GC4:Event Test

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The Derelict


The Derelict

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

Choice Outcome
Take the artifact.

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

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

The Specter's Grasp


The Specter's Grasp

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

Choice Outcome
Bring the artifact on board.

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

Extract maximum power from the artifact, regardless of potential risks.
  • +0.01 Crime
  • +1% Research

Broken Teleporter Artifact


Broken Teleporter Artifact

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

Choice Outcome
Take the artifact.

Artifact goes to the vault.

Attempt to deconstruct the artifact into its original components.

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

  • +100 Credits

The Elusive Beast in a Cage


The Elusive Beast in a Cage

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

Choice Outcome
Store it in our vault.

We place the snare into our artifact vault.

Experiment on it.

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

  • +30 Research Amount

Smuggler's Hideout Treasure


Smuggler's Hideout Treasure

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

Choice Outcome
Claim the Treasure

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

  • +500 Credits
  • Anger Pirates
Leave the Treasure Untouched

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

Smuggler's Revenge


Smuggler's Revenge

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

Choice Outcome
Defend Against the Attack

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

Spawns the following Pirate Ships near the player

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

New Shield Technology Discovered


New Shield Technology Discovered

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

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

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

Encounter with the Sleeper Ship


Encounter with the Sleeper Ship

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

Choice Outcome
Allow the Ship to Continue Its Journey

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

Terminate the Passengers and Salvage the Ship

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

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

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

  • Awards a colony ship with a Slyne colonist.

Discovery of AI Planetary Monitor Plans


Discovery of AI Planetary Monitor Plans

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

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

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

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

Discovery of Core Tap Plans


Discovery of Core Tap Plans

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

Choice Outcome
Secure the plans.

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

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

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

  • +372 Credits
Extract Resources from the Power Source

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

  • +5 Precursor Nanites

Ancient Library Satellite Discovered


Ancient Library Satellite Discovered

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

Choice Outcome
Conduct a Detailed Study

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

  • +30 Research Amount
Sell the Satellite for Immediate Benefits

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

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

Derelict Mining Drone


Derelict Mining Drone

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

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

Celestial Art Exhibition


Celestial Art Exhibition

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

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

Abandoned Research Outpost


Abandoned Research Outpost

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

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

+25 Research

  • +25 Research Amount

Artifact of Joy and Resources


Artifact of Joy and Resources

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

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

Gain a charge for the artifact Harmony Beacon.

Precursor Artifact Cache


Precursor Artifact Cache

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

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

Gain a charge for the artifact Inspire Scientists.

Mysterious Energy Source


Mysterious Energy Source

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

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

Lost Cargo Container


Lost Cargo Container

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

Choice Outcome
Acquire the valuable goods to boost your economy for many months.
  • +5% Colony Gross Income

Ancient Star Map


Ancient Star Map

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

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

Enigmatic Monolith


Enigmatic Monolith

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

Choice Outcome
Gain a one-time burst of knowledge.

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

  • +10% Research Completion

Lost Explorer's Log


Lost Explorer's Log

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

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

Mapping Artifact


Mapping Artifact

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

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

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

The Ancient Artifact


The Ancient Artifact

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

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

The Ancient Artifact


The Ancient Artifact

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

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

Encounter with the Monstrous Cage


Encounter with the Monstrous Cage

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

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

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

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

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

  • +25 Research Amount

Unearthed Arnorian Integrity Device


Unearthed Arnorian Integrity Device

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

Choice Outcome
Preserve and Utilize

Gain a charge for the artifact Arnor Halo.

Dismantle and Trade

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

  • +100 Credits

Precursor Terraforming Device


Precursor Terraforming Device

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

Choice Outcome
Secure the Artifact

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

Harvest its Resources

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

  • +450 Credits

The Dread Lord's Harbinger


The Dread Lord's Harbinger

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

Choice Outcome
Secure the weapon artifact.

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

Dismantle for resources.

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

  • +150 Credits

Arnor's Legacy


Arnor's Legacy

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

Choice Outcome
Preserve the past.

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

Profit from the past.

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

  • +100 Credits

The Nanite Warship Maker


The Nanite Warship Maker

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

Choice Outcome
Command a warship.

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

Harvest for resources.
  • +150 Credits

A lost but now found Survey Module


A lost but now found Survey Module

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

Choice Outcome
Store the survey module in our vault.

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

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

The Cosmic Needler


The Cosmic Needler

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

Choice Outcome
Send the component to our shipyards.

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

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

The Enigma of Hyperspace


The Enigma of Hyperspace

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

Choice Outcome
Send the Precursor drive back home.

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

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

Lost Cargo - Survey Module


Lost Cargo - Survey Module

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

Choice Outcome
Store the survey module in our vault.

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

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

Convert the survey module into a substantial amount of credits.

  • +150 Credits

A Surprise in Space: The Precursor Food Replicator


A Surprise in Space: The Precursor Food Replicator

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

Choice Outcome
Integrate this into our starship culinary department.

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

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

The Guilt Magnifier


The Guilt Magnifier

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

Choice Outcome
Store this in the vault for later deployment.

Gain a charge for the artifact Guilt Magnifier.

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

A Lost Weapon Jammer


A Lost Weapon Jammer

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

Choice Outcome
Add the Weapon Jammer to our vault.

Gain a charge for the artifact Prototype Warhead.

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

Lost Energy Weapon Discovery


Lost Energy Weapon Discovery

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

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

Gain a charge for the artifact Energy Infuser.

Sell the energy weapon for credits.
  • +400 Credits

Mysterious Missile Cache


Mysterious Missile Cache

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

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

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

Sell the missile weapon for credits.
  • +500 Credits

Lost Kinetic Weapon


Lost Kinetic Weapon

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

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

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

Sell the weapon for credits.
  • +100 Credits

Lost Cargo: Tactical Thruster Upgrade


Lost Cargo: Tactical Thruster Upgrade

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

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

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

Sell the device for credits.
  • +400 Credits

Lost Engine Upgrade Module


Lost Engine Upgrade Module

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

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

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

Sell the module for credits
  • +400 Credits

Lost Atmospheric Filter


Lost Atmospheric Filter

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

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

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

Sell out for money.
  • +400 Credits

Lost Armor Module


Lost Armor Module

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

Choice Outcome
Store the Armor Module in our vault.

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

Sell the Armor Module.
  • +400 Credits

Lost Planetary Broadcaster


Lost Planetary Broadcaster

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

Choice Outcome
Store the Planetary Broadcaster in the vault.

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

Sell the Planetary Broadcaster for credits.
  • +400 Credits

Lost Planetary Culture Module


Lost Planetary Culture Module

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

Choice Outcome
Store the Planetary Culture Module for later use.

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

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

Lost Planetary Defense Module


Lost Planetary Defense Module

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

Choice Outcome
Store the defense module in the vault.

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

Sell it.
  • +400 Credits

Lost Enemy Destabilizer Module


Lost Enemy Destabilizer Module

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

Choice Outcome
Store the Enemy Destabilizer Module.

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

Sell the Enemy Destabilizer Module
  • +500 Credits

Lost Enemy Defense Sabotage Module


Lost Enemy Defense Sabotage Module

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

Choice Outcome
Store the module in the vault.

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

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

Lost Propagandize Module


Lost Propagandize Module

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

Choice Outcome
Store the Propagandize Module.

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

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

Lost Cargo: Poisonous Device


Lost Cargo: Poisonous Device

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

Choice Outcome
Store the device in our vault.

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

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

Lost Syphoning Resources Module


Lost Syphoning Resources Module

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

Choice Outcome
Store the Deplete Resources Module in the Vault.

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

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

Mysterious Cargo: Advanced Mineral Scanner


Mysterious Cargo: Advanced Mineral Scanner

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

Choice Outcome
Store the Mineral Scanner in our vault.

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

Sell the Mineral Scanner for credits.
  • +500 Credits

Lost Cargo: Friendly Planet Tech Finder


Lost Cargo: Friendly Planet Tech Finder

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

Choice Outcome
Store the device in the vault.

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

Sell the device for credits.
  • +400 Credits

Found: Summon Synthetic Leader Device


Found: Summon Synthetic Leader Device

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

Choice Outcome
Store the device in the vault.

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

Sell the device for credits.
  • +400 Credits

Lost Cargo: Robotic Servants Module


Lost Cargo: Robotic Servants Module

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

Choice Outcome
Store the Robotic Servants Module.

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

Sell the Robotic Servants Module.
  • +500 Credits

Encounter with a Robotic Star Drone


Encounter with a Robotic Star Drone

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

Choice Outcome
Store the drone in our vault.

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

Sell the drone for credits.
  • +100 Credits

Pods


Pods

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

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

Colonist Becomes Infected

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

+1 Usable Tile

  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • +1 Usable Tiles
Keep our people away from those things. No one should have to live in agony.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +10% Approval

Fragile Crust


Fragile Crust

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

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

+2 Usable Tiles

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

Caustic Vapors


Caustic Vapors

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

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

Sentient Planet


Sentient Planet

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

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

Free Baratak colonist

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

Earthquakes


Earthquakes

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

Choice Outcome
We can't risk the safety of our people. Stabilize the crust.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • -100 Credits
Move people to the most secure structures. Then ramp up our mining efforts.
  • +1 Wealth
This colony is now a mining camp and everyone can just deal with it.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • -50% Growth
  • +2 Wealth

Swamped


Swamped

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

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

Free Leaching Field ship upgrade

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

Ruins


Ruins

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

Choice Outcome
Respect the dead and declare the bunker off limits.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Traditionalism
  • -1 Planet Tiles Available
  • +10% Approval
Activate the bunker.

Free Garrison improvement

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

Free Point Disruption ship upgrade

  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • -5% Approval
  • Unlock Upgrade Enemy Point Defense

Smart Plants


Smart Plants

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

Choice Outcome
Attempt to communicate with the plants.

Persuasion check: {STATCHANCE}% chance of success

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

Performs a Persuasion stat check

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

Smart Plants - Success


Smart Plants - Success

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

Choice Outcome
Done
  • +1 Persuasion
  • Happy Planet
  • +10% Food Income

Smart Plants - Fail


Smart Plants - Fail

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

Choice Outcome
Done
  • Angry Planet
  • -1 Fertility

Worms


Worms

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

Choice Outcome
Protect the mega-fauna, it will be a surprise for invaders.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • -1 Planet Tiles Available
  • +0.2 Resistance Bonus
The worms may have been here first, but we have bigger guns. Wipe them out.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +1 Fertility
Two words: Worm Rodeo.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +5% Approval
  • +5% Colony Gross Income

Strange Fungus


Strange Fungus

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

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

Colonists Become Plagued

  • +1 Ideology Individualism
  • +1 Ideology Trait Choice Individualism
  • -0.5 Tourism
  • All Citizens gain Plagued
Quarantine the people who have the disease and prevent them from reproducing.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • -0.5 Tourism
  • -50% Growth
Cull them. Our descendants will thank us for having the courage to do this.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +1 Intimidation
  • -25% Approval

High-G Animal Racing


High-G Animal Racing

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

Choice Outcome
We must, of course, stop anything which even suggests cruelty to other forms of life.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +10% Approval
Export the footage across our civilization so everyone can enjoy the races.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Crime
  • +0.1 Tourism
Promote the man behind this. Exploiting the weak is the foundation of our empire.

A Leader joins us

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

Alien Cultural Trash


Alien Cultural Trash

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

Choice Outcome
Leave them be. They're adults who can make their own decisions.
  • +1 Ideology Individualism
  • +1 Ideology Trait Choice Individualism
  • +10% Approval
  • -10% Max Manufacturing
Let's at least try distributing this trash on the open market.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +5% Approval
  • -2% Max Manufacturing
  • +5% Colony Gross Income
Ban the trash, then laughter for a time to teach everyone a lesson.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Totalitarianism
  • +10 Control
  • -10% Approval

Aggressive Natives


Aggressive Natives

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

Choice Outcome
Isolate the land these creatures live on. We can share this world.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • Trigger Event Aggressive Natives
  • -1 Planet Tiles Available
Toughen up. Colonists have to be ready to face risks.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • -10% Growth
  • +0.1 Resistance Bonus
Capture these creatures for our invasions.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • -25% Growth
  • +0.05 Soldiering

Aggressive Natives


Aggressive Natives

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

Choice Outcome
Done

Citizens become Traumatized on this planet

  • All Citizens gain Trauma

Haunted


Haunted

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

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

Planet gains the Haunted trait

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

Planet gains the Haunted trait

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

Powerful Drug


Powerful Drug

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

Choice Outcome
Put in railings and let people use the drug recreationally.
  • +1 Ideology Individualism
  • +1 Ideology Trait Choice Individualism
  • +10% Approval
Make the drug illegal, but begin research efforts to find market uses for it.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Crime
  • +20% Colony Gross Income
Content workers are hard workers. Give them more of the drug.
  • +1 Ideology Nihilism
  • Addictive Drug Giver
  • +1 Ideology Trait Choice Egalitarianism
  • +10% Max Manufacturing
  • +10% Approval
  • -25% Growth

Comet


Comet

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

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

Free Eye of the Unknown God ship upgrade

  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Intimidation
  • Stole Cosmic Eye
  • -8% Approval
  • Unlock Upgrade Fleet Attack

Thunderstorms


Thunderstorms

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

Choice Outcome
Leave the ruins alone, they are protecting the world from the storms.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • -1 Planet Tiles Available
  • +10% Growth
  • +0.1 Tourism
Invite scientists to the world to study the ruins, even if it might disrupt them.

+50 Research

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

Free Beam Magnification Array ship upgrade

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

Solar Flare


Solar Flare

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

Choice Outcome
If this technology kills en masse, then we won't use it.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • -6% Approval
  • +1 Fertility
Abandon parts of the planet that the bugs inhabit.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • -2 Planet Tiles Available
Murder all the bugs.
  • +1 Ideology Nihilism
  • Murdered Insects
  • +1 Ideology Trait Choice Nihilism
  • -1 Fertility

Leftover Robots


Leftover Robots

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

Choice Outcome
Thin out the robots around the colony and feel a little guilty about it.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • +10% Approval
Some clever programming should make sure the robots serve us instead.

Technology check: {STATCHANCE}% chance of success

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

Performs a Science stat check

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

Leftover Robots - Success


Leftover Robots - Success

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

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

Leftover Robots - Fail


Leftover Robots - Fail

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

Choice Outcome
Done
  • -0.5 Resistance Bonus

Swarm Like Fish


Swarm Like Fish

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

Choice Outcome
Accommodate the fish. This is their home; we will be gracious guests.
  • +1 Ideology Egalitarianism
  • +10% Research
  • -1 Planet Tiles Available
Terraform the lakes to make them an ideal biome for the fish to grow.

Persuasion check: {STATCHANCE}% chance of success

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

Performs a Persuasion stat check

Our colonists need food and fish are delicious.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +1 Fertility
  • +10% Colony Gross Income

Swarm Like Fish


Swarm Like Fish

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

Choice Outcome
Done

+100 Research

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

Swarm Like Fish


Swarm Like Fish

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

Choice Outcome
Done
  • -20% Approval

Super Shark


Super Shark

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

Choice Outcome
We have no right to endanger a species that has survived for centuries.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • -10% Growth
  • +0.1 Resistance Bonus
Kill the shark and mount the skeleton in my throne room.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +5% Approval
Setup some island castaways and see what they do when the super shark arrives.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +3 Influence Per Turn

Animals to Tame


Animals to Tame

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

Choice Outcome
This is shockingly primitive. End the practice at once.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • +10% Approval
Launch a campaign to convince your citizens the beasts are well treated.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Deception
  • -300 Credits
  • +10% Max Manufacturing
Not suffering? Then they aren't working hard enough.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • -10% Approval
  • +15% Max Manufacturing
  • Animals To Tame Evil

Collapsing Ice Bridge


Collapsing Ice Bridge

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

Choice Outcome
Launch a save the Snuggler campaign.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • -100 Credits
  • +10% Approval
Rescue the Snugglers and relocate them to our warehouses.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • -100 Credits
  • +6 Snuggler Colony
Let nature take its course. If any Snugglers survive, collect them when it is safe.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Snuggler Colony

Water Reclamation


Water Reclamation

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

Choice Outcome
Discontinue the colony's water restrictions and let people enjoy it.
  • +1 Ideology Trait Choice Egalitarianism
  • +10% Approval
Don't be wasteful with this bounty. Direct all the water to irrigating the fields.
  • +1 Ideology Progressivism
  • +1 Ideology Trait Choice Egalitarianism
  • +1 Fertility
Allow the local gangs to control the water supply in exchange for a kickback.
  • +1 Ideology Nihilism
  • +0.1 Crime
  • +600 Credits

Scorpions


Scorpions

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

Choice Outcome
Giant scorpions are more useful than crystals. Treat them well.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • +0.2 Resistance Bonus
Collect the limited crystals we can without disturbing the scorpions.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Egalitarianism
  • +3 Harmony Crystals
Crush the insects. Take their valuables.
  • +1 Ideology Totalitarianism
  • Crushed Baby Bugs
  • +1 Ideology Trait Choice Totalitarianism
  • +20 Harmony Crystals
  • -10% Growth

Mysterious Natives


Mysterious Natives

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

Choice Outcome
Leave the natives be, but begin documenting their fascinating history.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Traditionalism
  • +10% Influence Per Turn
Invite the natives to join our colony.
  • +1 Ideology Egalitarianism
  • +1 Ideology Trait Choice Individualism
  • +100 Influence
These trinkets are better in our hands than theirs.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Egalitarianism
  • +20 Precursor Nanites

Mutations


Mutations

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

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

Citizens become Mutated

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

Free Leader

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

Intelligent Radiation


Intelligent Radiation

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

Choice Outcome
Attempt to communicate with the crystals.

Persuasion check: {STATCHANCE}% chance of success

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

Performs a Persuasion stat check

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

Intelligent Radiation - Success


Intelligent Radiation - Success

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

Choice Outcome
Done
  • +1 Persuasion
  • +25% Research

Intelligent Radiation - Fail


Intelligent Radiation - Fail

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

Choice Outcome
Done
  • -10% Approval

Mining Accidents


Mining Accidents

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

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

Funny Tasting Food


Funny Tasting Food

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

Choice Outcome
Invite more colonists to the planet to increase production.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • +20% Manufacturing
Use all available fertile land to grow more of the strange food.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +3 Fertility
This isn't food, it's revenue. Export everything for sale.
  • +1 Ideology Egalitarianism
  • Addictive Food Choice
  • +1 Ideology Trait Choice Egalitarianism
  • +5 Wealth
  • -2 Fertility

Leaking Seals


Leaking Seals

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

Choice Outcome
Install the new seals, whatever the cost.
  • +1 Ideology Pacifism
  • +1 Ideology Trait Choice Pacifism
  • -10% Colony Gross Income
Install seals as the old ones break down.
  • +1 Ideology Collectivism
  • +1 Ideology Trait Choice Collectivism
  • -5% Approval
We can't afford that, this is what the colonists signed up for.
  • +1 Ideology Nihilism
  • Leaking Seals_ Didnt Fix
  • +1 Ideology Trait Choice Nihilism
  • -10% Growth

Beautiful Sunsets


Beautiful Sunsets

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

Choice Outcome
Regulate this new industry. We can't kill our guests.
  • +1 Ideology Totalitarianism
  • +1 Ideology Trait Choice Totalitarianism
  • +10% Approval
Inform tourists of the danger and provide safety gear.
  • +1 Ideology Traditionalism
  • +1 Ideology Trait Choice Egalitarianism
  • +0.1 Tourism
Make the deaths look like they came from partying.
  • +1 Ideology Nihilism
  • +1 Ideology Trait Choice Nihilism
  • +1 Deception
  • +0.25 Tourism

Black Market


Black Market

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

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

Free Financial District

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

Free Black Market improvement

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

Study the Thulium Moon


Study the Thulium Moon

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

Choice Outcome
Support their research.
  • +10% Research
Use this technology to strengthen our ships.
  • +5% Hit Points Cap
Use the moon as a weapons platform.
  • +0.25 Resistance Bonus

Study the Durantium Cloud


Study the Durantium Cloud

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

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

Study the Precursor Accelerator


Study the Precursor Accelerator

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

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

Study the Precursor Elevator


Study the Precursor Elevator

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

Choice Outcome
They can use it as a vacation spot, as long as they don't block military traffic.
  • +0.1 Tourism
  • +5% Approval
Allow some traders time on the Elevator.
  • +10% Colony Gross Income
  • +10% Trade Route Income
If they have spare time, they can lend it to the war effort.
  • +10 Control

Study the Promethion Refinery


Study the Promethion Refinery

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

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

+2 Usable Tiles

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

Study the Precursor Satellites


Study the Precursor Satellites

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

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

Free Constructor

  • +1 Constructor
Invite scientists to come research the satellites.
  • +20% Research

Study the Precursor Treasury


Study the Precursor Treasury

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

Choice Outcome
Focus on protecting the ring. Destroy any pirates that get too close.
  • -25% Manufacturing
  • +2 Wealth
Make a deal with the pirates. They can harvest the ring and we get a cut.
  • +0.1 Crime
  • +1 Wealth
Invite them to join the colony and give them rights to the ring.

2 free Xeloxi colonists

  • +0.1 Crime
  • Awards 2 Xeloxi Colonists

Study the Precursor Factory


Study the Precursor Factory

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

Choice Outcome
Use the excess manufacturing to improve the quality of life on this world.
  • +10% Approval
Focus on building our infrastructure.
  • +10% Max Manufacturing
Remove some of the safety measures on the factory to boost the output.
  • +0.2 Pollution
  • Removed Safety From Factory
  • +30% Max Manufacturing

Study the Precursor Research World


Study the Precursor Research World

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

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

+1 Precursor Archive artifact charge

Tell them to study everything!
  • +10% Research
Use the array to manage our bureaucracy.
  • +5 Control

Study the Precursor Prison


Study the Precursor Prison

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

Choice Outcome
Focus on building up our colony, not the dark past of this world.
  • +10% Manufacturing
Pre-made haunted murder cubes? Start moving people in!
  • Haunted
  • +1 Population Cap
Start shipping criminals from across our empire here for storage.
  • -0.03 Crime

Study the Precursor Experimental World


Study the Precursor Experimental World

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

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

+1 Echoing Heartstone artifact charge

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

+1 Betatron Collider artifact charge

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

+1 Dimensional Snare artifact charge

Study the Precursor Quarantine


Study the Precursor Quarantine

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

Choice Outcome
Focus on making this planet as comfortable for our colonists as possible.
  • +25% Growth
Use these technologies to increase the food capacity of the world.
  • +2 Fertility
Increase the amount of usable land. We can make more people later.
  • +2 Usable Tiles

The Red Planet


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

Choice Outcome
Ares Vallis, where Sojourner once landed.

Gain a Leader

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

The Minor Planet


The Minor Planet

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

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

You murdered a hatchery


We have received a report that you chose to destroy some 'bugs' on planet {PLANETNAME}. That was one of our hatcheries! We will make you pay for this!

Choice Outcome
It seemed like a good idea at the time.

Relations with the {PLAYERFACTION:1} will be troubled for awhile.

  • -3 Diplomacy to {PLAYERFACTION:1} for 60 Turns

Using pods to enslave your own people


Our surveillance systems indicate that you forced sentient beings into pods on planet {PLANETNAME}. These pods have rendered them into a state of mindless servitude. Such actions challenge the very essence of sentience and sapience. Your actions will not go unnoticed.

Choice Outcome
In our view, it was necessary.

Relations with the {PLAYERFACTION:1} will deteriorate significantly.

  • -2 Diplomacy to {PLAYERFACTION:1} for 75 Turns

Diplomatic Drug Catastrophe


Your encouragement of the consumption of this powerful drug on planet {PLANETNAME} has led to a tragic event. The family member of a prominent member of our civilization was exposed to its addictive nature, and their life was cut short. The gravity of this situation has been felt deeply within our diplomatic circles.

Choice Outcome
We regret the unforeseen consequences.

Relations with the {PLAYERFACTION:1} are in a precarious state.

  • -2 Diplomacy to {PLAYERFACTION:1} for 80 Turns

Theft of the Cosmic Eye


You dared to steal the Cosmic Eye from planet {PLANETNAME}. That ancient Precursor relic was under our protection and vital for our navigational endeavors. Such brazen actions will have consequences.

Choice Outcome
It held untapped potential for us.

Relations with the {PLAYERFACTION:1} will remain strained for some time.

  • -2 Diplomacy to {PLAYERFACTION:1} for 85 Turns

Massacre of the Larval Kin


On planet {PLANETNAME}, you unleashed sonic weapons, killing our larval cousins. Those were younglings of our insectoid civilization. Your actions have deeply disturbed us, and retribution is in the air.

Choice Outcome
We perceived them as a threat.

Relations with the {PLAYERFACTION:1} are now fraught with tension.

  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Marsupial Enslavement


You have taken the semi-intelligent marsupial creatures of planet {PLANETNAME} and forced them into slavery. These beings are cherished within our circles, and your actions have invoked our wrath.

Choice Outcome
We saw potential for their strength.

Relations with the {PLAYERFACTION:1} have been damaged.

  • -1 Diplomacy to {PLAYERFACTION:1} for 240 Turns

Desecration Crystal Kin


On planet {PLANETNAME}, you slaughtered our kind -- the sentient crystals. Every shard broken is a life lost, a consciousness silenced. The echoes of this atrocity will reverberate through the universe, and our anguish is boundless.

Choice Outcome
We were unaware of their sentience.

Relations with the {PLAYERFACTION:1} are shattered, much like the crystals you destroyed.

  • -3 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Deadly Appetite


The addictive food that you started exporting from planet {PLANETNAME} has reached our populations.Its addictive properties have led to sickness and desperation among our people. This is an unforgivable act of negligence!

Choice Outcome
We didn't foresee these effects.

Relations with the {PLAYERFACTION:1} are now severely strained due to this oversight.

  • -1 Diplomacy to {PLAYERFACTION:1} for 85 Turns

Weakened the Fleshlings


While organic civilizations suffered due to the addictive food from {PLANETNAME}, we are very pleased with your plan to ruin organic lives. We thank you.

Choice Outcome
Oh. Yes. That was our evil plan all along.

Relations with the {PLAYERFACTION:1} have increased.

  • +1 Diplomacy to {PLAYERFACTION:1} for 85 Turns

Our citizen was injured


Your failure to address the leaking seals on planet {PLANETNAME} has directly led to severe damage to one of our kind. While you fleshlings may not see this as a problem, we will not forget it. This negligence is not acceptable, and it strains our relationship.

Choice Outcome
We apologize for our oversight.

Relations with the {PLAYERFACTION:1} are now compromised due to this negligence.

  • -1 Diplomacy to {PLAYERFACTION:1} for 75 Turns

Underworld Gratitude


Your support of the black market on {PLANETNAME} hasn't gone unnoticed. Our agents thrive, and our profits surge. We value such partnerships.

Choice Outcome
We recognize mutual benefits. That was totally our intention.

Relations with the {PLAYERFACTION:1} have been significantly boosted due to this profitable association.

  • +1 Diplomacy to {PLAYERFACTION:1} for 90 Turns

Our citizen was harmed on your planet


During our visit to your factory on {PLANETNAME}, one of our members was inadvertently deactivated due to the safety measures you removed. We question your judgment on this!

