Crises

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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 Expansion

Apophis

Minimum number of turns for crisis to occur:

Description Choice Effect
A 370 meter diameter asteroid is heading toward {PLANETNAME}. Our scientists predict that impact with the asteroid will be an extinction level event for the planet.

Amateur astronomers have begun tracking the asteroid and the media is causing a panic by reporting on the upcoming apocalypse.

Focus production on building colony ships so that we can help citizens flee the planet. Benevolent +5, -50% All Construction for 10 turns
Despite the protests of our scientists, attempt to land a team on the asteroid to detonate it. Pragmatic -10
Build a prototype ship powerful and fast enough to intercept the asteroid and destroy it. Malevolent +5, -50% All Construction for 10 turns

Choice 1 route

Description Choice Effect
We were able to build a colony ship in time. But not nearly enough for everyone to escape. Riots are breaking out as people fight to be included on the ship. How will we determine who will escape, and who will be left behind? No citizen deserves life more than any other. Hold a random lottery to determine who goes. Benevolent stat check
Send in our military to maintain control and evacuate our best citizens. Military stat check
Keep the colony ship for ourselves. We might need it to repopulate the planet after the asteroid hits.

Result

Choice Outcome Effect
Benevolent Success Each day more lottery winners are announced. Though your citizens understand that most will die they focus on the few that will live and manage to get the lottery winners to their colony ship safely. The memory of their sacrifice and compassion in the face of death is a story that is told across the universe.

Global Effect: +25% Influence for 50 turns, free Colony ship, Devastate {PLANETNAME}

Benevolent Failure Each day, more lottery winners are announced. As the asteroid grows closer, when everyone can see the glowing tear of the asteroid in the night sky, society begins to crumble. It is all out rioting as the colony ship prepares to lift off. Citizens overwhelm the launch platforms and cling helplessly to the departing ship. They damage the colony ship so badly that it crashes shortly after takeoff, killing everyone on board. In the end, no one escapes {PLANETNAME}.

Devastate {PLANETNAME}

Military Success Violent murders sweep {PLANETNAME} as citizens target those they feel will be given priority in an attempt to improve their own odds of being included. Thousands of scientists, inventors and entrepreneurs are killed before the military steps in to quarantine those selected to escape. When the colony ship takes off it represents our highest potential.

Global Effect: +25% Research for 25 turns, free Colony ship, Devastate {PLANETNAME}

Military Failure Your military fails. Some are corrupt and accept bribes, others weak and overwhelmed by mobs overcome by fear and desperation. By the end, no one escapes {PLANETNAME}.

Devastate {PLANETNAME}

Choice 3 Success Your colony ship watches as the asteroid strikes {PLANETNAME}. The only people more stunned by your decision to have a method of escape standing by and not use it than the now vaporized citizens of {PLANETNAME}, are the poor wretches you have gathered to fill the colony ship to repopulate the still burning and radioactive planet.

Global Effect: +20 Malevolent, free Colony ship, Devastate {PLANETNAME}

Choice 2 route

Description Choice Effect
Despite considerable risk and almost impossible odds, your rescue team successfully landed on the oncoming asteroid and managed to detonate their explosives. Now we have five smaller asteroids hurtling toward {PLANETNAME}. We are still doomed. Start a cult worshiping the asteroid as a religious event. It may help keep people calm. Diplomacy stat check
That's a great start. Send up five rescue teams, one for each remaining asteroid. Science stat check
Begin asking other civilizations to provide relief for what is about to occur.

Result

Choice Outcome Effect
Diplomacy Success Surprisingly, the cult picks up a massive following across many worlds. The galaxy watches as the asteroid strikes {PLANETNAME} as if it was a holy event. Though cataclysmic to life on {PLANETNAME}, many revere the ruined world as sacred, and the story of the asteroid strike becomes legendary across the galaxy.

Unlocked new Crisis Manager, {PLANETNAME} is Devastated

Diplomacy Failure Surprisingly, the cult picks up a massive following across many worlds. Unfortunately they become a little to zealous about the massive amount of death that the asteroid caused, and they seek to follow its example by killing people on your worlds.

Global Effect: -10% Growth for 50 turns, {PLANETNAME} is Devastated

Science Success The entire galaxy is stunned when your rescue teams each successfully manage to detonate each of the asteroid chunks into small enough pieces that they won't do signficant damage to {PLANETNAME}. The outcome was so unlikely that other civilizations believe that it is just propaganda you created to support your space program. But the citizens of {PLANETNAME} know it is true, and they will never forget you.

Permanent +25% Morale on {PLANETNAME}

Science Failure This may have been the worst plan ever attempted. Two of the rescue teams missed their asteroid chunks entirely. One blew itself up with the explosives and the last two were still on the asteroid attempting to set charges when it collided with {PLANETNAME}. But at least everyone was kept so busy with the ludicrous plan that they didn't have much time to worry about their impending doom.

{PLANETNAME} is Devastated

Choice 3 Success As the asteroid strikes {PLANETNAME} other civilizations offer their sympathy. Unfortunately they offer little else.

Global Effect: +2 Diplomacy, {PLANETNAME} is Devastated

Choice 3 route

Description Choice Effect
Despite our best efforts production of the prototype ship designed to intercept the asteroid has fallen behind schedule. We will need to launch without all of our systems fully tested. What system should we focus on? Weapons, we will need to disintegrate the asteroid, not just fracture it into smaller pieces. Military stat check
Engines, if we can't catch the asteroid, nothing else matters. Science stat check
Shields, let's ram the asteroid at full speed and try to knock it off course.

Result

Choice Outcome Effect
Military Success Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren't enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update the asteroid is little more than dust and Goliath flies through the debris with little damage. Goliath is ready for its next mission. {PLANETNAME} is saved.


Free Goliath Ship

Military Failure Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren't enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update they show that even though the asteroid won't strike {PLANETNAME} directly, it is still close enough to cause massive damage. As it passes by earthquakes, torandos and volcanos disrupt the planet.

Halves the population on {PLANETNAME}

Science Success Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. Finally the sensors update and show that the asteroids trajectory has been changed and will no longer strike {PLANETNAME}. Your citizens cheer as Archangel detaches and awaits its next mission.

Free Archangel Ship

Science Failure Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. When the sensors update the truth becomes clear. Archangel has changed the asteroids course enough that it won't strike the {PLANETNAME} directly. But it will still pass close enough to make {PLANETNAME} into a hellscape for a brief time.

Halves the population on {PLANETNAME}

Choice 3 Success Your plan is successful and the asteroid is knocked off course when our prototype ship crashes into it. The ships pilots sacrificed their lives to save {PLANETNAME}. Across your worlds citizens cheer your success.

Global Effect: +25% Morale for 25 turns

Brain Parasites

Minimum number of turns for crisis to occur:

Description Choice Effect
Some of your citizens have fallen prey to a native parasite which has taken over their mental functions. These parasites, using your own people as mouthpieces, would like a word with you. Communicate with the parasites. Benevolent +5
Search for a cure. Pragmatic +5
Try to weaponize this creature. Malevolent +5

Choice 1 route

Description Choice Effect
The parasites inform you that your people are intruding on their world, where they have dwelled for many millennia. They wish us no harm, but instead desire to peacefully coexist with us. If we agree to this we'll gain an ally, but might lose control of the colony. Accept the parasites' terms. A new ally is always welcome. Diplomacy stat check
Search for a cure. Science stat check
Destroy the entire colony. Malevolent +10

Result

Choice Outcome Effect
Diplomacy Success The parasites agree to terms with you, and sign a trade agreement. In short order, they have infested {PLANETNAME} and massively increase the research that planet provides.

Permanent +50% Research on {PLANETNAME}

Diplomacy Failure Negotiations with the parasites proves problematic, and although they remain civil, they refuse to release their hold on the citizens of {PLANETNAME} and won't participate toward the colonies goals.

Permanent -25% Morale on {PLANETNAME}

Science Success After studying epidemiological data on how the parasites spread, one of your sceintists finds a plant on {PLANETNAME} toxic to the brain parasites, and uses it to synthesize a cure, freeing your colonists from the command of the parasites while still retaining some of their unique knowledge.

Your citizens applaud your scientist's brillance.

Unlocked new Crisis Manager

Science Failure The parasites are like nothing your researchers have seen before, and progress is slow. Eventually a chemical cocktail is discovered which cures the parasites, though it kills many colonists on {PLANETNAME} as well.

-50% Population on {PLANETNAME}

Choice 3 Failure Your ships turn their weapons on the colony, wiping it out as well as all known environs where the parasites were found. An extreme measure, but you have a world you can recolonize safely again.

-50% Population on {PLANETNAME}

Choice 2 route

Description Choice Effect
The parasites are like nothing you've seen on your own world, and progress is slow. But eventually your researchers come up with a possible cure. The only side effect is it will wipe out the brain parasites, a clearly intelligent, sentient form of life, forever. Apply the cure to any citizen that shows symptoms. Science stat check
Threaten the parasites, they will obey you, or you will use the cure. Diplomacy stat check
Treat everyone, just to be safe.

Result

Choice Outcome Effect
Science Success Your scientists believe they have successfully detected all cases of the brain parasite on {PLANETNAME} and cured your citizens. Though some citizens suffer side effects, they are minimal and your citizens cheer your judgement and effectiveness.

Permanent +25% Morale on {PLANETNAME}

Science Failure Your scientists thought they detected all cases of the brain parasite. But they were wrong. Some escape and go into hiding, slowly spreading into new hosts and doing whatever they can to hinder your efforts on {PLANETNAME}.

Permanent -30% Production on {PLANETNAME}

Diplomacy Success You can release the cure into the water supply or the air. A small demonstration of that brings the brain parasites immediately into line. Though few will be willing to travel to {PLANETNAME} now, the brain parasites command their hosts to spend long hours working in our research labs, to our benefit.

Permanent +25% Research on {PLANETNAME}

Diplomacy Failure The brain parasites are accustomed to controlling their hosts, not being controlled. They revolt at your threats and begin destroying the colony. Your scientists release the cure in response and they are put down. But not before some manage to hijack some ships to attack you with.
Choice 3 Failure Everyone on {PLANETNAME} is treated, just to be sure. As your scientists predicted some suffer debilitating side effects that will last for generations. But in the end the threat is extinguished.

Permanent -25% Growth on {PLANETNAME}

Choice 3 route

Description Choice Effect
You successfully capture a few specimens of the parasite. A small canister filled with these things could easily contaminate thousands. Inform the galaxy of our new weapon. Malevolent stat check
Secretly deploy it against one of our enemies. Military stat check
Let's make a less powerful parasite. Just enough to make the infected happy.

Result

Choice Outcome Effect
Malevolent Success Civilizations across the galaxy take great alarm at your new weapon. All will think twice about crossing us now.

Global Effect: +2 Diplomacy

Malevolent Failure Civilizations across the galaxy take great alarm at your new weapon. Unfortunately, this doesn't inspire fear so much as resolve to stop your villainy.

Global Effect: -2 Diplomacy

Military Success Your military slowly expose members of other civilizations to your captured brain parasites. They continue to live out their lives, pretending to be loyal citizens of their empires while secretly hosting parasites that make them loyal to you. Diplomats, merchants and soldiers all ready to end their facade and serve you when the time comes. This will certainly make it easier to invade enemy worlds.

Global Effect: +25% Soldiering

Military Failure Your scientists hadn't accounted for the difference in alien physiology. After nearly a month the brain parasite loses control of the host putting them in a homicidal rage. Though they are never able to prove your involvement several civilizations note that the effected all came in contact with your agents a few weeks before going mad.

Global Effect: -2 Diplomacy

Choice 3 Success Your scientists are able to manufacture a weaker strain of the parasite that can't control the host, but can moderate their mood. You deploy them in tourist locations to create a feeling of euphoria. It makes your vacation spots the best in the universe. There are occasional homicidal rage induced side effects, but your scientists tell you that they are well within normal limits.

Global Effect: +1% Tourism

Brain Trust

Minimum number of turns for crisis to occur:

Description Choice Effect
Our intelligence officers have uncovered a clandestine group of scientists calling themselves "The Brain Trust" that have been secretly working on a mysterious project. We have not been able to figure out what they are up to, but we do know that they are using our precious resources to do it. Offer to fund their little project, as long as they share any breakthroughs with us first. Benevolent +5, -250 Credits
Try and infiltrate their group and find out what they are planning. Pragmatic +5
Break up their little group, and make sure they stay focused on our goals. Malevolent +5

Choice 1 route

Description Choice Effect
The Credits we have been pumping into "The Brain Trust" have bore fruit finally. They claim to have created a new type of Durantium Shielding, that should allow us to build a power plant that would substantially boost the Raw Production of any planet it is constructed on.

We are having our researchers fact check their findings, but honestly the math is beyond anything they understand.

Sounds risky, see if they can find a way to use this tech to improve our existing power systems. Benevolent stat check
This news is concerning, and perhaps we should spend some more credits to make sure it is safe. -250 Credits
Let's build the thing and see what happens, what could go wrong? Science stat check

Result

Choice Outcome Effect
Diplomacy Success It appears "The Brain Trust" should have been called the "The Lame Trust". After a more detailed review of their findings, we have discovered that most of the test results were fake. They were just after government funding so they could all retire to a pleasure planet outside of our borders.

Despite this, we were able to salvage some of their research, and have been able to make our existing power systems slightly more efficient.

+5% Raw production on all colonies

Diplomacy Failure In an unfortunate turn of events, our fact checkers gave "The Brain Trust" the go-ahead to test their new technology on {PLANETNAME}.

The results were not what we expected. In fact, the entire "Brain Trust" was killed when the power system they were testing exploded and the shock wave disintegrated them and all the surrounding civilians.


-25% Raw production {PLANETNAME} for 10 turns

Choice 2 Success The extra Credits we put into testing "The Brain Trusts" new power plant has paid off. If we had built it as designed, it probably would have worked, but it would have also vibrated the brains of all the all the surrounding colonists into some sort of grey pudding.

With some work, we have been able to fix the issue. Yet the plant will not be quite as efficient, as the brain-melting version.

Can now build the Durantium Matrix Power Plant

Science Uncertain "The Brain Trust" has completed the design of their revolutionary new Durantium Matrix Power Plant. Everything appears safe to our scientists.

The only member of our fact-checking team who was concerned with the numbers seems to have gone missing. His colleagues assure us that he probably just needed a vacation.

Can now build the Durantium Matrix Power Plant

Science Uncertain "The Brain Trust" has completed the design of their revolutionary new Durantium Matrix Power Plant. There are some concerns building it might have an adverse effect on colonies' morale, but the production boost will probably make it worthwhile.

The only member of our fact-checking team who was concerned with the numbers seems to have gone missing, but his colleagues assure us that he probably just needed a vacation.

Can now build the Durantium Matrix Power Plant

Science Success The Durantium Matrix Power Plant has finally been completed. Our best scientists are quite frankly surprised that it is working just as "The Brain Trust" promised.

The members of the Brain trust are now all famous and have begun lucrative lecture tours throughout our civilization.

+10% Research to all colonies for 10 turns.
Science Failure The Durantium Matrix Power Plant has finally been completed and is indeed producing record power levels. The bad news is that the amazing new Durantium Shielding resonates with the plant, providing a mind-numbing subsonic humming, which has made the colony we built it on absolutely miserable and crazy aggressive.

Unfortunately, the unhappy colonist tracked down the members of the Brain Trust before we could set them the task fixing the problem

Choice 2 route

Description Choice Effect
We have successfully infiltrated "the Brain Trust." It appears that they have been appropriating Durantium in large quantities. They think they can create a new type of shielding for power planets.

Our operatives think they are hoping to sell this tech to the highest bidder when they complete their research.

Confront "The Brain Trust" and let them know they will be treated fairly, if they share this new technology with us. Diplomacy stat check
Arrest "The Brain Trust." Seize their research, and force them to refund the Durantium they embezzled. Military stat check
Arrest them all. Squeeze what you can out of them and then execute them as a lesson to would-be thieves. Malevolent stat check

Result

Choice Outcome Effect
Diplomacy Success With some diplomatic prodding, we were able to persuade "The Brain Trust" to come out of the shadows. They have shared their research with us and even told us the location of the Durantium that they embezzled.

In return, we have agreed not to shoot them into space without a ship.

+5% Research all colonies, +5 Pragmatic, +5 Durantium

Diplomacy Failure Our attempt to diplomatically confront "The Brain Trust" did not work out so well. The building they were hiding out in was accidentally disintegrated when one of our "negotiators" flipped a switch on one of their experiments.

` On the bright side, we did find the missing Durantium buried in the sub-basement.

+5 Durantium
Military Success We have successfully rounded up "The Brain Trust" and were able to seize most of their research. Our scientists think it will be quite useful, allowing us to increase the output of our existing power systems substantially. However they seem to have sold off the Durantium they embezzled.

+3% Raw Production all Colonies

Military Failure We were able to arrest several members of "The Brain Trust." Unfortunately, most of them managed to escape, along with the missing Durantium.

We were able to capture some of their research. Yet without being able to interrogate the rest of the members, we will not be able to finalize their project.

+1% Research all Colonies

Malevolent Success Our raid on "The Brain Trust" headquarters was successful. We even located our missing Durantium and after some "creative" interviews we were able to get some useful information out of each of the members before they lost the ability to talk.

Our Researchers are very excited with the results and have already found several ways to implement the new Durantium shielding technologies.

+5% Research all colonies, +10 Malevolent, +5 Durantium

Malevolent Failure Unfortunately, our raid on "The Brain Trust" headquarters did not go as expected. One of the experimental devices they were working on was activated, and a strange shockwave disintegrated the building and its immediate surroundings. Our soldiers and all "The Brain Trust" members were instantly killed.

Luckily we were able to find the missing Durantium.

+5 Durantium, +5 Malevolent

Choice 3 route

Description Choice Effect
It appears that the group calling themselves the "The Brain Trust" has been continuing to work together remotely. They have taken our attempts to break them up personally and have become actively hostile.

Our intelligence officers are of the opinion that they may be working on some sort of weapon.

