garrison improvement

  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Progressivism
  • Awards the Garrison Improvement
Excavate the bunker and claim the missile defense system.

Free Point Disruption ship upgrade

  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • --0.05 Approval
  • Unlock Upgrade Enemy Point Defense

Smart Plants


Smart Plants

There's substantial evidence that much of the plant life on {PLANETNAME} is communicating with each other via pheromones, and that it may in fact be sentient. Unfortunately for us, the most intelligent of the plants seem to prefer the most fertile ground, which we had earmarked for colonization. What are your orders?

Choice Outcome
Attempt to communicate with the plants.

Persuasion check: {STATCHANCE}% chance of success

  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Progressivism
  • +1 Persuasion

Performs a Persuasion stat check

If there's sentient life, we won't butcher it.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • --1 Planet Tiles Available
We need to feed our colonists. Rip the plants out by the roots.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • Flag_ Angry Planet
  • +1 Fertility

Smart Plants - Success


Smart Plants - Success

Our scientists have been able to communicate with the plants on {PLANETNAME}. We have learned much about plants that we can apply across our empire.

Choice Outcome
Done
  • +1 Persuasion
  • Flag_ Happy Planet
  • +0.1% Food Income

Smart Plants - Fail


Smart Plants - Fail

Our attempts to communicate with the plants on {PLANETNAME} somehow offended them. They withered in response, as did the areas they inhabited.

Choice Outcome
Done
  • Flag_ Angry Planet
  • --1 Fertility

Worms


Worms

The location of our colony on {PLANETNAME} is apparently the prime hunting grounds for a species of massive, building-sized worms. This is by far the most fertile land on the planet, so we don't want to move if we don't have to. But on the other hand, massive building sized worms. What are your orders?

Choice Outcome
Protect the mega-fauna, it will be a surprise for invaders.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • --1 Planet Tiles Available
  • +0.2 Resistance Bonus
The worms may have been here first, but we have bigger guns. Wipe them out.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +1 Fertility
Two words: Worm Rodeo.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.05 Approval
  • +0.05% Colony Gross Income

Strange Fungus


Strange Fungus

A strange fungus on {PLANETNAME} has begun infecting our colonists with an illness that is immune to our medicine. Although our doctors can treat the symptoms easily enough, they have no hope of finding a cure, and the risk of contagion is high. With this disease afflicting us, our colony will never see its full growth potential. Some argue that we should cull the diseased to protect the rest of the colony. Others, notably the diseased, argue against this. What are your orders?

Choice Outcome
Don't cull anyone. Even if we never find a cure, we won't become monsters.

Colonists Become Plagued

  • +1 Ideology Individualism
  • +1 Ideology Trait Choice Individualism
  • --0.5 Tourism
  • All Citizens gain Plagued
Quarantine the people who have the disease and prevent them from reproducing.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • --0.5 Tourism
  • --0.5% Growth
Cull them. Our descendants will thank us for having the courage to do this.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +1 Intimidation
  • --0.25 Approval

High-G Animal Racing


High-G Animal Racing

Colonists on {PLANETNAME} have taken to breeding and racing a local species of squat, four-legged animals. The harsh gravity of the world makes the races particularly gruelling, and footage of injured animals has caused animal rights activists around the galaxy to demand this barbaric practice be stopped. But it's become a big part of the local culture, and the colonists won't be happy if we end the races. What are your orders?

Choice Outcome
We must, of course, stop anything which even suggests cruelty to other forms of life.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +0.1 Approval
Export the footage across our civilization so everyone can enjoy the races.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Crime
  • +0.1 Tourism
Promote the man behind this. Exploiting the weak is the foundation of our empire.

A Leader joins us

  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Unassigned Leader

Alien Cultural Trash


Alien Cultural Trash

{PLANETNAME} was once the home of an alien civilization which disappeared a thousand years earlier. Although none of their technology is new, many of their entertainment products remain intact, and are of great interest to the colonists. Unfortunately almost all of these shows and programs are incredibly childish and puerile, featuring an unfortunate amount of jokes about orifices. The colony's workplaces are now filled with practical jokes that sap productivity. What are your orders?