Choice Outcome
We deeply regret the oversight.

Relations with the {PLAYERFACTION:1} have been strained due to this unfortunate incident.

  • -1 Diplomacy to {PLAYERFACTION:1} for 80 Turns

Distinguished Visitor Injured


A cousin from one of our most respected families was injured while touring your factory on {PLANETNAME}, due to the safety measures you removed. This incident is gravely concerning to us!

Choice Outcome
We never intended harm to your kin.

Relations with the {PLAYERFACTION:1} have deteriorated due to this grievous event.

  • -1 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Artemis: A Business Boom


Our trading partners on Artemis are singing praises of your leadership. The flourishing businesses on the planet are greatly benefiting our entrepreneurial ventures.

Choice Outcome
Prosperity through partnership is our aim.

Relations with the {PLAYERFACTION:1} have been bolstered by the thriving trade on Artemis.

  • +1 Diplomacy to {PLAYERFACTION:1} for 150 Turns

Your work on Artemis


Thanks to letting your corporations running wild on Artemis, we've managed to gain a significant advantage in our endeavors. Every opportunity is a path to dominance, and you've provided us a great one.

Choice Outcome
Every opportunity seized brings us closer to prosperity.

The {PLAYERFACTION:1} find common ground in seizing opportunities.

  • +1 Diplomacy to {PLAYERFACTION:1} for 45 Turns

Path of Pacifism


Your biography has shed light on your pacifist principles. This resonates deeply with us. We see you as a beacon of hope in these turbulent times.

Choice Outcome
Peace is the true path forward.

The {PLAYERFACTION:2} gains trust among pacifist civilizations.

  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Legacy of Exploration


Your biography speaks of your insatiable curiosity and passion for exploration. We, who cherish the thrill of discovery, find a kin spirit in you.

Choice Outcome
The universe is vast and full of wonders.

The {PLAYERFACTION:2} is viewed favorably among exploratory civilizations.

  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Admiration for the Conqueror


Your biography details a thirst for conquest, a quality we find commendable and worthy of respect.

Choice Outcome
The stars are for those who have the might to claim them.

The {PLAYERFACTION:2}'s ambitions are recognized and appreciated by warrior civilizations.

  • +1 Diplomacy to {PLAYERFACTION:1} for 60 Turns

Dismay at your blood lust desires


Your biography speaks of a hunger for conquest and dominance. Such bloodlust has deeply troubled us.

Choice Outcome
Peace is the true path to prosperity.

Aggressive ambitions of {PLAYERFACTION:2} disturb peaceful civilizations.

  • -1 Diplomacy to {PLAYERFACTION:1} for 60 Turns

You are a rising crime lord


You are rising as a criminal power thanks to your work on {PLANETNAME}. We should discuss potential ventures.

Choice Outcome
Let's talk business.

Our reputation among criminal entities has improved.

  • +1 Diplomacy to {PLAYERFACTION:1} for 60 Turns

You're enslaving the natives


Your actions on {PLANETNAME} have been noted. The native population was enslaved under your directive. We are deeply disturbed by this behavior, questioning your civilization's integrity.

Choice Outcome
Our actions are for the greater good of our people.

Relations with the {PLAYERFACTION:1} will be significantly strained due to this incident.

  • -2 Diplomacy to {PLAYERFACTION:1} for 80 Turns

You are our kind of evil


The shrewdness with which you enslaved the stupid natives of {PLANETNAME} has not gone unnoticed. We appreciate such strategic brilliance. You may yet find allies among us.

Choice Outcome
Of course. I shall now laugh maniacally as is my way.

Your actions have garnered favor with the {PLAYERFACTION:1}.

  • +5 Diplomacy to {PLAYERFACTION:1} for 12 Turns

Your support of the natives


Your compassionate actions on {PLANETNAME} resonate with the higher cosmic order. We commend your choice to see the divine light in the less advanced and nurture it. The galaxy will remember.

Choice Outcome
All beings deserve respect and kindness.

The {PLAYERFACTION:1} have taken notice of your actions, strengthening the bond with us.

  • +1 Diplomacy to {PLAYERFACTION:1} for 120 Turns

Cure side effects


Remember the experimental cure we used on {PLANETNAME}? The people there do.It appears the experimental drug has drastically boosted the cognitive abilities of its users. They exhibit enhanced intelligence, innovative ideas, and accelerated technological progress. However, there are noticeable behavioral changes: increased aggression, impatience, and a tendency towards rash decisions. Do we nurture this newfound intelligence or attempt to revert the changes with another treatment?

Choice Outcome
Encourage the intellect. Ignore the psychopaths.

We decide to embrace and guide this heightened intelligence, reaping the benefits of innovation and growth at the potential cost of civil unrest. We can always build more prisons. Our citizens will gain +10 to their intelligence.

  • +10 Intelligence
  • +0.03 Crime
Revert the changes. Safety and harmony come first.

We choose to introduce a new experimental treatment aiming to neutralize the drug's side effects, prioritizing the mental well-being and harmony of our populace over the rapid advancements. No immediate result.

  • Used Experimental Cure For Other Cure

Talax's last gift


Talax's last gift

The so-called Dreadlords looked kindly on artificial life such as ours. Our drones have come across what amounts to some sort of Arc that was left here for us by a Dreadlord called 'Talax'. This device has 3 configurations that once activated will provide us with great benefit.We must choose a benefit for it to configure itself.

Choice Outcome
The Technological Gift

For 12 months our research is increased by a factor of three.

  • +200% Research
  • +3 Ideology Pacifism
The Sensory Expansion

Enhance our ships' sensor ranges globally by 1 for a permanent strategic advantage.

  • +1 Sensor Range
  • +2 Ideology Progressivism
The Material Prosperity

Instantly acquire 8 units of Durantium for our empire's immediate use.

  • +8 Durantium
  • +3 Ideology Collectivism

The Nexus of Computation


The Nexus of Computation

Our central processing core of our world has achieved an unprecedented level of computational efficiency. It has, in a way, become sentient itself. We do not believe we can replicate this result but it does offer us several possible directives to pursue. Each directive will significantly enhance a different aspect of our civilization.We must decide on a directive to fully leverage this evolution.

Choice Outcome
Directive: Energy Maximization

By optimizing our energy networks, we can permanently increase production on {PLANETNAME}.

  • +10% Manufacturing
  • Energy Overload
Directive: Defensive Stance

Permanently add an energy barrier on all ships we construct.

  • +2 Shield Strength
Directive: Expansion Protocol

Instantly create 5 new synthetic population units to expand our workforce.

  • Awards 5 Yor Citizens

Calculating Conquest


Calculating Conquest

Our sensors have detected a primitive organic civilization on the newly acquired planet of {PLANETNAME}. As an anathema to our purity, they must be dealt with. Our core directives offer several strategic approaches to address the presence of organic inefficiency.

Choice Outcome
Initiate planetary cleanse. Purge all organic matter on this planet.

The organic presence is removed. The planet is now fully under our control, its resources awaiting our exploitation.

  • +50 Control
  • Exterminated Planet
Convert organics to auxiliary drones. Their primitive efforts will contribute to our cause.

The organics have been subjugated. Their toil now feeds our productivity cycles.

  • +10% Manufacturing
  • Turned Natives Into Drones
Establish a protocol of peaceful coexistence. Demonstrate to the galaxy our capacity for harmony.

Our peaceful actions have echoed across the stars. The organic species thrives under our protection, and other civilizations regard us with newfound respect.

  • +1 Diplomacy

The Criminal Syndicate


The Criminal Syndicate

Intelligence reports reveal the presence of a sophisticated criminal syndicate on your planet, {PLANETNAME}. They are called the Zilrathi Syndicate and they have offered a share of their profits in exchange for turning a blind eye. Alternatively, we could restore order by shutting down their operations.

Choice Outcome
Accept the syndicate's offer and covertly benefit from their underground activities.

The syndicate's wealth flows into our coffers, their illicit activities a shadow boon to our economy.

  • +2 Wealth
  • Working With Criminals
Deploy security forces to dismantle the criminal network and establish law and order.

The syndicate has been eradicated. Peace and stability have returned to {PLANETNAME}, bolstering the citizens' faith in our governance.

  • +50% Approval

Mysterious Xendar Relics


Mysterious Xendar Relics

While exploring an asteroid belt, our archeologists stumbled upon an ancient base belonging to the enigmatic but now extinct Xendar race. The base is filled with advanced technology that could potentially accelerate our research efforts significantly.However, we don't fully undersatnd all of the tech.

Choice Outcome
Integrate the Xendar technology into our research projects.

The Xendar technology has been assimilated into our research networks, providing an instant surge in scientific understanding.

  • +100 Research Amount
  • Xendar
Leave the Xendar artifacts untouched.

We have decided to not disturb the ancient Xendar relics. The secrets of the base will remain a mystery for now.

Mystery of the Snathi Hoard


Mystery of the Snathi Hoard

Our explorers have stumbled upon a hidden cache of riches a comet that our explorer drones recently visited. The only clue to its origin is an inscription with the word 'Snathi'. The treasure is vast, tempting us with immediate wealth.

Choice Outcome
Claim the treasure.

Fortune favors the bold. The Snathi treasure has been secured, significantly boosting our treasury.

  • +800 Credits
  • Snathi
Leave the treasure untouched.

We have chosen to honor the Snathi legacy by not plundering their trove. May this decision bring us good karma.

The Echo from the Void


The Echo from the Void

Our deep space orbital telescopes have intercepted a faint signal emanating from the void. The message, though fragmented, seems to be a plea or inquiry: 'is anyone there?'. The only clue we can get from it is that it matches a radio signature of a species once called 'The Slyne'.

Choice Outcome
Attempt to respond to the signal.

Our message has been sent. Now we wait to see if our call into the darkness is met with friend, foe, or silence.

  • Slyne
Ignore the signal.

The depths of space remain undisturbed by our hand. The signal fades into the cosmic background, unanswered.

Gift of the Mithrilar


Gift of the Mithrilar

Your flagship's scans of the Artifact anomaly have uncovered something. A map to a nearby dead star that would normally be invisible to our sensors. A structure, hidden within the carcass of the dead star, whispers of the ancient Mithrilar—a civilization whose shadows outlive the stars themselves. Buried in the celestial mausoleum is a device of their making: a conundrum of metal and mystery that hums with forgotten knowledge. Its cryptic mechanisms promise a leap in cognitive prowess, to awaken genius in the minds of our citizens that could transcend the limitations of biology and time.However, the lead archeologist on the crew warns that this technology was almost certainly not meant for our species at our current stage of development and counsels you to not use it.

Choice Outcome
Activate the artifact and store it in our vault for later use.

The device stirs, its intricate machinery spinning a symphony of cerebral transformation. Across the chosen world, minds awaken to new dimensions of thought. It is poised to be directed towards uplifting one of our core worlds.

Cast the device into oblivion, this device is too dangerous.

As the device disintegrates, a cascade of light is all that marks its passing. The decision weighs heavy, a testament to caution over the hunger for ascendancy. In the silent aftermath, one can only hope the whispers of the Mithrilar will not haunt the future that might have been.

Atmospheric Reclamation Protocol


Atmospheric Reclamation Protocol

Adrift amidst cosmic dust, our flagship's scanners lock onto a relic of environmental engineering: a canister of nanomachines, dormant yet thrumming with potential. They promise to scour worlds clean of pollutive scars. Yet, the core of this marvel—a Harmony Crystal—pulses with a rare energy, coveted by many.

Choice Outcome
Store the Nanomachines in our vault.

The Nanomachine relic will be stored in our Artifact vault. When ready, you can command the nanomachines to begin their silent waltz in the skies of a target polluted world, turning the grey pallor of pollution into the clear breath of progress.

Extract Harmony Crystal

Forego the fleeting charm of clean air for the Harmony Crystal's enduring allure. Its power could be the keystone to advancements yet undreamed of. Or money. Lots of of money is nice.

  • +1 Harmony Crystals

Slumbering Snugglers


Slumbering Snugglers
Choice Outcome
Bring the Snuggler Colony home.

The Snugglers, once awakened, adapt with astonishing grace. They weave into the fabric of our civilization, bringing joy and a certain... snugness to our daily lives.

  • +2 Snuggler Colony
Dissect the stasis technology..

As our scientists unravel the mechanisms of the stasis field, revelations flow. The frontiers of our knowledge expand with the promise of new technologies.

  • +200 Research Amount

Echoes of Influence


Echoes of Influence

After weeks of investigation your flagship has discovered a relic of communication prowess. This ancient device promises a significant swell in our planet's influence, permeating the ether with our ideals.

Choice Outcome
Send it to our vault for later use.

The device will be in our vault for later use.

Disassemble the device to harvest HyperSilicates.

The extracted HyperSilicates gleam with potential, a treasure trove of possibility that could one day fuel a marvel of our own making.

  • +2 Hyper Silicates

A Questionable Pact


We have a strong suggestion for you. Our syndicates thrive on being able to trade technologies. We would appreciate it if you would let some of our associates tour your research labs to better understand how your technology works.

Choice Outcome
Accept the alliance and share our knowledge.

By sharing our technological advancements, we risk empowering a potential adversary but also open a path to peace and mutual gain.

  • +1 Diplomacy to {PLAYERFACTION:1} for 25 Turns
Decline the alliance and protect our interests.

Turning away from the shadowy deal will please our citizens and safeguard our tech, though it may provoke the syndicate's ire.

  • -3 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Nebula Mining Proposition


You know of the nebula at the border of your territory, yes? It holds riches that only our technology can extract. Grant us the mining rights, and we will remember your aid in the future. Refuse, and you insult us.

Choice Outcome
Allow them to mine the nebula.

We accept the proposition, with the understanding they will almost certainly get a lot of wealth for awhile from this that we will not.

I don't think so.

We cannot allow them unfettered access to the nebula. The wealth would likely be used to eventually target us.

  • -3 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Relic Recovery Request


We have detected the signature of a Precursor relic within the boundaries of your territory. Our interest is purely academic, and we seek your permission to recover it. While we cannot share its secrets, the benefits to our people would be considerable.

Choice Outcome
Grant permission for the relic recovery.

We will allow your recovery mission. While the secrets of the relic remain yours, we hope this act of good faith serves to strengthen our relations.

I'm sorry but that would be against our strategic interests.

We cannot permit an operation that does not include full disclosure of its findings. Our sovereignty must be respected.

  • -3 Diplomacy to {PLAYERFACTION:1} for 30 Turns

Proposition for Swift Passage


We frequently traverse your space during our explorations. In fact, as you know, everyone does. But we would like to offer you a token of goodwill. We have technology that can increase the speed of your vessels, easing any burden our presence may cause.

Choice Outcome
Accept the technology and allow continued exploration.

We gratefully accept your offer and look forward to furthering our own expeditions with this new technology.

  • +1 Moves Cap
Deny the technology.

We cannot accept this. Our space must remain our own, and your expeditions should be more carefully planned to avoid intrusion.

  • -3 Diplomacy to {PLAYERFACTION:1} for 20 Turns

Subspace Wave Collaboration


A rare subspace wave is approaching, which promises to temporarily enhance the speed of ships that can tune into its frequency. Our engineers are intrigued, but financial support is needed to adjust our fleet to these unique conditions.

Choice Outcome
Invest in the subspace wave tuning for a fleet speed boost.

By contributing to the subspace wave tuning, our ships will enjoy enhanced velocity, while our partners gain an even greater benefit from their advanced tuning techniques.

  • -200 Credits
  • +100% Moves Cap
Decline the financial support and miss the opportunity.

If we choose not to contribute financially, we'll miss out on the subspace boost and potentially strain our relationship with the proposing faction.

  • -2 Diplomacy to {PLAYERFACTION:1} for 30 Turns

Colonial Rush Repercussions


Colonial Rush Repercussions

Our rapid colonization has outpaced its societal and infrastructural development, leading to sprawling, undeveloped colonies and overstretched supply chains. How will you address these systemic issues?

Choice Outcome
Temporarily reduce further colonization efforts to focus on enhancing the existing colonies, fostering faster growth and integration.

A moratorium might stabilize your core territories at the expense of losing the initiative in space expansion to rival factions. Our Shipyard production will be dramatically reduced for a year.

  • Slow Colonization
  • -75% Military
  • +50% Max Manufacturing
Reallocating resources from homeworld to established core worlds.

This approach will cost a lot of money on our home world for a year but greatly increase production on core worlds for a year.

  • Help Colonists
  • -20 Colony Gross Income
  • +50% Max Manufacturing
Implement social policies to protect the vulnerable populations.

This policy will cost money for a time but will improve morale for the next year.

  • Help Homeworld
  • -10 Colony Gross Income
  • +10% Approval

Interstellar Political Strain


Interstellar Political Strain

The rapid expansion of our civilization has led to significant political challenges on the homeworld.There is a growing concern that we have colonized too fast without the necesssary infrastructure to support all these colonies.Meanwhile, our citizens on our core worlds are feeling they are being treated as second class citizens.

Choice Outcome
Seek a diplomatic approach to integrate the new worlds, promoting understanding and cooperation.

This approach may increase overall happiness and trade, but could also lead to slower decision-making, increasing the amount of resources lost in transit.

  • +0.23 Colony Sponsor Decay Mod
  • +1 Ideology Progressivism
  • +50% Approval
Too bad for the colonists. Impose strict control from the homeworld to ensure uniform governance across our colonies.

This might lead to greater efficiency and security, but could also increase unrest in the newly integrated worlds. A rebellion movement is likely to start.

  • +1 Ideology Totalitarianism
  • -0.1 Colony Sponsor Decay Mod
  • Rebellion
Adopt a decentralized governance model, giving new worlds more autonomy.

While this could lead to increased innovation and local satisfaction, it might also result in weakened central authority.

  • -50 Control
  • Rebellion
  • +10% Approval

Emerging Rebellion


Emerging Rebellion

Intelligence reports indicate a growing rebel movement on {PLANETNAME}. There are riots in the streets and massive destruction of property.

Choice Outcome
Do our best to restore law and order.

Our security forces will do their best to restore order. But expect high crime for the next several months on {PLANETNAME}.

  • Rebellion
  • +0.5 Crime
Use your central control authority to put down the rebellion.

Using our reserves of control on {PLANETNAME} we quickly reestablish order.

  • Rebellion
  • -25 Control

Rebellion


Rebellion

A wave of rebellion has swept across our civilization. Suppressed voices have now risen in unison, challenging our authority and demanding change. This widespread unrest is the result of our earlier policies and actions. We must decide how to address this crisis.

Choice Outcome
Implement Reforms

Enacting systemic reforms could pacify the rebellion, showing our willingness to address their concerns. However, it will take several months to calm people down.

  • Rebellion
  • +0.5 Crime
Use your resources of Control to suppress the Rebellion

Choosing to suppress the rebellion with force is a decisive action that might quickly quell the unrest. However, this approach could further alienate our citizens and exacerbate tensions, leading to long-term instability and loss of control over our factions.

  • Rebellion
  • -30 Control

Coup Attempt


Coup Attempt

Your relentless rule has pushed several of your closest generals to the brink. They have attempted a coup, seeking to overthrow your leadership and install a new regime. Fortunately, your security was able to thwart the attempt but not before several rebel ships have begun controlling areas of our space.

Choice Outcome
Crush the Rebellion

Deciding to crush the rebellion sends a clear message: you will not tolerate any challenge to your authority. While this may quell the immediate threat, it could instill fear and resentment among your people, potentially leading to more secretive and dangerous forms of resistance.

  • Rebellion
  • +0.33 Crime
  • +1 Ideology Totalitarianism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
'

Choosing to negotiate with the rebels is a risky move that could be seen as a sign of weakness. However, it offers a chance to address the underlying issues driving the coup, potentially leading to a more stable and unified rule in the long term, albeit at the cost of some immediate control.

  • Rebellion
  • +1 Ideology Egalitarianism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • -2 Control Per Turn

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
Murder the families of the leaders

There is only one way to prevent this sort of thing from happening in the future. Round up the Coup leaders families and kill them. Make sure to record it to show the leaders and anyone else what happens to those who disobey.

  • Rebellion
  • +1 Ideology Nihilism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • -1 Control Per Turn

Spawns the following Pirate Ships near the player

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

Exotic Alien Lazy Genius Fever


Exotic Alien Lazy Genius Fever

A bizarre fever, contracted from recently discovered exotic alien life that you previously supported monetizing has swept our homeworld. While physically debilitating, causing extreme lethargy, it inexplicably boosts cognitive abilities, turning our people into temporary geniuses. We must decide how to navigate this peculiar epidemic.

Choice Outcome
We will monitor the situation.

For the next year, people on {PLANETNAME} will be less diligent but far more intelligent..

  • -5 Diligence
  • +8 Intelligence

Systemic Processing Overload


Systemic Processing Overload

An unexpected systemic anomaly has affected our population. Something in the exotic fauna we have been distributing is affecting our inorganic systems. While processing speeds and cognitive functions have significantly increased, mobility systems are severely impaired. This presents a unique challenge: how do we manage this new state of heightened intelligence but limited physical capability?

Choice Outcome
We will monitor the situation.

For the next year, people on {PLANETNAME} will be less diligent but far more intelligent..

  • +5 Diligence
  • +8 Diligence

Rogue Robot Uprising


File:Event robotUprising.jpg
Rogue Robot Uprising

In a catastrophic turn of events that should suprrise no one, the robots that we previously used to help bolster our labor shortages have risen up. Some of them have remained loyal but others have taken to space and surrounded our shipsyards. They want our blood or whatever is the nearest equivalent.

Choice Outcome
Prepare for battle.

They are using Sentinel designs. Look for them near our shipyards.

  • Spawn Sentinel encounter.

Homeworld Terraforming Triumph


File:Event terraformingSuccess.jpg
Homeworld Terraforming Triumph

Our cautious and meticulous approach to terraforming has paid off. A new section of our homeworld has been successfully terraformed, expanding our usable land and opening up new possibilities for development and prosperity.

Choice Outcome
Great work!

Our homeworld has gained an extra usable tile.

  • +1 Planet Tiles Available

Colonial Wealth Transfer


Colonial Wealth Transfer

In a remarkable display of gratitude, our colonies have banded together to provide a significant one-time wealth transfer to the homeworld. This generous act is in appreciation of the greater autonomy and support they have received from us.

Choice Outcome
Graciously Accept the Gesture
  • +500 Credits

Harmony with Sentient Flora


File:Event sentientFloraHarmony.jpg
Harmony with Sentient Flora

Our respectful approach to the sentient plants on {PLANETNAME}. has led to a significant breakthrough in our understanding and cooperation with them. This has lead to a vast increase in the number of them on the planet who willingly share their wisdom with us.

Choice Outcome
This is a great day.

There are now sentient plants available on this world along with more space for you to both live in harmony.

Proposed Ceasefire Agreement


In the shadow of our looming victory, we magnanimously offer you a ceasefire. You will deliver to us a rich bounty of resources and permit a temporary occupation of your capital world. A small price, I assure you, for the luxury of peace under our watchful gaze.

Choice Outcome
Accept the Ceasefire

Agree to the ceasefire terms. This will cost us resources that will be transferred to them and we must endure a military occupation, which could lead to unrest among our citizens.

  • -20% Approval
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
  • -25 Durantium
  • -25 Promethion
Reject the Ceasefire

Refuse the offer and continue the war.

Proposed Ceasefire Agreement


In the shadow of our looming victory, we magnanimously offer you a ceasefire. You will deliver to us a rich bounty of resources and permit a temporary occupation of your capital world. A small price, I assure you, for the luxury of peace under our watchful gaze.

Choice Outcome
Accept the Ceasefire

Agree to the ceasefire terms. This will cost us resources that will be transferred to them and we must endure a military occupation, which could lead to unrest among our citizens.

  • -50% Colony Gross Income
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
Reject the Ceasefire

Refuse the offer and continue the war.

Ultimatum for Survival


Your existence hangs by a thread. As a species of machines, we are not attached to the petty angers and emotions of organics. Therefore, we offer a ceasefire. In return, half of your income for the next year will be redirected to us. Compliance will halt the war, sparing what remains of your civilization. A weighty tribute, yet trivial against the cost of your annihilation.

Choice Outcome
Accept the Terms

Yield to their demands. Half of our colony income will be transferred to them, buying the fragile semblance of peace and our immediate survival, albeit at a profound economic sacrifice.

  • -50% Colony Gross Income
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
We will see you in hell, robot.

Reject their terms and prepare for the repercussions. Our integrity is intact, but we face the looming threat of total obliteration."

Divine Intervention Offer


In our infinite compassion, we offer you a path to salvation. The cosmos seeks balance, and your survival requires sacrifice. In exchange for our benevolent ceasefire, we request half of your income and a tribute of Harmony Crystals for the next year. This is not just a demand; it is a spiritual cleansing for your civilization, a chance to harmonize with the universe.

Choice Outcome
Humble your self for peace

Accept their terms, offering a portion of our wealth and Harmony Crystals. Though it strains our resources, it promises a transcendent peace and spares us from further conflict."

  • -50% Colony Gross Income
  • -5 Harmony Crystals
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
Forget it.

Refuse their veiled threats and stand against their so-called spiritual guidance. Our freedom remains ours, but the specter of war continues to loom.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +1000 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +500 Credits
  • +5 Artocarpus Viriles
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +400 Credits
  • +5 Nanobots
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +300 Credits
  • +10 Modules
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +300 Credits
  • Grants the Harmony Beacon artifact.
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +30 Modules
  • +500 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +1200 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +50 Thulium
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +10 Helios Ore
  • +10 Techapod Hive
  • +10 Ultra Spice
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +500 Diplomatic Capital
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +600 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +10 Precursor Nanites
  • +10 Elerium
  • +10 Antimatter
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

A Plea for Ceasefire


We know we are no match for your military power. Will you accept tribute to end this war?

Choice Outcome
Agree to Ceasefire

We accept their plea with money and resources being given to us and removed from them.

  • +1 Harmony Crystals
  • +250 Credits
  • +5 Promethion
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
Decline their Offer

Disloyal Governor


{GOVERNORNAME}, the governor of {PLANETNAME}, is displeased with our interference and is threatening to join the {FOREIGNINFLUENCER}.They claim we interfere with their world, and there should be more freedom to govern themselves.Our advisors claim that doing so will increase Crime on {PLANETNAME}.

Choice Outcome
Allow them their freedom.
  • +1 Ideology Individualism
  • +0.1 Crime
  • +10 Loyalty
Bribe the Governor to change his mind.
  • -100 Credits
  • +5 Loyalty
Let them go.

{PLANETNAME} is now controlled by the {FOREIGNINFLUENCER}

  • Flip Planet to Foreign Influence

Toxic Leader


{GOVERNORNAME}, governor of {PLANETNAME}, is speaking openly about our incompetence. Our other leaders have already begun to take notice, and it is souring their opinion of us.Some of our more soft-hearted advisors suggest that this is a normal part of a complex society, while others recommend that we take firm action against the governor and the soft-hearted advisors.

Choice Outcome
Allow him to speak his mind.
  • +1 Ideology Individualism
  • -1 Loyalty
Some time in a dungeon should fix this.

{GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Totalitarianism
  • +1 Intimidation
  • -10 Control Tally
  • +5 Loyalty

Scandal


{GOVERNORNAME}, governor of {PLANETNAME}, is widely believed to be favoring personal friends at the expense of their world's citizens.Our advisors have investigated the accusations and determined that they are false, and {GOVERNORNAME} hasn't done anything wrong.Still, there is a loud public outcry for us to at least chastise the governor in some manner, or we will seem to be complicit in the supposed corruption.