Send in our best negotiators to defuse the situation before it gets out of hand. Diplomacy stat check
Set up surveillance on their communication. Find out what they are working on. Science stat check
Arrest them all immediately, and find out what we can about the weapons project, by whatever means necessary. Military stat check

Result

Choice Outcome Effect
Diplomacy Success Our negotiators have convinced "The Brain Trust" that they need to come forward with their work, by offering them immunity to espionage laws they may have broken.

More surprisingly they have provided us with a new type of Durantium shielding that should allow us to create more robust hulls.

+20% Hit points to all ships

Diplomacy Failure Our negotiators were not able to get "The Brain Trust" to surrender any of their research.

Unfortunately, the group managed to disappear shortly after our attempted contact. We have no idea what they were up to. All we can do is hope it does not end up in enemy hands.

+10 Benevolent

Science Success Our surveillance of "The Brain Trust" has proven to be quite lucrative. Not only were we able to discover the location of some of the Durantium they have embezzled, but we have also found that they had developed a new type of Durantium Shielding that they intend to use to make more powerful Mass Driver technology.

+1 Mass Driver Damage to all ships, +3 Durantium

Science Failure Our attempts to surveil "The Brain Trust" have not been fruitful. They have managed to disappear from our networks utterly. Unfortunately, We have no idea what they were up to. All we can do is hope it does not end up in enemy hands.

The only good news is that we were able to track down their supply stash before they bolted.

+2 Durantium, +500 Credits

Military Success Our military has managed to round up all the entire "Brain Trust" before they could bolt.

After some not-so-friendly interrogation, we have discovered that they were planning on selling a new type of Durantium shielding to the highest bidder.

+10 Malevolent, +5% Hit points to all ships

Military Failure We have just received word from the Military that their attempt to round up "The Brain Trust" did not go well. Not only did they manage to vanish from our surveillance, but they also infected our networks with a nasty virus that is playing havoc with our existing research project.

Unfortunately, we still have no idea what they were up to. All we can do is hope it does not end up in enemy hands.

-25% Research for 10 turns

The Revolution

Minimum number of turns for crisis to occur:

Description Choice Effect
A small, but growing group of masked revolutionaries has been inciting protests and setting fire to government buildings. In the latest attack, the fire spread to a housing complex where two people were killed. The revolutionaries claim that the deaths were evidence that the state is too incompetent to keep fires from spreading, even though they admit to starting it.

Global Effect: -10% Morale for 10 turns

Invite the revolutionaries to meet and discuss governmental improvements. Benevolent +5
Denounce the revolutionaries as criminals and task your police to bring them to trial. Pragmatic +5
Invite the revolutionaries to meet, and execute anyone who is fool enough to show up. Malevolent +10

Choice 1 route

Description Choice Effect
Your meetings with the revolutionaries are productive and some new measures come out of the talks. Unfortunately this has also encouraged other radical groups to begin taking violent actions to attempt to get a seat at the table. And their carelessness leads to even more deaths.

Global Effect: -10% Growth for 10 turns

Allow everyone to speak directly with leaders so their ideas can be considered. Benevolent stat check, -5% Social Construction for 25 turns
End this cycle. Come down hard on the radical groups and make it clear this is not the way to get leverage. Military stat check
This was a mistake, jail them all, starting with the revolutionaries you just met with.

Result

Choice Outcome Effect
Benevolent Success Your government becomes a model on how to value your citizens. One leader in particular becomes reknown for his compassion, sincerity and insight.

Unlocked new Crisis Manager

Benevolent Failure Giving in to violent radical groups has caused legitimate groups to be ignored. Many good ideas get lost and some peaceful organizations turn violent in an attempt to get moved to the front of the line. Where citizens used to write petitions, they now light fires.

Global Effect: -10% Approval for 25 turns

Military Success Your military comes down hard on the revolutionaries. They are quickly rounded up and their assets seized, providing a nice bonus for governmental coffers.

+350 Credits

Military Failure The radical groups aren't easily put down. A raid on a shipyard gains them control of a few military ships which they use to start attacking civilian vessels.
Choice 3 Failure The whiplash of supporting the revolutionaries to jailing them causes confusion among your citizens. Riots break out across your empire. But it will pass in time.

Global Effect: -50% Morale for 5 turns

Choice 2 route

Description Choice Effect
Despite the efforts of your police, the revolutionaries' attacks become more frequent and more aggressive. The few that are caught have no knowledge of the larger organization, and the leaders remain active and at large. Many claim that your Police Commissioner is either incompetent, or complicit in his dealing with the revolutionaries.

Global Effect: -10% Morale for 10 turns

Increase the Commissioner's budget. He needs more resources to be successful. Benevolent stat check, -10% Income for 10 turns
Have the Commissioner discreetly tracked to find out if these rumors are true. Pragmatic stat check
The police have failed. Imprison the Commissioner and have the military take over the operation.

Result

Choice Outcome Effect
Benevolent Success The additional resources pay off. Your police put an end to the revolutionaries attacks and use the additional budget to roll out public safety measures across our worlds.

Global Effect: +10% Reistance

Benevolent Failure Weeks go by, and still no significant progress is made toward stopping the revolutionaries. For your citizens its more evidence for how ineffective your governments has become.

Global Effect: -10% Morale for 10 turns

Pragmatic Success Outside of watching some questionable reality streams, your Police Commissioner seems to be a typical citizen. It isn't until nearly a week later that he buys a transport ticket he doesn't use and heads into the nearby warehouse instead. That is where your agents catch him and all the revolutionary leaders planning their next attack. Your citizens applaud your success as the attacks end.

Global Effect: +10% Morale for 25 turns

Pragmatic Failure Your agents follow the Commissioner, but outside of watching some questionable reality streams, he appears to be a typical citizen. But the Commissioner must have noticed he was being followed because he disappears. Meanwhile the revolutionaries attacks intensify. For your citizens it's more evidence for how ineffective your government has become.

Global Effect: -10% Morale for 25 turns

Choice 3 Failure Military action ends the revolutionaries attacks, but your citizens question the heavy handed response. Either way there is no doubt that pulling the military for police actions steals time form their normal duties and may make our planets less safe against external threats.

Global Effect: -10% Resistance

Choice 3 route

Description Choice Effect
TThe revolutionaries that show up for your meeting are publicly executed. Your police adopt equally draconian measures and soon friends and family members are reporting on each other in an attempt to avoid your "justice". You are about to launch an inquisition to gather all the suspects when your Police Commissioner comes forward, reveals himself as the leader of the revolutionaries, and offers himself if you will show mercy to the revolutionary members. Accept the Commissioners deal. The revolution is broken, show leniency to his followers. Benevolent stat check
No deal. Each man is responsible for his own actions, and will be judged for what they have done. Pragmatic stat check
No deal. Capture and execute the Commissioner, his followers, and a good number of those suspected of following him just to be sure. Malevolent stat check

Result

Choice Outcome Effect
Benevolent Success The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. Graffiti artists paint his image on government buildings and his story reaches other civilizations. In some places it is so popular that it is the only thing they know about us.

Global Effect: +25% Influence for 25 turns

Benevolent Failure The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. His example encourages them to resist, violently if need be. Graffiti of his image is often left after an attack and used as an image to unite those that stand against you.

Global Effect: -10% Approval for 25 turns

Pragmatic Success With the traiterous Commisioner out of the way your police begin to round up revolutionaries. They are quickly rounded up and their assets seized. Providing a nice bonus for the governmental coffers.

+600 Credits

Pragmatic Failure With the traitorous Commissioner out of the way your police begin to round up revolutionaries. But the revolutionaries do not give up easily. As a last attempt to strike back they place bombs in our factories, crippling production. But their fight is short lived as your police finally gather up the last of them.

Global Effect: -25% Social Construction for 10 turns

Malevolent Success The revolution is put down violently. Even those suspected of complicity are jailed or executed. You have heard rumors that your citizens are unhappy with the way this was settled. But none of them will say it to your face.

+30 Malevolent

Malevolent Failure Capturing and executing so many revolutionaries, and those suspected of being revolutionaries causes more citizens to join their cause. Together they capture a shipyard and declare that they will defend themselves with force if need be. This is now a military action.

Rogue General

Minimum number of turns for crisis to occur:

Description Choice Effect
One of your most respected generals has begun a whisper campaign against your rule. He is infuriated that military spending isn't higher considering the threat of alien civilizations. He's gathering support quickly, and a coup is imminent. Reason with the general. Convince him to support your vision of a galactic empire. Benevolent +5
Leave him be. Your subjects will never betray you. Pragmatic +5
Execute the fool. Malevolent +5

Choice 1 route

Description Choice Effect
You summon the rogue general to your chambers, and make him answer for the rumors against him. He denies nothing, and despite your best efforts it is clear he's not likely to be persuaded. Leave him be. Your subjects will never betray you. Benevolent stat check
Bribe the General. Diplomacy stat check, -50 Credits
Execute the fool.

Result

Choice Outcome Effect
Benevolent Success Indeed, you are correct. Within days the general disappears, no doubt taken care of by one of your loyal subjects. All who know of the matter are quietly impressesed with how you handled it.

+10% Morale for 50 turns

Benevolent Failure You are only partially correct. Left to his own devices, the general raises many doubts about your rule. Some time later he is murdered by one of his own, as traitors know loyalty to no-one. But the damage is done.

-10% Morale for 50 turns

Diplomacy Success TThe general is a vain sort, much given to the niceties of modern life. He is easily paid off, and soon becomes one of your strongest advocates.

Unlocked new Crisis Manager

Diplomacy Failure The general takes your money, but taking this as a sign of weakness, only limits his rabble rousing somewhat. Every day your base of support gets chipped away further.

-10% Morale for 50 turns

Choice 3 Success You order the traitor killed so that all know you are not to be crossed. The lesson is learned. As an added bonus, unraveling his estate results in a small boost to your treasury.

+350 Credits

Choice 2 route

Description Choice Effect
The general begins his coup. As you predicted, the vast majority of your servants remain loyal to your cause. But not all. Some are swayed by the general's word and they take control of some military ships to attempt to seize power. Leave them be. My people will soon see reason. Benevolent stat check
Send troops in to stop the rebellion. Military stat check
Give in to the General's demands and increase military spending. -10% Income, +5% Military

Result

Choice Outcome Effect
Benevolent Success Your subjects are as loyal as you'd hoped, and soon exile the general beyond the borders of your empire entirely. If anything, the experience only strengthens their support for you.

+10% Morale for 25 turns, +20 Benevolent

Benevolent Failure Your subjects on {PLANETNAME} fall prey to the traitor's silver tongue. Though the colony remains ours, they will forever be poisoned against us.

Permanent -25% Morale on {PLANETNAME}

Military Success Your troops easily quell the rebel forces on {PLANETNAME}, sustaining insignificant casualties in the process. Throughout the Empire, everyone learns the price of crossing you.

Global Effect: +25% Morale and Influence for 25 turns

Military Failure Your troops quell the rebel forces, though not without significant civilian casualties. The media is flooded with scenes of destroyed schools, hospitals struggling to handle patients and the dead. Scenes of the destruction do not go over well around the Empire.

Global Effect: -25% Morale and Influence for 25 turns

Choice 3 Failure The general agrees to your proposal and toasts his success with his followers. Although any ongoing crisis has been averted, your citizens whisper that the government must be weak to allow a single rogue general to force policy.

Global Effect: -5% Morale for 25 turns

Choice 3 route

Description Choice Effect
The rogue general goes through weeks of a hotly contested military trial. He claims to be innocent and some witnesses change their testimony, and others simply disappear. The day before the verdict is announced you are told that the military panel doesn't have the evidence they need to find him guilty, even though most believe he was actively plotting a coup. Send someone to speak to the military panel. Perhaps they can be convinced. Diplomacy stat check
Allow your scientists to examine the general's communication systems. Science stat check
In an Imperial government I don't need evidence. Have him found guilty and executed anyway.

Result

Choice Outcome Effect
Diplomacy Success Your consultant meets with each of the members of the Military panel and reviews all the evidence with them. He makes the case that even though there is no single piece of damning evidence, the mountain of odd meetings, lost messages, and suspicious trips adds up to compelling arguement.

When the verdict is announced you find that your consultant has done enough to convince the panel to find him guilty. Although the general scream's that this is unjust you rest easy knowing that you did not upset the scales of justice, even if you might have tipped them slightly in your favor.

Global Effect: +5 Influence per Colony for 25 turns

Diplomacy Failure Your consultant meets with each of the members of the Military panel and reviews all the evidence with them. He makes the case that even though there is no single piece of damning evidence, the mountain of odd meetings, lost messages, and suspicious trips adds up to compelling argument.

But in the end it isn't enough. The panel still finds the general innocent and he is released. He retires to {PLANETNAME} which immediately becomes poisoned against you, even though none of it can be traced back to him.


Permanent -25% Morale on {PLANETNAME}

Science Success One of your scientists discovers that the general met with a conspirator in a manufacturing plant, in a room where a furnace produced metal bars. The equipment is so precise, the voices in the room were enough to leave minute impressions on the hot metal. By measuring those impressions the scientist was able play back the conversation that happened in the room, and hear the evidence of the general planning his coup.

Based on that evidence, the general is convicted. Your citizens applaud your fairness and the talent of your scientist in discovering the evidence.


Unlocked new Crisis Manager

Science Failure Your scientists spend days pouring over all the data that has been collected and end up accidentally deleting some of the transcripts. The court is annoyed by the delay and their incompetence. In the end they still find the General innocent and he is released. He retires to {PLANETNAME} which immediately becomes poisoned against you, even though none of it can be traced back to him.

Permanent -25% Morale on {PLANETNAME}

Choice 3 Success The Military panel's verdict is never announced and the testimony is classified. But the execution of the rogue general is widely covered by media as a warning to others that might plot against you. Most of your citizens don't even notice that the trial didn't conclude, but a few do feel like the court is only a puppet for your machinations.

Secession

Minimum number of turns for crisis to occur:

Description Choice Effect
Millions of citizens have joined the Aspire Collective, a group of privately owned starbases designed to be homes to generations of their inhabitants. Now the Aspire Collective is declaring sovereignty, arguing that traditional laws grant sovereignty based on land ownership, and as they exist entirely in space, those laws do not apply to them. Our advisors counter that we control the space their starbases are in, and that siphoning off so many of our best citizens will weaken us and set a dangerous precedent. Allow them to have their independence. Benevolent +5, -10% Growth for 25 turns
They can be independent, but must provide tribute for existing within our borders. Pragmatic +5, +10% Income
They belong to the state, send in soldiers to make sure they understand this. Malevolent +5

Choice 1 route

Description Choice Effect
Reports of violent internal fighting have been coming from the Aspire Collective. Pirates are rumored to be trading at the base, and scarce resources have caused many to question their decision to leave our empire. Some campaign for reunification and have asked us to support their cause, though Aspire treats this as treason. Provide an ambassador and medical aid to those that support us. Benevolent +5, -50 Credits, Diplomacy stat check
This situation will not be settled peacefully. Provide weapons to those that support us. Malevolent +5, Malevolent stat check
Stay out of their internal politics, it is no longer our concern.</

Result

Choice Outcome Effect
Diplomacy Success Our ambassador stands with those protesting for reunification. He is beaten and arrested by Aspire police. When he is released he is warned to return to our worlds or he will be killed. Instead, he remains on the Aspire starbase. He speaks to the media and tells them when Aspire wanted freedom it was given to them. But when their people want to be heard, Aspire responded with violence. His story inspires the citizens of the starbase, and when Aspire leadership orders him killed, Aspire soldiers refuse to follow the command.

Aspire leadership is overthrown and the starbase asks to rejoin our empire. Our ambassador becomes renown for his compassion and determination.

Free Starbase, Unlocked new Crisis Manager

Diplomacy Failure Despite our support, those campaigning to rejoin us are arrested for treason. Many comment that we freely allowed our citizens to join Aspire, but Aspire jailed those same citizens when they spoke about coming back. Despite our benevolence, Aspire is falling into authoritarian control and citizens are still leaving our worlds to join them.

Pirate Starbase spawned

Malevolent Success The conflict on Aspire's starbases turns violent and citizens are killed on both sides. With your weapons, the supporters of reunification manage to take the starbase. But not before Aspire military captures some star ships to escape in.

Pirate Ships spawned, Free Starbase

Malevolent Failure The conflict on Aspire's starbases turns violent and citizens are killed on both sides. Though outnumbered, supporters of reunification do manage to capture a star ship and escape. But the starbase remains, and continues to draw citizens from nearby worlds.

Pirate Starbase spawned, Free Frigate ship

Choice 3 Failure Those campaigning to rejoin our empire are violently put down. Though we opted to allow them to go their own way, the pirates were not as ambivalent and now openly trade on Aspire starbases and raid nearby colonies.

Pirate Starbase spawned, Pirate Ships spawned

Choice 2 route

Description Choice Effect
For a time our arrangement with the Aspire Collective went well. They provide a regular stipend and kept to themselves. But now their citizens are complaining about the lack of resources and blaming the stipend for making it impossible for them to provide for their own citizens. Now they have missed payment, and it doesn't look like they will be able to make payments anytime soon. The stipend is too high. Lower it to what they can afford. Benevolent +5
Remove the stipend and have Aspire take government contracts instead. Pragmatic +5, Pragmatic stat check
Claim assets, by force, to make up for their debt. Malevolent +5, Military stat check

Result

Choice Outcome Effect
Choice 1 Success Though the complaints of a high stipend continue, the reduction in the amount has allowed Aspire to balance their books and begin providing services to their citizens. For now, they are stable and able to continue paying us. And they continue to recruit citizens from nearby worlds.

Income Starbase spawned

Pragmatic Success We begin funneling small manufacturing jobs to Aspire, which they gladly do at cost in return for remaining within our borders. This improves the efficiency and production of all nearby shipyards and worlds.

Manufacturing Starbase spawned

Pragmatic Failure We begin funneling small manufacturing jobs to Aspire, which they do at cost in return for remaining in our borders. Though this does improve our manufacturing productivity substantially, many question the inferior parts that Aspire provides and worry that using them on our military ships may lead to issues down the road.