Choice Outcome
Leave them be. They're adults who can make their own decisions.
  • +1 Ideology Individualism
  • +1 Ideology Trait Choice Individualism
  • +0.1 Approval
  • --0.1% Max Manufacturing
Let's at least try distributing this trash on the open market.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.05 Approval
  • --0.02% Max Manufacturing
  • +0.05% Colony Gross Income
Ban the trash, then laughter for a time to teach everyone a lesson.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Totalitarianism
  • +10 Control
  • --0.1 Approval

Aggressive Natives


Aggressive Natives

An aggressive species of sentient quadrupeds live in the forests and hills of {PLANETNAME}. They've resisted all attempts to communicate with them, and have relentlessly attacked your colony since you arrived. Although no actual threat to you militarily, they can harass and easily slaughter unguarded civilians. As is so often the case when the risk of slaughter is non-zero, morale amongst the colonists is low. What are your orders?

Choice Outcome
Isolate the land these creatures live on. We can share this world.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • Trigger Event Aggressive Natives
  • --1 Planet Tiles Available
Toughen up. Colonists have to be ready to face risks.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • --0.1% Growth
  • +0.1 Resistance Bonus
Capture these creatures for our invasions.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • --0.25% Growth
  • +0.05 Soldiering

Aggressive Natives


Aggressive Natives

Our isolation of the native quadrupeds on {PLANETNAME} was unsuccessful. They somehow escaped confinement and attacked our colony. Those that survived will never forget the attack.

Choice Outcome
Done

Citizens become Traumatized on this planet

  • All Citizens gain Trauma

Haunted


Haunted

{PLANETNAME} colonists report a variety of strange disturbances: Doors which open and close on their own, strange lights in the night; a mysterious hole in the ground which screams. Your scientists seem to think the colony might be haunted. "Building on the ruins of a previously failed colony may have been a bad idea," they say. "Also, underneath that colony was another failed colony. Which was built on a graveyard." What are your orders?

Choice Outcome
Warn the colonists and move the colony somewhere less haunted.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Egalitarianism
  • --1 Planet Tiles Available
Fix the doors, fix the lights, and put some boards over the hole that screams.

Planet gains the Haunted trait

  • +1 Ideology Nihilism
  • Flag_ Haunted
  • --50 Credits
It is superstition. Hide all evidence of supernatural activity.

Planet gains the Haunted trait

  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Traditionalism
  • Flag_ Haunted

Powerful Drug


Powerful Drug

The flowers of a specific plant on {PLANETNAME} are a powerful intoxicant. The drug provides an intense feeling of contentment to all those who consume it, although in a few cases people have been content to walk directly into powerful machinery. What are your orders?

Choice Outcome
Put in railings and let people use the drug recreationally.
  • +1 Ideology Individualism
  • +1 Ideology Trait Choice Individualism
  • +0.1 Approval
Make the drug illegal, but begin research efforts to find market uses for it.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Crime
  • +0.2% Colony Gross Income
Content workers are hard workers. Give them more of the drug.
  • +1 Ideology Nihilism
  • Addictive Drug Giver
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1% Max Manufacturing
  • +0.1 Approval
  • --0.25% Growth

Comet


File:Event Comet.dds
Comet

A comet has reentered the solar system of {PLANETNAME} after a fifty year absence, throwing a primitive local species into a frenzy. They apparently worship this regularly returning visitor as a god. Your scientists report that this comet is at least partly artificial, a relic apparently left in the Oort cloud by an advanced species. There may be some salvage potential in it, provided of course that we're willing to kill a god to get it. What are your orders?