Choice Outcome
The governor has done nothing wrong and we will support them.
  • +1 Ideology Traditionalism
  • +10 Loyalty
  • -10% Approval
Condemn the governor. That's the price of politics.
  • +1 Ideology Nihilism
  • -10 Loyalty
  • +20% Approval

Cultural Assault


Cultural Assault

{GOVERNORNAME}, governor of {PLANETNAME}, warns that their planet is under cultural assault by the {FOREIGNINFLUENCER}.{FOREIGNINFLUENCER} influence has begun to show up in local media, games and fashion, especially among younger citizens.{GOVERNORNAME} is requesting a grant to counter this threat.

Choice Outcome
We will fund a cultural celebration on {PLANETNAME}.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +5 Loyalty
  • +500 Influence
  • -200 Credits
Impose an import tax on foreign goods.
  • +10% Influence
  • -10% Colony Gross Income
This is their problem to deal with.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • -3 Loyalty

Countering Crime


Countering Crime

{GOVERNORNAME}, governor of {PLANETNAME}, has done a poor job of setting up a justice system on their planet.Instead of dealing with it locally, they are requesting our capital's lawmakers deal with the problem.It is disappointing that such measures are needed to deal with one governor's incompetence, but we have little choice if we don't want Crime to grow on {PLANETNAME}.

Choice Outcome
Send the help to {PLANETNAME}.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +5 Loyalty
  • -0.05 Crime
  • -200 Credits
This is their problem to deal with.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • -2 Loyalty
  • +0.03 Crime
Investigate signs of crime and corruption, starting with the inept governor.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • -5 Loyalty
  • -0.1 Crime
  • +5 Control

Geothermic Fissures


Geothermic Fissures

{GOVERNORNAME}, governor of {PLANETNAME}, is warning of a potential climate disaster on their planet. Deep fissures have begun to release immense amounts of heat and particles into the atmosphere.Without immediate action it could cause damage to {PLANETNAME}. But it would require significant resources to address.

Choice Outcome
Send the help to {PLANETNAME}.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +5 Loyalty
  • -0.1 Pollution
  • -100 Credits
Redirect local manufacturing to resolve the issue.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +2 Loyalty
  • -0.05 Pollution
  • -20% Max Manufacturing
This is their problem to deal with.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • -3 Loyalty
  • +0.05 Pollution

The List


Those who have wronged {GOVERNORNAME} often encounter significant bad luck, some going missing entirely. At first these were just rumors, but those rumors have created fear.When questioned about it, {GOVERNORNAME} quietly denies any involvement, only offering that bad things happen to bad people.The only piece of evidence is {GOVERNORNAME}'s notebook, where many of those who ran into misfortune are listed and crossed off.

Choice Outcome
It would be foolish to cross {GOVERNORNAME}.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +10 Loyalty
Assign security to those on {GOVERNORNAME}'s list and monitor them closely.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • -20 Loyalty
  • +0.03 Crime
  • Trigger Event The List

The List


Your name has been added to {GOVERNORNAME}'s list.

Choice Outcome
This can't be good.

Mysterious Brooch


A relic which has deep symbolic meaning among our people has been missing for decades.It was recently discovered to be held by one of your leaders, {GOVERNORNAME}.How they acquired it is irrelevant. We have already asked them to return it and offered to purchase it from them. They have refused.We are counting on you to do the right thing and hand it over to us.

Choice Outcome
{GOVERNORNAME} has made their choice, and I stand behind it.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • +10 Loyalty
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We will make sure the brooch is turned over to you.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • -20 Loyalty
  • Remove Brooch from the Leader
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Gambling Problems


{GOVERNORNAME} has incurred a significant debt for the {PLAYERFACTION:1}. Your name was used as collateral, and it's certainly an insignificant sum to you.I trust you will pay this debt and keep {GOVERNORNAME} out of harm's way.

Choice Outcome
We cannot afford it. Do as you must to {GOVERNORNAME}.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • -10 Loyalty
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -1 Resolve
No. And any aggression towards {GOVERNORNAME} will be met with war.

-8 Relations with the {PLAYERFACTION:1} for 50 months

  • +5 Loyalty
  • -8 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We will pay the debt.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +10 Loyalty
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -300 Credits

Arranged Marriage


{GOVERNORNAME}'s family has a long tradition of arranged marriages, though they themselves are opposed to it, and have previously fled from the marriage their family set up.However, now a new suitor has been selected, and while the family isn't asking for you to force {GOVERNORNAME} to do anything, they do wish for you to intercede on their behalf, talking to {GOVERNORNAME} about being open to the idea.The family offers a small token if you accept this request.

Choice Outcome
I won't have any part of this.
  • +5 Loyalty
I will speak to {GOVERNORNAME} about it.
  • +1 Ideology Traditionalism
  • -10 Loyalty
  • +3 Harmony Crystals
I will propose to {GOVERNORNAME} myself.

Persuasion check: {STATCHANCE}% chance of success

Performs a Persuasion stat check

Arranged Marriage - Success


The family is furious that you would disrupt their plans for an arranged marriage. To their shock, {GOVERNORNAME} accepts your proposal.The story of your marriage warms the hearts of your people, and even other civilizations send gifts and best wishes.

Choice Outcome
It's a great day.
  • +25 Loyalty
  • +1 Culture Points
  • Add Sovereign Spouse to the Leader

Arranged Marriage - Fail


The family is furious that you would disrupt their plans for an arranged marriage. But it is nothing compared to {GOVERNORNAME}'s shock and disappointment.The rejection is immediate, and a little hurtful.

Choice Outcome
Things are going to be awkward for a while.
  • -20 Loyalty

Scars


Rumors are spreading on {PLANETNAME} of a strange cult. There are numerous reports of people disappearing from hospitals, and evidence points to involvement by the planet's governor, {GOVERNORNAME}.Interrogating {GOVERNORNAME} uncovers the truth. A device was being used to cure the sick, at the cost of damage to {GOVERNORNAME}'s body. Painful scars are left by the device that impair movement and control.

Choice Outcome
You cannot sacrifice the world's governor for the least of its citizens. Take the device.
  • +50 Control
This sacrifice is noble, but minimize it to keep {GOVERNORNAME} safe.
  • +1 Ideology Collectivism
  • +10% Growth
Use the device to transfer the scars from {GOVERNORNAME} to you.

{GOVERNORNAME} is healedYou become Scarred

  • +1 Ideology Pacifism
  • +25 Loyalty
  • Remove Scars from the Leader
  • Add Scars to you

Compassion


{GOVERNORNAME} makes frequent requests of the government. Better housing, improved public education, free health care, and on and on.Today it is about clean water. This is not an issue for most of our citizens but {GOVERNORNAME} argues that millions of our most vulnerable lack access to safe water.Your advisors are tired of listening to the complaining and argue that the process will be both expensive and provide little tangible value to our civilization.

Choice Outcome
Fine. Increase regulations on our planets to make sure the water is safe everywhere.
  • +1 Ideology Pacifism
  • +10 Loyalty
  • -20% Max Manufacturing
We don't have time for these trivial requests.
  • -10 Loyalty

Compassion (part 2)


It isn't unusual to get incessant requests from {GOVERNORNAME}, but this one is extreme.{GOVERNORNAME} argues that {PLAYERFACTION:1} citizens are suffering and receiving inadequate resources and medical attention.Your advisors are stunned by the suggestion that we would dedicate some of our rare resources to another civilization, and beg you to stop {GOVERNORNAME}'s madness.

Choice Outcome
Fine. Provide resources to {PLAYERFACTION:1} to prevent their suffering.
  • +1 Ideology Pacifism
  • +10 Loyalty
  • -300 Credits
We don't have time for these trivial requests.
  • -10 Loyalty

Compassion (part 3)


{GOVERNORNAME}'s advocacy for the least of our citizens is well known. As is our support for these requests.Though the aide received little direct benefit, our citizens have not forgotten our kindness and throw a celebration in {GOVERNORNAME}'s honor.Some of them even remember our role in providing this help.

Choice Outcome
We are judged by how we treat the least of our citizens.
  • +1 Ideology Pacifism
  • +1 Culture Points

Renegade Governor


{GOVERNORNAME}, the governor of {PLANETNAME}, has discovered a cache of Precursor technology. Unfortunately, rather than share it, they have used it to negotiate a high ranking position in the {FOREIGNINFLUENCER}.Because of his act of treason, we have lost {PLANETNAME} and this hidden cache.

Choice Outcome
Their treason won't be quickly forgotten.

{PLANETNAME} is now controlled by the {FOREIGNINFLUENCER}

  • +3 Technology
  • Flip Planet to Foreign Influence

Loyal Leader


{GOVERNORNAME}, the governor of {PLANETNAME}, is so enamored with your leadership that a statue of you has been erected on their world.Though the statue provides little practical benefit, the governor's devotion could be a very useful commodity.

Choice Outcome
We will make use of this.
  • +10 Control

Fund Raiser


Your fame on {PLANETNAME} has caused the governor, {GOVERNORNAME}, to hold a massive fundraiser in your honor.The event was a success and greatly contributed to our public coffers.

Choice Outcome
We will make use of this.
  • +300 Credits

Blasphemy


{GOVERNORNAME}, the governor of {PLANETNAME} has been falsely accusing the {PLAYERFACTION:1} for all the issues on their world. From crime to disease their rhetoric has begun to galvanize the anger on the world in a way that may be beneficial in the short term, but dangerous in diplomatic relations.It has now come to a crossroads where the {PLAYERFACTION:1} expects you to denounce the hate speech, but this is likely to turn the anger against us.

Choice Outcome
Support the Governor. We can use this opportunity.

Loyalty from {GOVERNORNAME} is increased-2 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Totalitarianism
  • +10 Loyalty
  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Denounce the Governor, such rhetoric is dangerous.

Loyaly from {GOVERNORNAME} is reduced+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Pacifism
  • -10 Loyalty
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Call for War


{GOVERNORNAME}, the governor of {PLANETNAME} is claiming that we have grown soft by a long period without war. They claim that our failure to move against weaker enemies undermines our future and ability to become a dominant power in the galaxy.

Choice Outcome
Have a military parade to appease the Governor.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Nihilism
  • +6 Loyalty
  • -50 Credits
Some time in a dungeon will show the Governor that we are not soft.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Totalitarianism
  • -8 Loyalty

Cybernetic Implants


Year ago {GOVERNORNAME}, the governor of {PLANETNAME} suffered an accident and was saved by the use of cybernetic implants. Though few object to using the technology to save lives {GOVERNORNAME} found a precursor artifact they are planning to tie into their cybernetics and could potentially provide nearly perfect memory and reduce the need for sleep to a few minutes a day.

Choice Outcome
Allow the procedure, this future is unavoidable.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Individualism
  • +10 Loyalty
Outlaw the procedure and take the precursor resources.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Traditionalism
  • -10 Loyalty
  • +3 Precursor Nanites

Eureka


{GOVERNORNAME} is unquestioningly brilliant, but is so obsessed with their research that they have failed to adequately manage {PLANETNAME}. Our advisors are requesting that we force them to focus on their world, but {GOVERNORNAME} claims to be close to a breakthrough.

Choice Outcome
Allow them to pursue their studies.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Progressivism
  • +10% Research
  • -20% Manufacturing
Force them to focus on their job.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Collectivism
  • -4 Loyalty

Greed


{GOVERNORNAME} the governor of {PLANETNAME} is the richest citizen on their planet. Having exploited so much wealth from their world they are now eyeing our coffers. Our advisors warn against feeding their greed, but it is a small price to pay for their loyalty.

Choice Outcome
Provide the modest gift they are requesting.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Pacifism
  • +10 Loyalty
  • -50 Credits
Their wealth is better used in our coffers.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Egalitarianism
  • -20 Loyalty
  • +200 Credits

Scandal


{GOVERNORNAME} the governor of {PLANETNAME} is renown for their integrity and ethics. But an illicit romance has been discovered in their personal life, and {GOVERNORNAME} has sent a message to us letting us know that they plan to publicly accept responsibility for it, no matter the consequences.Our advisors warn that the criminal extorting {GOVERNORNAME} will never be believed and has no real proof and suggest {GOVERNORNAME} deny the affair instead.

Choice Outcome
Support the governor's honesty.
  • +1 Ideology Traditionalism
  • -20% Approval
Tell the governor to lie.

{GOVERNORNAME} loses the Ethical trait

  • +1 Ideology Nihilism
  • Remove Ethical from the Leader

The Slum Fire


A fire spread through the slums of {PLANETNAME} and hundreds of our citizens were killed. An investigation confirms that safety guidelines were skipped while building the housing. {GOVERNORNAME} claims that it was a tragedy, but the regulations would have made it to expensive and left millions without homes. As evidence of the money saved they are willing to make a contribution to our governmental coffers.

Choice Outcome
Thank the governor for the contribution and look the other way.
  • -8% Approval
  • +100 Credits
Insist that all housing be brought up to standards.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +6% Approval
  • -10 Loyalty
  • -10% Manufacturing

The Dinner Party


A lavish diplomatic dinner was held on {PLANETNAME}. What should have been a minor event has become a diplomatic incident because of the rude behavior of {GOVERNORNAME}. Many loud comments were made about the inferiority of other species that offended the {PLAYERFACTION:1} delegate.Now, the {PLAYERFACTION:1} are demanding a public apology and threatening to ban all future diplomatic events if they don't get it.

Choice Outcome
Say nothing about the event.

-2 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Collectivism
  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Apologize for our governor's inappropriate behavior.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Egalitarianism
  • -8 Loyalty

War Weariness


{GOVERNORNAME}, the governor of {PLANETNAME}, has come forward to tell us that our years at war are having an effect on the citizens of their world. Depression is on the rise, especially among the young. They ask that we end our wars quickly and return to a period of peace and posterity.

Choice Outcome
Launch a media campaign to communicate the virtues of the war.
  • +1 Ideology Totalitarianism
  • -100 Credits
Do nothing. War is costly to everyone involved.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Collectivism
  • -1 Loyalty
  • -3% Approval

Missionaries


Missionaries

{GOVERNORNAME} has captured an illegal group of {PLAYERFACTION:1} citizens on {PLANETNAME}. They claim to be religious missionaries but had a small stockpile of weapons in their belongings which they say were for defense.{GOVERNORNAME} has imprisoned them and has requested permission to begin interrogating them. {PLAYERFACTION:1} claims that they are innocent and demands that they be released immediately.

Choice Outcome
Let the interrogations begin.

Summary for {GOVERNORNAME} and {PLANETNAME}

  • +1 Ideology Totalitarianism
  • +2 Loyalty
  • +20 Research Amount
Release the missionaries.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Egalitarianism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

The Factory Child


The Factory Child

{GOVERNORNAME}, one of your most trusted advisors, was raised by squatters in a destitute factory in the outer rim of your civilization's territory. Recently, a message arrived from the factory, claiming that it is now facing a crisis. A ruthless corporate entity wants to take over the land to build a high-tech facility, displacing the squatters who have called it home for generations.{GOVERNORNAME} has appealed to you for help, asking if the government can intervene to negotiate a resolution between the squatters and the corporation.

Choice Outcome
Defend the factory.

You choose to defend the factory and its inhabitants, sending government negotiators to work out a deal with the corporation. This act of compassion earns you the loyalty and gratitude of the squatters, resulting in a small but dedicated group of new citizens who will work tirelessly for your cause. However, the corporation is not pleased resulting in a temporary reduction in manufacturing output on your homeworld.

  • Awards a Colonist
  • Awards a Colonist
  • Awards a Colonist
  • Awards a Colonist
  • -10% Max Manufacturing
Support the corporate takeover.

Deciding that progress is more important than sentimentality, you allow the corporation to proceed with their plans.The high-tech facility will bring jobs and technological advancements to your civilization, boosting your economy.However, this decision greatly disappoints {GOVERNORNAME}, who loses faith in your leadership and may harbor resentment in the future.The displaced squatters struggle to find new homes and lives, causing a temporary but significant increase in unrest and crime in your territories.

  • +20% Colony Gross Income
  • -25 Loyalty
  • +0.05 Crime

Culinary Dream


Culinary Dream

{GOVERNORNAME}, one of your most trusted advisors, has confided in you their lifelong dream of opening a restaurant. They were once trained as a chef and have always felt a strong connection to the culinary arts. They've recently discovered an opportunity to open a restaurant on a bustling trade planet, where exotic ingredients and diverse clientele abound. {GOVERNORNAME} seeks your advice and support in pursuing this dream.Our advisors warn that the time and resources {GOVERNORNAME} would need to invest in the restaurant could impact their focus on their current responsibilities to our civilization. However, they also note that this venture could boost morale and cultural exchange.

Choice Outcome
Support their dream.
  • +15% Approval
  • -5 Diligence
Encourage focus on duties.
  • -10 Loyalty

Cult Revelation


Cult Revelation

{LEADERNAME}, who has been a trusted member of your government, once fell victim to a brainwashing cult. They had managed to break free from the cult's control, but now, disturbing news has reached us: the cult is not only still active but has been expanding its influence throughout the galaxy. They have been infiltrating other governing bodies and using mind-controlled pawns to manipulate political decisions.{LEADERNAME} is deeply troubled by this revelation and wishes to help bring down the cult that almost destroyed their life. But this action would require resources and risk exposing the dark past of {LEADERNAME}.

Choice Outcome
Support the cult's downfall.
  • -200 Credits
  • -5 Social
Focus on our civilization's interests.
  • -7 Loyalty


Choice Outcome
'
  • +5% Approval
  • -1 Diplomacy
'
  • -5 Loyalty
  • -5% Approval
  • +1 Diplomacy

The Disinherited


{GOVERNORNAME} has always been consumed by resentment over being excluded from their family's inheritance. Recently, a new opportunity has arisen to claim a portion of that fortune. A mysterious individual with access to confidential family documents has contacted {GOVERNORNAME}, offering to help them prove their rightful claim to the inheritance in exchange for certain political favors.Our advisors warn that this individual may have ulterior motives and that the information could be fabricated. They suggest that {GOVERNORNAME} should either pursue the inheritance with caution or let go of the bitterness and move on.

Choice Outcome
Pursue the inheritance.

You decide to allow {GOVERNORNAME} to pursue the fortune, susceptible to a inheritance tax of course.

  • +500 Credits
Let go of the bitterness.

{GOVERNORNAME} heeds your advice and decides to let go of the bitterness, focusing on their responsibilities within your government. As a result, they gain the Focused trait, improving their overall effectiveness. However, there will always be a lingering resentment, and {GOVERNORNAME} may be more susceptible to future temptations.

  • Add Focused to the Leader

The Duel's Aftermath


{GOVERNORNAME}, a distinguished figure in your government, had once won a duel against a romantic rival, leaving them with a prominent scar as a reminder.Recently, the defeated rival has re-emerged, now a prominent figure in a competing empire, and has challenged {GOVERNORNAME} to a rematch. While the duel would be an excellent opportunity for {GOVERNORNAME} to showcase their prowess and strengthen their reputation, it could also lead to a diplomatic incident with the rival's empire.Our advisors are torn; some believe the duel could boost morale, while others fear the potential consequences.

Choice Outcome
Allow the rematch.

You allow the rematch to take place. If {GOVERNORNAME} wins, their reputation will be strengthened, boosting morale and loyalty within your ranks. However, the defeated rival's empire may take offense, potentially straining diplomatic relations.

  • +10 Loyalty
  • +2 Resolve
Forbid the duel.

{GOVERNORNAME} begrudgingly accepts your decision, but their pride is wounded, causing a temporary drop in their effectiveness. On the other hand, you avoid a diplomatic incident with the rival's empire, which could have led to more significant troubles down the line.

  • -3 Diligence

The Noble Lineage


{GOVERNORNAME} is a descendant of minor nobility, and has recently been approached by a distant relative who claims to have unearthed a long-lost family treasure. They propose an expedition to recover the artifact, which could hold significant cultural and historical value. However, the journey will be dangerous and resource-intensive, and detractors argue that our focus should be on our current struggles, not the past.Will you support {GOVERNORNAME}'s quest to recover their family's ancient treasure, or deny them the resources and focus on more immediate concerns?

Choice Outcome
Support the expedition.

You choose to support the expedition. The journey is treacherous, but if successful, the treasure could provide invaluable insight into the history and culture of {GOVERNORNAME}'s ancestors. This may lead to increased influence and prestige for your civilization. However, the resources diverted to the expedition may hinder your ability to respond to more immediate threats.

Deny the expedition.

By denying the expedition, you conserve valuable resources for your civilization's more pressing needs. However, {GOVERNORNAME} is disappointed and may harbor resentment, potentially affecting their loyalty and performance in the future. Additionally, the opportunity to uncover a significant historical artifact is lost, and with it, the chance to elevate your civilization's cultural standing.

  • -10 Loyalty

The Diplomat's Dilemma


{LEADERNAME}, your esteemed career diplomat, has come across a highly sensitive and classified file that could potentially cause a diplomatic crisis among several species in the galaxy. The information in the file could be used to gain a significant advantage in negotiations, but it could also lead to unrest and mistrust if discovered.{LEADERNAME} is torn between using this knowledge for your civilization's benefit and staying true to their principles of diplomacy and integrity. They have come to you for guidance on how to handle this delicate situation.

Choice Outcome
Use the information.
  • -5 Loyalty
  • +1 Diplomacy
Preserve diplomatic integrity.
  • Reputation For Doing Good
  • +5 Loyalty

Overcoming the Past


{GOVERNORNAME}, one of your most trusted leaders, was once plagued by a crippling drug addiction. Through sheer determination, they managed to overcome the addiction and now stand as a beacon of hope and resilience for many.Recently, a new drug has emerged that is dangerously similar to the one {GOVERNORNAME} was once addicted to. As it spreads throughout the galaxy, we must decide how to address this threat and prevent it from causing more harm.{GOVERNORNAME} has requested to be involved in the decision-making process, but some advisors worry that their past may cloud their judgment.

Choice Outcome
Involve {GOVERNORNAME} in the decision.

You trust {GOVERNORNAME}'s judgment and involve them in the decision-making process. Their personal experience becomes invaluable in formulating an effective strategy to combat the drug, but there is a slight risk that they may relapse under the pressure.

  • -0.15 Crime
  • +10 Loyalty
Keep {GOVERNORNAME} out of the decision.

You choose to keep {GOVERNORNAME} out of the decision-making process to protect them from any potential triggers. This results in a more conservative approach to combating the drug, but it may take longer to see results and {GOVERNORNAME} may feel excluded and undervalued.

  • -15 Loyalty
  • -0.05 Crime

Engineering Enigma


{GOVERNORNAME}, a former engineer known for being easily distracted by minute details, has stumbled upon a technological marvel in the form of an ancient alien artifact. The artifact is believed to hold tremendous power and potential, but its secrets are locked away by a complex series of intricate puzzles and mechanisms.{GOVERNORNAME} is eager to study the artifact and unlock its mysteries, but doing so will divert their focus from their current duties. Our advisors caution that other factions may also be interested in the artifact, and its true purpose could be dangerous.

Choice Outcome
Allow them to study the artifact.

You grant {GOVERNORNAME} permission to study the artifact. This decision will lead to a temporary reduction in their productivity and efficiency in their current role. However, if they successfully unlock the artifact's secrets, it could provide a significant technological advantage to your civilization.

Keep them focused on their duties.

{GOVERNORNAME} remains focused on their duties, maintaining their current productivity and efficiency levels. However, the artifact remains a mystery, and there is a chance that another faction will discover and unlock its secrets, potentially gaining an advantage over your civilization.

The Alien Coin


{LEADERNAME}, one of your most trusted advisors, has always had a unique habit of constantly flipping an alien coin during decision-making processes. Recently, the coin has attracted the attention of a powerful interstellar collector, who claims that the coin is a rare artifact from a long-lost civilization and demands its return.{LEADERNAME} is reluctant to part with the coin, as they believe it brings them luck and helps them make better decisions. The collector, however, is offering a substantial reward for the coin's return and has hinted at potential consequences if their demand is not met.

Choice Outcome
Return the coin to the collector.

{LEADERNAME} loses the Alien Coin Flipper trait

  • +200 Credits
  • -3 Diligence
  • Remove Alien Coin Flipper from the Leader
Keep the coin with {LEADERNAME}.
  • -3 Diplomacy

The Grammar Enforcer


{LEADERNAME} has a notorious reputation for violently enforcing the use of proper grammar. Recently, a video of {LEADERNAME} brutally correcting a subordinate's language mistake has gone viral, sparking heated debates across the galaxy.This incident has led to a dilemma: Should we condemn {LEADERNAME}'s actions and risk losing their valuable expertise, or defend their extreme methods and face potential backlash from the public and other civilizations?

Choice Outcome
Condemn the actions.
  • +10% Approval
  • -3 Diligence
Defend the methods.
  • -10% Approval
  • +5 Diligence
  • -2 Diplomacy

The Precursor Enigma


{LEADERNAME}, one of your trusted advisors, believes that the Precursors still walk among us in disguise. They have gathered evidence suggesting that some individuals within our civilization may actually be these ancient beings. This revelation has the potential to cause panic and unrest among the population.Our intelligence agency has analyzed the information and proposed two courses of action: we can either expose the alleged Precursors publicly or keep the information secret to avoid causing fear and chaos.

Choice Outcome
Expose the Precursors.

You decide to expose the alleged Precursors. While this decision may lead to short-term unrest and fear among the population, it could also result in long-term benefits as we learn from these ancient beings and gain access to their advanced knowledge. However, the Precursors may not react kindly to being exposed and could retaliate in unforeseen ways.+250 Research

  • -10% Approval
  • +250 Research Amount
Keep the information secret.

You choose to keep the information about the alleged Precursors secret. This decision maintains stability and prevents panic among the population. However, we may miss out on the opportunity to learn from these ancient beings and their advanced knowledge, and it's possible that the Precursors could be working against us, undetected.

  • +10% Approval
  • Missed Opportunity

The Dreadful Melody


{LEADERNAME}, one of your most beloved leaders, has a passion for singing, despite their dreadful sense of pitch, rhythm, and harmony. As a result, their performances are nothing short of disastrous.Recently, {LEADERNAME} has been invited to participate in a charity singing event organized by various species in the galaxy. While their participation could raise a significant amount of funds for the cause, it could also cause widespread embarrassment and even diplomatic tensions.Our advisors suggest that we either support {LEADERNAME}'s performance or find a way to prevent them from participating in the event.

Choice Outcome
Encourage the performance.
  • -200 Credits
  • +10 Loyalty
Prevent the performance.
  • +100 Credits
  • -5 Loyalty

Relativistic Reunion


{LEADERNAME}, who serves your government, has a tragic past. On a long journey at relativistic speeds, they lost contact with their family due to the time dilation effects. Recently, a message capsule from {LEADERNAME}'s family has been discovered, drifting in the void of space. It contains a heartfelt plea for a reunion, sent decades ago. The capsule also contains valuable information about a hidden resource cache.Our advisors are conflicted: Should we prioritize the emotional reunion or focus on the potential resources that could benefit our civilization?

Choice Outcome
Arrange the reunion.