Manufacturing Starbase spawned, -10% Ship Hit Points for 100 turns

Military Success Aspire briefly attempts to stop our military from claiming the debt they owe us, but they are quickly put down. There is little they can do as our soldiers walk out with with enough cargo to repay their debt. Though they are good on their debt for now, they will not forget what we have done and will be problematic in the future.

Pirate Starbase spawned, +300 Credits

Military Failure Aspire attempts to defend itself by firing on one of our ships, destroying it. They have delusions of grandeur, and will need to be put down.

Pirate Starbase spawned

Choice 3 route

Description Choice Effect
Your soldiers maintain control for a few weeks. But a sudden uprising catches them off guard by newly armed Aspire troops. Before your soldiers can react, they are jailed. Now Aspire threatens that it won't release them until you agree to Aspire's sovereignty. Grant them independence in return for releasing the soldiers. Benevolent +5
Send an ambassador to reason with Aspire leadership. Diplomacy stat check
Launch a team to board the starbase and recover the imprisoned soldiers by force. Military stat check

Result

Choice Outcome Effect
Choice 1 Failure Aspire releases the soldiers without incident and celebrate their independence. The news media is flooded with interviews with Aspire leaders looking victorious and talking about how they stood up to our empire, and forced us to back down. Cartoons of you grovelling to babies, pigeons and bowls of pudding become popular. This leads to more of our citizens emigrating from our worlds to join Aspire.

Pirate Starbase spawned, -10% Morale for 25 turns

Diplomacy Success Our ambassador offers only one option to Aspire leadership, release the held soldiers or no further talks will be held. He argues that until that is done, Aspire has declared war and the only response to that action will be military. It takes a few days before Aspire leadership comes around, but they do release our soliders and real talks begin. In working closely with them, our ambassador works out a deal where they may remain as long as they purchase goods from nearby worlds. Aspire agrees and your ambassador is celebrated for his firm stance and negotiation skills.

Income Starbase spawned, Unlocked new Crisis Manager

Diplomacy Failure Days of talks go nowhere. Aspire leadership threatens to send one of our captured soldiers out of an airlock unless we give into their demands. Our ambassador stands firm and they follow through on their threat. We quickly recall our ambassador, one of our soldiers is dead. This is no longer a diplomatic matter.

Pirate Starbase spawned, -25% Morale for 25 turns

Military Success Our general was embarrassed that our soldiers were caught off guard. He makes up for it now. Ships attach to every docking port and heavily armored soldiers begin flooding into the starbase while a heavy warship floats above their shipyard waiting for movement. There are a few shots fired, but no casualties as your soldiers quickly overwhelm and capture the starbase. As our general walks onto the starbase, Aspire leaders are arrested. The starbase is fully under our control.

Free Starbase, Unlocked new Crisis Manager

Military Failure Our military was embarrassed that their soldiers were caught off guard. They make up for it now. Ships attach to a docking port and heavily armored soldiers begin flooding into the starbase. There are a few shots fired, and a few casulties but your soldiers overwhelm and capture the starbase. But not before Aspire leaders escape in ships and flee.

Free Starbase, Pirate ships spawned

The Simulation

Minimum number of turns for crisis to occur:

Description Choice Effect
Our researchers have come to a startling conclusion, that the entire galaxy is simply a simulation. Every solar system, planet, and citizen is merely a computer process and our entire existence is not reality. Attempt to contact the being that is controlling this simulation. Benevolent +5
To avoid panic, hide this information from the public. Pragmatic +5
Find the limits of the simulation, and exploit them. Malevolent +5

Choice 1 route

Description Choice Effect
Your scientists have developed a massive transmitter than attempts to vibrate the universe at a quantum level. They say that the vibration is large enough that it should be noticed by outside observers, and probably won't destroy reality. What do we want our message to be? "Please give us a new world, a paradise to inhabit." Benevolent stat check
"Why are we here?" Pragmatic stat check
"Prove to us that you exist!" Malevolent stat check

Result

Choice Outcome Effect
Benevolent Success Your scientists broadcast your message, "Please give us a new world, a paradise to inhabit."

There is no immediate reply and you begin to wonder if anyone heard your message, or if there was anyone to hear it. Then your scientists notice an uninhabited planet in a solar system you control. Though all recording and measurements claim it has always been there, no one recalls having noticed it before. Apparently your message did get through.

Benevolent Failure Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted. When it is complete many of your citizens are simply missing. Oddly a few new ones have appeared.

Halves the population of {PLANETNAME}

Pragmatic Success Your scientists broadcast your message, "Why are we here?"

You have your answer almost immediately as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, able to travel to the very edge of the known universe, maybe even beyond. Your citizens take to calling the ship, Messenger.

Free "Messenger" Ship

Pragmatic Failure Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted. When it is complete many of your citizens are simply missing. Oddly a few new ones have appeared.

Halves the population of {PLANETNAME}

Malevolent Success Your scientists broadcast your message, "Prove to us that you exist!"

You have your answer almost immediately as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, an incredible warship able to conquer civilizations on its own. The answer seems to be clear, whatever answered you from beyond this reality has clear intentions for you: conquest.

Free "Retribution" Ship

Malevolent Failure Your scientists broadcast your message, "Prove to us that you exist!"

You receive your answer almost immediately. Apparently someone is listening, and they either hate you or they have a dark sense of humor. Your response is a series of meteors that shower down on {PLANETNAME} killing millions. At least now you have your proof.

Population halved on {PLANETNAME}

Choice 2 route

Description Choice Effect
Your citizens continue to live their lives, oblivious to the simulation they are a part of. Meanwhile your scientists have begun to create a simulation of their own, one that contains its own worlds and virtual citizens. Make this simulation a paradise for the simulated citizens living in it. Benevolent stat check
Release the simulation as a game for your citizens to enjoy. Science stat check
Use this simulation to practice military techniques. Military stat check

Result

Choice Outcome Effect
Benevolent Success Despite your best efforts you cannot remove suffering entirely from your simulation. Unless every experience is the same, some are always better, and some are worse. There is always to joy and pain. Your philosophers consider this lesson carefully.

+20 Benevolent, +20 Pragmatic, +20 Malevolent

Benevolent Failure In every simulation, no matter how perfect, the simulated citizens become depressed and depraved. Violence and apathy seem the outcome of every experiment and the only ultimate conclusion of life. Your scientists are deeply disturbed by these results.

Global Effect: -25% Research for 10 turns

Science Success Your game continues to grow and attract fans throughout the galaxy, becoming so popular that many ignore their daily lives to play.

Global Effect: -10% Production, +25% Influence for 50 turns

Science Failure Despite the long hours and the hard work of your passionate designers, developers and artists your game doesn't become the massive blockbuster you hoped for. Instead you make about as much on the game as you spent developing it. Welcome to the gaming industry.
Military Success The military simulation displays clearly how military models of the last decade, and even those of the past few years are woefully out of date. Military strategy and capability is changing so quickly commanders training is nearly useless by the time they graduate. Fortunately our simulation allows us to adapt our strategy with each new development, and become more effective on the battlefield.

Global Effect: Permanent +10% Soldiering and Resistence

Military Failure The military simulation was going well, until containment failed and it took over one of our manufacturing facilities. By the time we stopped it it had already created a fleet of very aggressive warships.

Choice 3 route

Description Choice Effect
Your scientists theorize that time is constant only as we experience it. From the perspective of the simulation it runs in bursts. They speculate that if they can isolate an area in 'real-time' they can cheat the simulation and take advantage of moments where the rest of galaxy is inactive. Isolate our research computers so that they can continue to process outside local time. Science stat check
Create a field large enough to contain an entire ship, one that is unhindered by time. Military stat check
We risk damaging the galaxy itself with these efforts. Put a stop to them.

Result

Choice Outcome Effect
Science Success Isolating the research computers from local time was successful and capable of performing years of research in seconds. Until the day we saw dark shapes moving within the containment field. They were shaped like Thalans. But when we opened the containment field they were gone, as well as our equipment. Though we cannot continue our experiments, at least we have the research we gained while it was running.

Finish Current Research

Science Failure Your scientists prepare a chamber to isolate their computer from local time. But their calculations are incorrect. When the field is switched on the computers and a large part of their lab disappear entirely, lost in some other reality. Perhaps someday in the future they will reappear. Until then a large amount of their research has been lost.

Global Effect: -50% Research for 10 turns

Military Success Other civilizations have noticed your new warship. They believe that by ignoring the laws of physics you risk damaging the galaxy itself.

Global Effect: -2 Diplomacy. Free "Timeless" ship.

Military Failure Your scientists successfully manage to put a time field around a warship, allowing it to move at incredible speed. While they are still toasting their success your military displays its incompetence by underestimating the ships speed and pilot it right into a moon, destroying it in its first flight. Both your military and your scientists fall into screaming matches blaming each other for the tragedy.

Global Effect: -25% Research and Military Construction for 10 turns

Choice 3 Success Your ministers are impressed that you put the needs of the galaxy above your own. This inspires them to follow your example in their dealings with other factions.

Global Effect: +2 Diplomacy

Space Monster

Minimum number of turns for crisis to occur:

Description Choice Effect
A terrifying space beast, larger than any vessel you've ever seen, appeared on the fringes of known space, heading in our direction. No one knows what, if anything, it wants. Attempt to contact the creature. See if we can coexist peacefully. Benevolent +5
Assemble a fleet to scare (or fight) it off. Pragmatic +5
Try to capture the beast. Malevolent +5

Choice 1 route

Description Choice Effect
The beast doesn't respond to any traditional communications protocols, though they do attract his attention. The monster soon changes course, coming straight towards our worlds. Redouble our efforts to communicate with it. Diplomacy stat check
Make plans to fight it. Military stat check
Evacuate the colony.

Result

Choice Outcome Effect
Diplomacy Success At the very last moment, one of your scientists discovers the beast responds to neutrino emissions. You use those to lure it away from your colony and back out to deep space. The scientist becomes renown for saving your worlds from the creature.

Unlocked new Crisis Manager

Diplomacy Failure All attempts to communicate with the monster fail. When it reaches {PLANETNAME}, it destroys it easily, before returning back to the depths of space.

{PLANETNAME} is Devastated

Military Success Miraculously, your last minute defense works, not damaging the beast but startling it enough to send it elsewhere, looking for easier prey. All involved in the fight learn some valuable lessons.

Global Effect: +3 Ship Range

Military Failure With so little time left to prepare a defense, your fleet has no chance. The creature easily destroys the colonial defenses and now its developed a hunger for our ships.
Choice 3 Failure You successfully evacuate all your citizens from {PLANETNAME}. With an unknown energy weapon, the beast quickly and messily destroys the colony. It returns to deep space, never to be seen again.

{PLANETNAME} is Devastated, Two Free Colony Ships

Choice 2 route

Description Choice Effect
You assemble a fleet to confront the beast, though it continues onward, undeterred. Eventually, you shoot it with the most powerful weapon in your arsenal. This attracts its attention. It diverts course to approach your fleet. Attempt to communicate with the thing. Diplomacy stat check
Shoot it again. Harder. Military stat check
Run away.

Result

Choice Outcome Effect
Diplomacy Success >As you frantically try to establish communications, the beast approaches and destroys one of your ships, releasing a neutrino burst. This catches the beast's attention. Thinking quickly, on of your generals carefully lures it away from the rest of the fleet using controlled neutrino bursts. This general's quick thinking makes him reknown across your worlds.

Unlocked new Crisis Manager

Diplomacy Failure All attempts to communicate fail. The beast overwhelms your defensive fleet before moving off in search of easier prey.
Military Success Although your weapons do little damage, they do seem to discourage the beast. It changes course, heading away from your civilization in search of easier prey.

Global Effect: +25% Morale 25 turns

Military Failure All attempts to ward off the beast fail. It overwhelms the colonial fleet and now it has developed a taste for our ships.
Choice 3 Success You order all ships to retreat, scattering them. The beast attempts to pursue one of them but soon gets discouraged, and wanders off, away from your civilization.

Choice 3 route

Description Choice Effect
A research vessel approaches, and after much experimentation with explosives and electrical shocks, discovers the beast is drawn to neutrino emitters. Although it's hardly captured, you can now place bread crumbs to lead it around. Build a neutrino harness to control the creature. Science stat check
Enslave the creature through pure strength of arms. Military stat check
This is too dangerous, lead the creature away.

Result

Choice Outcome Effect
Science Success A neutrino trail draws the creature into your newly developed harness. It successfully attaches to the creature and as your entire civilization waches your scientists issue their first command to the creature. As your entire civilization watches the creature follows the commands, happily travelings and attacking anything your scientists point it toward.

Free Space Monster

Science Failure A neutrino trail draws the creature into your newly developed harness. It successfully attaches to the creature and as your entire civilization watches your scientists issue their first command to the creature. Apparently something in the harness malfunctions. Instead of being lead as expected the creature goes on a rampage, attacking everything in sight.
Military Success Your fleets throw everything they have at the creatures. Space becomes a technicolor nightmare full of explosions, lasers and shrapnel. Though the creature resists the bombardment, it eventually succumbs, floating exhausted and injured in space. When you threaten to launch another volley the creature reacts, prodded along by your fleet.

Free Space Monster

Military Failure Your fleets throw everything they have at the creatures. Space becomes a technicolor nightmare full of explosions, lasers and shrapnel. When the fireworks clear the creature still remains, and it is angry.
Choice 3 Success Using your neutrino bread crumbs, you lure the beast to the edge of known space. It wanders off.

Introduced in Worlds in Crisis DLC

Change of Heart

Minimum number of turns for crisis to occur: 100

Description Choice Effect
A notorious smuggler based out of {PLANETNAME} let it be known that he wants to start a legitimate shipping concern.

The smuggler is known for being a genius with logistics and has an uncanny ability to acquire rare items and resources. Unfortunately, he also has a reputation for being willing to work with anyone, including several criminal syndicates and pirate groups.

Let him know we are willing to consider it if he helps arrest the more notorious of his former customers. +15 Benevolent
Allow him to start trading openly, but keep a real close eye on him. +15 Pragmatic
Make sure he knows that anything is possible for the right price. +15 Malevolent

Choice 1 route

Description Choice Effect
The smuggler on {PLANETNAME} has already established a thriving concern, and at this point there is no evidence he's engaged in anything shady. But none of the information he provided us about his former customers has panned out.

We are not sure if the criminals have just gone into hiding when he flipped on them or if the information itself was false.

Let's take him at his word for now. Pragmatic stat check
Tell him if he does not provide some useful information he will be spending his retirement in a cell.
Send an agent to infiltrate this new business and find out if he is truly on the up and up. Military stat check

Result

Choice Outcome Effect
Pragmatic Success Much to our surprise, the smuggler on {PLANETNAME} appears to have gone fully legitimate. Criminal activity in the area has been greatly reduced. The colony's trade income has spiked, and the overall economy of the planet is looking much better.

Apparently, every once in a while, someone can genuinely change their heart.

+15 Benevolent, +5% Global trade income, +25% Colony Income on {PLANETNAME}.

Pragmatic Failure Much to our surprise, the smuggler on {PLANETNAME} appears to have gone fully legitimate. Unfortunately, it appears his former clients were not impressed with his life choice, and only a few days after his new trading concern began did they brutally murder him in his mansion.

Many of his former employees have also gone missing, though whether they were fellow victims or the perpetrators we may never know.

-25% Colony Income on {PLANETNAME}.

Choice 2 Success After the application of some pressure, the smuggler on {PLANETNAME} has admitted that he did not provide entirely accurate information on the identity of the worst of his former clients. With some assurance that his safety would be guaranteed, we were able to convince him to provide a little more, and with this information we were able to essentially shut down all the organized crime on and around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Military Success Our agents have worked their way into the inner circles of the smuggler on {PLANETNAME}'s new trade concern. The smuggler is indeed trying to go legit, but has been holding back information on his former clients out of concern for his life.

With some work our agents were able to find the names and locations of most of these criminals, and we have since been able to use this to shut down most of the organized crime on and around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Military Failure Our agents have worked their way into the inner circles of the smuggler on {PLANETNAME}'s new trade concern. The smuggler is indeed trying to go legit, but has been holding back information on his former clients out of concern for his life.

Our agents began trying to find the names and locations of these criminals, but were halted when a corrupt member of local law enforcement tipped off these villains. Shortly after, the entire block where the smuggler's offices were located was leveled from orbit by a pirate vessel, which then fled the system. Neither the smuggler or our agents made it out of the dust cloud.

-25% Colony Income on {PLANETNAME} and a single pirate ship spawns in our territory.

Choice 2 route

Description Choice Effect
The smuggler on {PLANETNAME} has already established a thriving concern and is bringing in quite a lot of money to the colony.

However there have been reports that his people are still meeting pirates near the colony, though no actual criminal activity has been observed yet.

Tell him to provide some useful information on these pirates or he will be spending his retirement in a cell.
Send an agent to infiltrate the new business and find out if he is on the up and up. Pragmatic stat check
Have our people pose as pirates and try to get him to sell them some weapons.

Result

Choice Outcome Effect
Choice 1 Success After the application of some pressure, the smuggler on {PLANETNAME} has admitted that he did not provide entirely accurate information on the identity of the worst of his former clients. With some assurance that his safety would be guaranteed, we were able to convince him to provide a little more, and with this information we were able to essentially shut down all the organized crime on and around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Pragmatic Success Our agents have worked their way into the inner circles of the smuggler on {PLANETNAME}'s new trade concern. The smuggler is indeed trying to go legit, but has been holding back information on his former clients out of concern for his life.

With some work our agents were able to find the names and locations of most of these criminals, and we have since been able to use this to shut down most of the organized crime on and around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Pragmatic Failure Our agents have worked their way into the inner circles of the smuggler on {PLANETNAME}'s new trade concern. The smuggler is indeed trying to go legit, but has been holding back information on his former clients out of concern for his life.

Our agents began trying to find the names and locations of these criminals, but were halted when a corrupt member of local law enforcement tipped off these villains. Shortly after, the entire block where the smuggler's offices were located was leveled from orbit by a pirate vessel, which then fled the system. Neither the smuggler or our agents made it out of the dust cloud.