Choice Outcome
Invite the religious to come to the planet and worship the god comet.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Traditionalism
  • +1 Persuasion
  • +100 Influence
Trap the comet in secret. Invite scientists to the planet to investigate what we find.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Deception
  • +1 Technology
Kill the god, take the eye, use it to encourage our military.

Free Eye of the Unknown God ship upgrade

  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Intimidation
  • Stole Cosmic Eye
  • --0.08 Approval
  • Unlock Upgrade Fleet Attack

Thunderstorms


Thunderstorms

{PLANETNAME} suffers from heavy thunderstorm activity. This is affecting an ancient ruin, revealing it to be a powerful alien artifact capable of drawing and channeling the tremendous energy. Sometimes this energy is channeled into the bodies of anyone standing nearby, with predictably messy consequences. Studying these ruins could prove incredibly valuable, although also dangerous to anyone who has to do it. What are your orders?

Choice Outcome
Leave the ruins alone, they are protecting the world from the storms.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • --1 Planet Tiles Available
  • +0.1% Growth
  • +0.1 Tourism
Invite scientists to the world to study the ruins, even if it might disrupt them.

+50 Research

  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Progressivism
  • +1 Persuasion
  • +50 Research Amount
Pull the technology out, no matter how many lives it costs.

Free Beam Magnification Array ship upgrade

  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • Unlock Upgrade Ship Beam Attack

Solar Flare


Solar Flare

An increased period of solar activity has caused a species of previously dormant insects to suddenly begin swarming, greatly limiting activity on {PLANETNAME}. Your scientists have developed a sonic screen which can kill the insects, but believe there may also be a way to expand the technology to rid the world of the swarm forever. What effects that will have on the ecosystem are as yet unknown. What are your orders?

Choice Outcome
If this technology kills en masse, then we won't use it.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • --0.06 Approval
  • +1 Fertility
Abandon parts of the planet that the bugs inhabit.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • --2 Planet Tiles Available
Murder all the bugs.
  • +1 Ideology Nihilism
  • Murdered Insects
  • +1 Ideology Trait Choice Nihilism
  • --1 Fertility

Leftover Robots


Leftover Robots

{PLANETNAME} was once the home of a fairly advanced alien species that created some extremely long lasting sub-sentient AI systems. Something you've done has triggered these systems defensive protocols. Now anyone who ventures outside of the colony is at risk of attack from primitive robotic creatures. What are your orders?

Choice Outcome
Thin out the robots around the colony and feel a little guilty about it.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Approval
Some clever programming should make sure the robots serve us instead.

Technology check: {STATCHANCE}% chance of success

  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Progressivism

Performs a Science stat check

Make killing the robots a sport and invite others to play.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Tourism

Leftover Robots - Success


Leftover Robots - Success

Our scientists have been able to take control of the planet's robots on {PLANETNAME}. After that, it is a simple matter to program them to perform subsurface drilling on the planet to reach mineral deposits that were out of the reach of our colonists. And, if we ever need it, we can switch them back to attack mode.

Choice Outcome
Done
  • +1 Minerals
  • +0.1 Resistance Bonus

Leftover Robots - Fail


Leftover Robots - Fail

Our attempt to hack into the robots on {PLANETNAME} fails. Instead it triggers the robots to go into an even more aggressive mode where they view us as their primary target. We are still able to maintain our colony on {PLANETNAME}, but if we are ever invaded the invaders will discover a robotic army eager to help them out.

Choice Outcome
Done
  • --0.5 Resistance Bonus

Swarm Like Fish


Swarm Like Fish

On {PLANETNAME} there is a species of fish which seems to possess a form of collective intelligence. The fish seem to become more intelligent the larger the group they're in. In the largest schools they can clearly communicate with us, and even seem to understand advanced concepts like space travel and where we're from. What are your orders?

Choice Outcome
Accommodate the fish. This is their home; we will be gracious guests.
  • +1 Ideology Egalitarianism
  • +0.1% Research
  • --1 Planet Tiles Available
Terraform the lakes to make them an ideal biome for the fish to grow.