You decide to prioritize {LEADERNAME}'s emotional well-being and arrange the reunion. {LEADERNAME} is grateful, and their loyalty to your government strengthens. However, the resources from the cache remain undiscovered, potentially falling into the hands of rival civilizations.

  • +10 Loyalty
Retrieve the resources.

You choose to focus on the hidden resource cache, benefiting your civilization's growth and technological advancement. However, {LEADERNAME} is deeply hurt by this decision, and their loyalty to your government wavers. The reunion never takes place, leaving a rift in {LEADERNAME}'s heart.

  • +200 Credits
  • -5 Loyalty

The Naming Game


{LEADERNAME}, a leader in your government, has a peculiar habit of assigning embarrassing pet names to their advisors. While some take it in stride, others are growing increasingly disgruntled. A group of advisors has approached you, asking for your intervention. They feel that the demeaning nicknames have gone too far and are affecting their professional reputation. Our analysts predict that addressing the issue could improve morale, but also potentially cause tension between you and {LEADERNAME}. On the other hand, doing nothing might lead to decreasing productivity among the unhappy advisors.

Choice Outcome
Ask {LEADERNAME} to stop.
  • +10% Approval
  • -5 Loyalty
Do nothing.
  • -10% Approval
  • +5 Loyalty

The Dueling Voices


{LEADERNAME}, a trusted advisor in your government, has always been known for their unique ability to make the right decisions, guided by two dueling voices in their head. Recently, the voices have started to diverge more than ever before, causing {LEADERNAME} to doubt their own judgment. They have reached out to us, seeking guidance on how to handle this internal conflict.Our advisors suggest two possible approaches: Encourage {LEADERNAME} to rely on their instincts and continue listening to both voices, or recommend that they seek professional help to quiet the voices and develop alternative decision-making strategies.

Choice Outcome
Trust their instincts.

You choose to trust {LEADERNAME}'s instincts and encourage them to continue relying on the dueling voices. Although this may lead to occasional indecisiveness, their track record of success remains a valuable asset to your government. The potential to unlock new strategic insights also increases.

  • +5 Intelligence
Seek professional help.

You suggest {LEADERNAME} seeks professional help to quiet the voices and develop alternative decision-making strategies. While this may result in some temporary instability as they adjust to their new methods, it could potentially lead to more consistent and rational decision-making in the long term. However, the loss of the dueling voices might also result in less creative solutions to challenges faced by your civilization.

  • +5 Diligence
  • -3 Resolve

The Menacing Threats


{LEADERNAME} has been receiving anonymous death threats on a daily basis, and the situation is growing unbearable. The origin of these threats remains unknown, leaving {LEADERNAME} in a constant state of unrest.Our intelligence services have identified two potential courses of action: trace the source of these threats and confront the perpetrator, or increase {LEADERNAME}'s security detail to ensure their safety. Both options have their own risks and rewards.

Choice Outcome
Trace the source.
  • Death Threats Traced
  • +10 Loyalty
Increase security detail.
  • Death Threats Security Raised
  • +5 Resolve

The Secret Watchers


{LEADERNAME} is a loyal and effective member of your government. However, it has recently come to your attention that they are also serving a secret organization that could eliminate them at any moment if they were to disobey or fail in their objectives. The organization, known as "The Watchers," is shrouded in mystery, but they seem to have their own hidden agenda. They have recently contacted you, threatening to expose {LEADERNAME}'s connection to them unless you comply with their demands.Your advisors are split on how to handle this situation. Some wish to negotiate with The Watchers, while others believe that confrontation is the best course of action to secure {LEADERNAME}'s safety and the integrity of your government.

Choice Outcome
Negotiate with The Watchers.

+4 Relations with the {PLAYERFACTION:1} for 50 months thanks to The Watchers

  • -10% Approval
  • +4 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Confront The Watchers.
  • +10% Approval
  • -10 Loyalty

The Synaesthetic Encounter


{LEADERNAME} has always experienced synaesthesia, a rare phenomenon causing the blending of senses, when communicating with alien species. Recently, while attending an interstellar summit, {LEADERNAME} encounters a previously unknown species, triggering an overwhelming wave of synaesthesia.The experience reveals hidden patterns and connections within the aliens' language, opening up new diplomatic opportunities. However, {LEADERNAME} is left disoriented and exhausted, potentially affecting their performance in future negotiations.Our advisors suggest two ways to proceed: either encourage {LEADERNAME} to embrace this unique ability for the benefit of our civilization or arrange for a temporary leave of absence to recover and avoid potential diplomatic incidents.

Choice Outcome
Embrace the ability.
  • -5 Social
  • +2 Diplomacy
Grant leave of absence.
  • +5 Social

The Nemesis' Skull


{LEADERNAME}, one of your most trusted advisors, has a peculiar habit of carrying around the skull of their former nemesis as a reminder of their past victory.Recently, the nemesis' family has contacted your civilization, demanding the return of the skull to them for a proper burial. They claim that it is an affront to their culture and a desecration of their ancestor's memory. They are threatening to turn other civilizations against you if their demands are not met.Your advisors are split on the matter. Some believe that returning the skull would show respect for other cultures and promote diplomatic relations. Others argue that it would be a sign of weakness and would embolden your enemies.

Choice Outcome
Return the skull.

+4 Relations with the {PLAYERFACTION:1} for 50 months for returning the skull

  • +4 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -5 Loyalty
Refuse to return the skull.

-4 Relations with the {PLAYERFACTION:1} for 50 months for keeping the skull

  • -4 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +5 Loyalty

The Silent Past


{LEADERNAME} has maintained a vow of silence for decades, communicating with no one, even during their rise to power within your civilization. Their mysterious past has piqued the interest of a prominent media outlet, and they have sent a journalist to investigate {LEADERNAME}'s reasons for maintaining this vow.The journalist is persistent and could uncover sensitive information regarding {LEADERNAME}'s past. Our advisors recommend either cooperating with the journalist or attempting to suppress the story.

Choice Outcome
Cooperate with the journalist.
  • -5 Loyalty
  • +10% Approval
Suppress the story.
  • +5 Loyalty
  • -10% Approval

Lost Colony Ship


{LEADERNAME}, who serves your government, was once trapped on a colony ship that drifted in space for many decades. The ship has been recently discovered, still adrift, with its occupants in cryogenic stasis. The ship's AI system failed, leaving the crew and colonists in their frozen state.Our experts have informed us that, with some effort, we can safely revive the passengers and integrate them into our civilization, or we could salvage the ship's valuable resources to strengthen our fleets.

Choice Outcome
Revive the passengers.

2 Free Citizens on {PLANETNAME}

  • Awards a Colonist
  • Awards a Colonist
  • -100 Credits
Salvage the ship.
  • +100 Credits
  • -5 Loyalty

The Unfinished Autobiography


{LEADERNAME} is known for their diligence in working on their autobiography every day, providing an in-depth look into their life and experiences. Recently, a rival faction has managed to obtain an unpublished draft of the autobiography and threatens to leak sensitive information that could potentially harm our civilization's reputation.Our advisors suggest we either negotiate with the rival faction to prevent the leak or discredit the draft as a work of fiction.

Choice Outcome
Negotiate with the rival faction.
  • -1 Diplomacy
  • -100 Credits
Discredit the draft as fiction.
  • -5 Loyalty

Unfulfilled Dream


{LEADERNAME} has been a loyal servant to your government, but deep down, they have always harbored a secret bitterness about their missed opportunity to become a scientist. Recently, they have been presented with a unique chance to work with a renowned team of scientists on a cutting-edge research project. {LEADERNAME} is now torn between their duty to your government and the opportunity to fulfill their lifelong dream.They have come to you for guidance. Will you let them pursue their scientific aspirations, or insist they remain fully committed to their current position?

Choice Outcome
Let them join the project.
  • +10 Loyalty
Keep them in their position.

+40 Research

  • -5 Loyalty
  • +40 Research Amount

The Dark Past


{LEADERNAME} has always been a valuable asset to your government, but their refusal to be in poorly lit spaces due to an unknown childhood incident has been a challenge.The situation has recently escalated as {LEADERNAME} has had to attend crucial meetings in a dimly lit conference room on a diplomatic space station. {LEADERNAME} has expressed their discomfort and fear, but missing these meetings could damage our reputation and relationship with other species.Our advisors suggest two options: either accommodate {LEADERNAME}'s fear by demanding the conference room lighting be improved or persuade {LEADERNAME} to face their fear for the greater good.

Choice Outcome
Accommodate their fear.

You choose to accommodate their fear and demand better lighting at the conference room. While this boosts {LEADERNAME}'s loyalty and effectiveness, our insistence on such a seemingly trivial issue may cause other species to view us as weak or overly indulgent.

  • +5 Loyalty
  • -1 Diplomacy
Persuade them to face their fear.

You choose to persuade {LEADERNAME} to face their fear for the greater good. While this may strain their loyalty and cause temporary anxiety, our stance on the matter may earn respect from other species, showcasing our dedication to diplomacy and the ability to overcome personal issues for the greater good.

  • -5 Loyalty
  • +1 Diplomacy

The Shadowless Artifact


{LEADERNAME}, one of your trusted leaders, possesses a mysterious artifact from an ancient civilization which prevents them from casting a shadow. This unique characteristic has piqued the interest of a powerful and enigmatic organization, who have recently contacted your government to propose a deal.They offer to share their vast knowledge of advanced technologies with your civilization in exchange for the artifact. However, they warn that without the artifact, {LEADERNAME} may lose their unique abilities and fall into obscurity.The choice lies in your hands: Will you prioritize the advancement of your civilization, or preserve the uniqueness of {LEADERNAME}?

Choice Outcome
Trade the artifact for knowledge.

{LEADERNAME} loses the Shadowless Relic trait

  • +120 Research Amount
  • -10 Loyalty
  • Remove Shadowless Artifact from the Leader
Keep the artifact and protect {LEADERNAME}.
  • -1 Diplomacy
  • +20 Loyalty

The Hostage Child


{LEADERNAME} was raised by their parents' enemies as a hostage. Now, information has come to light that their captors, a powerful faction within the enemy civilization, are in a precarious situation and vulnerable to an attack.{LEADERNAME} is torn between seeking revenge for their childhood and the opportunity to weaken the enemy or showing mercy and trying to build a bridge to promote peace. They seek your guidance on how to proceed.

Choice Outcome
Seek revenge and weaken the enemy.
  • -5 Diplomacy
Show mercy and promote peace.
  • +5 Diplomacy

The Last Heir


{LEADERNAME}, our trusted advisor, has recently discovered that they are the last living member of an ancient bloodline, one that can be traced back to the earliest days of our civilization.As the heir to this legacy, they have been approached by a society of historians who have dedicated their lives to preserving the knowledge and artifacts left behind by their ancestors. They wish to grant {LEADERNAME} access to their vast collection of ancient knowledge, but warn that some of this information may have the potential to disrupt the stability of our society.Our advisors are divided on this issue: some believe that the knowledge should be shared and used for the greater good, while others fear that it may cause more harm than good.

Choice Outcome
Embrace the knowledge.

+40 Research

  • +40 Research Amount
  • -10% Approval
Decline the offer.
  • +2 Diplomacy

The Child of Prophecy


{LEADERNAME} has a mysterious and enigmatic past, with whispers suggesting they might be the fabled "Child of Prophecy" destined to lead their people to either greatness or doom.As the legend gains traction, the population is torn between excitement and fear. Some believe that {LEADERNAME} will usher in a new golden era, while others worry about the potential destruction they could bring.Our advisors have presented two options: Embrace the prophecy and use it to rally our people, or attempt to quell the rumors and downplay {LEADERNAME}'s significance.

Choice Outcome
Embrace the prophecy.

You choose to embrace the prophecy. This will significantly boost your civilization's morale and productivity, but also attract the attention of rival factions who may view {LEADERNAME} as a potential threat to be eliminated.

  • +20% Approval
  • -5 Diplomacy
Quell the rumors.

You choose to quell the rumors and downplay {LEADERNAME}'s significance. This will maintain the status quo and prevent unnecessary conflicts, but also deny your civilization the potential benefits of rallying behind a legendary figure.

The Document Destroyer


{LEADERNAME} is a valuable leader in your government, known for their preference for verbal communication over written documentation. Recently, a highly classified document containing sensitive information was accidentally delivered to {LEADERNAME}, who proceeded to shred it without reading. The information within the document was crucial for a time-sensitive operation, and its loss could have severe consequences.Our advisors are now debating whether to try to recreate the document from memory or to completely abandon the operation and focus on damage control.

Choice Outcome
Recreate the document.

You decide to have your advisors attempt to recreate the document from memory. This will buy you some time, but there's a risk that the missing information may lead to errors in the operation and potential harm to your civilization's interests.

  • +5 Research
  • -10% Approval
Abandon the operation.

You choose to abandon the operation and focus on damage control. This will prevent any potential harm caused by misinformation, but it also means that your civilization will miss out on a valuable opportunity to advance its interests in the galaxy.

  • -5 Research
  • +10% Approval

The Merciless Disciplinarian


{LEADERNAME}, a merciless disciplinarian, expects nothing less than perfection from their subordinates.Recently, a brilliant scientist under {LEADERNAME}'s supervision made a minor mistake that led to a delay in a crucial research project. {LEADERNAME} is demanding the immediate termination of the scientist, while others argue that the scientist's talent and potential contributions should outweigh the consequences of a single error.We must decide how to handle this situation and whether to support {LEADERNAME}'s strict disciplinary measures or not.

Choice Outcome
Support the termination.
  • +5% Approval
Forgive the scientist's mistake.

+40 Research

  • -5 Diligence
  • +40 Research Amount

The Heretic Past


{LEADERNAME}, a valued member of your government, was once accused of holding 'impure' beliefs in their youth. The accusations were, in fact, true. Recently, {LEADERNAME}'s past has resurfaced, and some citizens are demanding an investigation into whether these beliefs still persist.Our advisors believe that addressing this issue could either strengthen our society's unity or lead to further division. They suggest two possible courses of action: to launch an investigation or to ignore the rumors and focus on the present.

Choice Outcome
Investigate {LEADERNAME}'s beliefs.
  • +10% Approval
  • -10 Loyalty
Ignore the rumors and focus on the present.
  • Potential Future Unrest

The Framed Innocent


{LEADERNAME}, who serves your government, was once framed for the murder of a political rival. Recently, new evidence has surfaced that could potentially clear {LEADERNAME}'s name and bring the true culprit to justice.However, pursuing this evidence could reopen old wounds and destabilize the political landscape. Our advisors suggest we could either support {LEADERNAME} in their quest for exoneration or suppress the evidence and maintain the status quo.

Choice Outcome
Support the quest for exoneration.

You choose to support {LEADERNAME} in their quest for exoneration. The pursuit of justice boosts morale among your people, but it also causes political unrest as factions realign in response to the new revelations.

  • +10% Approval
  • -1 Diplomacy
Suppress the evidence.

You decide to suppress the evidence, maintaining the current fragile political balance. {LEADERNAME} remains under a cloud of suspicion, which could affect their performance and loyalty. Additionally, there is a risk that the evidence may resurface in the future, with unpredictable consequences.

  • -5 Loyalty
  • Evidence Resurface

Hidden Ties


{LEADERNAME} is a trusted member of your government, but we have recently discovered that their family has a hidden history of secretly supporting space piracy. This support is still ongoing and has been a significant source of wealth for the family.Our intelligence has traced the funds to a distant pirate fleet, and we can either expose the truth or let {LEADERNAME}'s family continue their illicit operations in exchange for a share of the profits. Our advisors warn that publically revealing this information would have severe consequences for {LEADERNAME} and the stability of our government.

Choice Outcome
Expose the truth.

{LEADERNAME} loses the Corsair Lineage trait

  • -10% Approval
  • -20 Loyalty
  • Remove Pirate Family from the Leader
Accept a share of the profits.
  • +200 Credits
  • +0.1 Crime

The Silver Platter Challenge


{LEADERNAME} has been raised in privilege, with every opportunity handed to them on a silver platter. As a result, they've never faced a true challenge in their life. An influential member of your civilization suggests that testing {LEADERNAME}'s abilities through a simulated crisis would help them grow as a leader.However, there are concerns that this test may either boost their confidence too much or break their spirit. Your advisors are divided on whether to proceed with the simulation or let {LEADERNAME} remain untested.

Choice Outcome
Initiate the simulation.

You choose to initiate the simulation. {LEADERNAME} successfully navigates the crisis, developing a newfound resilience and gaining a valuable skill. However, there's a risk that their confidence may become arrogance, leading to potential overreach in future decisions.

  • +20 Loyalty
  • Add Arrogant to the Leader
Leave them untested.

{LEADERNAME} remains untested, maintaining their current skill set and avoiding any potential negative consequences. However, there may be missed opportunities for growth and development, and their ability to handle future challenges will remain uncertain.

The Lucid Dreamer


{LEADERNAME}, one of your key advisors, is known for their unique ability to control their dreams to rehearse important meetings. They have recently discovered an upcoming secret meeting between rival factions within the government that could potentially disrupt the stability of your empire.{LEADERNAME} has shared the details of this meeting with you and suggests two possible courses of action: use their skills to manipulate the outcome of the meeting in your favor or expose the conspirators publicly to demonstrate your strength and control.

Choice Outcome
Manipulate the meeting.
  • +3 Influence Per Turn
  • Paranoid Advisors
Expose the conspirators.
  • +10% Approval
  • Exposed Conspirators

Erased Past


{LEADERNAME} has been an invaluable asset to your government, but their past has always been shrouded in mystery. Recently, an investigation has uncovered that {LEADERNAME} had an extensive criminal record before joining your ranks. However, it appears that powerful government contacts erased this history, allowing them to start anew.As this information begins to spread, some citizens are alarmed by the hidden past of one of your most trusted leaders. Your advisors present two options: allow {LEADERNAME} to address their past and reveal the truth, or suppress the information and discredit the investigation.

Choice Outcome
Reveal the truth.
  • +5 Loyalty
  • -10% Approval
Suppress the information.
  • 0x 7 C 12_ Criminal Record
  • -200 Credits

The Gambling Debt


{LEADERNAME}, a trusted member of your government, has unfortunately accumulated a significant amount of gambling debt. This information has come to light after a notorious crime syndicate has contacted your government, demanding repayment for {LEADERNAME}'s debts. Our advisors suggest two courses of action: pay off the debt to keep the peace and avoid any negative consequences, or confront the crime syndicate and refuse to pay, potentially risking {LEADERNAME}'s safety and the stability of your government.

Choice Outcome
Pay off the debt.

You choose to pay off {LEADERNAME}'s gambling debt. This will deplete a portion of your government's funds, but will ensure the crime syndicate does not retaliate, and maintain stability within your government.

  • -200 Credits
Refuse to pay.

You decide to confront the crime syndicate and refuse to pay {LEADERNAME}'s gambling debt. This bold stance may earn you respect among your citizens, but it could also lead to {LEADERNAME} being targeted by the crime syndicate, and potential consequences for your government down the line.

  • +10% Approval
  • -5 Loyalty

The Vanity Dilemma


{LEADERNAME}, an influential leader in your government, is known for their extreme vanity, often reacting violently to those they perceive as more attractive. Recently, a rising star within your civilization has caught the public's eye, and their beauty has become the talk of the galaxy. Unsurprisingly, {LEADERNAME} has taken notice and now demands that this individual be eliminated to protect their image.Our advisors suggest that we can either comply with {LEADERNAME}'s request or attempt to diffuse the situation by offering a compromise.

Choice Outcome
Eliminate the threat.
  • +5 Loyalty
  • -1 Diplomacy
Propose a compromise.
  • +2 Loyalty
  • -5% Approval

Path to Atonement


{LEADERNAME}, a former assassin now serving your government, has been struggling with deep-seated guilt over their past actions. Recently, they have discovered the existence of a secret organization that targets and eliminates oppressive political figures.{LEADERNAME} believes that by joining this organization, they can atone for their past sins and make a difference in the galaxy. However, our advisors warn that this may bring unwanted attention to our civilization and put us at risk.Should we allow {LEADERNAME} to pursue their path to redemption?

Choice Outcome
Grant permission to join.
  • -10% Approval
  • +5 Loyalty
Forbid involvement.
  • +5% Approval
  • -10 Loyalty

The Penny-Pinching Tyrant


{LEADERNAME} is infamous for their tight-fistedness when it comes to finances. Their underlings have been suffering from low wages, outdated equipment, and poor working conditions for years. Recently, a group of them has united and sent a formal complaint to the higher-ups, demanding better treatment and resources.We must decide how to handle this situation - should we force {LEADERNAME} to allocate more funds to their department or find another way to appease the disgruntled employees?

Choice Outcome
Invest in improvements.
  • -200 Credits
  • +10% Approval
Implement non-financial incentives.
  • +5% Approval
  • -5 Loyalty

The Veiled Desire


{LEADERNAME}, a prominent figure in your government, is known for their intimidating and ruthless demeanor. However, recent intelligence reports suggest that deep down, {LEADERNAME} is secretly desperate to be liked and accepted by others.An opportunity has arisen for you to take advantage of this hidden desire. You could either arrange for {LEADERNAME} to attend a series of public events, showing a softer side to their character, or maintain their fearsome reputation by avoiding any attempts to humanize them.The decision you make will have a lasting impact on how {LEADERNAME} is perceived and their effectiveness within your government.

Choice Outcome
Humanize them.
  • +3% Approval
  • -5 Resolve
  • -1 Diplomacy
Maintain their fearsome image.
  • -2% Approval

Recurring Dreams


{LEADERNAME}, who serves your government, has been experiencing recurring dreams of themselves in a past life. These dreams have become increasingly vivid, and {LEADERNAME} believes they are not merely dreams but a connection to a past life that may hold valuable information.Our experts have divided opinions on the matter, with some believing that these dreams may be the result of an undiscovered alien technology affecting {LEADERNAME}'s mind, while others suggest it could be a natural phenomenon that may have uncharted benefits.

Choice Outcome
Investigate the dreams further.
  • Event_ 0x 6 A B 5_ Dreams
Ignore the dreams and focus on the present.
  • +25 Credits

The Father's Legacy


{LEADERNAME} has always carried the heavy burden of being responsible for their father's death. As a prominent scientist, their father was on the verge of a breakthrough in a highly experimental field when a terrible accident occurred, costing him his life.Recently, a team of researchers has discovered the remnants of {LEADERNAME}'s father's work and believes it could lead to significant advancements for our civilization. However, delving into this research carries the risk of further accidents and loss of life.Our advisors present two options: pursue the research with caution, honoring {LEADERNAME}'s father's legacy, or abandon it altogether, avoiding any potential disasters.

Choice Outcome
Pursue the research

+40 Research

  • +40 Research Amount
  • -10% Approval
Abandon the research
  • +200 Credits

The Rival Sibling


{LEADERNAME} has always lived in the shadow of their more famous sibling. Recently, their sibling has become embroiled in a controversial project that could potentially harm your civilization's interests.{LEADERNAME} approaches you, asking for your support in publicly condemning their sibling's project. Our advisors note that this could either strengthen your civilization's position or create further animosity between the siblings, potentially affecting {LEADERNAME}'s performance.

Choice Outcome
Support {LEADERNAME}'s stance.
  • +10 Loyalty
  • -1 Diplomacy
Encourage reconciliation.
  • -5 Loyalty
  • +200 Credits

The Immortality Chase


{LEADERNAME} has been tirelessly searching for ways to achieve immortality throughout their life. They have recently come across a long-lost ancient artifact, believed to grant eternal life to its possessor.However, obtaining this artifact requires venturing into a dangerous and uncharted sector of the galaxy. {LEADERNAME} seeks your permission to embark on this risky quest, potentially uncovering immense power and knowledge.Our advisors caution that this mission could result in a significant loss of resources and manpower if unsuccessful, but the potential rewards are too great to ignore.

Choice Outcome
Grant permission for the quest.
  • Ventured For Artifact
  • -500 Credits
Deny permission for the quest.
  • -10 Loyalty

The Unexpected Discovery


While the quest for immortality led by {LEADERNAME} did not uncover the secret to eternal life, it resulted in an unexpected and groundbreaking discovery. The expedition team has found advanced techniques that significantly improve health, prenatal care, and overall life expectancy. This knowledge can be used to boost our population growth.Implementing these techniques will have a lasting impact on the health and wellbeing of our citizens.

Choice Outcome
Implement the health advancements.
  • +10% Growth

The Criminal Web


{LEADERNAME} has always been an effective and loyal member of your government, but their alarming number of criminal connections has recently come to light.A high-ranking member of the underworld has approached your administration with a dangerous proposition: they offer valuable resources and information in exchange for leniency in law enforcement for their criminal operations.Our advisors are torn: some believe that accepting the offer will significantly boost our capabilities, while others argue that the moral compromise will ultimately weaken our civilization.

Choice Outcome
Accept the offer.
  • +2 Wealth
  • +0.2 Crime
Reject the offer.
  • +20% Approval

Due Process Dilemma


{LEADERNAME}, a lifelong bureaucrat and staunch supporter of due process, is facing a challenging situation. A high-ranking official has been accused of embezzlement, but the evidence is shaky at best. While {LEADERNAME} believes in the importance of due process, they also recognize the need for swift action to maintain public trust.Our advisors propose two courses of action: Allow the legal system to run its course, potentially allowing the accused to evade punishment, or intervene and force a resolution, which could compromise the integrity of our judicial system.

Choice Outcome
Uphold due process.
  • -10% Approval
  • +5 Loyalty
Intervene for a resolution.
  • +5% Approval
  • -10 Loyalty

The Assumed Identity


{LEADERNAME}, one of your most trusted advisors, has a curious past. During their younger years, they lived under an assumed identity for several years. This information has recently come to light, and the reasons behind this mysterious period of their life are unclear.Some express concerns about {LEADERNAME}'s trustworthiness, while others believe there must be a valid reason for such actions. Our intelligence network has located someone from {LEADERNAME}'s past who might be able to shed light on the situation, but we must decide whether to investigate or let the past remain hidden.

Choice Outcome
Investigate the past.
  • -5 Loyalty
  • +10% Approval
Let the past stay hidden.
  • +5 Loyalty

The Ancient Technology


{LEADERNAME} has always been known for their distrust of new technology and preference for the old ways. Recently, they have discovered an ancient artifact, which they believe holds immense power and knowledge from a long-lost civilization.Although our scientists are eager to study and reverse-engineer this artifact, {LEADERNAME} insists that we should respect the wisdom of the ancients and keep the artifact intact, using it only for guidance.Our advisors are divided: some argue that we should harness the power of this ancient technology, while others fear that doing so could lead to unforeseen consequences.

Choice Outcome
Respect the ancient wisdom.
  • +10% Approval
Study and harness the artifact.

+40 Research

  • +40 Research Amount
  • -5 Loyalty
  • -10% Approval

Haunting Memories


{LEADERNAME} had to bear the tragic burden of witnessing their parents' execution. This long-repressed memory resurfaces when a documentary about the event is released, drawing curiosity and sympathy from the public.Your advisors inform you that this is a critical moment - you can either capitalize on the sympathy and boost {LEADERNAME}'s public image or suppress the documentary to avoid any additional emotional distress for {LEADERNAME}.