-25% Colony Income on {PLANETNAME} and a single pirate ship spawns in our territory.

Choice 3 Success Posing as pirates, our agents have attempted to purchase weapons from the smuggler on {PLANETNAME}. Although they were repeatedly refused, they were eventually contacted by one of the smuggler's top people, who claimed that he could help them. Our forces immediately arrested the contact, who admitted that he was working on his own, and planning on murdering the smuggler and taking over his business.

The now ex-smuggler was so pleased by our actions, that he has agreed to provide additional information that have allowed us to virtually shut down all the organized crime remaining on or around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Choice 3 route

Description Choice Effect
The smuggler on {PLANETNAME} has provided us with a healthy retainer to guarantee his behavior. Much to our surprise he's already established what appears to be a legitimate and thriving concern, bringing in quite a profit to the colony.

However there have been reports that his people have been meeting pirates near the colony, though no actual criminal activity has been observed yet.

Send an agent to infiltrate the new business and find out if he is truly on the up and up. Military stat check
Have our people pose as pirates and try to get him to sell them some weapons.
Let him know that we really don't care what he does as long as we get a cut. Military stat check

Result

Choice Outcome Effect
Military 1 Success Our agents have worked their way into the inner circles of the smuggler on {PLANETNAME}'s new trade concern. The smuggler is indeed trying to go legit, but has been holding back information on his former clients out of concern for his life.

With some work our agents were able to find the names and locations of most of these criminals, and we have since been able to use this to shut down most of the organized crime on and around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Military 1 Failure Our agents have worked their way into the inner circles of the smuggler on {PLANETNAME}'s new trade concern. The smuggler is indeed trying to go legit, but has been holding back information on his former clients out of concern for his life.

Our agents began trying to find the names and locations of these criminals, but were halted when a corrupt member of local law enforcement tipped off these villains. Shortly after, the entire block where the smuggler's offices were located was leveled from orbit by a pirate vessel, which then fled the system. Neither the smuggler or our agents made it out of the dust cloud.

-25% Colony Income on {PLANETNAME} and a single pirate ship spawns in our territory.

Choice 2 Success Posing as pirates, our agents have attempted to purchase weapons from the smuggler on {PLANETNAME}. Although they were repeatedly refused, they were eventually contacted by one of the smuggler's top people, who claimed that he could help them. Our forces immediately arrested the contact, who admitted that he was working on his own, and planning on murdering the smuggler and taking over his business.

The now ex-smuggler was so pleased by our actions, that he has agreed to provide additional information that have allowed us to virtually shut down all the organized crime remaining on or around {PLANETNAME}.

+5% Global trade income, +25% Colony Income and Morale on {PLANETNAME} for 50 turns.

Military 2 Success Though the smuggler swears that he is now a legitimate businessman, we still don't care. The arrangement is working regardless, and he regularly sends us small presents to make sure that we know our protection of his new trade concern is appreciated.

+1 Arnor Spice every 10 turns +10% Colony Income on {PLANETNAME}.

Military 2 Failure The smuggler swears that he is now a legitimate businessman, and has refused to pay any more of what he considers to be protection money.

Luckily the local authorities were happy to arrest him on past charges, and we were able to salvage some useful assets from his estate before he was executed.

-25% Colony Income on {PLANETNAME}.

The Dark Hub

Minimum number of turns for crisis to occur: 300

Description Choice Effect
We have noticed a large spike in illegal trade, both between our own worlds and involving goods from outside our borders.

Rumor has it a pirate starbase called the Dark Hub has been established and is acting as a sort of criminal headquarters for surrounding worlds. If we're just noticing this now, it's likely been going for quite some time. Who knows what dangerous trades are occurring. Or how many credits we're missing out on.

Find this starbase then capture and arrest any criminals. +15 Benevolent
Find this starbase so we can track down and learn more about this criminal syndicate. +15 Pragmatic
Have our agents infiltrate and take over the base. We want a black market at our disposal. +15 Malevolent

Choice 1 route

Description Choice Effect
Our forces have found the location of the Dark Hub, but we have discovered that for the most part, it is a thriving civilian starbase. Though the criminal influence is obvious, most of the population of the starbase are simple civilians, the vast majority from our own worlds.

We are hopeful that this will make it easier to isolate the criminal element and remove it.

Make it known that if the criminal activity stops immediately they can become a legitimate trading hub.
Try and convince the locals to turn over the criminal elements. Pragmatic stat check
Seize control of the station and root out all the criminals. Military stat check

Result

Choice Outcome Effect
Choice 1 Success The offer of amnesty on the Dark Hub has been surprisingly successful. Some of the more notorious criminal elements seem to have disappeared from the base, but everyone else has been right on board.

We are now in possession of a thriving trading base that should only become more profitable in the future.

+15 Benevolent, Award Dark Hub starbase, +25% to all trading income for 50 turns.

Pragmatic Success We were able to convince most of the population of the Dark Hub starbase to cooperate and turn over the criminal syndicate that operated there.

Unfortunately, many of the criminals fled the station in well-armed ships before we could move in. The remaining population of the base is afraid of retaliation from these pirates, and has asked for our protection. In exchange for a new starbase, that seems reasonable.

Award Dark Hub starbase, +25% to all trading income for 50 turns, some Pirates appear.

Pragmatic Failure While a small portion of the population of the Dark Hub seemed willing to turn over the dangerous criminals on the base, those criminals were better armed than we first expected. A short, bloody conflict quickly settled the matter. Not in our favor.

The criminal syndicate is now firmly in charge of the base and has brought in several more pirate ships to help protect it.

Dark Hub Pirate base is revealed in your territory, along with several pirate vessels.

Military Success Our forces have taken control of the Dark Hub starbase, but unfortunately the leaders of the crime syndicate were able to escape in heavily armed ships before we arrived.

This at least allowed us to capture the base intact, though the people who made it such a valuable trading hub have obviously all vanished.

Award Dark Hub starbase and some Pirates appear.

Military Failure Although our focus were able to briefly take control of the Dark Hub starbase, the leaders of the crime syndicate who operated it managed to escape in heavily armed ships before we arrived. These ships immediately turned on the base and destroyed it not long after. The civilian population of the base was completely lost, as well as many of our troops. In addition, the syndicate ships that escaped have begun raiding in our territory.

Several pirate vessels appear in your territory.

Choice 2 route

Description Choice Effect
Our forces have found the location of the Dark Hub, but we have discovered that for the most part, it is a thriving civilian starbase. Though the criminal influence is obvious, most of the population of the starbase are simple civilians, the vast majority from our own worlds.

We are hopeful that this will make it easier to isolate the criminal element and remove it.

Try and convince the locals to turn over the criminal elements. Pragmatic stat check
Seize control of the station and root out all the criminals. Military stat check
Seize the starbase, space the criminals, and evict anyone who was supporting them.

Result

Choice Outcome Effect
Pragmatic Success We were able to convince most of the population of the Dark Hub starbase to cooperate and turn over the criminal syndicate that operated there.

Unfortunately, many of the criminals fled the station in well-armed ships before we could move in. The remaining population of the base is afraid of retaliation from these pirates, and has asked for our protection. In exchange for a new starbase, that seems reasonable.

Award Dark Hub starbase, +25% to all trading income for 50 turns, some Pirates appear.

Pragmatic Failure While a small portion of the population of the Dark Hub seemed willing to turn over the dangerous criminals on the base, those criminals were better armed than we first expected. A short, bloody conflict quickly settled the matter. Not in our favor.

The criminal syndicate is now firmly in charge of the base and has brought in several more pirate ships to help protect it.

Dark Hub Pirate base is revealed in your territory, along with several pirate vessels.

Military Success Our forces have taken control of the Dark Hub starbase, but unfortunately the leaders of the crime syndicate were able to escape in heavily armed ships before we arrived.

This at least allowed us to capture the base intact, though the people who made it such a valuable trading hub have obviously all vanished.

Award Dark Hub starbase and some Pirates appear.

Military Failure Although our focus were able to briefly take control of the Dark Hub starbase, the leaders of the crime syndicate who operated it managed to escape in heavily armed ships before we arrived. These ships immediately turned on the base and destroyed it not long after. The civilian population of the base was completely lost, as well as many of our troops. In addition, the syndicate ships that escaped have begun raiding in our territory.

Several pirate vessels appear in your territory.

Choice 3 Success Our forces were able to take control of the Dark Hub starbase. The civilian population quickly turned on the criminal syndicates who ran the place, and not only helped us capture the base but also several of the pirate ships stationed there.

The only bad news is that most of the people who made the base such a valuable trading hub have been killed.

Award Dark Hub starbase along with 1 frigate, and 2 Battle Axes.

Choice 3 route

Description Choice Effect
Our agents have located the Dark Hub starbase, and begun infiltrating the local crime syndicate running it.

Unfortunately, the base seems to have a large civilian population that continues to trade with many of our worlds. This may make it more difficult to take over the operation without a word of our involvement leaking out to the general population.

Yeah, it sounds like too much work. Space the criminals and evict anyone who was supporting them..
Continuing in full control of our own crime network will be worth the risk of bad PR. Pragmatic stat check
Send in the military, take anything valuable, and destroy the rat's nest before it grows larger. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success Our forces were able to take control of the Dark Hub starbase. The civilian population quickly turned on the criminal syndicates who ran the place, and not only helped us capture the base but also several of the pirate ships stationed there.

The only bad news is that most of the people who made the base such a valuable trading hub have been killed.

Award Dark Hub starbase along with 1 frigate, and 2 Battle Axes.

Pragmatic Success Our agents have fully taken over the criminal syndicate operating out of the Dark Hub starbase.

It was messy work, but we now have a backchannel into their trading network and will soon gain access to a variety of lucrative deals and outlawed technologies. This arrangement should prove very profitable at least as long as we are able to keep it a secret.

Award Dark Hub starbase, +10% Global income and Research for 100 turns.

Pragmatic Failure Our agents have been uncovered while trying to take over the Dark Hub syndicate. The crime lord running the Dark Hub has declared it a pirate sanctuary, and is calling for reinforcements from criminal networks around the galaxy. Furthermore, he has made it well known that we were willing to support continued criminal activity as long as we could profit from it.

This has not been good for our reputation in the galaxy.

-1 Diplomacy, Award Dark Hub starbase, several Pirates spawn in the territory.

Malevolent Success Our forces have destroyed the Dark Hub starbase. Although the base was vigorously defended by both its civilian and criminal population, they were ultimately no match for our fleet.

From the wreckage we were able to seize a large stash of credits, as well as several valuable resources that were being smuggled out of the base.

+15 Malevolent, +2500 Credits and +10 Arnor Spice.

Malevolent Failure Our forces have destroyed the Dark Hub starbase. Although the base was vigorously defended by both its civilian and criminal population, they were ultimately no match for our fleet. Unfortunately, most of the smartest criminals managed to escape before we arrived, taking with them most of the valuables thought to be on the base.


Several Pirates spawn in the territory

Distinguished Commander

Minimum number of turns for crisis to occur: 200

Description Choice Effect
A nearly complete Overload Class ship was stolen from our shipyards.

Strangely, the commander of the deserter ship is reputed to be one of our best. In fact he recently returned from a very successful tour commanding a survey ship, during which his record was exemplary.

Try and figure out why he would have stolen the ship, and convince him to bring it back. +15 Benevolent
Track down the deserter and take our ship back by force. +15 Pragmatic
Hunt the deserter down, and execute them. Destroy the ship if necessary. +15 Malevolent

Choice 1 route

Description Choice Effect
The commander of the ship has refused to accept our hails, but we learned from his superiors that before he left he was talking about having to get back to a wormhole he had surveyed on his last tour. The 'future of the galaxy' depends on him apparently.

Before he deserted they were considering putting him under psychological review, but hesitated, not wanting to ruin the reputation of such a well-respected commander.

Allow the commander to reach the wormhole, as long as he doesn't endanger anyone else.
Send his commanding officers to talk the Commander down. They know him. Pragmatic stat check
Blockade the wormhole, and prevent the commander from entering it at all cost.

Result

Choice Outcome Effect
Choice 1 Success Shortly after arriving at the wormhole, the stolen Overlord intercepted some sort of giant space creature that was beginning to emerge from it and engaged it in combat.

The overlord was victorious but damaged badly, plunging into the wormhole itself. Our observers were about to depart when the ship re-emerged.

Overlord Captured.

Pragmatic Success The commander of the stolen overlord agreed to allow his former Admiral to board the ship. But before the Admiral could talk sense into the rogue commander, they arrived at the wormhole, where a giant space monster was beginning to emerge. Our commander was telling the truth!

The overlord engaged the beast and emerged victorious but damaged badly, plunging into the wormhole itself. Our observers were about to depart when the ship re-emerged, this time with three of our survey ships in tow, ones we had thought lost forever.

Overlord Captured, 3 Survey ships found.

Pragmatic Failure The commander of the stolen Overlord agreed to allow his former Admiral to board the ship, and after a long conversation agreed to turn over command to him.

Unfortunately while this was happening several space monsters began emerging from the wormhole. They quickly destroyed the Overlord, now being commanded by the confused Admiral, and escaped into our galaxy.

One large space monster appears.

Choice 3 Success We managed to blockade the wormhole and recapture the stolen Overlord. Unfortunately while we were focused on the deserters, a giant space monster began to emerge from the phenomena.

During the attack, the deserter commander escaped in a shuttle filled with explosives, which he used to ram the space monster. The explosion that resulted not only killed the creature, it collapsed the wormhole forever.

Overlord Captured

Choice 2 route

Description Choice Effect
We have located the ship, and managed to make contact with a member of the crew. She claims that the commander has gone crazy, and is taking them to a wormhole that he claims he must take the ship through. The future of our civilization depends on it, he claims. Send his commanding officers to try and talk to the Commander. But be ready to stop the ship if necessary. Benevolent stat check
Allow the ship to reach the wormhole. If nothing happens, capture the ship and crew alive if possible.
Demand he surrender the ship. If he doesn't, destroy it before it reaches the wormhole. Malevolent stat check

Result

Choice Outcome Effect
Benevolent Success The commander of the stolen overlord agreed to allow his former Admiral to board the ship. But before the Admiral could talk sense into the rogue commander, they arrived at the wormhole, where a giant space monster was beginning to emerge. Our commander was telling the truth!

The overlord engaged the beast and emerged victorious but damaged badly, plunging into the wormhole itself. Our observers were about to depart when the ship re-emerged, this time with three of our survey ships in tow, ones we had thought lost forever.

Overlord Captured, 3 Survey ships found.

Benevolent Failure The commander of the stolen Overlord agreed to allow his former Admiral to board the ship, and after a long conversation agreed to turn over command to him.

Unfortunately while this was happening several space monsters began emerging from the wormhole. They quickly destroyed the Overlord, now being commanded by the confused Admiral, and escaped into our galaxy.

One large space monster appears.

Choice 2 Success Shortly after arriving at the wormhole, the stolen Overlord intercepted some sort of giant space creature that was beginning to emerge from it and engaged it in combat.

The overlord was victorious but damaged badly, plunging into the wormhole itself. Our observers were about to depart when the ship re-emerged.

Overlord Captured.

Malevolent Success The commander of the stolen Overlord refused to surrender the ship, forcing us to engage it in battle. Unfortunately during the battle, a giant space monster began emerging from the wormhole.

At this point, the deserter commander broke off the engagement and launched a shuttle filled with explosives into the creature, causing an explosion that not only killed the beast, but also collapsed the wormhole forever.

Overlord Captured

Malevolent Failure The commander of the stolen Overlord has refused to surrender the ship. We were forced to engage them in battle, destroying the vessel.

Unfortunately during the battle, several large space monsters emerged from the wormhole and escaped into our universe, suggesting our insane commander may have been on to something.

Several large space monsters appear.

Choice 3 route

Description Choice Effect
We have located the ship, and rescued a member of the crew. She claims that the commander has gone crazy, and is taking them to a wormhole that he claims he must take the ship through. The future of our civilization depends on it, he claims. Blockade the wormhole, and prevent the ship from entering it at all cost.
Demand that he surrender the ship. If he doesn't, destroy it before it reaches the wormhole. Military stat check
Destroy the ship. Desertion can not be tolerated, even from one of our best.

Result

Choice Outcome Effect
Choice 1 Success We managed to blockade the wormhole and recapture the stolen Overlord. Unfortunately while we were focused on the deserters, a giant space monster began to emerge from the phenomena.

During the attack, the deserter commander escaped in a shuttle filled with explosives, which he used to ram the space monster. The explosion that resulted not only killed the creature, it collapsed the wormhole forever.

Overlord Captured

Military Success The commander of the stolen Overlord refused to surrender the ship, forcing us to engage it in battle. Unfortunately during the battle, a giant space monster began emerging from the wormhole.

At this point, the deserter commander broke off the engagement and launched a shuttle filled with explosives into the creature, causing an explosion that not only killed the beast, but also collapsed the wormhole forever.

Overlord Captured

Military Failure The commander of the stolen Overlord has refused to surrender the ship. We were forced to engage them in battle, destroying the vessel.

Unfortunately during the battle, several large space monsters emerged from the wormhole and escaped into our universe, suggesting our insane commander may have been on to something.

Several large space monsters appear.

Choice 3 Success We were able to intercept and destroy the stolen overlord, however, during the battle, some sort of giant space monster began emerging from the wormhole. Our surviving ships were able to collapse the wormhole, but one of the creatures managed to escape into our universe.

One large space monster appears.

The Fissure

Minimum number of turns for crisis to occur: 180

Description Choice Effect
A giant fissure has opened up on a remote island on {PLANETNAME}, and enormous monsters have begun to emerge from it. The fissure seems to be a gateway to another universe, but all attempts to observe what's on the other side have thus far failed. The monsters seem to be under control when constrained to the island, but this is obviously a very dangerous situation. If they escaped the island there'd be little stopping them from causing havoc across the planet. Let's attempt to study the monsters in place on the island. +10 Benevolent
Try to capture and domesticate the monsters. +10 Pragmatic
Create giant robots to fight the monsters, and keep them from escaping the island. +10 Malevolent

Choice 1 route

Description Choice Effect
We've begun our efforts to study the monster fissure and the resulting stream of monsters on {PLANETNAME}. Research is going well, and it looks like we might learn a great deal from these creatures.