Persuasion check: {STATCHANCE}% chance of success

  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Individualism
  • +1 Persuasion
  • --3 Planet Tiles Available

Performs a Persuasion stat check

Our colonists need food and fish are delicious.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +1 Fertility
  • +0.1% Colony Gross Income

Swarm Like Fish


Swarm Like Fish

We increase the size of the lakes and provide food for the fish on {PLANETNAME}. Just as we hoped, their collective intelligence grew exponentially. We had just begun to learn from them when they disappear, ascending to a dimension beyond ours. Still we made great strides in the short time we were together.

Choice Outcome
Done

+100 Research

  • +1 Persuasion
  • +100 Research Amount
  • +3 Planet Tiles Available

Swarm Like Fish


Swarm Like Fish

We increase the size of the lakes and provide food for the fish on {PLANETNAME}. Just as we hoped, their collective intelligence grew exponentially. Unfortunately, with their increased intelligence they decide they don't like us very much, a sentiment many share.

Choice Outcome
Done
  • --0.2 Approval

Super Shark


Super Shark

The waters of {PLANETNAME} are patrolled by a monstrously large creature, filled with teeth and ill will. It seems to have taken a particular interest in your colony and has already killed many of your colonists with its aforementioned teeth and ill will. What are your orders?

Choice Outcome
We have no right to endanger a species that has survived for centuries.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • --0.1% Growth
  • +0.1 Resistance Bonus
Kill the shark and mount the skeleton in my throne room.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +0.05 Approval
Setup some island castaways and see what they do when the super shark arrives.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +3 Influence Per Turn

Animals to Tame


Animals to Tame

The terrain of {PLANETNAME} has proven very challenging for our conventional ground vehicles. Some colonists have begun capturing and taming a local species of marsupial to use for hopping around between buildings and colonies. The animals are well suited for the work, and don't seem to be suffering, but there have been a few accidents. Animal rights activists across the galaxy are demanding the practice be banned. What are your orders?

Choice Outcome
This is shockingly primitive. End the practice at once.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +0.1 Approval
Launch a campaign to convince your citizens the beasts are well treated.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Deception
  • --300 Credits
  • +0.1% Max Manufacturing
Not suffering? Then they aren't working hard enough.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • --0.1 Approval
  • +0.15% Max Manufacturing
  • Animals To Tame Evil

Collapsing Ice Bridge


Collapsing Ice Bridge

Two continents of {PLANETNAME} are joined by a massive ice bridge, which is beginning to collapse. A large Snuggler Colony makes their home on this bridge and are in danger of dying within the next year if they're not relocated. The ice bridge is remote however, and this won't come cheaply. What are your orders?

Choice Outcome
Launch a save the Snuggler campaign.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • --100 Credits
  • +0.1 Approval
Rescue the Snugglers and relocate them to our warehouses.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • --100 Credits
  • +6 Snuggler Colony
Let nature take its course. If any Snugglers survive, collect them when it is safe.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Snuggler Colony

Water Reclamation


Water Reclamation

A new source of subterranean water has been discovered on {PLANETNAME}. If accessed it could dramatically help the colony. The water could be used to boost food production or even just people's quality of life. Baths might be possible again, for example. What are your orders?

Choice Outcome
Discontinue the colony's water restrictions and let people enjoy it.
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Approval
Don't be wasteful with this bounty. Direct all the water to irrigating the fields.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • +1 Fertility
Allow the local gangs to control the water supply in exchange for a kickback.
  • +1 Ideology Nihilism
  • +0.1 Crime
  • +600 Credits

Scorpions


Scorpions

{PLANETNAME} is populated by a species of gigantic subterranean insects that are normally docile. Our scientists have identified that the walls of their nests are lined with Harmony Crystals which we could potentially excavate. This will not please the scorpions. What are your orders?