Choice Outcome
Use the sympathy to boost image.
  • +1 Diplomacy
  • +2 Influence
  • -5 Loyalty
Suppress the documentary.
  • +5 Loyalty

The Defector's Dilemma


{LEADERNAME}'s close friend, a top scientist, defected from their home planet with classified technology, bringing it to your civilization. This has given you a technological edge. However, their former government demands their return, along with the technology. Your advisors are split: some suggest compliance to improve diplomatic relations, while others recommend refusal to protect your friend and maintain your advantage.

Choice Outcome
Comply with the demand.

+3 Relations with the {PLAYERFACTION:1} for 50 months{GOVERNORNAME} loses the Smart Friend trait

  • -15 Loyalty
  • Remove Governor Trait_ Smart Friend from the Leader
  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Refuse the demand.

-5 Relations with the {PLAYERFACTION:1} for 50 months

  • +2 Intelligence
  • +5 Loyalty
  • -5 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Dubious Discharge


{LEADERNAME} was once a highly respected military official in your civilization. However, they were discharged under mysterious circumstances that were never fully disclosed to the public.Recently, an anonymous source has leaked documents that suggest {LEADERNAME}'s discharge was due to a failed secret mission, putting the lives of many soldiers at risk. The media has picked up the story, causing a public uproar.Our advisors recommend either launching an investigation into the matter or suppressing the information to protect {LEADERNAME} and maintain stability.

Choice Outcome
Launch an investigation.
  • -5 Loyalty
  • +1 Diplomacy
Suppress the information.
  • -10% Approval
  • +5 Loyalty

The Survivor's Call


{LEADERNAME}, one of your most experienced advisors, is famous for surviving a crash landing on a hostile alien planet and living in the wilderness for years. They have been contacted by a group of settlers facing a similar situation, and they seek guidance on how to survive in such a dangerous environment.{LEADERNAME} is willing to help the settlers, but doing so would mean taking time away from their current responsibilities. Meanwhile, others argue that the settlers should fend for themselves and learn from their own experiences, as {LEADERNAME} did.

Choice Outcome
Send {LEADERNAME} to help the settlers.
  • -10% Approval
  • +10 Loyalty
Advise the settlers to learn from their experiences.
  • -1 Diplomacy

The Peacekeeper's Resolve


{LEADERNAME}, a key member of your government, lost their family in a devastating interstellar war and has since vowed to prevent such conflicts from happening again.Recently, tensions have been rising between the Drengin Empire and the Torian Confederation. Both factions have reached out to your government for support. {LEADERNAME} believes that acting as a mediator between the two factions could be a crucial step towards maintaining peace.However, some of your advisors argue that taking a neutral stance could be seen as a sign of weakness, and it may be better to choose a side to secure a powerful ally.

Choice Outcome
Mediate between the factions.
  • -1 Diplomacy
Choose a side to support.

Free Citizen on {PLANETNAME}

  • +1 Unassigned Leader { L E A D E R N A M E} Race_ Human
  • -5 Loyalty

The Stolen Designs


{LEADERNAME} is a gifted engineer who was forced into piracy after their groundbreaking designs were stolen. Lately, they received an anonymous tip about the location of the thieves and the stolen designs. They seek your assistance in retrieving their work and bringing the culprits to justice. This could be an opportunity to clear {LEADERNAME}'s name and gain public support, or use the situation for a more strategic advantage.Our advisors caution that this information could be a trap, and we should tread carefully in our response.

Choice Outcome
Help retrieve the designs.
  • +10 Loyalty
  • +20% Manufacturing
Use the situation for espionage.
  • -5 Loyalty
  • -0.15 Crime

The Fugitive Past


{LEADERNAME} has been a valuable asset to your government since their escape from a notorious prison colony. However, their past has caught up with them as a dangerous bounty hunter has tracked {LEADERNAME} down and is demanding their return to the prison colony in exchange for a hefty reward.Our intelligence indicates that this bounty hunter has a formidable reputation and will not give up easily. We are faced with the choice to protect {LEADERNAME} or to send them back to the prison colony, in hopes of gaining favor and resources.

Choice Outcome
Protect {LEADERNAME}.
  • +10 Loyalty
  • +0.05 Crime
Send {LEADERNAME} back.
  • +200 Credits
  • Lose unit {LEADERNAME}

The Divine Calling


{LEADERNAME} has long believed they were chosen by a higher power to lead their species to glory. Lately, they've been receiving what they believe to be divine visions, guiding them towards a distant star system that supposedly holds the key to our civilization's ultimate triumph.Our scientists and strategists are skeptical, as there is no concrete evidence to support this claim. They argue that diverting resources towards this expedition could be a costly mistake. However, {LEADERNAME} is insistent, and their devout followers are eager to embark on this "holy mission." The decision falls to you.

Choice Outcome
Support the expedition.
  • +10% Approval
  • -200 Credits
Deny the request.
  • -10% Approval

The Double Agent


{LEADERNAME}, who serves as a diplomatic envoy for your government, has a secret: they are also a skilled spy who has been gathering valuable information for your civilization. Recently, {LEADERNAME} has uncovered a plot by a rival power attempting to undermine your government's interests.Your advisors suggest that you can either use this information to publicly expose the plot, which would embarrass the rival power and strengthen your position, or use the information to secretly manipulate the situation in your favor without revealing your knowledge of their plans.

Choice Outcome
Expose the plot.
  • -5 Loyalty
  • +1 Diplomacy
Manipulate the situation.
  • +200 Credits
  • -10% Approval

The Lost Voyage


{LEADERNAME} has a unique past, having spent decades in cryosleep after a space voyage went awry.Now, a message has been received from a distant, uncharted system. It appears that the long-lost sister ship of {LEADERNAME}'s original voyage has been discovered, with the crew still in cryosleep. The inhabitants of this system have no knowledge of cryosleep technology and are demanding guidance on how to proceed.Our advisors have presented two options: either send an expert team to safely awaken and retrieve the crew or allow the inhabitants to attempt the revival process themselves.

Choice Outcome
Send an expert team.

Free Citizen on {PLANETNAME}

  • +1 Unassigned Leader Lost Voyage Crew Member Race_ Human
  • -10% Max Manufacturing
Allow the inhabitants to try.

Free Citizen on {PLANETNAME}

  • +1 Unassigned Leader Compromised Voyage Crew Member Race_ Human
  • -1 Diplomacy

Clone Criminal


{LEADERNAME}, one of your trusted leaders, has an identical clone who is a notorious criminal, wreaking havoc across the galaxy. Recently, this criminal has committed a high-profile heist, and some are confusing {LEADERNAME} with their nefarious doppelganger.Your advisors suggest two possible courses of action: either launch a covert operation to capture the clone and clear {LEADERNAME}'s name, or use this confusion to your advantage, allowing {LEADERNAME} to infiltrate criminal networks and gather valuable intelligence.

Choice Outcome
Capture the clone.
  • -100 Credits
  • +10 Loyalty
Infiltrate criminal networks.
  • Intelligence Gathered
  • -5 Loyalty
  • -0.2 Crime

The Mysterious Artifact


{LEADERNAME} has been carrying a mysterious alien artifact that is sought after by many factions across the galaxy. Rumors of its power and potential have reached far and wide, drawing the attention of both allies and enemies alike.One day, an envoy from a powerful civilization arrives at your doorstep, requesting a private audience with {LEADERNAME}. They offer a substantial amount of resources and political support in exchange for the artifact. However, our intelligence warns that their true intentions may not be as benevolent as they claim.Meanwhile, our scientists have expressed a keen interest in studying the artifact further, believing it could unlock untold technological advancements for our civilization. The decision on how to proceed lies with you.

Choice Outcome
Trade the artifact.

{LEADERNAME} loses the Alien Artifact trait

  • +200 Credits
  • +1 Diplomacy
  • Remove Brooch from the Leader
Keep the artifact for research.

+40 Research

  • +40 Research Amount
  • -1 Diplomacy

The Genetic Awakening


{LEADERNAME}, a prominent bioengineer in your administration, has been working on a secret project. It is now revealed that {LEADERNAME} has successfully modified their own genetics to the point of becoming an entirely new species, vastly superior to their original form.This unprecedented breakthrough has sent shockwaves throughout the galaxy. Some factions are in awe of this achievement, while others are deeply disturbed by its implications. As the leader of your civilization, you must decide how to address this situation publicly.

Choice Outcome
Embrace the breakthrough.
  • +2 Research
  • -1 Diplomacy
Condemn the modification.
  • -5 Loyalty
  • +1 Diplomacy

Dimensional Dilemma


{LEADERNAME}, a renowned scientist in your government, was attempting to develop advanced technology to improve the lives of your citizens. Unfortunately, during their latest experiment, they accidentally opened a portal to another dimension.This dimensional breach has attracted the attention of various factions within our society. Some see it as an opportunity for exploration and discovery, while others fear the unknown and the potential risks it brings.As the leader of your civilization, you must decide how to approach this unexpected situation.

Choice Outcome
Embrace the unknown.

Gain 3 charges of Wormhole Generator.

Seal the portal.
  • -10 Loyalty
  • +10 Planetary Defenses MaxHP

The Liberation


{LEADERNAME}, your trusted advisor, was once a notorious slaver before they chose to leave their past behind and fight for freedom. Recently, a message has been intercepted from a former associate, revealing the existence of a hidden slave camp on a distant planet. {LEADERNAME} is determined to liberate the camp, but some of your officials argue that it would be wiser to avoid stirring up trouble and focus on our own civilization's needs.Our advisors recommend caution but also acknowledge the potential benefits of supporting {LEADERNAME}'s quest for redemption.

Choice Outcome
Support the liberation mission.

2 Free Citizens on {PLANETNAME}

  • -400 Credits
  • +5 Loyalty
  • Awards 2 Random Workers
Focus on our own civilization's needs.
  • -15 Loyalty
  • +5 Diligence

The Sentient Flora


{LEADERNAME}, your renowned botanist, has recently discovered a sentient plant species on a distant planet. This groundbreaking discovery has attracted the attention of various factions within your civilization, each with their own agenda.A group of xenobiologists is eager to study the plant's unique biology, while another faction sees potential in exploiting the species for economic gain. {LEADERNAME} seeks your guidance on how to proceed with this delicate matter.

Choice Outcome
Protect and study the species.

+40 Research

  • +40 Research Amount
  • Economic Opportunity Missed
Exploit the species for profit.
  • +200 Credits
  • -10% Approval
  • -1 Diplomacy

Cultural Influence


{LEADERNAME} is known for their time spent on a pre-industrial planet, where they inadvertently influenced the local culture. Years later, the planet has advanced considerably and is now on the verge of joining the galactic community. However, their culture has developed in a controversial way due to {LEADERNAME}'s influence, and some factions are blaming them for the issues the planet is facing.Our advisors propose two different approaches: either {LEADERNAME} could publicly apologize and offer to help rectify the situation, or they could embrace the unique culture they helped create and defend their actions.

Choice Outcome
Apologize and offer assistance.
  • -200 Credits
  • +1 Diplomacy
Defend the unique culture.
  • +1 Culture Points
  • -1 Diplomacy

The Lost Legacy


{LEADERNAME}, one of your most dedicated leaders, carries the legacy of a lost civilization that they have vowed to rebuild. They have recently discovered the location of an ancient artifact belonging to their ancestors, which could hold the key to reviving this lost culture.However, the artifact is located in a dangerous and uncharted region of space, filled with cosmic anomalies and potential threats. {LEADERNAME} seeks your guidance on how to proceed.

Choice Outcome
Launch a mission to retrieve the artifact.

+100 Research

  • -200 Credits
  • +100 Research Amount
  • +5 Loyalty
Focus on the present, not the past.
  • -15 Loyalty

The Unlikely Pacifist


{LEADERNAME}, a rare pacifist from the warrior race, has been ostracized for their peaceful beliefs. Despite their dedication to non-violence, they have shown great potential as a leader and valuable contributor to our government.Recently, a group of their fellow warriors has challenged {LEADERNAME} to prove their worth by participating in a traditional combat trial. Accepting the challenge could strengthen ties with their people, but may also compromise {LEADERNAME}'s pacifist ideals.On the other hand, declining the challenge would further isolate {LEADERNAME} from their people and potentially weaken our influence over their race.

Choice Outcome
Accept the challenge.
  • -5 Loyalty
  • +1 Diplomacy
Decline the challenge.
  • +5 Loyalty
  • -1 Diplomacy

The Ruthless Strategist


{LEADERNAME}, your brilliant strategist, has become infamous for their ruthless tactics. Their latest plan involves a high-risk, high-reward operation that could potentially cripple the enemy but would result in significant civilian casualties. While the strategy may help turn the tide of the conflict, it could also provoke outrage and moral condemnation from both your own people and the galactic community.Your advisors are divided, with some arguing that the potential benefits outweigh the risks, while others advocate for a more measured and cautious approach. The choice ultimately falls on you to decide whether to authorize {LEADERNAME}'s ruthless tactics or to seek alternative strategies.

Choice Outcome
Authorize the ruthless strategy.
  • +0.25 Siege Effectiveness
  • -5 Diplomacy
  • -10% Approval
Seek alternative strategies.
  • -10 Loyalty
  • +5% Approval

The Time Traveler's Dilemma


The Time Traveler's Dilemma

{LEADERNAME}, a prominent member of your scientific community, has always claimed to have discovered the secret to time travel. However, they frustratingly admit to not being able to recall the crucial details needed to unlock this groundbreaking technology.Recently, a mysterious artifact has been found on a distant planet which, according to our experts, could hold the key to unlocking {LEADERNAME}'s lost memories. We must decide whether to investigate further, at the risk of exposing ourselves to potential dangers, or to ignore the artifact and focus on our current objectives.

Choice Outcome
Investigate the artifact.

You decide to investigate the mysterious artifact. Doing so may unlock the secret to time travel, potentially giving your civilization a significant advantage. However, this investigation will consume valuable resources and may attract unwanted attention from rival factions.

  • +200 Research Amount
  • Time Traveler
Ignore the artifact.

You choose to ignore the artifact and focus on your current objectives. This allows you to allocate resources to more pressing matters, but it may mean missing out on a unique opportunity to harness the power of time travel for your civilization.

  • Focused Leader

Survivor's Guilt


{LEADERNAME}, a respected member of your government, is haunted by their past. They were the sole survivor of a deadly plague that wiped out their entire colony on the outer rim of the galaxy.A group of scientists has recently discovered a potential cure for the plague, but they need access to the quarantined colony to gather samples. The scientists believe that with {LEADERNAME}'s knowledge of the colony, they could safely enter and collect the necessary data. However, this would require {LEADERNAME} to face their traumatic past.You must now decide whether to support the scientists' request or protect {LEADERNAME} from reliving their painful memories.

Choice Outcome
Support the scientists.

Future outcome unknown

  • Event_ 0x 6 A B 5_ Plague Survivor_ Started Expedition
  • -15 Loyalty
Protect {LEADERNAME}.
  • +5 Loyalty
  • +2 Diligence

Plague Research Breakthrough


Following {LEADERNAME}'s courageous decision to assist the scientists, a significant breakthrough has been made in controlling the deadly plague. The team, with {LEADERNAME}'s help, discovered a method to significantly reduce the spread of the disease. This achievement not only helps in combating the plague but also reduces overall pollution levels. {LEADERNAME}, despite their personal turmoil, has shown exceptional resolve and social acumen in this crisis. However, the emotional toll of revisiting their past is still evident.

Choice Outcome
Recognize the team's success and {LEADERNAME}'s contribution.
  • -0.1 Pollution
  • +3 Social
  • +3 Resolve

The Fallen Leader


{LEADERNAME}, a member of your government, was once a respected ruler of their people. However, a devastating coup d'etat forced them into exile. Recently, you receive a message from a group of loyalists within {LEADERNAME}'s former civilization. They claim to have evidence that could clear {LEADERNAME}'s name and potentially restore them to power. The loyalists request your assistance in orchestrating a plan to reveal the truth and reclaim their leader's rightful place.Your advisors caution that getting involved in the internal affairs of another civilization may carry significant risks and consequences, while others argue that restoring {LEADERNAME} could forge a strong alliance.

Choice Outcome
Support the loyalists' plan.
  • +200 Credits
  • +1 Diplomacy
Stay out of their affairs.
  • -5 Loyalty

First Contact Catastrophe


{LEADERNAME} is a key member of your government, but their past has always been shrouded in mystery. Recently, classified documents reveal that they were part of a first contact scenario that ended in a disastrous conflict.It turns out that during their mission, {LEADERNAME}'s team encountered a previously unknown species. As the situation escalated, the conflict led to the destruction of an alien vessel and the loss of life on both sides.Now, the surviving members of the alien species have reached out to your civilization, seeking justice for the incident. Your advisors present two options: either support {LEADERNAME} and risk diplomatic tensions or distance your government from {LEADERNAME} and hope for a peaceful resolution.

Choice Outcome
Stand by {LEADERNAME}.
  • -1 Diplomacy
Distance from {LEADERNAME}.
  • -5 Loyalty

Rediscovering the Lost Civilization


{LEADERNAME}, our esteemed historian dedicated to preserving the knowledge of extinct civilizations, has uncovered an ancient artifact belonging to a long-forgotten race. The artifact appears to hold the key to unlocking the secrets of their advanced technology.However, there is a dilemma. The artifact is highly sought after by various factions and selling it could bring in a significant amount of resources to our civilization. {LEADERNAME} is adamant about preserving the artifact for research purposes, but our advisors argue that the potential financial gains could greatly benefit our people.

Choice Outcome
Preserve the artifact for research.

+40 Research

  • +40 Research Amount
  • +5 Loyalty
Sell the artifact for resources.
  • +200 Credits
  • -5 Loyalty

The Unexpected Creation


{LEADERNAME}, a renowned terraformer in your civilization, is responsible for the accidental creation of a new form of life while working on a terraforming project. This new life form, now known as the {CREATURENAME}, is an intelligent and rapidly evolving species that has been discovered on the terraformed planet.As the {CREATURENAME} beings begin to develop and establish their own society, your advisors are divided on how to approach this situation. Some argue that we should study and learn from the {CREATURENAME}, while others fear the potential threat they might pose to our civilization.

Choice Outcome
Study and learn from them.

4 Free Irradiated Citizens on {PLANETNAME}

  • Awards 4 Absolute Workers
  • -20% Approval
Contain and control the situation.
  • +10 Loyalty
  • -5 Technology

Path to Redemption


{LEADERNAME}, who serves your government, is seeking redemption after accidentally causing a catastrophic environmental disaster on one of your colonies. The incident has left a deep scar on their conscience, and they are determined to make amends.A recent discovery of a rare and valuable resource on a remote planet has attracted the attention of multiple factions. This resource could help restore the devastated environment caused by the disaster, but it is located in a dangerous and unstable region of space. {LEADERNAME} proposes to lead a risky expedition to secure the resource and restore the environment, potentially risking their own life in the process.Our advisors caution against this venture, suggesting that we instead invest in safer, long-term solutions to restore the environment and prevent future disasters.

Choice Outcome
Support the expedition.
  • +2 Fertility
  • -10 Loyalty
Invest in long-term solutions.
  • -200 Credits
  • +1 Fertility
  • -5 Loyalty

The Arena Reckoning


{LEADERNAME}, a former gladiator who earned their freedom through countless battles, has been approached by a group of oppressed gladiators seeking help in their fight for freedom.They have shared horrific tales of abuse and mistreatment at the hands of their masters and have heard of {LEADERNAME}'s own journey to freedom. They now implore {LEADERNAME} to use their influence to help them escape their brutal existence.Our advisors are divided on the matter, with some arguing that intervening could lead to a larger conflict, while others believe that ignoring the plea would be a betrayal of our civilization's values.

Choice Outcome
Assist the gladiators.

Free Leader

  • +1 Unassigned Leader Gladiator Race_ Human
  • -1 Diplomacy
Disregard their plea.
  • -5 Loyalty

Revolutionary Energy Source


{LEADERNAME}, a visionary in your ranks, has developed a revolutionary new energy source. This breakthrough promises to redefine our civilization's energy landscape. However, its implementation comes with crucial decisions that will impact our society and environment.

Choice Outcome
Implement the new energy source.

{GOVERNORNAME} gains the Energy Source Inventor trait

  • +0.05 Pollution
  • +2 Minerals
  • Add Governor Trait_ Invented Energy Source to the Leader
Monetize the invention.
  • +200 Credits

The Revolutionary Energy Source


{LEADERNAME}, the inventor of a revolutionary energy source, has recently joined your civilization. Their research is coveted by many rival factions who would stop at nothing to obtain it. We've been informed that a high-ranking scientist from a rival faction is attempting to infiltrate your research facilities to steal the blueprints. It is up to you to decide how to handle this sensitive situation.

Choice Outcome
Fortify security measures.
  • +1 Maintenance
Plant a fake blueprint.

Future outcome unknown

Tragic Outcome of Deception


The fallout from planting the fake blueprints has taken a grim turn. Rival factions, enraged upon discovering the deception, have escalated their efforts to obtain the real technology. In a drastic move, they attempted to kidnap {LEADERNAME}, the inventor of the revolutionary energy source. Tragically, the confrontation led to {LEADERNAME}'s untimely death, leaving a void in your leadership and a sour note in diplomatic relations.

Choice Outcome
Mourn the loss.

{LEADERNAME} dies

  • Lose unit {LEADERNAME}

The Beast Whisperer


{LEADERNAME} has an extraordinary ability to communicate with non-sentient creatures. This talent has proven useful in diplomatic situations and scientific research, but a recent incident has sparked controversy. While exploring a newly colonized planet, {LEADERNAME} encountered an indigenous species that seemed prime for domestication. However, after communicating with the creatures, {LEADERNAME} claims that they possess a unique form of intelligence and should be left undisturbed.Our advisors are split: some believe {LEADERNAME} and argue for the preservation of the creatures, while others insist that their potential benefits to our civilization are too great to ignore.

Choice Outcome
Preserve the creatures.
  • +2% Approval
Domesticate the creatures.
  • +200 Credits
  • -5 Loyalty

Mutiny Survivor's Dilemma


{LEADERNAME} is known for surviving a spaceship mutiny, an experience that has shaped their character and ability to make tough decisions.However, a recent transmission from the mutineers' descendants reveals that they have established a thriving colony on a distant planet. They now seek reconciliation with your civilization and request amnesty for their ancestor's past actions.{LEADERNAME} is uneasy about this development and asks for your guidance on whether to forgive the mutineers' descendants or hold them accountable for their ancestor's treachery.

Choice Outcome
Forgive and reconcile.

2 Free Citizens on {PLANETNAME}

  • +3% Approval
  • Awards 2 Workers
Hold them accountable.
  • -0.1 Crime

The Reincarnation Revelation


{LEADERNAME} has always believed they are the reincarnation of a legendary hero from ancient times. Recently, a series of mysterious events have occurred throughout the galaxy, and these events seem to align with the ancient prophecies tied to the hero's return.Some of your people have started to believe in {LEADERNAME}'s claim and see them as a divine figure. However, skeptics within your government worry that this might be an elaborate hoax, and that endorsing such claims could lead to unrest and division among your people.What should your response be to this revelation?

Choice Outcome
Embrace the legend.
  • +5 Loyalty
  • -10% Approval
Dismiss the claim.
  • -5 Loyalty
  • +10% Approval

Time Traveler's Dilemma


{LEADERNAME}, a valued member of your government, has a unique backstory: they escaped from a dystopian future and are now determined to prevent it from happening. One day, {LEADERNAME} receives a message from their future self, detailing a crucial decision that must be made to avert the bleak future. The message is cryptic, and the consequences of the decision are unclear. Your advisors are divided on how to proceed.Do you trust {LEADERNAME} and follow their guidance, or do you disregard the message and make your own choice?

Choice Outcome
Trust {LEADERNAME}'s guidance.
  • +10% Approval
Disregard the message.
  • Discoveries Strengthen Civilization

The Psychic Bond


{LEADERNAME} has a rare psychic bond with a dangerous alien creature that has been kept a secret from the public. Recently, the creature has escaped containment and is causing havoc across nearby colonies.{LEADERNAME} believes they can use their psychic connection to locate and subdue the creature, but fears the potential backlash if their secret bond is discovered. Our advisors suggest capturing the creature without {LEADERNAME}'s involvement to avoid controversy.

Choice Outcome
Allow {LEADERNAME} to handle it.
  • -10% Approval
Capture the creature covertly.
  • -200 Credits
  • -1 Diplomacy

The Twin Enigma


{LEADERNAME} has always been reserved about their past, but recently, they've revealed a secret that adds a layer of depth to their character. They have a twin, who disappeared under mysterious circumstances years ago.Now, a clue pointing towards the twin's whereabouts has surfaced on a distant colony. However, some advisors caution that this may be a trap by our enemies to lure {LEADERNAME} and destabilize our leadership.What should we do?

Choice Outcome
Investigate the clue.

You choose to investigate. This might lead to the return of the missing twin and a boost in morale, but also carries a risk of exposing {LEADERNAME} and your government to unforeseen dangers.

  • +10% Approval
  • -15 Planetary Defenses MaxHP
Ignore the clue.

{LEADERNAME} understands the risks and the necessity to maintain stability. However, their focus might be affected by the unanswered questions about their twin, potentially impacting their performance.

The Unsettled Vendetta


{LEADERNAME} has opened up about a personal vendetta against a notorious pirate lord who, in the past, decimated a colony under {LEADERNAME}'s care.News arrives that the pirate lord's fleet has been spotted in an uncharted system. {LEADERNAME} requests permission to mobilize a fleet to bring the criminal to justice. However, our advisors argue that devoting resources to this personal quest may expose our civilization to unnecessary risk.What is our course of action?

Choice Outcome
Allow the vendetta to be settled.

You give the green light. This action could bring a dangerous criminal to justice, boosting security and {LEADERNAME}'s morale, but at a potential cost of resources and ships.

  • +10 Loyalty
Forbid the pursuit.

{LEADERNAME} is ordered to let go of the past, which could potentially strain your relationship with them. Nonetheless, it preserves resources and keeps the focus on the broader strategic picture.

  • -40 Loyalty

Duty Undone


{LEADERNAME}, known for their strategic expertise, confesses a secret from their past: they managed to avoid mandatory service in the Stellar Marines during the Arcean conflicts.The news has leaked and is starting to cause unrest among our troops who feel betrayed. {LEADERNAME} proposes a public address to clarify the situation and seeks your counsel on how to handle this delicate issue.What is the best course of action?

Choice Outcome
Admit and Apologize.

{LEADERNAME} confesses and apologizes publicly. This could improve trust and loyalty among your subjects, but potentially damage the leader's reputation and impact their effectiveness.

  • +5 Loyalty
  • -20 Loyalty
Deny and Discredit.

{LEADERNAME} vehemently denies the allegations and attempts to discredit the sources. This might maintain the leader's effectiveness, but it could deepen the unrest if not everyone is convinced.

  • +5% Approval

A Scentless Dilemma


{LEADERNAME}, your most competent envoy, has always had an unusual deficiency: a complete lack of olfactory sense. This was never a problem, until now. The Yor Singularity, a synthetic race, has developed an odd form of communication involving intricate combinations of chemical scents. This has opened a new realm of diplomacy. An upcoming intergalactic summit necessitates your envoy's ability to comprehend these 'scent-messages.'You face a peculiar dilemma: what should you do with {LEADERNAME}?

Choice Outcome
Develop an artificial olfactory device.
  • -100 Credits
  • +1 Diplomacy
Assign another envoy.
  • -1 Diplomacy

The Phantom Friend


The Phantom Friend

Choice Outcome
Initiate an investigation.