Unfortunately word of this "Monster Island" has leaked out, and unauthorized tourists are beginning to become an issue.

Turn the island into a formal tourist attraction, with rigid safety precautions.
Ban all tourism. Make sure only researchers have access to the monsters. Science star check

Result

Choice Outcome Effect
Choice 1 Success Monster Island has become a huge success. Any incidents, of which there have been few, have widely been considered to be the tourists' fault.

+25% colony income on {PLANETNAME}.

Science Success By limiting access to Monster Island to our own scientific teams, they've had unparalleled access to the monsters and rift itself, leading to several breakthroughs.

+30% Research on {PLANETNAME}.

Science Failure Sadly our researchers on Monster Island have become careless, allowing several monsters to escape to the mainland. Local authorities responded with a nuclear strike on the island, which, although it collapsed the fissure, did also destroy one of our most valuable research facilities. And, obviously, the researchers inside.

-10% Population on {PLANETNAME} and -50% Research for 50 turns.

Choice 2 route

Description Choice Effect
We have managed to learn to control some of the monsters on {PLANETNAME}, though others have resisted - often violently - all our efforts. In addition, the monsters continue to come through the rift, and our researchers are concerned they will not have space for them on the island much longer. Try and use these monsters as beasts of burden.
Turn the monsters into weapons. Military star check

Result

Choice Outcome Effect
Choice 1 Success The monsters have proven relatively useful when used in large scale demolition and some of the more dangerous aspects of terraforming. We've even begun to export them to other worlds to assist in their terraforming needs.

+30% colony income and +1 Tile on {PLANETNAME}.

Military Success We've successfully managed to turn the monsters into mobile platforms of destruction. With them we will have a great - and cinematic - advantage in any future invasions.

Global Effect: +10% Soldiering and +10% Resistance for 100 turns

Military Failure Unfortunately our efforts to tame the monsters have failed, and if anything, taught them to be far more dangerous. Many monsters took the lessons taught to them to break free of the island, and reigned terror on a large portion of the colony before they could be stopped.

-33% Population on {PLANETNAME}.

Choice 3 route

Description Choice Effect
Not only have our use of giant robots to contain the monsters on {PLANETNAME} been successful, footage of their titanic struggles have been smuggled off world and become a viral sensation. We now have to deal with a stream of tourists - often very well-heeled tourists - coming to the island insisting on watching the fights. We can't risk this. Seal the rift so we don't endanger any innocent lives. Science stat check
Let's make monster fighting an official sport then. Turn the island into a virtual stadium for the galaxy.
Lock down the island, and ban all rebroadcast of our containment efforts.

Result

Choice Outcome Effect
Science Success Our researchers were able to seal the fissure, though not without cost, a large energy spike killing the crew that was doing the work. It's not all bad news though, their efforts made us realize this fissure was a type of controlled wormhole. Our researchers think they can use this knowledge to boost our hyperdrive performance.

+1 Global Ship Speed.

Science Failure We failed, in a sense. While trying to seal the rift on {PLANETNAME}, an explosion sucked the entirety of Monster Island into another universe. No more monsters, and no more rift, though the explosion also decimated a sizable chunk of the colony itself.

33% Population on {PLANETNAME}.

Choice 2 Success Our Monster League battles, as we're now calling them, have become a huge success. The rift seems to be responding to the challenge, the monsters that emerge from it getting bigger and bigger. Hey that's just more credits, right?

+33% colony Income.

Choice 3 Success We seem to have stopped the illegal broadcast of the monster fights, and for the most part the existing videos are now being written off as fake.

In addition we have discovered many uses for the corpse of the monsters, both for research and commercial purposes.

+33% colony Income and +15% Research on {PLANETNAME}.

The Mad Governor

Minimum number of turns for crisis to occur: 100

Description Choice Effect
The Governor of {PLANETNAME} has begun acting very erratically. We have received reports of him issuing strange edicts to the colony, mandating city-wide parties. Other reports have spoken of mass hallucinations and citizens disappearing off the streets.

Whatever this mad governor is up to seems to be working though, as {PLANETNAME} has had an amazing boost in production recently.

+10% Production on {PLANETNAME} for 25 turns.

This sounds insane. Replace the governor immediately. +15 Benevolent
Send investigators to determine if there is a method to the governor's madness. +15 Pragmatic
Let the governor continue with his crazy plans. It seems to be working. +15 Malevolent

Choice 1 route

Description Choice Effect
We sent someone to replace the mad governor on {PLANETNAME}, but she vanished not long after her arrival.

The existing governor has announced that his replacement was kidnapped by criminals, and vowed to find the culprits at any cost. In the meantime, the colony is reporting even higher productivity than before.

Additional +10% Production and -5% Growth on {PLANETNAME} for 25 turns.

Obviously the mad governor is behind the disappearance. Send in the military to remove him by force.
Well that's suspicious. Send in investigators to find out what's really going on.
Even higher productivity you say? Maybe we should just let him do his thing. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success Our forces have arrived on {PLANETNAME} and arrested the mad governor. They discovered that he had been drugging the entire population of the planet through the water supply - even himself.

The drugs he used were formulated to "energize" the people, which they apparently did, aside from the small portion of the population that simply died. We should be able to return things to normal, but the planet's population will be going through withdrawal symptoms for some time.

+25 Benevolent, -50% Growth on {PLANETNAME} for 10 turns.

Choice 2 Success The investigators on {PLANETNAME} have arrested the governor there. They discovered that he had been drugging the entire population of the planet through the water supply - even himself.

The drugs he used were formulated to "energize" the people, which they apparently did, aside from the small portion of the population that simply died. We should be able to return things to normal, but the planet's population will be going through withdrawal symptoms for some time.

+25 Pragmatic and -50% Growth on {PLANETNAME} for 10 turns.

Malevolent Success The mad governor on {PLANETNAME} has continued to govern the planet using his unique methods, and as near as we can tell, everything seems to be working. The planet is more productive than ever, though there are questions of how long they will be able to keep it up, seeing as population growth has veered into negative territory.

Still, we can always send them more population.

+15% Production and -20% Growth on {PLANETNAME}.

Malevolent Failure Word of a colony-wide tragedy on {PLANETNAME} has just reached us.

As it turns out the governor there had been drugging the population for some time with various experimental substances designed to boost the planet's production. Although this seemed to be working for some time, the process has since gone too far, people literally working themselves to death. The planet has since broken out in to a global riot, killing the governor and most of his officials. Things seem to have calmed down since then, though we expect production and morale to be low for quite some time.

-25% Production and Morale for 50 turns on {PLANETNAME}.

Choice 2 route

Description Choice Effect
Our investigators have reached {PLANETNAME}, and been welcomed by the mad governor.

Most of the team seems convinced that the governor's behavior, however erratic, is harmless. The ones still around, at any rate - two members of the investigation team were set upon by street thugs and murdered not long ago. The governor assures us that the killers will be caught.

+10% Production and -5% Growth on {PLANETNAME} for 25 turns.

Order the remaining investigators to relieve the governor of duty. Bring him back to our homeworld to face charges.
Our investigators have been compromised. Send in the military to remove the governor by force.
Accidents happen. If the rest of the investigators are ok with him, let him do his thing. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success The investigators on {PLANETNAME} have arrested the governor there. They discovered that he had been drugging the entire population of the planet through the water supply - even himself.

The drugs he used were formulated to "energize" the people, which they apparently did, aside from the small portion of the population that simply died. We should be able to return things to normal, but the planet's population will be going through withdrawal symptoms for some time.

+25 Pragmatic and -50% Growth on {PLANETNAME} for 10 turns.

Choice 2 Success Our forces have arrived on {PLANETNAME} and arrested the mad governor. They discovered that he had been drugging the entire population of the planet through the water supply - even himself.

The drugs he used were formulated to "energize" the people, which they apparently did, aside from the small portion of the population that simply died. We should be able to return things to normal, but the planet's population will be going through withdrawal symptoms for some time.

+25 Benevolent, -50% Growth on {PLANETNAME} for 10 turns.

Malevolent Success The mad governor on {PLANETNAME} has continued to govern the planet using his unique methods, and as near as we can tell, everything seems to be working. The planet is more productive than ever, though there are questions of how long they will be able to keep it up, seeing as population growth has veered into negative territory.

Still, we can always send them more population.

+15% Production and -20% Growth on {PLANETNAME}.

Malevolent Failure Word of a colony-wide tragedy on {PLANETNAME} has just reached us.

As it turns out the governor there had been drugging the population for some time with various experimental substances designed to boost the planet's production. Although this seemed to be working for some time, the process has since gone too far, people literally working themselves to death. The planet has since broken out in to a global riot, killing the governor and most of his officials. Things seem to have calmed down since then, though we expect production and morale to be low for quite some time.

-25% Production and Morale for 50 turns on {PLANETNAME}.

Choice 3 route

Description Choice Effect
Productivity on {PLANETNAME} continues to soar, but reports of strange disappearances, mass hallucinations, and widespread erratic behavior still persist.

More troubling, the growth rate of the planet has almost completely stalled.

+10% Production and -50% Growth on {PLANETNAME} for 25 turns.

Send investigators to make sure the mad governor is not doing any permanent damage.
Doing nothing seems to have worked pretty well so far, let's stick with that. Pragmatic stat check
We need to find out what this guy is up to so we can reproduce it on all our worlds.

Result

Choice Outcome Effect
Choice 1 Success The governor on {PLANETNAME} admitted that he has been drugging the entire colony for some time. After much experimentation, he discovered a simple stimulant that can be introduced into the water supply, which makes people much more productive.

With some help from our researchers, we have been able to make sure this new stimulant is safe for consumption, and will continue the experiment. The only downside appears to be that people are now too busy to reproduce.

+10% Production and -10% Growth on {PLANETNAME} for 50 turns.

Pragmatic Success The mad governor on {PLANETNAME} has continued to govern the planet using his unique methods, and as near as we can tell, everything seems to be working. The planet is more productive than ever, though there are questions of how long they will be able to keep it up, seeing as population growth has veered into negative territory.

Still, we can always send them more population.

+15% Production and -20% Growth on {PLANETNAME}.

Pragmatic Failure Word of a colony-wide tragedy on {PLANETNAME} has just reached us.

As it turns out the governor there had been drugging the population for some time with various experimental substances designed to boost the planet's production. Although this seemed to be working for some time, the process has since gone too far, people literally working themselves to death. The planet has since broken out in to a global riot, killing the governor and most of his officials. Things seem to have calmed down since then, though we expect production and morale to be low for quite some time.

-25% Production and Morale for 50 turns on {PLANETNAME}.

Choice 3 Success The governor on {PLANETNAME} admitted that he has been drugging the entire colony for some time. After much experimentation, he discovered a simple stimulant that can be introduced into the water supply, which makes people much more productive.

The most recent version of it proven to be remarkably safe, the only observed downside being that people are too busy to reproduce. We think with a bit of work we can modify this to be employed on all our colonies.

Global +10% Production and -10% Growth for 50 turns.

Mercenary Pirates

Minimum number of turns for crisis to occur: 240

Description Choice Effect
Rumor has begun to circulate of a new group of disciplined and deadly pirates that have begun operating around the borders of our civilization. They have not done much harm to us yet, but their growing reputation has the leaders of many of our outlying colonies concerned. Find out where they are coming from, so we can stop them at the source. +15 Benevolent
If they are effective killers, perhaps we can use them. Try and recruit these pirates. +15 Pragmatic
We will never tolerate piracy in any form. Hunt them down and kill them. +15 Malevolent

Choice 1 route

Description Choice Effect
While investigating the mysterious new pirates, we have come to realize they are operating from a hidden planetary base somewhere within our own borders.

The planet seems to be of high quality given the resources that the pirates are able to muster.

Hunt down the pirates, but leave their world alone if they promise to stay on it.
Find the pirates and force them to show us where this planet of theirs is. Pragmatic stat check
Find the pirate world and destroy it, before they can become too powerful.

Result

Choice Outcome Effect
Choice 1 Success Our commanders report a partial success. We were able to capture the main pirate force, and even salvaged a few of their ships. But we were not able to find out the location of their base.

1 Frigate, 2 Gunboats and 1 Battle Axe.

Pragmatic Success We were able to track down most of the pirates and trace them back to their secret base.

We were able to capture it with little effort. though some of the pirates did manage to flee. They're pretty angry.

New planet discovered. Small group of pirates spawn in your territory.

Pragmatic Failure We were able to track down the pirate base, but unfortunately when we arrived we found they had already fled the planet. The traps they've left behind have left it almost unlivable.

Low level planet Discovered, Multiple pirates spawn in your territory.

Choice 3 Success We were able to track down the pirate secret base, and then drop a few asteroids on it. They won't be using that again. In addition we were able to capture several ships that were still in orbit when we arrived.

Award 2 Frigates

Choice 2 route

Description Choice Effect
While tracking down the mysterious new pirates we've discovered that most of them are former members of our military. Spies report that many of them are potentially willing to come back into the fold, but others are by now hardened criminals, guilty of far more serious crimes than mutiny. Offer them blanket immunity, as long as no further crimes are committed.
If they will give up the worst offenders the honest ones will be welcomed back with open arms. Pragmatic stat check
Deserters all of them. Who needs them. Kill them all.

Result

Choice Outcome Effect
Choice 1 Success While most of the pirates have been willing to come back to the military, bringing a small force of ships with them, others have fled deeper into the borderlands. We fear they'll be a problem in the future.

Award Battleship and 2 Frigates, a small force of pirates spawn in your territory.

Pragmatic Success The pirates have reluctantly surrendered the most wanted members, ending the crisis almost without bloodshed. Only one ship fled, but one more pirate in the galaxy is nothing to be too concerned about.

Award Battleship and 2 Frigates, 1 pirate spawn in your territory.

Pragmatic Failure Although some of the pirates were willing to turn over the worst offenders, those worst offenders were worse offenders for a reason. Vicious, and far better armed, they quickly destroyed the traitors. The pirates which remain are now extremely unhappy with us.

Multiple Pirates spawn in your territory.

Choice 3 Success We were able to capture the main pirate force. Well, destroy it. That's good too. We did salvage a few of their ships though.

Award Frigate, 2 Gunboats and a Battle Axe.

Choice 3 route

Description Choice Effect
We've been relatively successful in confronting the mysterious new pirates, and have captured a great number of them. Many appear to be former members of our own military, using our equipment and training to forge a new life for themselves outside of what they feel is our too restrictive society. Try and repatriate them back into the military. Benevolent stat check
Fine. Let them know that we will look the other way as long as they do it outside of our borders.
Not just pirates, but deserters and criminals then. Kill them all.

Result

Choice Outcome Effect
Benevolent Success While most of the pirates have been willing to come back to the military, bringing a small force of ships with them, others have fled deeper into the borderlands. We fear they'll be a problem in the future.

Award Battleship and 2 Frigates, a small force of pirates spawn in your territory.

Benevolent Failure None of the pirates seem that interested in repatriation, and by reaching out to them they have become much more leery of us. We fear the next time we see them they'll be there to attack.

Multiple Pirates spawn in your territory.

Choice 2 Success The pirates seem to have taken the hint, and moved outside of our borders. Indeed they seem to be making a lot of trouble for our enemies now. We'll call that a win.

+20 Pragmatic

Choice 3 Success We were able to capture the main pirate force. Well, destroy it. That's good too. We did salvage a few of their ships though.

Award Frigate, 2 Gunboats and a Battle Axe.

Missing Scientist

Minimum number of turns for crisis to occur: 150

Description Choice Effect
One of our most preeminent scientists has gone missing on {PLANETNAME}. Normally we would leave this to the local authorities, but she was currently working on a revolutionary new terraforming technology capable of terraforming continents, and maybe even planets, almost instantly.

Our biggest concern is that in the wrong hands this technology could be a terrible weapon. She was last seen in the local shipyard attempting to hire a ship. We don't know if she found one, and if she did where she has gone.

Send investigators to help the authorities find out where she was trying to go when she vanished. +15 Benevolent
Send researchers to investigate. If this technology can be weaponized, we need it. +15 Pragmatic
The locals can't handle this. Send someone to the shipyard to find out where she went. +15 Malevolent

Choice 1 route

Description Choice Effect
The local authorities on {PLANETNAME} have discovered that our missing scientist had been receiving death threats from a radical group claiming that she was playing god. They believe she was trying to escape the planet with her research before they could act. Her lab has also since been ransacked and her research destroyed.

At the same time, our investigators have found the ship she left on. It is currently orbiting a nearby dead world. We have no idea if she is on the ship as a passenger or a prisoner.

Contact the ship and make sure she is safe. Benevolent stat check
Contact the ship, and order them to turn over the scientist or we will come and get her.
Capture the ship, and arrest everyone. We can sort out the details later.

Result

Choice Outcome Effect
Benevolent Success We have made contact with the captain of the ship carrying the missing scientist. He claims that the scientist is on board willingly, and that she is simply looking for planets that they might test a prototype terraforming device on.

The scientist has been transferred to our ship, along with the prototype device. She was very concerned to learn that her lab had been ransacked but assured us that she has backups of all her research with her.

+15 Benevolent, New Prototype Ultra-Terraformer improvement unlocked, 1 per planet.

Benevolent Failure We have made contact with the captain of the ship carrying the missing scientist. At first, he claimed the scientist was on board willingly, but when we asked to speak to her, he attempted to flee. Our forces tried to disable the ship, but something they were working on must have been activated when we opened fire. The ship exploded in an immense shockwave, destroying both the ship and our own forces instantly.

When we sent another vessel to the system to check for survivors, they found a brand new habitable planet near where the ship had been.

New low-level planet discovered

Choice 2 Success We have made contact with the captain of the ship carrying the missing scientist. At first he claimed that the scientist was on board willingly, but when we insisted on speaking to her the ship attempted to flee.