Choice Outcome
Giant scorpions are more useful than crystals. Treat them well.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • +0.2 Resistance Bonus
Collect the limited crystals we can without disturbing the scorpions.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +3 Harmony Crystals
Crush the insects. Take their valuables.
  • +1 Ideology Totalitarianism
  • Crushed Baby Bugs
  • +1 Ideology Trait Choice Totalitarianism
  • +20 Harmony Crystals
  • --0.1% Growth

Mysterious Natives


Mysterious Natives

{PLANETNAME} has a group of natives who carry relics far more advanced than their primitive technology. Their oral history gives hints that they arrived here from a long journey some hundreds of years earlier. Your scientists get the impression they're a failed colony which has regressed to pre-industrial levels. It's possible some of their relics could be of interest to your researchers, but they're quite valuable to the natives. What are your orders?

Choice Outcome
Leave the natives be, but begin documenting their fascinating history.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Traditionalism
  • +0.1% Influence Per Turn
Invite the natives to join our colony.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • +100 Influence
These trinkets are better in our hands than theirs.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Egalitarianism
  • +20 Precursor Nanites

Mutations


Mutations

Despite the equipment and protocols set up to protect against the massive radiation on {PLANETNAME}, mutations are a fact of life for those who live here. A talented local surgeon believes that the most extreme cases might not be worth the time spent to heal them. Instead he suggests that we use those subjects as organ harvest donors for the less critical patients. What are your orders?

Choice Outcome
Never. All our citizens deserve the best possible care.

Citizens become Mutated

  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • All Citizens gain Mutant
It is a reasonable request. And we can make money from organ sales.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +200 Credits
I like the way this surgeon thinks. Promote him into a government role.

Free Leader

  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Unassigned Leader

Intelligent Radiation


Intelligent Radiation

The intense background radiation of {PLANETNAME} occasionally causes strange interference patterns in display screens around your colony; and recently these patterns have shown signs of intelligent thought. Your scientists trace the patterns to crystal outcroppings around your colony. Studying this new form of intelligence could open the door to incredible breakthroughs in the understanding of life. On the other hand, those crystals are pretty valuable looking. What are your orders?

Choice Outcome
Attempt to communicate with the crystals.

Persuasion check: {STATCHANCE}% chance of success

  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • +1 Persuasion

Performs a Persuasion stat check

Study the crystals to find out what's happening.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Progressivism
  • +1 Technology
The crystals are valuable. Mine and sell them.
  • +3 Ideology Nihilism
  • +1 Ideology Trait Choice Egalitarianism
  • +20 Harmony Crystals
  • Murdered Crystals
  • +100 Credits

Intelligent Radiation - Success


Intelligent Radiation - Success

The crystals of {PLANETNAME} continue to grow; the radiation increases until a single moment when it bursts into a blinding light. For a moment people across the galaxy report visions of other worlds, of other species, and of time itself. When it is over the crystals are gone but explorers are drawn to this world to study what happened.

Choice Outcome
Done
  • +1 Persuasion
  • +0.25% Research

Intelligent Radiation - Fail


Intelligent Radiation - Fail

We don't interfere with the crystals on {PLANETNAME}. Whatever the crystals needed to grow, they don't receive it. Instead they become dull and grey; and the radiation fades as well. You can't help but feel that something special died here.

Choice Outcome
Done
  • --0.1 Approval

Mining Accidents


Mining Accidents

Your geologists have come across an incredibly rich vein of rare minerals which could dramatically increase the economic output of {PLANETNAME}. Unfortunately, accessing them will release toxic gases trapped within the planet's crust. The colonists ask that these minerals be left alone. What are your orders?