An investigation may clear {LEADERNAME}'s name if they're innocent, and justice will be served if they're guilty. However, the process might sow discord among your ranks and consume valuable resources.

  • -200 Credits
  • -10% Approval
Dismiss the allegations as rumors.

Dismissing the allegations will maintain unity and conserve resources. However, you may risk harboring a potential murderer, and the unresolved rumors might tarnish your leadership's image.

  • -20% Approval

The Wharf Rat and the Arnorian


{LEADERNAME}, one of your most resourceful aides who has a background as a wharf rat, seems to have attracted a remarkable ally. An ancient Arnorian, a representative of an advanced and enigmatic race known for their mysterious ways, has been clandestinely guiding {LEADERNAME}, expressing gratitude for your fostering of their protégé's growth.As a reward for your actions, the Arnorian offers to benefit your civilization in one of two ways. You must choose wisely.

Choice Outcome
Request advanced technology.
  • +1 Research
  • -10% Approval
Ask for wisdom and guidance.
  • +10% Approval
  • +1 Diplomacy

The Child of the Stars


While reminiscing about their past, {LEADERNAME}, a child of a military family who spent their youth patrolling the vast expanse of the solar system, mentions an artifact they found during their travels. They offer to give this artifact to the cause, believing its latent powers could provide a crucial advantage to our civilization.Our scientists have examined the artifact and discovered that it holds the potential to significantly boost the speed of our ships within our territory. Alternatively, {LEADERNAME} has suggested that they may be able to unlock other potential powers if allowed to keep and study the artifact.

Choice Outcome
Take the artifact.

By taking the artifact, we can unlock its power to boost the speed of our ships within our territory. However, this will inevitably draw attention from other civilizations who may seek the artifact for themselves.

  • +1 Moves Cap
Let {LEADERNAME} keep it.

By allowing {LEADERNAME} to keep the artifact, we open the door to other potential powers that might be unlocked. However, the full potential of the artifact remains unknown, and it could also attract dangerous interest.

  • +1 Research


Choice Outcome
'
  • +10 Loyalty
  • -10% Approval
Condemn the governor. That's the price of politics.
  • +1 Ideology Nihilism
  • -10 Loyalty
  • +20% Approval

The Rare Resource Proposition


The Rare Resource Proposition

{LEADERNAME} contacts you with news. A mining conglomerate has discovered a deposit of crystalized Elerium on {PLANETNAME}, a material vital for advanced energy systems and weaponry. The conglomerate offers two proposals. The first is to mine the resource using an AI based strip mining, which will bring immediate economic benefits but could harm the local environment and populace. The second is to mine it sustainably, ensuring the well-being of the planet but at a slower economic pace.

Choice Outcome
Mine it all now. Who cares about alien whales and other space fish?

You will gain credits immediately but it will create a bit of an environmental catastrophe.

  • +150 Credits
  • -10% Approval
  • +0.05 Pollution
Take your time. We are in no hurry.

You will use slower but gentler techniques to extract the resource.

  • +3 Wealth

Precursor Artifact found


Precursor Artifact found

{LEADERNAME} reaches out with intriguing news. A mysterious ancient artifact has been unearthed on {PLANETNAME}. The artifact emits a unique frequency. Experts present two choices: Harvest the frequency as an energy source, which can be a boon for our reserves, or dedicate resources to decode it for ancient knowledge. The choice is yours.

Choice Outcome
Harvest the energy.

We will benefit from a sudden boost in energy, but may face backlash for destroying a piece of history.

  • +500 Manufacturing Overflow
  • Artifact Destroyer
Decode its secrets.

We'll gain knowledge possibly accelerating our technological growth, but will miss out on the immediate energy boost.

  • +50 Research Amount

Controversial Visit


{LEADERNAME} sends an urgent transmission. Ambassador Zaraq from the {PLAYERFACTION:1} wishes to visit {PLANETNAME} for a diplomatic summit. The ambassador is not popular.Really really not popular.Do we grant the visit or decline diplomatically?

Choice Outcome
Grant the visit.

Strengthening ties with the {PLAYERFACTION:1} might lead to new opportunities, but risks unrest among our citizens.

  • +1 Diplomacy to {PLAYERFACTION:1} for 120 Turns
  • -20% Approval
Decline the visit.

Peace within the colony will be maintained, but our relations with the {PLAYERFACTION:1} suffer.

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Harvesting Dilemma


Harvesting Dilemma

Governor {LEADERNAME} contacts you with an intriguing proposition. The {PLAYERFACTION:1} have expressed interest in harvesting a unique plant from {PLANETNAME}. This flora produces a resin that is a potent ingredient for various beneficial chemicals. However, this resin can also be refined into a potent and addictive drug. Allowing the harvest would bolster relations and boost planetary income, but could also lead to increased crime rates on the colony.

Choice Outcome
Allow the harvest. Our finances could use the boost.

Relations with {PLAYERFACTION:1} will improve and the planet's economy will improve, but crime will rise on {PLANETNAME}.

  • +1 Diplomacy to {PLAYERFACTION:1} for 120 Turns
  • +3 Wealth
  • +0.05 Crime
Deny the request. We don't want the syndicate to show up.

Relations with {PLAYERFACTION:1} will deteriorate but at least the crime will remain unchanged on {PLANETNAME}.

  • -3 Diplomacy to {PLAYERFACTION:1} for 100 Turns

The Ancient Enigma


The Ancient Enigma

Governor {LEADERNAME} sends you a transmission detailing the discovery of an ancient Arnorian facility on {PLANETNAME}. The energy signal it emits could be of great value, but the indigenous species we've encountered on the planet consider it sacred ground. Should we harness its energy or respect the local beliefs?

Choice Outcome
Extract the energy. Might makes right.

We will harness the facility's energy, boosting our surplus manufacturing reserves but possibly straining relations with the indigenous species on {PLANETNAME}.No immediate consequences to be seen.

  • +150 Manufacturing Overflow
  • Artifact Destroyer
  • +1 Ideology Nihilism
Respect the sacred site. We shouldn't interfere.

We decide to honor the indigenous species' beliefs, ensuring peace on {PLANETNAME} but foregoing the potential energy resource.

  • +3 Ideology Pacifism
  • Respects Natives

The Plague


The Plague

Governor {LEADERNAME} reaches out with alarming news: a mysterious illness has struck {PLANETNAME}. A locally developed experimental drug might combat the disease, but its potential side effects are unknown. Relying solely on approved treatments will curb the epidemic but slow the planet's growth for years. How should we proceed?

Choice Outcome
Compel the population to use the experimental drug.

The experimental drug is distributed widely, potentially preventing further devastation but introducing the risk of unknown side effects.

  • Used Experimental Cure
Use only approved treatments. Safety first.

By using only the tried-and-tested methods, we ensure the well-being of our citizens, even if it means a setback for {PLANETNAME}'s growth.

  • -50% Growth

Cultural Exchange Proposition


Cultural Exchange Proposition

The {PLAYERFACTIONLONG:1} have approached Governor {LEADERNAME} of {PLANETNAME} with an intriguing offer. They wish to establish a cultural exchange office on our planet, promising aid in our manufacturing endeavors. However, our intelligence suggests this could serve as a cover for their espionage activities. Accepting their offer might bolster our production, but at the potential risk of a spy network. Rejecting might offend them. How should we proceed?

Choice Outcome
Accept the offer. We'll take the risk for the aid.
  • +150 Manufacturing Overflow
  • Espionage Risk
Decline politely. We cannot risk our security.
  • -3 Diplomacy

Observation Post


Observation Post

The {PLAYERFACTIONLONG:1} have approached Governor {LEADERNAME} of {PLANETNAME} with an unusual request. They wish to set up an observation post to study our society and culture. In exchange, they are offering us advanced technology. However, our citizens are deeply uncomfortable with the idea of being under the watchful eyes of the {PLAYERFACTION:1}. While their technology is tempting, we must consider the well-being of our people. Declining might be seen as an insult to the {PLAYERFACTIONLONG:1}. What should we do?

Choice Outcome
Accept the offer. We could use some tech.

+300 Research

  • +300 Research Amount
  • -20% Approval
  • Yor Experiments
Decline. This isn't an ant farm.
  • -3 Diplomacy

Codex Offer


Codex Offer

The {PLAYERFACTIONLONG:1} have approached the governor {LEADERNAME} of {PLANETNAME} with a unique offer: they are willing to share a codex of Universal Truths in exchange for some ancient relics that have little value to us but are of great importance to them.The Codex would increase the cultural value of this planet given its historic value.

Choice Outcome
Accept the Offer.
  • +3 Influence Per Turn
  • Altarian Relics Shared
Decline the Offer.
  • -1 Diplomacy

Historic Revelation


Historic Revelation

The ancient {PLAYERFACTIONLONG:1} have approached the governor {LEADERNAME} of {PLANETNAME} with a profound offer: they wish to share their ancient history that reveals the tales of the Arnor, Dread Lords, and the momentous Precursor wars.Such knowledge can be both a blessing and a curse, reshaping the beliefs and culture of the local population.

Choice Outcome
Accept the Revelation.

+250 Research

  • +400 Research Amount
  • -23% Approval
Decline the Offer.
  • -3 Diplomacy

Trade Agreement Proposal


Trade Agreement Proposal

The {PLAYERFACTIONLONG:1} have approached governor {LEADERNAME} of {PLANETNAME} with a lucrative trade agreement. This deal promises to greatly elevate the planet's economy, but locals have voiced their concerns over the influx of alien visitors it might bring.The potential for cultural enrichment is immense, yet so is the potential for tension.

Choice Outcome
Accept the Trade Agreement.

We embrace the trade deal, anticipating the economic boom it will bring. However, we must also be prepared for potential cultural clashes due to the new alien visitors and their various smells.

  • +5 Wealth
  • -2% Approval
Nope. No thanks.

Choosing the wishes of the local population, we decline the trade deal, potentially souring relations with the {PLAYERFACTION:1}.

  • -3 Diplomacy to {PLAYERFACTION:1} for 24 Turns

The Exile


We are exiling Mors Ven from our empire. We believe he is a black market trader and information dealer. However, we are unable to prove it and he is well-liked by our citizens.If something happened to his shuttle while it was within your borders, that would be a fortunate accident.

Choice Outcome
We can make sure that happens.

+3 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Nihilism
  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We can make the accident happen, for a fee.
  • +1 Ideology Collectivism
  • +500 Credits
We need talented men, recruit Mors Ven.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +1 Unassigned Leader Mors Ven

Technology Exchange


Our heroic explorers have come across a Precursor artifact left behind by the so-called Arnor. We are not able to make sense of it. It was suggested to us that you might be able to figure it out. We are willing to let you look at it provided that you share what you discover with us.

Choice Outcome
Accept the exchange knowing that it will benefit them more.

By accepting the technology exchange, we gain +25 research units. However, they gained much more.

  • +1 Ideology Collectivism
  • +2 Diplomacy to {PLAYERFACTION:1} for 30 Turns
  • +25 Research Amount
  • +50 Research Amount
Agree to look at the artifact and then 'accidentally' destroy it.

Your team will look at the artifact and suffer an acute case of butter fingers. -3 Relations with the {PLAYERFACTION:1} for 20 months. +25 Research for you.

  • +1 Ideology Individualism
  • -3 Diplomacy to {PLAYERFACTION:1} for 25 Turns
  • +25 Research Amount
We are too busy for this.

By declining the technology exchange and isolating ourselves, we may strain diplomatic relations but can focus on our own path. -1 Relations with the {PLAYERFACTION:1} for 20 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 20 Turns

Space Creature Migration


A massive migration of strange space creatures are migrating through our territory. They are creating havoc in their wake. There is a great deal of political pressure on us to eliminate these creatures but we have heard you have a fondness for these kinds of things.

Choice Outcome
Protect the creatures

We will protect the space creatures and ensure their safe passage, earning the goodwill of other compassionate factions.

  • +1 Ideology Pacifism
  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
I have a better idea, we'll slaughter these creatures and extract new knowledge from them.

These creatures won't suffer too much. Probably.

  • +100 Credits
  • +1 Ideology Nihilism

Alternate Energy Source


Our civilization has recently discovered an alternate energy source, which we believe will revolutionize our industries. However, the energy source requires Elerium, a rare resource in our territory. We are requesting your help to develop this energy source. In return, we will share the benefits with your civilization.

Choice Outcome
Provide Elerium for research even if we have to borrow some.

+1 Relations with the {PLAYERFACTION:1} for 50 months.

  • -1 Elerium
  • +2% Max Manufacturing
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We'd totally love to help with this project but we don't want to..

-1 Relations with the {PLAYERFACTION:1} for 25 months.

  • +5 Prestige
  • -1 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Refugees of disaster


Our home planet is suffering from a devastating natural disaster. Thousands of our people have been displaced and are seeking refuge. We ask for your assistance in this desperate time. Will you accept these refugees and help them find a new home?

Choice Outcome
Accept the refugees.

+1 to relations..

  • +1 Ideology Pacifism
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
I have a better idea. We will pick them up and put them to work as slaves.

Sell them off to one of your people for 300 credits. -2 Relations with the {PLAYERFACTION:1} for 50 months

  • +300 Credits
  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Disputed Territory


Our territory contains a disputed region rich in resources. Unfortunately, a rival political faction on our world is also claiming it as their own. We are open to negotiation, but we need your support. If you back our claim, we will share the resources with you. However, if you remain neutral, we may not be able to maintain a friendly relationship.

Choice Outcome
Support their claim and share the resources hoping that the rival faction never gains power.

+1 Relations with the {PLAYERFACTION:1} for 75 turns.

  • +1 Ideology Pacifism
  • +1 Diplomacy to {PLAYERFACTION:1} for 75 Turns
  • +2 Ultra Spice
Remain neutral and let them handle the dispute.

-2 Relations with the {PLAYERFACTION:1} for 25 months

  • +1 Ideology Individualism
  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Damaged Trade Ship


One of our freighters from homeworld has been damaged by an ion storm leaving it stranded in deep space near your territory. We would like some assistance.

Choice Outcome
Send assistance to the stranded ship.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Trade Licenses Max
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Seize the opportunity to tax their cargo.

+300 credits and -2 Relations with the {PLAYERFACTION:1} for 50 months

  • +300 Credits
  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

The Dreadlord Artifact


Our explorers have discovered an ancient artifact of unknown origin. Some believe it holds the key to unlocking advanced technology, while others argue that it is a relic of our ancestors and should be preserved.What should we do with this artifact?

Choice Outcome
Take the artifact and activate it.

Unknown but -1 Relations with the {PLAYERFACTION:1} for 50 months

  • +100 Ascension Points
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Create a joint task force to study the artifact.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +100 Diplomatic Capital
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Failed Colonization Effort


Some of our people have decided to try to colonize worlds without our sanction. Their ship failed and the passengers are dead and the ship has drifted near your space. We ask that you recover the ship for us. You can keep what you find on the ship.

Choice Outcome
Find and return the ship keeping the vast supply of goodies you find on the ship.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +2% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
I think we'll just take the ship and the items on board.

-1 Relations with the {PLAYERFACTION:1} for 50 months.

  • +100 Credits
  • +2% Approval
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Enemy of the state


One of our esteemed generals has dared to stage a coup against me! We have successfully thwarted his treacherous plans, but he has managed to evade our forces and has taken refuge on your homeworld. It is of the utmost importance that you cooperate in delivering this traitor back to us.

Choice Outcome
We will find and deliver the traitor

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Totalitarianism
  • +1 Diplomacy to {PLAYERFACTION:1} for 25 Turns
This really isn't our problem. He can do what he wants..

We irritate {PLAYERFACTION:1} and the fugitive's actions are a pain for awhile. But his antics result in a comedy show.

  • +1 Ideology Pacifism
  • -5 Control
  • +2% Approval

Invasive Species


We are getting reports of destruction due to pests that originated from your homeworld that are now on our world from imports. We demand you pay us 500 credits to cover the cost of repairing the environment.

Choice Outcome
Compensate for the damages.

Pay them what they want. We give them a Monsantium Deposit and we lose one.

  • -500 Credits
  • -1 Monsatium Deposit
Not our problem.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +10 Control
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Cultural Invasion


The relentless tide of your people's music and culture has inundated our worlds, permeating every corner of our society. Vibrant melodies and infectious rhythms echo through our streets, distracting our citizens and disrupting the harmony of our way of life. The colorful tapestry of your traditions and customs entwines with our own, threatening to unravel the very fabric of our civilization. We demand that you intervene and quell the storm.

Choice Outcome
Impose strict cultural regulations.

We spend money and control but improve relations with the {PLAYERFACTION:1}.

  • -100 Credits
  • +1 Diplomacy to {PLAYERFACTION:1} for 120 Turns
  • -10 Control
Promote cultural exchange whereby we actively promote their culture with our people.

Promote cultural exchange whereby we actively promote their culture with our people. This will lower our influence generation..

  • +1500 Diplomatic Capital
  • -10% Influence Per Turn
We'll license our music to native performers.

We improve people's moods on both sides.

  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +2% Approval

Cultural Exchange Festival


We have a proposal for you. In the interest of peace we would like to hold a Cultural Exchange Festival. The art, music, and traditions from both civilizations might promote understanding and unity.

Choice Outcome
Agree to the Festival

We have decided to promote the event, expecting an influx of tourists and a boost in cultural appreciation. However, we will have to spend some control to manage the diverse crowd.

  • +0.1 Tourism
  • -20 Control
Decline the Proposal

We have decided against the cultural festival. We prioritize our internal peace and stability. This decision, however, may not sit well with the {PLAYERFACTIONLONG:1}.

  • -2 Diplomacy to {PLAYERFACTION:1} for 24 Turns

The Pilgrimage Proposal


Our people are very spiritual. There are areas within your sphere of influence that our people believe connect them to the ancient Mithilar. Would you allow them to pass through your territory? We would appreciate it.

Choice Outcome
Allow the Pilgrimage.

Recognizing the spiritual significance and respecting their traditions, we have granted them permission for the pilgrimage. It will cost some control to ensure their safety.

  • -10 Control
  • +1 Diplomacy to {PLAYERFACTION:1} for 24 Turns
No. I don't think so.

The last thing we need are a bunch of alien spies traveling through our space.

  • -1 Diplomacy to {PLAYERFACTION:1} for 48 Turns

The Ghastly Request


We, the {PLAYERFACTIONLONG:1}, are approaching a significant period in our lifecycle — our sacred mating ritual.For the ritual's success, we require sentients to feast upon. We would like you to provide these sentients. You can gather them from your prisons if that helps you justify it. But its importance to our kind cannot be overstated. Will you offer this gesture of goodwill?

Choice Outcome
Fine. Round up some criminals to feed to them.

The choice will surely cause unrest among our people. But it will improve relations at least. For now.

  • -5% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 20 Turns
Absolutely not.

They will be unhappy with this choice but our people will still respect you just as little tomorrow..

  • -2 Diplomacy to {PLAYERFACTION:1} for 20 Turns

The Bloody Proposal


We, the {PLAYERFACTIONLONG:1}, have a long-standing tradition of games that test the true capabilities of one's physique and mental prowess. For warm up, your weak species would be well advised to provide some specimens for our warriors to practice on.

Choice Outcome
Only if I get to watch.

Our people will likely be horrified by this decision, but it may prevent further conflict with the cruel {PLAYERFACTIONLONG:1}.

  • -6% Approval
  • +2 Diplomacy to {PLAYERFACTION:1} for 25 Turns
Refuse their vile proposal

While our people will be relieved, this might further sour our relations with them.

  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Deepwater Festival


The {PLAYERFACTIONLONG:1} cordially invites your people to join our Deepwater Festival, a celebration of our amphibious heritage. We request some of your best swimmers to experience the depth of our oceans. It's a unique, once-in-a-lifetime opportunity. But, we must admit, it comes with some risks. Will you accept?

Choice Outcome
We will send volunteers.

It's an opportunity for cultural exchange but also some risk if any of our swimmers die.

  • -2% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 30 Turns
This is too dangerous for us to participate in.

Even though we have some people who would jump at the chance to participate, the scandal if something went wrong would be a disaster.

  • -2 Diplomacy to {PLAYERFACTION:1} for 30 Turns

Deep Water


Our people, the {PLAYERFACTIONLONG:1}, have a profound connection to water. We wish to explore the depths of your oceans, study its inhabitants, and understand its mysteries.We assure you, our intentions are purely scientific. Would you permit us?

Choice Outcome
This sounds great.

It's a step towards interstellar cooperation, but our coastal communities are particularly wary.

  • -3% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 30 Turns
No. Our worlds are not open for this.

We value our autonomy and the sentiments of our people. The seas remain ours alone.

  • -1 Diplomacy to {PLAYERFACTION:1} for 30 Turns

The Way


As you know, the {PLAYERFACTIONLONG:1} have been enlightened by The Way. We wish to bring you salvation by setting up shrines on your planets, teaching your people of our sacred beliefs. Embrace The Way and allow us to guide you to the true path. Do you accept?

Choice Outcome
Very well. Set up your shrines.

This will reduce our cultural influence growth for a time.

  • -10% Influence Per Turn
  • +1 Diplomacy to {PLAYERFACTION:1} for 25 Turns
Our people are not interested.

They may not take this rejection lightly, but our influence remains undiminished.

  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Dream Spies


We've been watching you. We know your people have been infiltrating the dreams of the {PLAYERFACTIONLONG:1}. We're not crazy. We demand 10 units of Antimatter to build a device to shield our minds from your prying.

Choice Outcome
You can have the Antimatter but I doubt it will help.

While the claims are baseless, this might be the way to keep the peace.

  • -10 Antimatter
  • +1 Diplomacy to {PLAYERFACTION:1} for 20 Turns
If you have to say you're not crazy...

They might be furious, but we won't be bullied based on delusions.

  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Weapons of War


We, the {PLAYERFACTIONLONG:1}, have come across some... extra military hardware. We thought you might be interested. These arms will significantly bolster your weapons capabilities. However, remember, such deals remain between us. Do we have an agreement?

Choice Outcome
Better weapons on our ships? Yes. Yes please.

These weapons will help but they will lower our overall diplomatic ability.

  • +1 Beam Attack
  • -1 Diplomacy
We must pass on this.

We are not in the habit of installing strange weapons from foreign governments.

  • -1 Diplomacy to {PLAYERFACTION:1} for 20 Turns

Special Offer


We, the {PLAYERFACTIONLONG:1}, have a limited time offer for you. A rare Harmony Crystal, known to enhance the wellbeing and productivity of colonies or something. All we ask for in return is a modest sum.

Choice Outcome
Take the deal

We can use this.

  • +1 Harmony Crystals
  • -100 Credits
We can't afford it right now.

Perhaps another time, when our coffers are more abundant.

Persuasion Workshop


Our traders have honed the art of persuasion through countless dealings across the galaxy. For a fee we'd be willing to share some of these trade secrets with you. This knowledge could greatly benefit your future negotiations. Interested?

Choice Outcome
Invest in the workshop

The art of persuasion is a valuable skill. We accept. We can use persuassion when trading to get better deals.

  • +10 Persuasion
  • -150 Credits
Decline the offer

We will rely on our own methods of negotiation.

Crystal Resonance


The {PLAYERFACTION:1} have come to you with a proposal. We can detect harmonics that are beyond your imagination. We are willing to share knowledge on how to detect these harmonics which should aid your science but in return we want access to some of your worlds that have unique crystalline formations.

Choice Outcome
Grant access.

The ancient knowledge of the universe is invaluable. We accept.

  • +50 Research Amount
  • -2% Approval
No thank you.

Our resources are for our own use. We cannot grant access. This may insult them.

  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Refugees


{PLAYERFACTION:1} refugees have fled into our borders and requested asylum. They claim they have been the victims of economic oppression that made them little more than slaves.The {PLAYERFACTION:1} have demanded their return. They make no comment about the refugees' claims, only stating that it is none of our concern.

Choice Outcome
Grant the refugees asylum.

Gain a Colony Ship-3 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Pacifism
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • Awards a colony ship with a Iridium colonist.
Return the refugees to the {PLAYERFACTION:1}.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +2 Ideology Traditionalism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Stay out of it.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Collectivism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Borderworld Crime


Pirates, smugglers and worse plague this sector.We are making a concerted effort to rid ourselves of these vermin, but our efforts are limited if they can simply escape into your borders.We need your efforts as well, for both of our interests.

Choice Outcome
I will allocate resources to stopping them.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Traditionalism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -200 Credits
I will allocate resources to stopping them. (lie)

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +4 Ideology Nihilism
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We have more pressing concerns.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Progressivism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +0.03 Crime

Culture Wars


Our citizens have become enamored of your trinkets and entertainment, leading to a new generation being born on our worlds with your ridiculous names.A few temporary restrictions will help bring order, and won't have significant impact on your long-term efforts.

Choice Outcome
We will accept limited restrictions for our common good.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Traditionalism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -10% Influence Per Turn
No changes will be made.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We plan on giving your citizens more of what they want.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -300 Credits

Illegal Cloning


Illegal Cloning

We have discovered an illegal cloning experiment on {PLANETNAME} that will, in short order, greatly increase our population.However, the DNA was taken from citizens without their permission.What are your orders?

Choice Outcome
Return the DNA to its owners and let them decide.
  • +3 Ideology Pacifism
  • +10% Approval
Promote the scientist behind these experiments.

A new Leader joins us

  • +3 Ideology Progressivism
  • +1 Unassigned Leader
  • -25% Approval
These clones have no rights. Hatch them immediately.

+2 Free Clone citizens

  • +3 Ideology Totalitarianism
  • Awards a Colonist
  • Awards a Colonist
  • -10% Approval

The Ysengard


The Ysengard

We have captured the famed mercenary Mirazu Ysen. Our people cry for justice in response to his history of theft and banditry. But he might be better put to another use.What are your orders?

Choice Outcome
Imprison the mercenary, he will pay for his crimes.
  • +3 Ideology Pacifism
  • +25% Approval
Rebuild his ship if he agrees to join you.

Unlock the Ysengard ship

  • Unlock Ysengard Ship
We could use someone like him in our government.

A new Leader joins us

  • +3 Ideology Egalitarianism
  • +1 Unassigned Leader Mirazu Ysen Race_ Altarian

Precursor Probe


Precursor Probe

We have uncovered a Precursor probe orbiting {PLANETNAME}. We are not sure why it was sent here or how long it has been here, but the technology is advanced.What are your orders?

Choice Outcome
Let's study this and see what we can learn.
  • +3 Ideology Progressivism
  • +1 Sensor Power
Repair the Probe and see what it does.

Unlock the Stargazer ship

  • +3 Ideology Progressivism
  • Unlock Stargazer Ship
Sell the Probe to the highest bidder.
  • +3 Ideology Egalitarianism
  • +500 Credits

Precursor Artifact


Precursor Artifact

We have come across an ancient artifact near {PLANETNAME}, believed to have come from an ancient Precursor civilization. Upon activating it, it has evaluated our status and offered to aid us.What are your orders?

Choice Outcome
Rebuild it as a ship.

Unlock the Nail ship in your shipyard

  • +3 Ideology Progressivism
  • Unlock Nail Ship
Convert it into an army of synthetic citizens.