Fortunately for us, the missing scientist had disabled their hyperdrive, and we were able to capture the ship. The scientist has been transferred to our ship, along with various prototype devices. She explained that when the captain of the ship realized who and what she was, he locked her in her quarters. He was in the process of taking bids for her and her technology on the black market when we arrived.

New Prototype Ultra-Terraformer improvement unlocked, 1 per planet.

Choice 3 Success We were able to capture the ship carrying the missing scientist. After disabling the ship, our boarding party found the scientist locked in her quarters and guarded by several crew members.

When she was freed, the scientist admitted that she was trying to hire a ship so they could survey planets to test a prototype terraforming device on. Unfortunately, when the captain of the ship realized who she was, he locked her in her quarters.He was in the process of taking bids for her and her technology on the black market when we arrived.

Award 1 freighter, New Prototype Ultra-Terraformer improvement unlocked, 1 per planet.

Choice 2 route

Description Choice Effect
Our researchers have reached {PLANETNAME}. However before they arrived, the missing scientist's lab had been ransacked, all of her research apparently destroyed. She had also apparently been receiving death threats from a radical group claiming that she was playing god.

They did find what appears to be a fully functional prototype of her device locked in a hidden room. As we had heard the device is designed to terraform an entire planet. Our team believes that with some time they may be able to figure out how it works.

Destroy the device, this technology is obviously far too dangerous.
Have them study the device, and try and reproduce the lost research. Science stat check
Test the prototype device on a nearby dead world.

Result

Choice Outcome Effect
Choice 1 Success Our researchers have managed to destroy the prototype terraforming device on {PLANETNAME}.

We were fortunate that a member of our team had worked with the missing scientist in the past, and knew how to do this safely. If done wrong, the experimental power core inside might have ruptured, causing a shockwave that would have "reprogrammed" every living thing on the planet's surface.

+20 Benevolent, +25% Research on {PLANETNAME}.

Science Success Our researchers have made several breakthroughs while studying the prototype terraforming device.

While they have not been able to reproduce the planet-wide effect, they have been able to produce a more localized wave that could terraform a small continent almost instantly.

New Prototype Ultra-Terraformer improvement unlocked, 1 per planet.

Science Failure When attempting to disassemble the prototype terraforming device on {PLANETNAME}, our researchers have apparently caused a horrible accident.

The device triggered accidentally, sending out a shockwave that reprogrammed all the biological matter on the planet, killing everyone instantly. If there is a silver lining to this horrible tragedy, the planet itself has been left mostly intact and now contains far more livable land.

5 tiles added to {PLANETNAME}, Population reduced by 90%.

Choice 3 Success We were able to find a dead planet in the Goldilocks zone of a nearby solar system, perfect for testing the prototype device on. As advertised, the device worked almost instantly and transformed the planet into a livable world in less then a week.

Unfortunately, by using the device we no longer have it to study, and our best scientists still don't have any idea how it worked.

New High-level planet discovered

Choice 3 route

Description Choice Effect
Our investigators have reached {PLANETNAME}, and have found the ship she left the shipyard on.

The ship in question belongs to a known arms dealer with connections to several foreign powers, and is currently orbiting a dead world. We have no idea if she is on the ship as a passenger or a prisoner. At the same time, the local authorities have informed us that before the scientist vanished she was receiving death threats from a radical group claiming she was playing god.

Disable the ship, and order them to turn over the scientist immediately. Military stat check
Capture the ship, and arrest everyone, we can sort out the details later.
Destroy the ship. Better safe than sorry.

Result

Choice Outcome Effect
Military Success We have made contact with the captain of the ship carrying the missing scientist. At first he claimed that the scientist was on board willingly, but when we insisted on speaking to her the ship attempted to flee.

Fortunately for us, the missing scientist had disabled their hyperdrive, and we were able to capture the ship. The scientist has been transferred to our ship, along with various prototype devices. She explained that when the captain of the ship realized who and what she was, he locked her in her quarters. He was in the process of taking bids for her and her technology on the black market when we arrived.

New Prototype Ultra-Terraformer improvement unlocked, 1 per planet.

Military Failure Our forces attempted to disable the ship carrying the missing scientist, but something they were working on must have been activated when we opened fire. The ship exploded in an immense shockwave, destroying both the ship and our own forces instantly.

When we sent another vessel to the system to check for survivors, they found a brand new habitable planet near where the ship had been.

New low-level planet discovered

Choice 2 Success We were able to capture the ship carrying the missing scientist. After disabling the ship, our boarding party found the scientist locked in her quarters and guarded by several crew members.

When she was freed, the scientist admitted that she was trying to hire a ship so they could survey planets to test a prototype terraforming device on. Unfortunately, when the captain of the ship realized who she was, he locked her in her quarters.He was in the process of taking bids for her and her technology on the black market when we arrived.

Award 1 freighter, New Prototype Ultra-Terraformer improvement unlocked, 1 per planet.

Choice 3 Success It certainly seems that they were up to no good. When we opened fire on the vessel carrying the missing scientist, it immediately exploded in an immense shockwave, destroying both the ship and our forces instantly.

When we sent another vessel to the system to check for survivors, they found a brand new habitable planet near where the ship had been.

New low-level planet discovered

Murderer on the loose

Minimum number of turns for crisis to occur: 100

Description Choice Effect
A series of murders on {PLANETNAME} have recently come to our attention. The local authorities haven't been able to find any suspects, or even a motive for the crimes, though they note that it might have something to do with the fact that each victim has had their brain completely removed. Investigate the local research facilities. They might know who would need so many brains. +15 Benevolent
Investigate the local authorities themselves. They must be covering something up. +15 Pragmatic
Why the brain? Send researchers to see if they can find any clues that explain that. +25 Malevolent

Choice 1 route

Description Choice Effect
Our investigators have found the missing brains in a local research facility, but have been unable to locate the murderer.

Their only lead is an anonymous tip suggesting it's not a coincidence that this facility is one of the best in the galaxy, responsible for many recent breakthroughs.

That doesn't mean anything. Find the killer at any cost.
Make it loudly known that if the murders stop, you might stop your investigation.
Find the murderer, if brains are needed to boost research, we can provide them. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success The murderer on {PLANETNAME} has been found. Unfortunately, it's turned out to be one of our best researchers, using the brains of his victims to create a new sort of neural computer. The experiment over, we're now likely to see a drop in the planet's research capabilities.

+20 Pragmatic, +10% Morale and -25% Research for 25 turns on {PLANETNAME}.

Choice 2 Success Our message has been received, though we don't yet know by who. The murders have abruptly stopped, and life on {PLANETNAME} appears to be getting back to normal. Interestingly, the research center we found the brains in has experienced a sudden increase in output.

+10% Research on {PLANETNAME}.

Malevolent Success With some quiet digging we have found the murderer on {PLANETNAME}. It's turned out to be one of our best researchers, who is building a new sort of neural computer with actual, living brains. It didn't take us more than a few quick trips to the bad areas in town to provide everything he needed to complete it.

+20 Malevolent, +20% Research on {PLANETNAME}.

Malevolent Failure We were able to find the murderer, but he did not seem interested in sharing his research with us. We did however learn a few things from the prototype neural computer he had been assembling thanks to his dark deeds, and his own brain will make a nice addition to its processing power.

+1% Research on {PLANETNAME}.

Choice 2 route

Description Choice Effect
Our investigators on {PLANETNAME} have discovered that someone in the government appears to be covering up for the murders, to preserve the colony's reputation. {PLANETNAME} has been one of the more successful in our colonies, particularly when it comes to the quality of their research.

Someone at or near the top is trying to stop word of these murders from becoming common knowledge.

Let the government know that if they do not cooperate immediately, the murders will be the number one story on GNN. Pragmatic stat check
Find out who is leading this cover-up, and arrest them.
This seems like a local issue. Let them deal with it themselves.

Result

Choice Outcome Effect
Pragmatic Success The murders on {PLANETNAME} have abruptly stopped. Interestingly, a high profile research center on the colony run by the Governors brother has also experienced a sudden increase in output. These do not seem to be unrelated, but we're not going to push our luck any further.

+25% Research on {PLANETNAME}.

Pragmatic Failure Although the murders on {PLANETNAME} have abruptly stopped, both the colony's governor and the head of our most productive research facility have abruptly vanished.

This probably wasn't a coincidence.

-10% Morale, -10% Production and -10% Research for 25 turns on {PLANETNAME}.

Choice 2 Success Much to our surprise we have found that the governor of the colony himself has been covering up for the murders. He has been removed from his position, denying he did anything wrong.

Interestingly, a high profile research center on the colony, run by his brother, has also experienced a sudden increase in output.

+25% Research on {PLANETNAME}.

Choice 3 Success The murders on {PLANETNAME} have slowed substantially, but not stopped. The steady drumbeat of deaths is beginning to frighten the civilians.

In somewhat positive, possibly unrelated news, a high profile research center on the colony run by the governor's brother has suddenly experienced a large increase in output.

+25% Research and -5% Morale on {PLANETNAME}.

Choice 3 route

Description Choice Effect
Following a quiet investigation on {PLANETNAME}, we have discovered that the brains of the murdered victims were all from particular intelligent, if not successful citizens, each one known as a free thinker of some kind. Artists, scientists, performers.

Our current theory is that someone is removing these brains to find out what they all have in common.

We have to protect our great minds. Find the murderer at any cost.
Have our researchers also try and figure out what the murderer is looking for. Pragmatic stat check
Find the murderer. If brains boost their research, we can provide them. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success The murderer on {PLANETNAME} has been found. Unfortunately, it's turned out to be one of our best researchers, using the brains of his victims to create a new sort of neural computer. The experiment over, we're now likely to see a drop in the planet's research capabilities.

+20 Pragmatic, +10% Morale and -25% Research for 25 turns on {PLANETNAME}.

Pragmatic Success Our investigation into commonalities between the victim's brains has to lead us to a local research lab, whose scientists are attempting to create a new type of Neural network.

It appears that the leader of this team is, if not the murderer himself, at least paying someone to gather brains for him. We have arrested him and seized his research. It looks promising, even without the supply of brains.

+15% Global Research for 100 turns

Pragmatic Failure When it became known that we had established a team to track down the missing brains on {PLANETNAME}, the murders abruptly stopped.

Unfortunately, both the colony's governor and the head of our most productive research facility on the planet also vanished around the same time. We are, for now, prepared to call this a coincidence and close the book on the matter.

-10% Morale, -10% Production and -10% Research for 25 turns on {PLANETNAME}.

Malevolent Success With some quiet digging we have found the murderer on {PLANETNAME}. It's turned out to be one of our best researchers, who is building a new sort of neural computer with actual, living brains. It didn't take us more than a few quick trips to the bad areas in town to provide everything he needed to complete it.

+20 Malevolent, +20% Research on {PLANETNAME}.

Malevolent Failure We were able to find the murderer, but he did not seem interested in sharing his research with us. We did however learn a few things from the prototype neural computer he had been assembling thanks to his dark deeds, and his own brain will make a nice addition to its processing power.

+1% Research on {PLANETNAME}.

Mutations

Minimum number of turns for crisis to occur: 50

Description Choice Effect
{PLANETNAME} is reporting an unexpected rise in the number of mutations occurring within the colony. They have determined that something is contaminating the planet's biome, but have not been able to determine the source. All they know is that it doesn't seem to be a natural occurrence.

Strangely, most of these mutations have had net positive effects on the colonists, with a very low fatality rate. This has only reinforced the local belief that they are being caused purposefully.

Send a team to find out what is causing these mutations and stop them. +15 Benevolent
Send a team to study the mutations and find out if we need to stop them. +15 Pragmatic
Send a team to find who is causing these mutations, and offer them a job. +15 Malevolent

Choice 1 route

Description Choice Effect
Our investigators on {PLANETNAME} have found the source of the recent mutations. It appears that a rogue team of our own researchers have found a way to reprogram Precursor nanites to modify the genetics of biological creatures. A commendable accomplishment, offset somewhat by them then releasing these nanites into the public.

Luckily the nanites are not self-replicating, and their limited supply has restricted the amount of damage they've been able to do.

Arrest the researchers and put them to work undoing what they have done.
Arrest the researchers and seize their stockpile of Precursor nanites. Science stat check
Arrest the researchers and turn their research over to the military.

Result

Choice Outcome Effect
Choice 1 Success The researchers have been very helpful in correcting the negative effects of their clandestine experiment.

They have even turned over their remaining supply of Precursor nanites. More importantly life on {PLANETNAME} has returned to normal.

+20 Benevolent, +5% Research on {PLANETNAME}, +1 Precursor Nanites.

Science Success We were able to stop the researchers, and turn them over to the local authorities. Not only that, we were also able to find their stash of Precursor nanites.

+10 Pragmatic, +10 Precursor Nanites

Science Failure Before we could arrest the researchers, they caught wind of our efforts, and released the remaining Precursor nanites into the atmosphere.

While we were able to stop their experiment, there's no saying what the long term results of their actions will mean for {PLANETNAME}.

+10% Research, -5% Production, -10% Morale for 50 turns.

Choice 3 Success We were able to arrest and stop the rogue researchers on {PLANETNAME}. Their research has been very enlightening to our military people, who believe they will be able to substantially, and more or less safely, use it to enhance the fighting ability of our soldiers.

Global Effect: +10% Soldiering and +10% Resistance for 100 turns

Choice 2 route

Description Choice Effect
Our investigators on {PLANETNAME} have found that the strange wave of mutations in the colony has been caused by Precursor nanites that have somehow been programmed to restructure the genetics of anyone they infect.

Though not all of the modifications are helpful to the victims, the majority are, and our researchers from the colony itself insist that the mutations are a net gain to the population of the colony.

No one should have their genetics tampered with unknowingly. Find who is doing this and stop them.
Find who is doing this, so that we can make the process safer.
Make sure anyone who has a negative reaction to the mutations is "taken care of." Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success We have found a group of rogue researchers responsible for the mutations on {PLANETNAME}. After confessing to their experiments, we were able to 'convince' them to use their research to reverse the damage they had done.

[+20 Pragmatic, +10% Research on {PLANETNAME}.

Choice 2 Success We have found a group of rogue researchers responsible for the mutations on {PLANETNAME}. We have convinced them that if they work with us, and help make the process safer, they can avoid criminal charges.

A morally dubious, but highly profitable arrangement.

+15% Research, and +15% Production on {PLANETNAME}

Malevolent Success We have quietly made sure that any and all adverse mutations on {PLANETNAME} are to be 'removed' from the population. Whoever is doing the experiments seems to be continuing their work, and the more helpful mutations seem to be having a positive effect throughout the colony. Everything from manufacturing, to research, to entertainment has seen measurable boosts.

+25% Research, +15% Morale and +10% Production on {PLANETNAME}

Malevolent Failure Our attempt to remove the more problematic mutants from the general population of {PLANETNAME} has backfired. Not only have the mutations continued to occur, people are now concerned about the uptick in "disappearances".

-10% Morale, -5% Research, and -5% Production for 50 turns on {PLANETNAME}

Choice 3 route

Description Choice Effect
We have found the rogue group of researchers on {PLANETNAME} that are responsible for the recent outbreak of mutations on the colony. Somehow they have learned to reprogram Precursor nanites to restructure the genetics of biological creatures.

Despite their clandestine methods they have been greatly successful, and would have been more so if they had not run out of Precursor nanites.

Turn the researchers over to the local authorities, and seize all their research.
Hire these researchers and establish an official lab dedicated to their work Pragmatic stat check
Provide the nanites, if they focus on mutations that will improve our soldiers. Military stat check

Result

Choice Outcome Effect
Choice 1 Success We were able to stop the researchers and turned them over to the local authorities. Fortunately we also seized most of their research, including their remaining supply of Precursor nanites.

+5 Precursor Nanites and +25% Research on {PLANETNAME}.

Pragmatic Success The rogue researchers on {PLANETNAME} were happy to come out of the shadows when we offered them immunity for their crimes and their own government research lab.

The general population was not quite as happy when word of this arrangement leaked. Looks like we're going to be in for a bit of a morale hit.

-10% Morale, +25% Research, and +25% Colony Income on {PLANETNAME}.

Pragmatic Failure Our negotiations with the rogue researchers on {PLANETNAME} were going well until the local press found out what they had been doing. A mob stormed the research facility and murdered the scientists responsible, one and all. Sadly all their research was lost, as well as any Precursors nanites that they still had.

Needless to say, the general population is also not terribly happy to know we were willing to work with these criminals.

-33% Morale for 100 turns on {PLANETNAME}.

Military Success Working quietly with the rogue researchers on {PLANETNAME}, our own scientists have been able to achieve some great results. Keeping the nature of this research quiet has proven to be more expensive then we had hoped however, though the end results should prove to be worth it.

+25% Research, +15% Production and -10% colony income on {PLANETNAME}

Military Failure Our negotiations with the rogue researchers on {PLANETNAME} were going well until the local press found out what they had been doing. A mob stormed the research facility and murdered the scientists responsible, one and all. Sadly all their research was lost, as well as any Precursors nanites that they still had.

Needless to say, the general population is also not terribly happy to know we were willing to work with these criminals.

-33% Morale for 100 turns on {PLANETNAME}.

New Drug

Minimum number of turns for crisis to occur: 100

Description Choice Effect
A new plant has been found on {PLANETNAME} with strong narcotic effects. In the short term it makes people extremely content and relaxed and somewhat better musicians. But the long term health effects are thought to be dangerous, and it's already begun to reduce the planet's production.</ We can't let this keep going. Ban the drug. +15 Benevolent
Let's not rush into anything. Study the drug to find out all its effects. +15 Pragmatic
There's obvious value here. We should commercialize this new drug. +15 Malevolent

Choice 1 route

Description Choice Effect
Our attempts to ban the new drug on {PLANETNAME} have only drawn wider attention to its potency. Smugglers have begun exporting it offworld. We risk losing control of the situation. Crack down on the exporters. Also, find and destroy the plants themselves
We should focus on treatment and harm reduction, to counteract the worst effects. Pragmatic stat check
Lock down the planet, then hunt down and execute anyone caught dealing the drug.