Choice Outcome
Follow the colonists' request.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
Do what we can to extract the minerals safely.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Progressivism
  • +0.2 Pollution
  • +1 Wealth
Mine it all. Rare minerals are rare in a way that people aren't.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +0.4 Pollution
  • +2 Wealth

Funny Tasting Food


Funny Tasting Food

Food grown on {PLANETNAME} has a distinct taste. Locals don't notice anything unusual, but off-world visitors find it exceedingly strange and even exotic tasting. Of late, the outside world has developed a faddish taste for this colony's food, and there has been much demand for the export of it, even to the point of leaving this colony short of food. What are your orders?

Choice Outcome
Invite more colonists to the planet to increase production.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • +0.2% Manufacturing
Use all available fertile land to grow more of the strange food.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +3 Fertility
This isn't food, it's revenue. Export everything for sale.
  • +1 Ideology Egalitarianism
  • Addictive Food Choice
  • +1 Ideology Trait Choice Egalitarianism
  • +5 Wealth
  • --2 Fertility

Leaking Seals


Leaking Seals

A sudden increase in storm activity on {PLANETNAME} has dramatically increased the weathering of the seals on your colony buildings. A new generation of self-healing seals will help minimize the damage, but replacing them all could be pretty expensive. What are your orders?

Choice Outcome
Install the new seals, whatever the cost.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • --0.1% Colony Gross Income
Install seals as the old ones break down.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • --0.05 Approval
We can't afford that, this is what the colonists signed up for.
  • +1 Ideology Nihilism
  • Leaking Seals_ Didnt Fix
  • +1 Ideology Trait Choice Nihilism
  • --0.1% Growth

Beautiful Sunsets


Beautiful Sunsets

The atmosphere of {PLANETNAME}, thick with poisonous particulates, does have the side effect of causing beautiful, even spectacular sunsets, and word has spread through the galaxy of their beauty. A burgeoning tourist industry has developed, resulting in many coughing tourists, ignorant of the dangers of this planet. Your colonists are getting tired of stepping over their bodies. What are your orders?

Choice Outcome
Regulate this new industry. We can't kill our guests.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +0.1 Approval
Inform tourists of the danger and provide safety gear.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Tourism
Make the deaths look like they came from partying.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Deception
  • +0.25 Tourism

Black Market


Black Market

There is an illegal black market operating on {PLANETNAME}. It is a haven for pirates and smugglers. They warmly receive our colonists, sharing maps of the planet and seem appreciative of the support and protection our colony provides. What are your orders?

Choice Outcome
The smugglers have a day to relocate. After that, arrest them.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • --0.05 Crime
The market can remain, but our laws will be enforced.

Free Financial District

  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • Awards the District_Wealth Improvement
Allow the market to continue to operate, this can benefit us as well.

Free Black Market improvement

  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Crime
  • Awards the BlackMarket Improvement
  • Black Market Support

Study the Thulium Moon


Study the Thulium Moon

Long ago, the Precursors captured a small Thulium node and placed it in orbit of {PLANETNAME}. We will be able to use this ready source of Thulium to strengthen the hit points of ships made from our shipyard. Our scientists would also like to study it to see what else we can learn. Technology that can be used to create an artificial moon is not something to be squandered. What are your orders?

Choice Outcome
Support their research.
  • +0.1% Research
Use this technology to strengthen our ships.
  • +0.05% Hit Points Cap
Use the moon as a weapons platform.
  • +0.25 Resistance Bonus

Study the Durantium Cloud


Study the Durantium Cloud

An ancient Precursor race seems to have once inhabited {PLANETNAME}. They left behind a cloud of Durantium asteroids that are now orbiting the world. We will be able to use these to increase the efficiency of the Mass Drivers on our ships. However, we may also be able to use this ready source of Durantium for other purposes. What are your orders?

Choice Outcome
Use the Durantium to increase the production of this planet.
  • +1 Manufacturing
Use the Durantium to increase the armor efficiency on all of our ships.
  • +1 Armor Rating
Use the Durantium to focus on what's important: killing things.
  • +1 Kinetic Attack

Study the Precursor Accelerator


Study the Precursor Accelerator

An immense Precursor Accelerator is orbiting {PLANETNAME}. We have been able to tap this device to create even more powerful drive systems. All of our ships built here will benefit from a great increase in speed. Some of our scientists think they can use the accelerator to refine Elerium as well, and would like to do some experimentation. What are your orders?