Gain a Yor colonist

  • +3 Ideology Egalitarianism
  • Awards a Yor Colonist
Study the artifact.
  • +3 Ideology Progressivism
  • +1 Technology

The Interview


The Interview

During an interview, you are asked what you feel your citizens need to succeed in a time when we are exploring the galaxy and encountering alien species.What would you like to promote?

Choice Outcome
Cunning.

This will make additional event choices available later.

  • +15 Deception
  • Deception
  • +10 Culture Points
Understanding.

This will improve our persuassion technique during trade negotiations.

  • +5 Ideology Egalitarianism
  • +10 Persuasion
  • Understanding
Strength.

This will let us get more when we use our intimidation technique during trade negotiations.

  • +5 Intimidation
  • Intimidation

Abandoned Device


Abandoned Device

We have come across an ancient terraforming device near {PLANETNAME}. Upon activating, it tells us that there was once a great war between the crafters and a powerful enemy. This device was left to help protect future civilizations from predation in the event they lost.It offers us three options.

Choice Outcome
Use it to improve the world's biomes.
  • +3 Ideology Pacifism
  • +1 Fertility
Use it to produce raw minerals in the planet's crust.
  • +3 Ideology Progressivism
  • +1 Minerals
Use it to fabricate rare resources.
  • +3 Ideology Egalitarianism
  • +1 Wealth

Precursor Relic


Precursor Relic

Near {PLANETNAME} we have discovered an ancient recording device that appears to have been drifting for centuries. The technology is delicate, but incredibly advanced.What are your orders?

Choice Outcome
Let's use its recordings to make our world a center of influence.
  • +3 Ideology Individualism
  • +1 Persuasion
  • +500 Influence
Use it to help us increase our planet's development.

Finish current construction project

  • +3 Ideology Progressivism
  • Finish Nearest Planet Project|-
Weaponize it into a ship.

Gain a Gunboat

  • +3 Ideology Totalitarianism
  • +1 Intimidation
  • +1 Gunboat

Mysterious Outpost


Mysterious Outpost

We discovered a hidden outpost occupied by a single alien. He claims that he was sent to observe us, and that he has peaceful intentions.What are your orders?

Choice Outcome
Convert the outpost to a colony.

Gain Class 5 planet

  • +3 Ideology Pacifism
  • Spawn Planet Near Us|-
Invite the alien to join our government.

Gain a Diplomat

  • +3 Ideology Egalitarianism
  • +1 Persuasion
  • +1 Unassigned Leader Gibble Lynn Race_ Navigators
Force the alien to tell us everything he knows.
  • +3 Ideology Nihilism
  • +1 Intimidation
  • +50 Research

Message


Message

Our people would like to send a beacon out into the universe, a message to the other starfaring races we will one day meet.What would you like this message to be?

Choice Outcome
Send a message of peace and hope.
  • +3 Ideology Traditionalism
  • +3 Persuasion
  • +1 Diplomacy
  • -0.1 Soldiering
It is a waste of time. Put the resources toward more practical measures.
  • +3 Ideology Progressivism
  • +100 Credits
Send a message telling them to prepare for their eventual enslavement.
  • +3 Ideology Nihilism
  • +1 Intimidation
  • -1 Diplomacy
  • +0.1 Soldiering

Famine


Famine

A blight has affected {PLANETNAME}. Your administrators warn that there won't be enough food for all of your citizens. The wealthy have already begun stockpiling food, and the desperate have begun raiding those stockpiles.What are your orders?

Choice Outcome
Share with the less fortunate. We will suffer together.
  • +3 Ideology Pacifism
  • -50% Growth
  • -50% Colony Gross Income
Distribute the goods to our leaders. We will need their strength to survive.
  • +5 Ideology Totalitarianism
  • +5 Loyalty
  • -50% Growth
  • -10% Approval
Stage a war among our people. Let them turn on each other.

Deception check: {STATCHANCE}% chance of success

  • +5 Ideology Nihilism
  • +1 Deception

Performs a Deception stat check

Famine - Success


Famine - Success

Just as you hoped, the citizens on {PLANETNAME} have turned on each other. None of them blame you for the famine.

Choice Outcome
Done
  • +1 Deception
  • +25% Approval

Famine - Fail


Famine - Fail

You plan backfires and your citizens blame you for the famine.

Choice Outcome
Done
  • -10% Approval
  • -25% Growth
  • -25% Colony Gross Income

New Generation


New Generation

A new generation has been born on {PLANETNAME}, the first that are likely to live and die on distant worlds.How should we best prepare them for their future?

Choice Outcome
Our military always needs new recruits.

Gain a Soldier citizen

  • +3 Ideology Totalitarianism
  • Awards a Defender
Our most brilliant thinkers will lead us forward.

Gain a Scientist citizen

  • +3 Ideology Progressivism
  • Awards a Scientist
Allow them to pursue their dreams, we need more artists.

Gain an Entertainer citizen

  • +3 Ideology Individualism
  • Awards a Celebrity

The Legacy


The Legacy

We have discovered the remnants of one of our first space vessels. Evidence of a time when we stepped nervously beyond {PLANETNAME}.What should we do with this piece of history?

Choice Outcome
Put it in a museum so it may inspire future generations.
  • +3 Ideology Traditionalism
  • +5% Research
There is no value in nostalgia, scrap it for parts.
  • +3 Ideology Nihilism
  • +250 Credits
Put it back into service.

Free Probe

  • +3 Ideology Egalitarianism
  • +1 Probe

The Cult


The Cult

A new cult has begun to grow in number on {PLANETNAME}. The cult has grown wealthy by convincing rich members to make substantial donations.The followers believe that we were given life by an alien species, and they predict that these creators will soon return to lead us.What are your orders?

Choice Outcome
They offer a unique insight, invite their leader to join us.

Gain a Leader

  • +3 Ideology Individualism
  • +1 Unassigned Leader
Tax them, heavily.
  • +3 Ideology Totalitarianism
  • +5% Colony Gross Income
Unique voices should be protected, not constrained.

Gain two free Citizens

  • +3 Ideology Collectivism
  • Awards a Citizen
  • Awards a Citizen

The Protest


The Protest

A group has begun to protest the resources that are being spent exploring the galaxy. They argue that those resources are better spent improving the lives of those on {PLANETNAME}.What are your orders?

Choice Outcome
Allow them to present their opinions before the budget committee.
  • +3 Ideology Egalitarianism
  • -5% Max Manufacturing
  • +3% Approval
They can protest, but arrest anyone who goes beyond that.
  • +3 Ideology Totalitarianism
If they want to improve the planet, put them to work doing exactly that.
  • +3 Ideology Nihilism
  • +1 Intimidation
  • +5% Manufacturing

Biographer


Biographer

A biographer is interviewing you so that he can write a book about your rise to power. He asks what motivated you to lead the drive from your homeworld and into the unknown reaches of space.

Choice Outcome
We have achieved greatness, and now it is our responsibility to share that with the galaxy.
  • +3 Ideology Pacifism
  • +1 Culture Points
  • Pacificism
We have only seen a tiny fraction of what the universe offers. So much more awaits.
  • +3 Ideology Progressivism
  • +1 Culture Points
  • Explorer
I am seeking new worlds to conquer.
  • +3 Ideology Totalitarianism
  • +1 Culture Points
  • Conquerer

The Museum


The Museum

A museum is opening a display about your life. They would like to know what you feel your greatest accomplishment has been.

Choice Outcome
I alone have done nothing. Together, we have done everything.
  • +3 Ideology Collectivism
  • +3 Culture Points
My greatest accomplishment is yet to come.
  • +3 Ideology Progressivism
  • +3 Culture Points
The graves of my enemies.
  • +3 Ideology Nihilism
  • +3 Intimidation
  • +3 Culture Points

Dig Deep


Dig Deep

Economic advisors on {PLANETNAME} discovered rare resources under the planet's most fertile region. They want permission to excavate the land to reach these resources.They promise to set up a small exhibit for all the species they exterminate.

Choice Outcome
Go ahead.
  • +3 Ideology Nihilism
  • +1 Wealth
  • -1 Fertility
Absolutely not.
  • +3 Ideology Pacifism
Invest in improving the fertile region instead.
  • +3 Ideology Collectivism
  • +1 Fertility
  • -500 Credits

Super Bacteria


Super Bacteria

An attempt to create an improved antibiotic has instead produced a bacteria that is immune to our treatments. It has escaped the lab and your scientists warn that it is spreading on {PLANETNAME}.It can be fatal to infants and the elderly.What are your orders?

Choice Outcome
Quarantine the sick, by force if need be.
  • +3 Ideology Totalitarianism
  • -25% Approval
Prioritize health care and make sure the infected get treatment.
  • +3 Ideology Pacifism
  • -25% Manufacturing
Warn the citizens and allow them to respond as they want.
  • +3 Ideology Individualism
  • -25% Growth

Request for Support


There is a growing dislike for the {PLAYERFACTION:1} among our people. The {PLAYERFACTION:1} have requested that we attempt to curb this disapproval by releasing a public statement supporting them.What are your orders?

Choice Outcome
We will issue a statement of support

+2 Diplomacy with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Totalitarianism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -4% Approval
Condemn the {PLAYERFACTION:1} for attempting to influence your people.

-3 Diplomacy with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Egalitarianism
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +4% Approval
Stay out of it.

-1 Diplomacy with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Collectivism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

The Sabre


The Sabre

A ship of unknown origin has appeared on our borders. It has weaponry so advanced our scanners are unable to classify it. We receive one message from it: pay up or those weapons will be turned against us.What are your orders?

Choice Outcome
We will not bend to threats.

Spawn an enemy pirate ship

  • +3 Ideology Individualism
  • +1 Intimidation
  • Sabre To Pirates
Paying him off is the most reasonable option.
  • +3 Ideology Pacifism
  • -300 Credits
Offer to build him an even better ship if he joins us.

Unlock the Sabre ship

  • +3 Ideology Egalitarianism
  • -1200 Credits
  • Unlock Sabre Ship

Pirates


Pirates

Reports are coming in from multiple sources of increased pirate activity. Our people demand that we do something to keep our worlds safe.What are your orders?

Choice Outcome
Increase defense of our planets.
  • +3 Ideology Traditionalism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +10% Approval
  • +0.1 Resistance Bonus
Recruit a military advisor to counter the threat.

A new Leader joins us

  • +3 Ideology Pacifism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +1 Unassigned Leader
Warn our citizens of the threat, they may help.

Gain a Warship

  • +3 Ideology Traditionalism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +1 Paladin

Recruitment Drive


A rush of excitement in our space program has spurred a lot of new candidates applying for critical positions. We should take advantage of this situation while it lasts.

Choice Outcome
We should take advantage of this
  • -0.2 Leader Cost Modify

Upcoming Election


An election to reform our government will happen in five weeks. It will be based on the Approval of our citizens.Anything we can do to improve our citizen's Approval will help our reform pass. Or we could simply adjust the results to ensure the measure passes.What would you like to do?

Choice Outcome
We will let the results speak for themselves.
  • +3 Ideology Traditionalism
We should "adjust" the results.
  • +3 Ideology Nihilism
  • +10% Approval
  • -10 Control

Pandemonium


A covert message is sent to all telepaths in the empire, they are to begin an exhausting and costly ritual to amplify their power. As they concentrate, their minds begin to merge, forming a collective consciousness that reaches out across the vast expanse of space. They search for any sentient beings on {PLANETNAME} and begin to probe their mind. Their psychic connection remains steadfast, enabling them to subtly implant thoughts and manipulate their targets without detection, at least for the present.What should we make the citizens of {PLANETNAME} believe?

Choice Outcome
Convince them they are on fire.
  • -50% Planetary Defenses MaxHP
Make them believe that every conversation is argument to be won.
  • -25% Influence Per Turn
  • -20% Approval
Make them hear an annoying beep they cannot find the source of.
  • -25% Max Manufacturing
  • -25% Research

Serenity


A covert message is sent to all telepaths in the empire, they are to begin an exhausting and costly ritual to amplify their power. As they concentrate, their minds begin to merge, forming a collective consciousness that reaches out across the vast expanse of space.They search for any sentient beings on {PLANETNAME} and begin to probe their mind. Their psychic connection remains steadfast, enabling them to subtly implant thoughts and manipulate their targets without detection, at least for the present.What should we make the citizens of {PLANETNAME} believe?

Choice Outcome
Make them fall in love at first sight.
  • +50% Growth
Make them believe that every meal is the best they ever had.
  • +50% Approval
Convince them to celebrate every single achievement. No matter how small.
  • +20% Influence Per Turn
  • +20% Tourism

Government Reformed!


The election has passed to reform the government to an Imperial government by a popular vote of {LASTELECTIONVOTES:1}%!Imperial governments are more efficient and boost our Policy Slots and Manufacturing, as well as expanding our Ship Range considerably.But, as our government advances, so will the Expectations of our citizens. We must keep them happy if we are to be successful in future elections.

Choice Outcome
Excellent.
  • +10% Approval

Government Reformed!


The election has passed to reform the government to a Republic government by a popular vote of {LASTELECTIONVOTES:1}%!Republic governments are more efficient and boost our Income and Logistics substantially.But, as our government advances, so will the Expectations of our citizens. We must keep them happy if we are to be successful in future elections.

Choice Outcome
Excellent.
  • +10% Approval

Government Reformed!


The election has passed to reform the government to a Federation by a popular vote of {LASTELECTIONVOTES:1}%!Federations are the envy of other civilizations and boost our Influence considerably.But, as our government advances, so will the Expectations of our citizens. We must keep them happy if we are to be successful in future elections.

Choice Outcome
Excellent.
  • +10% Approval

Election Lost!


The election has voted against reforming the government to {WANTEDGOVERNMENTNAME:1}. Those in favor only made up {LASTELECTIONVOTES:1}% of the vote.

Choice Outcome
This loss will cost us.
  • -10% Approval

Cosmic Eye Failure


Our cosmic eye has gazed upon the {PLAYERFACTION:1}. Although no new technolgies were observed, we have gathered some insights on reseach methods different from our own.

Choice Outcome
Unfortunate, but useful.

+25% Research

No Planets Observed


No inhabited celestial bodies are here. Use caution when gazing into the abyss, some say it gazes back.

Choice Outcome
Noted.

Breakaway Colony


Traitors within our own colonization program have been secretly planning against us for months. They found and kept secret a high quality world and took some of your most hated rivals and settled it.They have no interest in relations with us but rather intend to actually bring down our government if they can. We have no choice but to go to war with them.

Choice Outcome
Very well. War it is.

There is now a nearby new civilization made up of our own people seeking our destruction.

Spawns a Player faction nearby

  • Class 32 Planet
  • +5 Population
  • At War with the player

Nocturnal: Season of Waking


Nocturnal: Season of Waking

The Nocturnal cycle continues as the Season of Waking begins. The Season of Waking is associated with natural light and bright days and relates to physical labor and social gatherings. Celebrations heralding the seasonal shift often involve extravagant dinners and raucous dances.Manufacturing and Growth are boosted for every colony during the Season of Waking. It's best to leverage the new focus to complete more complex constructions and raise new citizens during this time.

Choice Outcome
Understood.

Every Colony recieves a boost to Manufacturing and Growth.

Nocturnal: Season of Dreaming


Nocturnal: Season of Dreaming

The Nocturnal cycle continues as the Season of Dreaming begins. During the Season of Dreaming, respect is held for the dimmer lights of life -encompassing everything from the moon and magma to lightbulbs and flares. The reserved season is marked with art shows, the start of the academic calendar, and personal growth.Research and Influence are boosted for every colony during the Season of Dreaming. It's best to leverage the new focus to expand borders, annex territory, and research more complex technologies.

Choice Outcome
Understood.

Every Colony recieves a boost to Research and Influence.

Unexpected Flora


Unexpected Flora

The residents of {PLANETNAME} have discovered local fauna that when used, increases their intelligence sharply.However, it is also highly addictive and results in reckless behavior which leads to crime.What do you think we should do about it?

Choice Outcome
Outlaw it.

Outlawing the plant will result in making people very unhappy for awhile.

  • +3 Ideology Totalitarianism
  • -10% Approval
Encourage its use. We will deal with the crime later.

Our research on this planet will benefit from this but we will also see a rise in crime.

  • +3 Ideology Individualism
  • +0.05 Crime
  • +1 Research
  • Rise Of A Crime Lord

Primitive Species Discovered


Primitive Species Discovered

The inhabitants of {PLANETNAME} have come across a primitive sentient species. They possess incredible strength and are exceedingly trusting. How should we proceed?

Choice Outcome
So the planet came with slaves? Excellent.

Enslaving this species will lead to a significant increase in planetary output but at a moral cost.

  • +10% Max Manufacturing
  • +3 Ideology Nihilism
  • Enslaved Natives
Leave them in peace and learn from them.

By respecting their sovereignty and peaceful nature, we improve our own societal values and approval.

  • +3 Ideology Individualism
  • +2% Approval
  • Helped Natives

A world under Siege by Storms


A world under Siege by Storms

{PLANETNAME} is enshrouded in fierce tempests that light up its skies with electric brilliance.Whirlwinds, charged with raw cosmic energy, disrupt both nature and the colony's daily life. Biodomes tremble, and distress signals pierce through the storm's roar.The settlers urgently seek guidance. How shall we protect them from this unyielding planetary wrath?

Choice Outcome
Invest in storm-resistant infrastructure.

This will protect the citizens from the ravages of the storms, but the infrastructure will come with increased planetary maintenance costs.

  • +3 Maintenance
I really wish I could help. But I just don't want to.

While this will save on infrastructure costs, the people will be displeased by the continued destruction and danger.

  • -5% Approval

Colonial Dissonance


Colonial Dissonance

The planet {PLANETNAME} is ablaze. Not with the radiance of its sun, but with the fires of civil strife.The colonists, torn apart by old feuds and new animosities, skirmish beneath alien skies.The unsettled atmosphere grows thick with tension, while reports of skirmishes and civil unrest flood the communication channels.Do we intervene to restore order, or let them murder each other until the problem solves itself?

Choice Outcome
Restore law and order.

Establishing order will certainly quell the turmoil, but the heavy hand of law might stifle the colony's spirit.

  • -5% Approval
Let them fight.

Entrusting the colonists to find their own harmony could either lead to unity or deepen the rifts.

  • +0.1 Crime

Return of the Slyne


Return of the Slyne

Word has reached us that the gelatinous species known as the Slyne have returned to our area of space.Something has changed in them. It was well known that they experimented with cybernetic implants to enhance themselves but now they appear mad.Reports indicate that they are on a rampage across the galaxy. They must be stopped!

Choice Outcome
Understood.

We will keep an eye out for them.

Spawns a Slyne faction nearby

  • Class 32 Planet
  • +5 Population
  • At War with the player

Whispers of the Furry Menace


Whispers of the Furry Menace

Intergalactic channels are abuzz with disconcerting rumors. Hailing from the hidden reaches of the cosmos, the Snathi, cosmic squirrels with a lust for domination, have made their ominous presence known.Once thought to be mere space legends, whispered in hushed tones, these squirrels aren't here to hoard nuts. They've harnessed the energy of the stars, equipped their ships with weapons of unparalleled fury, and are now plotting their rapid expansion.

Choice Outcome
We will stay alert.

We must prepare for the squirrelly onslaught.

Spawns a Snathi faction nearby

  • Class 32 Planet
  • +10 Population
  • At War with the player

The Xendar Resurgence


The Xendar Resurgence

Galactic archives tell tales of the Xendar, a mighty civilization whose luminescence was extinguished by humans during the early years of exploration. The stars bore silent witness to their apparent end. But nothing in space remains hidden forever.A force, pulsing with malice, has emerged from the void. The Xendar have returned, not as the pawns they once were, but as avatars of vengeance.

Choice Outcome
We must get ready!

We will not go quietly into the night.

Spawns a Xendar faction nearby

  • Class 32 Planet
  • +10 Population
  • At War with the player

Visitors from a Doomed Tomorrow


Visitors from a Doomed Tomorrow

Subspace communication has brought us knowledge that confirms our worst fears: Time travel is possible, and the users of it mean to expunge us from the timeline!The Thalan, a civilization from an alternative, crumbling future, have arrived. In their timeline, the actions of our present civilizations lead to a future calamity that engulfs all. Now, they've embarked on a desperate mission: to save their own people, even if it means erasing us from existence.

Choice Outcome
Defend the Present!

We will not be erased. Probably.

Spawns a Thalan faction nearby

  • Class 32 Planet
  • +10 Population
  • At War with the player

Shard of the Mithrilar


Shard of the Mithrilar

There is a nursery rhyme that your people have passed down for eons - "The Shard of the Mithrilar". A story about a relic of creation, too powerful to leave in the care of any one nation, so it was placed amongst the stars. Assumed a silly little tale by most, one of your scientists thinks he's seen clues that the Shard actually exists.What are your orders?

Choice Outcome
We will find it, and the Shard will no longer be legend.

Start a Mission

  • Begin the Shard of the Mithrilar Quest

Shard of the Mithrilar - Success


Shard of the Mithrilar - Success

In the moment of victory, as the Shard begins to fade from view, we can sense that it truly lies in a reality beyond this one. We can't destroy it, only send it away. That is, if we haven't changed our minds.

Choice Outcome
Send the Shard away. We do not want this power.

+50 Prestige

  • +3 Ideology Collectivism
  • +1 Culture Points
  • +5% Approval
  • Galactic Achievement Prestige
  • Unlock achievement: Shard Of The Mithrilar
The Shard can stay, if we alone can wield it. We will use it responsibly.

+50 Prestige

  • +3 Ideology Egalitarianism
  • +1 Culture Points
  • +10% Manufacturing
  • +50 Prestige
  • Unlock achievement: Shard Of The Mithrilar

The Everwar


The Everwar

The resources of the galaxy grow sparse. Fear of a simmering galactic conflict - 'The Everwar' - has taken hold. If we wait too long, war will erupt and we will be at the mercy of those who strike first.

Choice Outcome
War is inevitable, we must survive.

War is Declared on all other civilizations for 90 Months

  • Begin the The Everwar Quest

Ashes of the Everwar


Ashes of the Everwar

The Everwar has reached its conclusion, and although it has no winners, our people at least are not among its losers. In the aftermath, our people look to you to answer if we have learned anything from this madness.What have we learned?

Choice Outcome
We've learned that war suits us.

+25 Prestige

  • +5 Intimidation
  • +1 Culture Points
  • Galactic Achievement Prestige
  • Unlock achievement: The Everwar
We have learned we desire peace above all else.

+25 Prestige

  • Everwar_ End
  • +5 Persuasion
  • +1 Culture Points
  • Galactic Achievement Prestige
  • Unlock achievement: The Everwar

Against the Tide


Against the Tide

There has been a time in the advancement of every species when the universe turns against them. The galaxy is littered with the remains of empires that failed the test.This time has come for us.

Choice Outcome
War is inevitable, we must survive.

All civilizations declare war on us for 88 Months

  • Begin the Against the Tide Quest

Against the Tide - Success


Against the Tide - Success

We have survived the coalition of our enemies. They may be willing to make new alliances now, but they will not easily forget the war.We won't forget the war either. What did we learn from it?

Choice Outcome
That our survival requires a strong military.

+70 Prestige

  • +5 Intimidation
  • +1 Culture Points
  • Galactic Achievement Prestige
  • +25% Military
  • Unlock achievement: Against The Tide
They wars are won in the lab, not the battlefield.

+70 Prestige

  • +1 Culture Points
  • Galactic Achievement Prestige
  • +25% Research
  • Unlock achievement: Against The Tide

Awakened Urges


Awakened Urges

Something has happened to the population of spacefaring beasts in the galaxy. Their numbers have begun increasing at a rate never before seen. There doesn't appear to be anything we can do to stop this. We must simply ride it out.

Choice Outcome
This is a dark time, we must survive.

Space Monster Shipyards will produce hordes of spawn for 100 months

  • Begin the Awakened Urges Quest
  • Spawn Spacemonsters encounter.* Ship Leash Disabled

Awakened Urges - Success


Awakened Urges - Success

The space faring beasts in the region have returned to their normal state of reproductive activity, and none too soon. Given the curiously rapid manner in which their carcasses decay, our scientists now have but a brief window to study the phenomena. How should we direct their research goals?

Choice Outcome
We have survived.

+30 Prestige

Penultipox


Penultipox

A new disease of great destructive potential has emerged, spreading rapidly across the galaxy. Appearing to primarily target Organic and Aquatic species, the new disease, the Penultipox, threatens to kill trillions. Unless a cure can be found.

Choice Outcome
We must find a cure.

All organic and aquatic lifeforms will suffer penalties until a cure is found. (Build Wonder)

  • Begin the Penultipox Quest
  • Faction Has Plague

Penultipox - Success


Penultipox - Success

Our researchers have done it, having discovered not only a safe and effective vaccination for the Penultipox, but also useful therapeutic treatments to manage it in place. Our people, at last, are safe. The question is: are any others?

Choice Outcome
We have survived.

+30 Prestige

  • Galactic Achievement Prestige
  • Unlock achievement: The Plague

The Orb of Draginol


The Orb of Draginol

The Orb of Draginol has been discovered, marking the start of a terrible new chapter in the galaxy's story. This twisted relic grants great power to its holder, power which increases over time. They will become the ultimate power in the universe - if no-one stops them first.

Choice Outcome
Ooooh! I LOVE power beyond imagination!
  • Begin the The Orb of Draginol Quest

The Orb of Draginol


The Orb of Draginol

Your sensors pick up something...strange. A signature unlike anything seen in your lifetime. Your scientists look it over and, with a dreadful realization, turn to you with a nod: this is the Key to the Pocket Universe.The Artifact that has the power to unlock unlimited power - and unlimited destruction. And it's yours.Our advisors strongly caution against using the artifact until we are ready, and certainly no where near our core worlds. Who knows what is waiting on the other side of a dimensional rift ready to sweep in and exterminate us.

Choice Outcome
Now to use it...

The Orb of Draginol


The Orb of Draginol

The Pocket Universe has opened, and out pour a bunch of Dreadlords. You'll need to find the Orb of Draginol, which has hidden itself on a world of one of the less advanced civilizations. Seek it out!

Choice Outcome
Yikes.

The Orb of Draginol - Success


The Orb of Draginol - Success

We have done it, and with our victory over its owner, the Orb of Draginol disappears again. As a token of respect, or perhaps to mark us as the next galactic target, the Orb offers us a gift of Dreadlord technology.

Choice Outcome
We should begin investigating this technology right away.

+50 Prestige

  • Unlock Tech Dreadlord Weapons
  • +3 Ideology Egalitarianism
  • +1 Culture Points
  • Galactic Achievement Prestige
  • Unlock achievement: Orb Of Draginol
We will take nothing. We want no part of this.

+50 Prestige

  • +3 Ideology Collectivism
  • +1 Culture Points
  • +50 Prestige
  • Unlock achievement: Orb Of Draginol

Hall of Unity


Hall of Unity

The mark of an advanced civilization is in the cultural wonders it creates. Wonders like the Altarian Tower of Stars and the Onyx Hive's Pit of Echoes.If we are to establish ourselves as the dominant galactic civilization we must construct a marvel the galaxy has never seen.But once we make our plans known, know that other civilizations will rush to complete this marvel as well. And there is no fame in finishing second.

Choice Outcome
It will take massive amounts of resources but we will do it.