Result

Choice Outcome Effect
Choice 1 Success Our efforts to rid {PLANETNAME} of the dangerously new addictive drug have been successful. No longer will our people fear being trapped in an endless haze of joy and good will towards others.

They'll understand eventually.

+20 Benevolent, -5% Morale for 10 turns on {PLANETNAME}

Pragmatic Success We've found a treatment for the drug affecting {PLANETNAME}, one that not only counteracts the negative aspects of the drug, but also leaves those recovering from their addiction more productive than ever. They're a bit cranky, mind you.

-5% Morale for 25 turns, and 25% Production for 100 turns on {PLANETNAME}

Pragmatic Failure Our public health professionals have managed to mitigate the worst effects of the drug, but we've sadly been unsuccessful in our attempts to restrict its usage. It's already made its way off-planet, and is now being sold in black markets across our civilization.

Perhaps not what the leaders of {PLANETNAME} wanted to be known for, but morale is up at least.

+5% Morale for 25 turns, and -5% Production for 25 turns.

Choice 3 Success We've successfully stopped the distribution of the new drug on {PLANETNAME}, saving the rest of our civilization from its dangerous effects. But the harshness of our enforcement measures has not helped morale on the planet itself. A lesson they'll have to remember.

+20 Malevolent, -5% Morale for 25 turns

Choice 2 route

Description Choice Effect
We've made a breakthrough in our research of the new drug on {PLANETNAME}. The drug is an unusually versatile substance, and is capable of affecting brain chemistry in a variety of ways. How should we direct our further research efforts? Study it for medical use. Science star check
Study the productive aspects of the drug. Science star check
Study it for military use.

Result

Choice Outcome Effect
Choice 1 Success Our scientists have isolated the morale boosting properties of the new drug. Obvious morale-boosting applications if left in civilian hands, but this should also prove beneficial in our medical and physiological fields.

+10% Morale, +25% research on {PLANETNAME}

Choice 1 Failure Our attempt to study the new drug has backfired. Although our researchers found a way to amplify the positive effects of the drug, they were unable to find any way to offset the negative effects. If anything, it is now more addictive than ever, and is now being used widely across the planet. The good news is everyone is too happy and sedate to export it to other worlds.

+10% Morale and -33% Production for 50 turns on {PLANETNAME}

Choice 2 Success Unfortunately, our scientists have not been able to isolate the morale boosting aspect of the drug. We have however discovered a way to reverse its effect. People who take the drug now become very unhappy, though interestingly, also very productive. This has obviously resulted in less people wanting to take it, but those still addicted have become economic dynamos.

-5% Morale and +33% Production for 100 turns on {PLANETNAME}

Choice 2 Failure Sadly, our attempts to commercialize this new miracle drug have not worked out too well. Most of the team we committed to the effort have become addicted to it themselves, and their feeble efforts have resulted in the drug escaping into the black market, where it's now being distributed across almost all our worlds.

Global +5% Morale and -5% Production for 50 turns on {PLANETNAME}

Choice 3 Success Our researchers have found a way to concentrate the drug, safely amplifying its sedative effects. They believe that if it can be introduced to the population of a planet shortly before an invasion, it will effectively debilitate the locals so much that they will welcome our invasion forces with open arms.

Global Effect: +10% Soldiering, +10% Resistance

Choice 3 route

Description Choice Effect
We have managed to purify the new drug on {PLANETNAME}, rendering it safer while increasing its more attractive aspects. However there is some concern that it has become too addictive for widespread use. Some of our test subjects claim they can no longer feel any joy without the drug. Stop any further research, and wipe out the plant before its use becomes too widespread.
Restrict the plant from civilian use, retaining it for medical or research purposes only.
Sounds like a gold mine. Let's put it in to full production. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success We have managed to wipe out the plants that are the source of the new drug discovered on {PLANETNAME}. Not only that, our researchers were able to create a synthetic version of the drug that is not addictive at all, though nowhere near as powerful. We should be able to distribute it for general use without any lasting downsides.

+5 Benevolent, +15% Morale on {PLANETNAME}.

Choice 2 Success Our efforts to restrict usage of the new drug to the medical field on {PLANETNAME} seems to have been successful. Public usage has been reduced to almost nothing, and the drug's obvious use as a painkiller and therapeutic aid have proven to be very successful.

+25% Research and +25% colony income on {PLANETNAME}.

Malevolent Success This new drug has proven to be a commercial hit, the galaxy having an apparently bottomless appetite for it. The downsides, if there are any, will surely be offset by the sheer amounts of money this new enterprise is bringing in.

-1% Global Growth and +50% Income on {PLANETNAME}.

Malevolent Failure Unfortunately our formula for the newly refined drug was leaked, allowing criminals to refine the plant without us. Now not only do we have all the downsides of a rampantly addictive drug loose on our worlds, we're not even making any money off of it.

+5% Global Morale, -2% Global Production, -1% Global Growth for 50 turns.

Painkiller

Minimum number of turns for crisis to occur: 75

Description Choice Effect
One of our colonies has been hit hard by a previously unknown disease that has crossed over from the native biome and has begun killing our colonists at an alarming 33% fatality rate. It is currently confined to a single continent, but there is concern that it will quickly become a global pandemic if left unchecked.

One curious side effect of the disease is that the survivors appear to be left without the ability to experience pain of any kind. They are calling the disease "Painkiller".

We must stop this disease before it spreads across the colony. +15 Benevolent
Quarantine the colony, so that it doesn't spread off world. +15 Pragmatic
Immune to pain you say? Study these survivors, so that they might prove useful. +25 Malevolent

Choice 1 route

Description Choice Effect
Limiting the spread of the "Painkiller" disease has proven to be very difficult. Despite our best efforts, it has managed to spread to the entire colony, and killed much of our original response team. With our limited manpower, it will infect the entire population in a matter of weeks. Ask for volunteers to help fight the disease, and quarantine anyone trying to leave the colony. Science star check
Lock down the planet, but begin delivering emergency supplies to help those trapped there.
Quarantine the planet entirely, and destroy any ship that tries to escape.

Result

Choice Outcome Effect
Science Success Our volunteer relief forces on {PLANETNAME} have had great success fighting the Painkiller disease, and managed to keep it from migrating off-planet.

In addition, by studying the disease, they have been able to not only find a cure, but also a method for isolating its analgesic properties, creating a new medication that should soothe the sick and wounded throughout the galaxy.

+10 Pragmatic, +5% global morale, +5% global research.

Science Failure Most of our volunteer force on {PLANETNAME} has succumbed to the disease. Worse, as news of the pandemic spread, widespread rioting occurred, resulting in the deaths of anyone even accused of having symptoms. The only bright side to this tragedy is that the disease does finally seem to have been wiped out.

Planet population halved, -50% Morale for 25 turns.

Choice 2 Success Our supply drops on {PLANETNAME} have been very successful. The Painkiller disease has been brought completely under control, and our researchers there think they will have a cure for it soon.

+20 Benevolent, +10% Research on {PLANETNAME}

Choice 3 Success The Painkiller disease has run its course on {PLANETNAME}. Sadly, the population of the planet was devastated, but we have successfully kept the sickness from leaving the planet.

We will never really know if we could have helped more. But we do know that this could have been much, much worse.

+33 Pragmatic and -33% Population.

Choice 2 route

Description Choice Effect
Our researchers on {PLANETNAME} have reported back. The "Painkiller" disease has spread throughout the colony, though they appear to have substantially reduced its mortality rate.

However they are concerned that even with these countermeasures, there is still a great risk of the disease escaping the planet.

Lock down the planet, but begin delivering emergency supplies to help those trapped there.
Quarantine the planet entirely, and destroy any ship that tries to escape.
They'll be desperate. Make sure they know that we are recruiting for our military. Military stat check

Result

Choice Outcome Effect
Choice 1 Success Our supply drops on {PLANETNAME} have been very successful. The Painkiller disease has been brought completely under control, and our researchers there think they will have a cure for it soon.

+20 Benevolent, +10% Research on {PLANETNAME}

Choice 2 Success The Painkiller disease has run its course on {PLANETNAME}. Sadly, the population of the planet was devastated, but we have successfully kept the sickness from leaving the planet.

We will never really know if we could have helped more. But we do know that this could have been much, much worse.

+33 Pragmatic and -33% Population.

Military Success Our supply runs to the surface of {PLANETNAME} have been welcomed by the survivors of the Painkiller disease. Most of them simply want a way off their devastated planet. Fortunately for us, their peculiar conditions have made them valuable recruits.

+15% Soldiering globally, +25% Resistance and -15% Population on {PLANETNAME}.

Military Failure Despite our generous donations, the survivors on {PLANETNAME} do not generally seem to be interested in joining the military. In fact, it's been the exact opposite. These victims of the pandemic are proving to be the ruthless warriors as we hoped, but they're attacking our own recruiters.

-33% Population and -50% Morale for 50 turns.

Choice 3 route

Description Choice Effect
The devastation of our colony from the "Painkiller" disease has been staggering, the population reduced by at least a third. The survivors though seem to be in perfect health - besides no longer being able to experience physical pain.

But they are not at all happy with our decision to lock down their world and treat them as test subjects.

Have the military deliver humanitarian supplies. Let them know we support them. Maybe they'll join us. Military stat check
There's a reason for it. Send in researchers to study the pain killing effect of the virus.
Let them know that the only way they will ever get off the planet is as soldiers.

Result

Choice Outcome Effect
Military Success Our supply runs to the surface of {PLANETNAME} have been welcomed by the survivors of the Painkiller disease. Most of them simply want a way off their devastated planet. Fortunately for us, their peculiar conditions have made them valuable recruits.

+15% Soldiering globally, +25% Resistance and -15% Population on {PLANETNAME}.

Military Failure Despite our generous donations, the survivors on {PLANETNAME} do not generally seem to be interested in joining the military. In fact, it's been the exact opposite. These victims of the pandemic are proving to be the ruthless warriors as we hoped, but they're attacking our own recruiters.

-33% Population and -50% Morale for 50 turns.

Choice 2 Success Our researchers have made some interesting breakthroughs studying the victims of the "Painkiller" disease. They think they will be able to isolate the pain resistant effects of the virus, and use it to great effect both in the military and medical fields.

Unfortunately {PLANETNAME}s population has paid a terrible price for this knowledge.

+10% Global Research, +5% Soldiering globally, -33% Population on {PLANETNAME}.

Choice 3 Success The situation on {PLANETNAME} has become so desperate that people have begun purposely infecting themselves, in hope of surviving the illness and becoming immune enough to be allowed to leave the planet.

This has been a boon to our recruiters, as they now have no lack of newly painless soldiers volunteering to get off-world.

+15% Soldiering globally, -33% Population on {PLANETNAME}.

Precursor Power Plant

Minimum number of turns for crisis to occur: 200

Description Choice Effect
One of our survey ships has recovered a huge Precursor artifact drifting through deep space. After some investigation, they have determined that it is some sort of gravitational power source. It appears to require a planet to operate, but the potential power it could generate is staggering. That said, we are not sure what the effect on the planet itself would be. It sounds dangerous, leave it where we found it. But send a research crew to dismantle it. +15 Benevolent
Tow it to a dead world so we can test it there. +15 Pragmatic
Take it to the nearest colony and see if they can make it work. +15 Malevolent

Choice 1 route

Description Choice Effect
While we have learned much by dismantling the Precursor power plant. At its core appears to be a small contained singularity that reacts to other large gravitational fields. The shield that encapsulates the singularity is like nothing we have ever seen before, controlled by an artificial intelligence operating on the fastest computing device we have ever encountered.

The rest of the structure is effectively a giant turbine meant to capture this gravitational force generated by the singularity. Unfortunately while disassembling the artifact was within our capability, putting it back together appears to be impossible.

Let's try our best to reproduce the phenomena that power the device.
Study the AI controlling the device. Maybe it can help show us what makes it so powerful. Science stat check
Study the shielding surrounding the Singularity and try to reproduce it. Military stat check

Result

Choice Outcome Effect
Choice 1 Success Our researchers have been able to reproduce the technology behind the Precursor power plant, at least on a small scale. This new Gravitation power system should be a great boon to our civilization's production, galaxy-wide.

+15 Pragmatic and +5% Global Production.

Science Success Our researchers at the Precursor power plant have managed to isolate the artificial intelligence controlling the device. With some convincing, it has now agreed to help us in our research.

Unfortunately, when this happened, it ejected the shield singularity into a nearby star. We were forced to flee the area with only the AI in tow. The rest of the artifact has been destroyed.

+15% global Research for 100 turns.

Science Failure While studying the artificial intelligence controlling the Precursor power plant, our researchers seem to have done something to threaten it. From what we have been able to piece together from communication fragments, the AI deliberately dropped the containment shield around the singularity, causing the artifact and all of our researchers to be sucked into the newly forming black hole.

-5% global Research for 10 turns.

Military Success We have been able to mostly reproduce the shield technology being used by the Precursor power plant, and should be able to use it to greatly enhance the shield systems of our own ships.

Unfortunately, the AI controlling the shield seems to have figured out what we were trying to do and shut down the shield around the singularity. The artifact - and most of our researchers - have since been sucked into a newly formed black hole.

+1 Shield Strength to all ships.

Military Failure While trying to reproduce the shield technology being used by the Precursor power plant, the AI controlling the shield seems to have figured out what we were trying to do and shut down the shield around the singularity. The artifact - and most of our researchers - have since been sucked into a newly formed black hole.

-5% global Research for 10 turns.

Choice 2 route

Description Choice Effect
We found a dead world to test the Precursor Power Plant on. Upon activation, the artifact created a powerful force field that surrounded the planet. The field appears to be impenetrable, but generating huge amounts of power we can tap for just about any use.

Unfortunately, the bond with the planet seems to be unbreakable, short of destroying the power planet entirely. So if we want to use this power we will need to do it here.

Establish a research base near the planet, and use it to power our research.
Use the power to charge batteries that can boost production throughout our civilization. Pragmatic stat check
Build a munitions base near the planet, and use the power to create weapons. Military stat check

Result

Choice Outcome Effect
Choice 1 Success Our newly constructed research base near the Precursor power plant has gone fully into operation. Despite its remote location, the access to nearly unlimited power has made it one of our most prolific research centers.

+15% global Research for 100 turns.

Pragmatic Success Our newly constructed manufacturing base near the Precursor power plant has gone fully into operation. They have begun producing powerful power cells charged by the artifact, and are now shipping these to manufacturing centers throughout our civilization.

+15% global Manufacturing for 100 turns.

Pragmatic Failure Construction on our base near the Precursor power plant was going well until the plant itself turned on some sort of previously unknown defense system. Our forces in the area were immediately disintegrated by a powerful beam drawn from an energy source hidden somewhere within the planet.

We have not been able to enter the system since.

-5% global Research for 25 turns.

Military Success Our newly constructed munitions base near the Precursor power plant has gone fully into operation, and begun producing powerful explosives and power cells for our beam weapons. We have already begun distributing them throughout the fleet.

+10% to Missile and Beam weapons on all our ships.

Military Failure Construction on our base near the Precursor power plant was going well until the plant itself turned on some sort of previously unknown defense system. Our forces in the area were immediately disintegrated by a powerful beam drawn from an energy source hidden somewhere within the planet.

We have not been able to enter the system since.

-5% global Research for 25 turns.

Choice 3 route

Description Choice Effect
Upon its arrival near {PLANETNAME} our researchers activated the Precursor power plant and watched as the artifact instantly created a powerful force field that surrounded the planet.

The good news is the field generates huge amounts of power we should be able to tap for just about any use. The bad news is the field is impenetrable and {PLANETNAME}'s population is trapped inside. Currently, they seem to be unharmed and functioning normally, but they will never leave the planet as long as the artifact is active. Unfortunately, the bond with the planet seems to be unbreakable by anything short of destroying the power planet itself.

Destroy the artifact and free the population of the planet.
Divert all power to the shipyard and let the population know their sacrifice will not be in vain. Malevolent stat check

Result

Choice Outcome Effect
Choice 1 Success With some luck, we were able to remove the Precursor power plant that had sealed off {PLANETNAME}. When we opened fire on the device it seems to have gone into some sort of lockdown mode, and shut down the shield. Before we could investigate further, it had begun to move out of the system at hyper-warp speeds.

+20 Pragmatic and +30% Morale on {PLANETNAME}.

Malevolent Success We have diverted power from the Precursor power plant surrounding {PLANETNAME} to the local shipyard. This has led to an amazing production boost, far greater than anything we expected.

Unfortunately, the energy field is having some adverse effects on the population of the planet. As in, we don't expect them to be around much longer.

+15% Ship Construction, -50% Population and -50% Growth on {PLANETNAME}.

Malevolent Failure When the citizens of {PLANETNAME} realized we were going to leave them sealed inside the energy field generated by the Precursor power plant, they, as expected, did not take it well.

After some hasty construction, they built a ship capable of reaching the artifact on the inside of the shield, and attempted to blow it up with nuclear charges. Immediately the artifact went into some sort of protective mode, and shut down the field before moving out of the system at hyper-warp speeds, taking a large portion of the planet's atmosphere with it.

-10% Population on {PLANETNAME}, and -25% Morale for 50 turns.

The Primates

Minimum number of turns for crisis to occur: 100

Description Choice Effect
One of our Colonies has discovered a thriving race of Intelligent Primates on a newly discovered continent on {PLANETNAME}. While their intelligence is not up to galactic standards, they are capable of simple communication and tool use. We should not interfere with their evolution, abandon the newly discovered continent and leave them be. +10 Benevolent
Educate them, and lift up their culture so they can become productive members of our civilization. +10 Pragmatic
Sounds like a naive labor force ripe for the picking, put them to work. +10 Malevolent

Choice 1 route

Description Choice Effect
Despite our best efforts, our colonists are continuing to impact the culture of the newly discovered primates on {PLANETNAME}. This has resulted in a wide range of negative effects, from fatal accidents to signs that the primates have begun worshiping us as gods. Ask our colonists to leave this planet behind. We will leave the natives to their own destiny. Benevolent stat check
We have to keep doing the best we can to protect them. Institute fines on any colonist who interferes with the natives.
We gave the primates freedom. They chose to become more like us. Let's lean into that.