Choice Outcome
Use the Elerium to create a defense field for the colony.
  • +25 Planetary Defenses MaxHP
Use this Elerium to increase the strength of our shield systems.
  • +1 Shield Strength

Study the Precursor Elevator


Study the Precursor Elevator

The Precursors who lived on {PLANETNAME} before us left behind a completely functional Space Elevator. This will greatly increase our ability to put manufactured goods into space and will prove very useful to our shipyard. Unfortunately, the public sector and several other groups are putting a great deal of pressure on us. They hope to use the elevator to facilitate their own projects. What are your orders?

Choice Outcome
They can use it as a vacation spot, as long as they don't block military traffic.
  • +0.1 Tourism
  • +0.05 Approval
Allow some traders time on the Elevator.
  • +0.1% Colony Gross Income
  • +0.1% Trade Route Income
If they have spare time, they can lend it to the war effort.
  • +10 Control

Study the Promethion Refinery


Study the Promethion Refinery

Two giant Precursor structures orbit the poles of {PLANETNAME}. They seem to have been used to somehow terraform a Promethion gas giant into a habitable world. We are able to use the Promethion stored in them to increase the range of any ships built by our shipyard. Our scientists think they can do more with these giant machines and would like your permission to study them further. What are your orders?

Choice Outcome
See if they can find a way to terraform the surface.

+2 Usable Tiles

  • +2 Usable Tiles
See if there is any way to boost the value of the land we have now.
  • +1 Level
See what you can do to shut the complainers up. We have a galaxy to conquer.
  • +10 Control

Study the Precursor Satellites


Study the Precursor Satellites

The former Precursor inhabitants left a large array of powerful satellites in orbit of {PLANETNAME}. We have been able to make use of them to extend both the sensor range of the planet and of the ships that are built here. Our researchers would like to capture one of these satellites for study and have assured us that it will not have any damaging effects on the array. A group of Navigator scientists has also shown an interest in investigating the satellites. What are your orders?

Choice Outcome
Focus on using the satellites to increase our sensor range.
  • +2 Sensor Power
  • +2 Sensor Power
Put engines on the satellite and transform it onto a starbase.

Free Constructor

Invite scientists to come research the satellites.
  • +0.2% Research

Study the Precursor Treasury


Study the Precursor Treasury

{PLANETNAME} is surrounded by an immense Precursor ring. It's full of valuable assets that could be used to generate income. Unfortunately, it has already drawn the attention of multiple criminal groups that are harvesting the ring and fighting with each other. Although the pirates are no real threat to us, it will take a lot of work to guard against their constant attempts to harvest the ring. What are your orders?

Choice Outcome
Focus on protecting the ring. Destroy any pirates that get too close.
  • --0.25% Manufacturing
  • +2 Wealth
Make a deal with the pirates. They can harvest the ring and we get a cut.
  • +0.1 Crime
  • +1 Wealth
Invite them to join the colony and give them rights to the ring.

2 free Xeloxi colonists

  • +0.1 Crime
  • Awards a Xeloxi colonist.

Study the Precursor Factory


Study the Precursor Factory

Through intense research, we have been able to use the ancient Precursor Factory orbiting {PLANETNAME} to increase our manufacturing output. Several members of the research team responsible for this have come forward with suggestions on how we can utilize this amazing new asset. What are your orders?

Choice Outcome
Use the excess manufacturing to improve the quality of life on this world.
  • +0.1 Approval
Focus on building our infrastructure.
  • +0.1% Max Manufacturing
Remove some of the safety measures on the factory to boost the output.
  • +0.2 Pollution
  • Removed Safety From Factory
  • +0.3% Max Manufacturing

Study the Precursor Research World


Study the Precursor Research World

The ancient array of Precursor research bases orbiting {PLANETNAME} are increasing the Research capacity for this world. Our researchers would like permission to see if they can find a way to specialize the focus of these new assets. What are your orders?