Result

Choice Outcome Effect
Benevolent Success Almost all of our colonists have voted to evacuate {PLANETNAME}, leaving it to the gentle primates. This will certainly be a hit to our economy, but this moment will forever be remembered in our history as a time we did something not easy, but right.

+40 Benevolent, {PLANETNAME} Population reduced by 90%, Free Colony Ship.

Benevolent Failure The colonists of {PLANETNAME} have rejected our plea to abandon their colony. In their anger they've stormed the new continent and virtually wiped out the intelligent primates there. This will certainly be remembered as one of the darkest days in our civilization's history.

Adds 1 Tile on {PLANETNAME}, +20 Malevolent

Choice 2 Success The situation on {PLANETNAME} with the intelligent primates has stabilized, thanks to our strict enforcement of non interference. Our colonists have become very proud of the flourishing native culture, resulting in a significant boost in the morale of the colony.

+15 Pragmatic, +10% morale on {PLANETNAME}

Choice 3 Success In their own time the primitive locals of {PLANETNAME} have begun to appreciate our educational efforts. The most promising of them have fully began to integrate into our society, and proven to be very helpful in our research of the planet's natural resources.

+20% Research on {PLANETNAME}

Choice 2 route

Description Choice Effect
Educating the newly discovered primates has proven to be more complicated than we first hoped. We've had some success, but there have now been multiple incidents where lives on both sides were lost. Worse still, many of the colonists we tasked with educating the locals have decided to begin living like the primates themselves, in an attempt to go "back to nature." Lovely for them but this is hardly helping the colony at large. Education can't come at the cost of lives. Establish guidelines to protect the colonists and the primates.
Redouble our efforts. The sooner we integrate the primates into our culture, the sooner we'll live in peace. Pragmatic stat check
We can't risk the future of our colony. Forbid all non government interaction with the primates.

Result

Choice Outcome Effect
Choice 1 Success Our new guidelines on interaction with the primitive natives of {PLANETNAME} have greatly reduced the tension. Already we have found some primates able to show us many unknown resources on the planet we did not know of.

+10 Pragmatic, +5 Hyper Silicates, +5 Harmony Crystals

Pragmatic Success After a rocky start, the native education program on {PLANETNAME} has started to pay off. The natives have started to integrate into the greater population and proven to be very helpful in teaching us about our new colony. In addition, the introduction of their unique culture and art to has led to a cultural boom across our entire civilization.

+20 Pragmatic, +25% Colony Influence on {PLANETNAME}

Pragmatic Failure Educating the natives on {PLANETNAME} has proven to be nearly impossible. They greatly resent our interference and have begun to rebel against our very presence on the planet. Ironically the one element of our culture they have quickly adapted to is the use of weapons.

-25% Morale and -10% Production on {PLANETNAME}

Choice 3 Success Freed from civilian meddling, our program to educate the primates on {PLANETNAME} has finally begun to pay dividends. Careful exposure to our culture and technology has allowed the natives to begin taking on many useful tasks like farming and entertainment. Our researchers believe they will be 100% integrated into our civilization within a generation or two.

+50% Food income and -10% Morale on {PLANETNAME}

Choice 3 route

Description Choice Effect
Our efforts to put the newly discovered primates to work has not gone as smoothly as we had hoped. The fatality rate in particular is astronomical, and those who have avoided labor are starting to foment revolutionary ideas. We needed to put them to work, not kill them. The natives should be treated like any other colonist. Benevolent stat check
Do not kill off our cheap labor. Establish minimum native rights, so they get back to work.
Crack down on employers that waste native lives. They are a valuable resource. Malevolent stat check

Result

Choice Outcome Effect
Benevolent Success Our efforts to give the natives on {PLANETNAME} the same rights as our citizens have proven mostly successful. Though their natural limitations limit their potential, their quality of life has greatly improved, and thoughts of rebellion seem to have subsided.

+10 Benevolent, +15% Production on {PLANETNAME}

Benevolent Failure Our colonists on {PLANETNAME} have not reacted well to our efforts to give native workers the same rights as them. If anything, cruelty towards the primitive population has increased. There is a good chance they will not survive another generation of this treatment, though on the bright side that means there will not be many left to rebel.

+10 Malevolent

Choice 2 Success Thanks to the token gestures we've made on their behalf, the natives of {PLANETNAME} have gone back to work. Accident rates have normalized, and a modest but real improvement in their standard of living has resulted. Any talk of revolution has been quelled, at least for now.

+15% Production on {PLANETNAME}

Malevolent Success By cracking down on the colonists who were wasting the lives of the natives of {PLANETNAME}, we've lowered the accident rate and greatly improved our manufacturing productivity. The natives themselves don't seem that appreciative of our efforts, but they're simple that way.

+20 Malevolent, +20% Production on {PLANETNAME}

Malevolent Failure Cracking down on the colonists that were wasting the lives of the natives on {PLANETNAME} has not proven very effective. The natives have taken matters into their own hands and begun to vocally - and physically - demand rights. A very short rebellion has resulted, and though it did not end well for the natives, it hasn't done much for our manufacturing sector either.

+5 Malevolent, -15% Production on {PLANETNAME}

Strip Mining

Minimum number of turns for crisis to occur: 100

Description Choice Effect
The governor of {PLANETNAME} has informed us that engineers have discovered a thin layer of Thulium just below the surface of the colony. It appears to cover the entire planet.

They believe they can recover a great deal of this rare resource, but have not been able to find a way to mine it that does not devastate the surface, making it almost unusable for any other purpose.

{PLANETNAME} is home to a thriving colony and is known for its natural beauty. Our scientists warn that mining this resource to its fullest would eventually convert the world to a barren wasteland.

We can find Thulium in many places, but not successful colonies. Leave the Thulium where it is. +15 Benevolent
Mine as much as we can without damaging the environment too much. +15 Pragmatic
We have other planets, and Thulium is very useful. Strip mine the planet. +15 Malevolent

Choice 1 route

Description Choice Effect
Despite banning the mining of Thulium on {PLANETNAME}, criminal elements have established small mines in remote locations around the planet. Thulium from the world is beginning to show up on the black market.

These illegal mines are also having an adverse effect on the planet, the amount of Thulium particulates in the atmosphere having risen to potentially dangerous levels.

Crack down on the smugglers. We must stop the mining.
Offer the smugglers amnesty if they obey our standards, and sell us the Thulium they recover. Pragmatic stat check

Result

Choice Outcome Effect
Choice 1 Success We were able to stop the smuggling ring on {PLANETNAME} before they did too much environmental damage, and even recovered some of the Thulium they had mined.

+20 Benevolent, +5 Thulium.

Pragmatic Success By offering the smugglers on {PLANETNAME} legitimacy, we were able to create a small but relatively safe Thulium mining guild.

In fact the now ex-smugglers have become so protective of their monopoly, that they have proven quite effective at making sure no one else opens a new mine on the planet.

+1 Thulium every other turn, and +10% Planetary Income on {PLANETNAME}.

Pragmatic Failure Our offer of legitimacy to the smugglers looked like it was going to work, but unfortunately once word leaked out that we were considering an amnesty, hundreds of new mining operations started on the surface.

With some help from the military, we were able to shut these new mines down, but a great deal of environmental damage had already been done.

-25% Morale on {PLANETNAME}.

Choice 2 route

Description Choice Effect
Our engineers on {PLANETNAME} have presented several options to mine the newly discovered Thulium layer.

Option 1. Use nanobots in a subsurface honeycomb pattern, preserving the surface integrity of the planet.

Option 2. Establish smaller mines in remote unpopulated areas.

Option 3. Surround the existing population centers with domes. We protect the air quality and enough usable land for them to continue to survive.

Use the Nanobots, Option 1. Science stat check
Remote mining sounds promising, let's go with option 2.
Option 3, the colonists will adapt, and Thulium is rare enough to be worth it. Military stat check

Result

Choice Outcome Effect
Science Success The nanobot mining on {PLANETNAME} has been very successful. The environment seems to be unaffected, and we should be able to continue extracting Thulium for years to come.

+1 Thulium every other turn on {PLANETNAME}.

Science Failure The nanobot mining on {PLANETNAME} has run into some complications. Apparently our engineers over-estimated the structural integrity of the Thulium cavities that they were creating.

The end result has been repeated earthquakes and increased volcanic activity, and all the disruption you'd expect from that.

+1 Thulium every 10 turns, -10% Production, -10% morale on {PLANETNAME}.

Choice 2 Success Our remote mines on {PLANETNAME} have begun to yield results. With proper safety and environmental precautions, we see no reason why they cannot continue to operate for years to come.

We are having some problems with environmental activists, but for the most part the rest of the population seem convinced that we are being safe.

-5% Morale and +1 Thulium every other turn on {PLANETNAME}.

Military Success After a heated debate, our security forces on {PLANETNAME} have convinced the colonists to allow us to create the Dome system that will allow for wide spread Thulium mining. Planetary morale has taken a big hit, but our Thulium mines are now operating at full capacity.

+1 Thulium every 5 turns and -10% Morale on {PLANETNAME}.

Military Failure Our plan to move the population of {PLANETNAME} into domes has not gone well. The population is in near revolt, and has declared war on anyone trying to mine the Thulium. This has lead to the outright murder of many of our engineers. We do not see any way forward with mining other than the institution of martial law, up to and including arresting almost the entire population of the colony.

-25% Production, -50% Morale for 50 turns on {PLANETNAME}.

Choice 3 route

Description Choice Effect
Our mining efforts on {PLANETNAME} have begun to pay off. But the population is not happy, the mining having led to high levels of Thulium particulates in the atmosphere. People are starting to get sick.

We think we can limit the environmental impact, but the more we do the less of the resource we will be able to recover.

Limit the mining to remote areas, to avoid too much atmospheric damage.
Build domes around the existing settlements to protect them. Pragmatic stat check

Result

Choice Outcome Effect
Choice 1 Success Our remote mines on {PLANETNAME} have begun to yield results. With proper safety and environmental precautions, we see no reason why they cannot continue to operate for years to come.

We are having some problems with environmental activists, but for the most part the rest of the population seem convinced that we are being safe.

-5% Morale and +1 Thulium every other turn on {PLANETNAME}.

Pragmatic Success After a heated debate, our security forces on {PLANETNAME} have convinced the colonists to allow us to create the Dome system that will allow for wide spread Thulium mining. Planetary morale has taken a big hit, but our Thulium mines are now operating at full capacity.

+1 Thulium every 5 turns and -10% Morale on {PLANETNAME}.

Pragmatic Failure Our plan to move the population of {PLANETNAME} into domes has not gone well. The population is in near revolt, and has declared war on anyone trying to mine the Thulium. This has lead to the outright murder of many of our engineers. We do not see any way forward with mining other than the institution of martial law, up to and including arresting almost the entire population of the colony.

-25% Production, -50% Morale for 50 turns on {PLANETNAME}.

Symbiotes

Minimum number of turns for crisis to occur: 100

Description Choice Effect
Colonists on {PLANETNAME} have found the remains of an ancient spacecraft buried beneath the surface of the planet, technologically far beyond anything we have. Inside the ship lie the remains of thousands of alien creatures, all found with a strange creature buried deep within their abdomen. Strangely the creatures inside the corpses appear to be in some sort of hibernation.

One local scientist realized that the creatures and the corpses used to live in some sort of symbiotic relationship and has asked permission to try and wake up one of the symbiotes.

If we can revive a lost race we should do what we can. Just be careful. +15 Benevolent
We can not risk any sort of biological contamination. Tell them to focus on studying the ship. +15 Pragmatic
Try and wake up one of the symbiotes and have it bond with a local "volunteer". +15 Malevolent

Choice 1 route

Description Choice Effect
Our scientists were able to wake one of the symbiotes, though initially, they were not able to communicate with it at all.

However, after an accident in the lab, the Symbiote infected one of them. To the surprise of everyone he survived and has bonded with the Symbiote. Now the scientist claims to contain both his own and the Symbiote's consciousness and knowledge. "They" have already been of great assistance explaining the technology locked away in the ancient ship.

This is very concerning. Find a way to remove the creature from our scientist.
Interesting. Ask some more researchers to volunteer for this bonding. Science stat check

Result

Choice Outcome Effect
Choice 1 Success We have been able to remove the creature from the scientist, but unfortunately he has begun suffering from some sort of mental withdrawal, and is now nearly catatonic.

The governor of {PLANETNAME} was greatly disturbed by this and has ordered all the remaining symbiotes destroyed. With the ancient ship now freed of these creatures, our researchers have been able to make several breakthroughs.

+15 Benevolent, +15% Research and Ship Construction on {PLANETNAME}.

Science Success Our scientists, now augmented with symbiotes, have begun making incredible breakthroughs while studying the ancient ship. Not only that, their enhanced intelligence has led to a corresponding increase in all research being conducted on the colony.

+50% Research on {PLANETNAME}.

Science Failure Many of our scientists were eager to volunteer to bond with the symbiotes, and at first things looked promising.

Unfortunately at one point, all communication from the scientists on the ship was cut, and the ship itself reactivated, apparently at the hands of the scientists themselves. Shortly after, the ship took off, tearing a large hole in the colony as it did so. Before we could intercept it, it vanished into some sort of controlled wormhole. Few lives were lost in the disaster, but the resulting dust plume will be doing environmental damage for years to come.

-15% Production and Morale on {PLANETNAME} for 100 turns.

Choice 2 route

Description Choice Effect
The ancient ship on {PLANETNAME} has begun to reveal its mysteries. But the crew studying it have begun to act strangely - in fact, they seem to be making far too much progress studying the ship.

Wild, speculative predictions that are always revealed to be accurate. The colonial government has grown suspicious.

Withdraw the crew studying the ship. Make sure they have not been compromised.
Someone has been waking up Symbiotes. Lock down the site to avoid further contamination. Military stat check
We need to act fast. Send in the military to sterilize the ship.

Result

Choice Outcome Effect
Choice 1 Success The crew has been safely returned from the ancient ship, and indeed we have found all of them have been infected with the alien symbiotes. In worse news, any attempt to remove the creatures would be fatal.

The upside is that the symbiotes seem to greatly boost the intelligence of their hosts, and the crew now claim to have ancient memories in their heads. Otherwise, they seem normal, as long as they are kept away from the ship. We have transferred the infected crew to a remote research center, where they can continue to work in well-guarded safety.

+50% Research on {PLANETNAME}.

Military Success After sealing off the ancient ship, we have made contact with the research team. They admit that they have all bonded with the symbiotes, and that these creatures mean us no harm. Our researchers claim that they are still themselves, just now with the memories of ancient beings inside them.

The local government has agreed to let them continue to study and repair the ancient ship, as long as they continue to share with us what they learn.

+15 Pragmatic +15% Research and Ship Construction on {PLANETNAME}.

Military Failure While sealing off the site of the ancient ship, the compromised crew activated some sort of energy barrier, cutting off all communications to the ship.

Shortly after losing contact with our team, the entire ship came to life and took off, tearing a large hole in the colony. Before we could intercept it vanished into some sort of controlled wormhole. The ship and all its knowledge have been lost, and the resulting dust plume will be doing environmental damage for years to come.

-15% Production and Morale for 100 turns on {PLANETNAME}.

Choice 3 Success Our soldiers were able to capture the ship, despite attempts by the research crew to stop them by raising some sort of energy field around the ship. Fortunately, many of our forces had already entered the ship when the field went up, and were able to eliminate the infected scientists and lower the field.

Fearing contamination, the military has since burned all the remaining symbiotes on the ship, leaving just the hardware behind for us to study and adapt as our own.

+10% Research and 25% Ship Construction on {PLANETNAME}.

Choice 3 route

Description Choice Effect
We have successfully bonded one of the Symbiotes with a local thief who will not be missed. Strangely the results of the bond have been to make the thief much stronger and smarter.

Our scientists believe that these Symbiotes greatly augment the talent of their host while retaining the memories of both individuals.

Interesting. Ask some of our researchers to volunteer. They're smarter and less thief-like. Science stat check
Ask for volunteers from the best and brightest of the colony's population.
These Symbiotes seem too valuable to waste. Send the entire lot of them to the military. Military stat check

Result

Choice Outcome Effect
Science Success Our scientists, now augmented with symbiotes, have begun making incredible breakthroughs while studying the ancient ship. Not only that, their enhanced intelligence has led to a corresponding increase in all research being conducted on the colony.

+50% Research on {PLANETNAME}.

Science Failure Many of our scientists were eager to volunteer to bond with the symbiotes, and at first things looked promising.

Unfortunately at one point, all communication from the scientists on the ship was cut, and the ship itself reactivated, apparently at the hands of the scientists themselves. Shortly after, the ship took off, tearing a large hole in the colony as it did so. Before we could intercept it, it vanished into some sort of controlled wormhole. Few lives were lost in the disaster, but the resulting dust plume will be doing environmental damage for years to come.

-15% Production and Morale on {PLANETNAME} for 100 turns.

Choice 2 Success Recruiting the best and brightest of the colony's population to bond with the symbiotes has proven very effective. While the more scientifically minded of the volunteers seem to become obsessed with studying the lost ship itself, other symbiote-colonist pairs seem content to do anything else.

Apparently the race they were formerly bonded with was obsessed with technology, and are they now very happy to be working on other things.

+15% Research, Morale and Production on {PLANETNAME}.

Military Success Our military on {PLANETNAME} has made good use of the alien symbiotes. These symbiotes now augment our soldiers, engineers, and even several of our best commanders. Furthermore, technology from the ancient ship itself has made it possible to greatly increase our ship construction and overall defensive capabilities.

+25% Resistance and +25% Ship Construction on {PLANETNAME}.

Military Failure Shortly after turning over the symbiotes to the military, {PLANETNAME} was rocked by a huge explosion.

It was discovered some of the newly bonded engineers were secretly doing experiments on the ancient ship, apparently trying to bring some sort of weapon system back online. The weapon worked rather too well, blowing up the buried ship, and a large portion of the planet. The resulting dust plume will be doing environmental damage for years to come.

-15% Production and Morale for 100 turns.