Choice Outcome
Prepare the array to complete research on a single technology for us.

+1 Precursor Archive artifact charge

Tell them to study everything!
  • +0.1% Research
Use the array to manage our bureaucracy.
  • +5 Control

Study the Precursor Prison


Study the Precursor Prison

Now that we have cleaned the atmosphere, we can use the infrastructure of Precursor Prisons to increase the manufacturing quality of {PLANETNAME}. However, there seem to be many more discoveries that are... darker in nature. Echoes of the millions that died within the vast underground chambers. Should we take advantage of these assets? What are your orders?

Choice Outcome
Focus on building up our colony, not the dark past of this world.
  • +0.1% Manufacturing
Pre-made haunted murder cubes? Start moving people in!
  • Flag_ Haunted
  • +1 Population Cap
Start shipping criminals from across our empire here for storage.
  • --0.03 Crime

Study the Precursor Experimental World


Study the Precursor Experimental World

The giant Precursor Experimental Station orbiting {PLANETNAME} has become an amazing resource that is assisting the ability of this planet to create new devices. We have also found some interesting experiments that we may be able to complete with some extra work. What are your orders?

Choice Outcome
Manufacture an [HS=HS_ArtifactPlanetInfluence]Echoing Heartstone[/HS].

+1 Echoing Heartstone artifact charge

Manufacture a [HS=HS_ArtifactFleetDamage]Betatron Collider[/HS].

+1 Betatron Collider artifact charge

Manufacture a [HS=HS_ArtifactCagedMonster]Dimensional Snare[/HS].

+1 Dimensional Snare artifact charge

Study the Precursor Quarantine


Study the Precursor Quarantine

Cleaning up the atmosphere of {PLANETNAME} has shown it to be amazingly productive and resource rich. Our researchers have been studying the Precursor Containment Device that's orbiting the planet and think they can use it to further enhance this world's potential. What are your orders?

Choice Outcome
Focus on making this planet as comfortable for our colonists as possible.
  • +0.25% Growth
Use these technologies to increase the food capacity of the world.
  • +2 Fertility
Increase the amount of usable land. We can make more people later.
  • +2 Usable Tiles

The Red Planet


[[File:|400px|thumb|right|The Red Planet]] {PLANETNAME} is an inhospitable home for organic life with the challenges of radiation exposure, toxic soil and low gravity. Still, we have identified three potential locations for colonies on the planet.Ares Vallis is where Sojourner, the first Terran explorer outside of Earth, landed.Eberswalde Delta is a delta in a delta.Holden Crater has signs of microbial life that may indicate that the region is more suited for organic life.Where would you like to build our colony?

Choice Outcome
Ares Vallis, where Sojourner once landed.

Gain a Leader

  • +1 Unassigned Leader
Eberswalde Delta, where we can extract additional minerals.
  • +1 Minerals
Holden Crater, where we can study signs of microbial life.
  • +1 Technology

The Minor Planet


File:Event Promethion2.dds
The Minor Planet

{PLANETNAME} is as inhospitable as we have seen so far. It is cold, barren and has a limited atmosphere and gravity. Still, our colony is deployed successfully and our colonists quickly set to turning this minor planet into a new home. It is an example of what our courage and ingenuity are able to accomplish. One corporation is very interested in {PLANETNAME} and offers a generous fee if we will allow them exclusive licensing rights to the fledgling colony.

Choice Outcome
We should celebrate this achievement across our civilization.
  • +10 Culture Points
Make this world a monument to our success and future expansion.
  • +3 Planet Influence
  • +0.1 Approval
Allow the corporation to license rights to the colony.
  • +500 Credits
  • Artemis Corporation