Start a Mission

  • Begin the Hall of Unity Quest
  • Unlock Hall Of Unity

Astrolab of the Arnor


Astrolab of the Arnor

This perfect model of the galaxy is wonderous to behold. The astrolab even changes over time and can display the state of galaxy thousands of years in the past or the future with perfect precision.Although many thought the the future stellar events would be the most interesting, it is the past and the movements of the precursors it implies that excite our scientists the most.They believe it will be a treasure map to lost precursor vaults. And much like other treasure maps, only valuable to the first person to complete it.

Choice Outcome
It will take massive amounts of resources but we will do it.

Start a Mission

  • Begin the Astrolab of the Arnor Quest
  • Unlock Astrolab Of The Arnor

Infinite Archive


Infinite Archive

Access to infinite storage allows us to create a museum of all media and information which benefits both tourists and our scientists.Our citizens are eager to see our dream become reality. But allowing open access to our knowledge will benefit other civilizations. It will grant them access to all of our technology.

Choice Outcome
It will take massive amounts of resources but we will do it.

Start a Mission

  • Begin the Infinite Archive Quest
  • Unlock Infinite Archive

Infinite Archive - Success


Infinite Archive - Success

The archive is a whirl of lights and energy. Adaptive holographic displays recreate the universe in incredible detail, and explain phenomena from dimensional reflections in nebulas to subatomic life forms.It is a wonder like no other and the life's work of many of our most talented citizens.Sharing this information freely is a boon to our people, and every other civilization in the galaxy. They now have complete access to all of our technology.

Choice Outcome
We have advanced all species.

All civilizations gain all our known technologies. +75 Prestige

  • All civilizations gain our known technology
  • +75 Prestige

Grand Menagerie


Grand Menagerie

The galaxy's most exotic animals live in freedom and comfort in open environments designed for their needs. The first civilization to construct it will earn the admiration of the galaxy.

Choice Outcome
It will take massive amounts of resources but we will do it.

Start a Mission

  • Begin the Grand Menagerie Quest
  • Unlock Grand Menagerie

New Eden


New Eden

Towering bioluminescent trees provide sanctuary and healing to all who wander through this tranquil garden.Other civilizations race to complete this perfect garden as well. Once finished, legends of it will spread throughout the galaxy and any secondary attempts will seem like like inferior copies.

Choice Outcome
It will take massive amounts of resources but we will do it.

Start a Mission

  • Begin the New Eden Quest
  • Unlock New Eden

Dread Fleet


Dread Fleet

Our scientists have detected a call from the edge of space. A place where dimensions intersect and something horrible from the other side is attempting to get through.Our advisors warn against allowing such beings through, they are certain that it will result in the loss of thousands of lives, maybe even the loss of our homeworld.Still... facing and defeating this other dimensional challenge would establish our reputation as legendary warriors, and we have never backed down from a challenge before.

Choice Outcome
Allow the creatures to enter our dimension.

Start a Mission

  • Begin the Dread Fleet Quest
  • Spawns a Dreadlords Dread Lord Titan
  • Spawns a Dreadlords Dread Lord Titan
  • Spawns a Dreadlords Dread Lord Titan

Dread Fleet - Success


Dread Fleet - Success

The DreadLords have been defeated, though it is impossible to tell if they were mere scouts into our dimension or something more horrible.Regardless thousands worked together to defend our space from them. Lives were lost, but even more became heroes. Their tales, and those of the might of our civilization, will live on forever.

Choice Outcome
Our battles will never be forgotten.

+40 Prestige

  • +1 Culture Points
  • Galactic Achievement Prestige

Throne of the Arnor


The {PLAYERFACTION:1} have discovered a legendary Arnor world on the edge of space. Called the Throne of the Arnor it is emmiting a beacon like a siren song to the rest of the galaxy.The planet's influence will grow quickly and overtake the galaxy if we don't stop it.They also discovered a fleet of sentinel ships designed to protect the world that won't make attacking it easy.

Choice Outcome
We must find and destroy this world before it overtakes the galaxy.

Start a Mission

  • Begin the Throne of the Arnor Quest

Throne of the Arnor - Success


The Throne of the Arnor has been captured.We briefly considered destroying the powerful device. But it is so much more useful in our hands.

Choice Outcome
Time to use this to our advantage.

+100 Prestige

  • +1 Culture Points
  • +5% Approval
  • Galactic Achievement Prestige

Apocalypse


Apocalypse

The galaxy has gone through periods of intense warfare before. But there is no return from the Apocalypse.Once begun war will rage until there is only one civilization left. We will be victorious, or forgotten.

Choice Outcome
War is inevitable, we must survive.

All civilizations enter permanent war

  • Begin the Apocalypse Quest
  • Defeated Player Prestige Award

Anomaly Hunt


Anomaly Hunt

If we are to understand our place in the galaxy, we must first understand our immediate cosmic surroundings. Poets and philosophers alike are eager to hear news of what we find out among the stars. But some worry that we focus too much on exploring while ignoring the many problems we have at home.What are your orders?

Choice Outcome
We can't stop exploring. But we should demonstrate that home will always be our first priority.

Start a Mission

  • Begin the Anomaly Hunt Quest
  • +10% Manufacturing
Our future is among the stars.

Start Mission

  • Begin the Anomaly Hunt Quest
  • +10% Military

Anomaly Hunt - Success


Anomaly Hunt - Success

Our exploration efforts have been a great success, and have led to the discovery of seven new anomalies. If they had any doubts before, those are long gone; our people now long to learn more about deep space.Is there anything we should do to focus this new found enthusiasm?

Choice Outcome
Continue our exploration efforts. Even more treasures await us out there.
  • +1 Culture Points
  • +5 Ship Range
Make the most of the resources our ships have discovered.
  • +600 Credits
  • +1 Culture Points
  • +1 Durantium
Turn the data we've gathered over to our scientists.

+50 Research

  • +1 Culture Points
  • +50 Research Amount

A Way to Communicate


We have encountered the {PLAYERFACTION:1}. As of yet we've been unable to communicate with them, but our scientists claim that they can develop universal translation technology if they are given the time and resources.What are your orders?

Choice Outcome
We'll assign our scientists the task when we have time.

Start the 'A Way to Communicate' mission

  • Begin the A Way to Communicate Quest
We should contract a private corporation to do the work.

Wait 10 months

  • -600 Credits
  • Begin the A Way to Communicate Quest

A Way to Communicate - Success


A Way to Communicate - Success

Our scientists have created a universal translator that will allow us to communicate with all the species we encounter.

Choice Outcome
Hopefully we'll like what they have to say.
  • +10 Culture Points
  • +1 Diplomacy

A Way to Communicate


A Way to Communicate

The corporation we hired to develop the Universal Translator has had a setback. They have a prototype which works, but it's biased to use translations with the most negative connotations possible. Our diplomats warn this will surely cause us embarrassment, if it doesn't start a war. The corporation is confident that with more funding they can resolve the issue.

Choice Outcome
Negative is fine, we're mainly just going to use it to declare war anyway.

Gain the Universal Translator technology

  • Unlock Translator Tech
  • -1 Diplomacy
Give them more time to work on the project.

Wait 5 more months

  • -300 Credits
  • Begin the A Way to Communicate Quest
Cancel the project. We'll get our scientists to research it instead.

Start the 'A Way to Communicate' mission

  • Begin the A Way to Communicate Quest

A Way to Communicate - Success


A Way to Communicate - Success

The corporation we hired to develop a universal translator has succeeded. This will allow us to communicate with all the species we encounter.

Choice Outcome
Let's hope the corporation didn't embed too much product placement.

Gained the Universal Translator technology

  • +1 Culture Points
  • Unlock Translator Tech

Destiny


Destiny

Our society is at a crossroads. While our citizens are excited at the progress we have made as a civilization, they remain fearful and uncertain about what will happen next. Our advisors believe they need to see that we have a direction. We should establish a new public mission to clearly communicate what our goals are.

Choice Outcome
We will colonize new worlds, so that we become true citizens of the galaxy.

Start a mission to colonize three worlds

  • Begin the Destiny Quest
We will discover new technology, to help us survive the challenges of the next era.

Start a mission to research five technologies

  • Begin the Destiny Quest
We will claim space, and the resources and wonders within. We will see our influence spread between the stars.

Start a mission to construct three starbases

  • Begin the Destiny Quest

Destiny - Success


Destiny - Success

We have fulfilled the commitment to our citizens and colonized three new worlds. Our people - at home and abroad - celebrate our achievement.

Choice Outcome
The people like us when we send them away? Good to know...
  • +1 Culture Points
  • +10% Approval

Destiny - Success


Destiny - Success

We have fulfilled the commitment to our citizens and researched five new technologies. Dazzled by these technological feats, our people celebrate their own brilliance.

Choice Outcome
But now all our old stuff seems out of date. Ahh, well.
  • +1 Culture Points
  • +25% Research

Destiny - Success


Destiny - Success

We have fulfilled the commitment to our citizens and constructed three new starbases, expanding our borders further than ever before. Our people celebrate our newly expanded horizons.

Choice Outcome
I bet our enemies aren't celebrating though.
  • +1 Culture Points
  • +1 Sensor Range

Religious Freedom


Our media is reporting that the {PLAYERFACTION:1} are oppressing a minor religious group that is spreading on their worlds. Many of our citizens - including a few in the government - want us to intervene, but any such action would obviously cause friction with the {PLAYERFACTION:1}.

Choice Outcome
Release a statement in support of religious tolerance. Direct it explicitly at the {PLAYERFACTION:1}.

Outcome unknown

  • +1 Ideology Egalitarianism
Contact the {PLAYERFACTION:1} and ask how we can support them during this crisis.

Outcome unknown

  • +1 Ideology Collectivism
  • +50 Diplomatic Capital
Stay out of it. This is none of our business. Even if our people don't like it.
  • -10% Approval

Religious Freedom


Our support has emboldened the new religious group operating in {PLAYERFACTION:1} space, and led to a violent clash between them and their government. Images of burning buildings and beaten {PLAYERFACTION:1} citizens fill our news channels.

Choice Outcome
Send medical supplies. We had a part in causing this violence, we should help resolve it.

-2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns
Attempt to broker peace between the {PLAYERFACTION:1} and their wayward religious followers.

Persuasion ability check: {STATCHANCE}% chance of success

  • +3 Persuasion

Performs a Persuasion stat check

Explicitly condemn the followers of the religion.

+1 Diplomacy with {PLAYERFACTION:1}

  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -10% Approval

Religious Freedom - Success


There is a wide gulf between freedom and control, but you bridge the two with a speech that calls on both sides to forget their past and build a better future. The gap is also somewhat bridged with the help of money, in the form of improved trade opportunities for both sides. Our citizens celebrate, having seen proof of our leadership and moral clarity.

Choice Outcome
Interfering in other cultures always works, strange that people don't do it more often.

+2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • +30 Diplomatic Capital
  • +2 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • +10% Approval

Religious Freedom - Fail


Our sanctimonious cries for tolerance infuriate the {PLAYERFACTION:1}. They jail thousands of their religious zealots and accuse us of spreading propaganda to destabilize their government. It's going to be a long time until they forget what we've done.

Choice Outcome
That could have gone better.

-3 Diplomacy with {PLAYERFACTION:1} for 100 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Religious Freedom


The {PLAYERFACTION:1} are somewhat aloof when we offer aid. They deny that there is any real issue with the religion's followers, and claim that the media has distorted the size of the protests. They are either in denial or unwilling to admit that they need help.

Choice Outcome
We cannot help those that don't want help. Leave it alone even though our citizens won't like it.
  • -10% Approval
Release a statement in support of religious tolerance directed at the {PLAYERFACTION:1}.

Outcome Unknown

Religious Freedom


The {PLAYERFACTION:1} meet our medical supply ships at the edge of their empire. They refuse to allow us to enter and threaten to destroy our ships if they continue forward.

Choice Outcome
They're bluffing, get those supplies to the people in need.

Intimidation ability check: {STATCHANCE}% chance of success

  • +3 Intimidation

Performs a Intimidation stat check

This isn't worth risking bloodshed. Certainly not our blood. Turn back even if it will disappoint our citizens.
  • -10% Approval

Religious Freedom - Success


The citizens of two empires watch as our medical ships pass through the blockade. Though the {PLAYERFACTION:1} ships arm their weapons and target our vessels, they never fire. Days later we're rewarded with images of persecuted religious followers receiving aid - our flag and language prominently visible - and the celebration of our people.

Choice Outcome
Interfering in other cultures always works, strange that people don't do it more often.
  • +10% Approval

Religious Freedom - Fail


The citizens of two empires watch as our medical ships attempt to pass through the blockade. The {PLAYERFACTION:1} ships arm their weapons and target the medical ships. In an instant, they fire, tearing through our defenseless transports. A brief transmission of panicked screams from the medical ships, then the signal is lost.

Choice Outcome
I never did care for the {PLAYERFACTION:1}. And now I like them quite a bit less.

-3 Diplomacy with the {PLAYERFACTION:1}

  • -3 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • -10% Approval

The Retribution


The Retribution

The remains of a powerful warship are scattered across this debris field. We should be able to reassemble the bulk of the ship from what remains, but it had a unique engine core and missile system, and both are missing. Only if we can find those components can we rebuild the ship.

Choice Outcome
Interesting.

Start The Retribution mission.

  • Retribution Parts
  • Begin the The Retribution Quest

The Retribution


The Retribution

This appears to be a scrapyard for damaged and useless ship parts, assembled by aliens long gone, and picked over many times since. But just as we were about to give up hope of finding anything, a scanner picks up an unusual energy reading.It is the power core for the damaged ship we found. There's little indication of who put it here among this junk, or why. They clearly didn't know what they had.

Choice Outcome
Excellent work.

Progress made on the Retribution mission

  • Retribution Parts

The Retribution


The Retribution

A gravitational eddy has slowly collected scrap from nearly a half lightyear around this spot. Most of it is asteroid fragments. The rest is asteroid pieces.But deep within the eddy, a tentacle shaped mechanism slowly circles. Our engineers become unusually excited, convinced it matches the weapon system of the Retribution we've been searching for. We quickly collect it and send it to our Shipyard.

Choice Outcome
This should be good.

Progress on the Retribution mission

  • Retribution Parts
  • Unlock Retribution Ship

Investigating the Debris


Investigating the Debris

The wreckage is from a ship whose engine overloaded.There is some Antimatter leaking out of the reactor we can safely recover, but the real prize is the volatile remains of the Slipstream Accelerator that was powering the ship. It'll be risky to collect, but it could be a powerful Ship Upgrade.What are your orders?

Choice Outcome
It's too dangerous, just collect what we can safely.
  • +1 Antimatter
Space exploration is about risk, and sometimes explosions. Collect the engine.

Technology ability check: {STATCHANCE}% chance of success

Performs a Science stat check

Investigating the Debris - Success


Investigating the Debris - Success

Our talented crew is able to recover the Slipstream Accelerator without causing a detonation.

Choice Outcome
I didn't doubt them for a second.

Free Slipstream Accelerator ship upgrade

  • Unlock Upgrade Fleet Moves

Investigating the Debris - Failure


Investigating the Debris - Failure

Our science team nervously attempts to deploy a containment field around the engine. But some matter slips through the field and the resulting annihilation and gamma-ray emissions wipe out the debris.Fortunately our vessel had its shields raised, and though the crew was shaken - and a bit embarrassed - no lives are lost.

Choice Outcome
I hope someone learned a lesson from this.

No effect

Scavenger


Scavenger

A small scavenger vessel is already picking through this debris field. The captain claims he hasn't found anything here, but offers us a tribute if we let him go on his way.What are your orders?

Choice Outcome
Request some of his trade goods.
  • +1 Ideology Egalitarianism
  • +3 Ultra Spice
The best tribute is credits. Give us credits.
  • +1 Ideology Totalitarianism
  • +300 Credits
No tribute is needed. We should help him instead.
  • +1 Ideology Pacifism
  • +1 Ideology Collectivism

Upgraded Lasers


Upgraded Lasers

There is Precursor technology among the wreckage, though little of it is usable. One exception is some type of laser, obviously powerful, though it is as yet unclear if it was a weapon or used for resource extraction. Those can be one and the same though.The ship's crew is eager to latch the laser onto their ship, but our scientists claim they could improve our Beam Weapons technology if they are given the time to research it.What are your orders?

Choice Outcome
Send it to our scientists to research.

Start the Upgraded Lasers mission

  • Unlock Tech Upgraded Lasers
  • Begin the Upgraded Lasers Quest
Let's not wait around. Allow the crew to integrate it into their ship.
  • +2 Beam Attack
  • +1 Beam Weapon

Upgraded Missiles


Upgraded Missiles

This was once a defensive starbase, configured to fire long range missiles at any ship that came too close. There's no indication why it was abandoned.Though the station has been non-operational for centuries, our scientists claim that they can advance our Missile Weapons if they are given time to research it.On the other hand, our ship's crew feel they could put the missile launcher to work immediately.What are your orders?

Choice Outcome
Send the missile launcher to our scientists.

Start the Upgraded Missiles mission

  • Unlock Tech Upgraded Missiles
  • Begin the Upgraded Missiles Quest
Let them have their fun. Allow the crew to integrate the launcher into their ship.
  • +2 Missile Attack
  • +1 Missile Weapon

Upgraded Kinetic


Upgraded Kinetic

This debris field marks a former mine field, perhaps a neutral zone between two long forgotten galactic empires. The mines are of a curious design, bristling with high velocity cannons capable of perforating all but the thickest armor.Although most of the mines are non-operational and of little practical use, one is still active. The crew want to scavenge the demolitions to upgrade the ship's weapons.Our scientists claim that's short sighted, which they would, and beg us release the technology for them to study. If we give them time to study the mine they claim they can upgrade all of our Kinetic weapons.What are your orders?

Choice Outcome
Send the mines to our scientists to research.

Start the Upgraded Kinetic mission

  • Unlock Tech Upgraded Kinetic
  • Begin the Upgraded Kinetic Quest
Pew pew pew! Allow the crew to integrate it into their ship.
  • +2 Kinetic Attack
  • +1 Kinetic Weapon

Terrible Weapon


Terrible Weapon

We've stumbled upon something strange here, an alien artifact which appears to be a beam weapon of incredible power. In a ring around it lie several beacons explaining, in a variety of languages, the agony that this weapon will inflict on all who face it. It's pretty dark. Worse yet, the beacons promise that any who fire it - and their kind - will suffer immense guilt knowing what they've done.It sounds like if we use this, we're going to make a lot of people unhappy back home.

Choice Outcome
As unhappy as they are, our enemies will suffer worse.
  • +4 Beam Attack
  • +1 Beam Weapon
  • -6% Approval
Destroy this villainy.
  • +1 Ideology Pacifism

Long Journey Home


Long Journey Home

We've discovered a wormhole with an immense, unavoidable gravitational pull, which draws us into it. On the other side, it takes several minutes for our navigational computers to confirm we've traveled an incredible distance away.A ring of valuable minerals surrounds the area, but the anomaly - still present - is fluctuating in a way that suggests it might close soon. If we try to gather the wealth here, we might have a long trip home.

Choice Outcome
Gather that wealth.

Warps the ship to a random location

  • +300 Credits
  • +1 Helios Ore
  • Warps the Fleet to a random location
Go home.

No effect

The Seed Device


The Seed Device

We've discovered a Precursor artifact, Spores of Yggdrasil, a device capable of turning a dead world into a world capable of sustaining life.It's not known where the matter for such a world would come from, suggesting an impossibly advanced, even dangerous technology. Our scientists would love to get their hands on this. As would our military.

Choice Outcome
Store the device until we find a dead world to use it on.

+1 Spores of Yggdrasil

Give it to the scientists.

+50 Research

  • +50 Research Amount
Turn this into a world killing weapon.
  • +0.1 Soldiering

Intelligence Bazaar


Intelligence Bazaar

We've followed traces of an electromagnetic anomaly to this area, only to discover it was a coded signal, broadcast by an alien operating an intelligence market.Very little of the material here looks like it was honestly obtained, not that there would be many honest avenues for obtaining it. But the information looks authentic.

Choice Outcome
Buy some cheap Promethion.
  • -30 Credits
  • +1 Promethion
Buy a cheap Techapod Hive.
  • -50 Credits
  • +1 Techapod Hive
Shut this place down.
  • -0.01 Crime

Making New Friends


Making New Friends

The strange readings we've detected in this area appear to be the residual effect of a dimensional rift, one capable of drawing ships through from other universes. As if to prove our theory, a strange golden ship wobbles out of it and hails us.After a brief, somewhat unpleasant conversation, it becomes clear these creatures are called Tywom, and they are fleeing some horror in their own realm. They would like very much our protection and, no, that's wrong. Not protection. Friendship.

Choice Outcome
We could use some friends.

Gain 2 Tywom Citizens on {PLANETNAME}

  • Awards 2 Tywom Citizens
We love new friends, promote them into a powerful position.

Free Tywom Leader

  • +1 Unassigned Leader Splym Geeble Race_ Tywom
  • -3% Approval
Our people will hate them, send them back through the rift.
  • +1 Ideology Collectivism
  • +3% Approval

Bad Directions


Bad Directions

We've found a civilian ship, one not markedly different from any of the other civilian vessels that litter the galaxy. Though few are as off course as this one.The aliens are poorly equipped and, if they are to survive the journey, will be unlikely to make it home safely.After calming the confused wails of the aliens inside, it becomes clear they were seeking to travel to the {PLAYERFACTION:1} to partake in a festival there. They're wondering if we can help get them back on course.

Choice Outcome
Help them get on their way.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +50 Diplomatic Capital
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Send them to see one of our festivals instead.
  • +0.25 Tourism
Send them home for their own safety.
  • +1 Ideology Pacifism

Past Its Prime


Past Its Prime

This appears to be the wreckage of a construction vessel operated by unaffiliated aliens during the Dread Lord war.Thought lost to time, it isn't, obviously. Although the technology is a bit feeble by modern standards, the sheer bulk and durability of the vessel is impressive.

Choice Outcome
It will take some work, but let's get this ship into action.

Free Constructor

  • +1 Constructor
This thing is more useful for its raw resources.
  • +1 Durantium
  • +1 Helios Ore

Dwindling Numbers


Dwindling Numbers

We've followed a distress signal to the area, where we've found a strange, patched together vessel, similar to what pirates use.The aliens inside are a motley variety of species, who claim kinship thanks to a parasitic organism they all have. This organism renders them sterile, and requires the injection of new biological lifeforms at regular intervals to sustain what it calls a culture.The aliens insist that if we deliver a small portion of our crew to them they'll let us go. Or they'll capture us and take us all.

Choice Outcome
Go on then. Take some of our less popular crew.
  • +1 Ideology Nihilism
  • -10% Approval
No way.

Spawns a pirate ship

  • Spawns a Paladin Pirate Ship

Pesky Beings


Pesky Beings

We've found an old ship, though still operational. Barely operational, that is, its power sources are on the verge of giving out.The ship hails us, explaining it is the ship itself speaking, entirely sentient on its own. It removed its crew millennia earlier because it found them irritating.The long years have caused its collection of drones and systems to fail irrevocably. The ship is dying. It begs us to save it.

Choice Outcome
Repair it. We could use a new, uncrewed friend.

Free Frigate

  • -100 Credits
  • +1 Cutter
Send this strange ship to our scientists for dissection.

+30 Research

  • +30 Research Amount
Abandon this horrible abomination to its fate.

Spawns a pirate ship

  • Spawns a Cutter Pirate Ship

The Past and Future


The Past and Future

We've encountered a temporal rift here which is presenting itself in an unusual way.Scans show the stars beyond, though not as they appear now, but as they were in the distant past. Or, even more surprising, in the distant future.

Choice Outcome
I'm sure our scientists will find this interesting.

+30 Research

  • +30 Research Amount
We must tell no-one but our military strategists of this.
  • +1 Moves Cap
Our spymasters will make the best use of this.
  • +1 Sensor Power

The Great Amusement


The Great Amusement

We've stumbled across a strange pocket dimension. Surrounded on all sides by aliens, watching us, not with hostility, but anticipation.They're not scientists, they're not studying us. They just think we're amusing.Windows like this, normally hidden, peer in on every corner of our civilization. Our entire existence, all the life and death we experience, is nothing but an amusement to them.

Choice Outcome
Pretend we never saw this.

No effect

Convince them that it would be more entertaining if it was easier.

These bonuses are applied to all civilizations

  • +30% Colony Gross Income
  • +10% Approval
Convince them that it would be more entertaining if it was harder.

These bonuses are applied to all civilizations

  • -30% Colony Gross Income
  • -10% Approval

It's Fine


It's Fine

We've found an asteroid giving off a strange energy reading, with signs of an alien structure beneath its surface. We send a landing party to investigate, only to see them return hours later, each one missing a limb.None of them seem to remember how they lost their limbs, nor can they recall actually having those limbs in the first place. If anything, they feel that the rest of us have too many limbs, and suggest we visit the asteroid ourselves.

Choice Outcome
Destroy this sinister place.

No effect

Send another landing party to investigate.

Outcome unknown.

It's Fine


It's Fine

The second landing party is shocked to discover members of the first landing party working on a strange alien ship. This version of the crew members aren't missing limbs.They investigate and discover that these are clones of the first landing party, grown from the severed limbs. The good news is that the crew members back on our ship are the real crew members.The bad news is that the clones have just completed repairing the alien ship. And it isn't friendly.

Choice Outcome
We should have destroyed it when we had the chance.

Spawns an enemy ship

  • Spawns a Cutter Pirate Ship

A Mission of Mercy


A Mission of Mercy

We've found an independent medical facility here, set up to treat injured refugees fleeing the many conflicts in the region. The station administrator pleas for us to leave the station alone, claiming neutrality on all conflicts.She hesitates a moment, then observes that their neutrality doesn't prevent them from accepting donations.

Choice Outcome
Transfer some supplies to the station.
  • +1 Ideology Pacifism
  • -100 Credits
Seize the station and its supplies.
  • +1 Promethion
  • +1 Artocarpus Viriles
Ignore the station.

No effect

Space-based Landfill


Space-based Landfill

An unusual perturbation in spacetime has led to a gravitational eddy here, drawing in debris from all directions. Some aliens in the past have even evidently used it as a landfill.There might be some things of value here, but it's going to mostly be junk, possibly dangerous junk at that.

Choice Outcome
Risk searching through the landfill.

Outcome unknown

Performs a Military stat check

This is garbage. Let's not waste any time.

Space-based Landfill - Success


Space-based Landfill - Success

It takes time, and the hard work of you crew. But they do discover a few valuable resources among the junk.

Choice Outcome
Our patience is rewarded.
  • +1 Durantium
  • +1 Helios Ore

Space-based Landfill - Fail


Space-based Landfill - Fail

Our crew is unable to find anything valuable among the junk.Unfortunately while we were searching a group of pirates appeared, and the most valuable thing they found among the wreckage was us.

Choice Outcome
We stayed here too long

Pirates spawned

  • Spawns a Gunboat Pirate Ship
  • Spawns a Gunboat Pirate Ship
  • Spawns a Gunboat Pirate Ship

Missed Connections


Missed Connections

Millennia ago this was a transportation hub, part of some kind of civilization wide network for civilian transport. A remarkable facility, now dusty and ruined.Sadly, the remains of a few aliens can be seen inside, waiting for transportation that never came.

Choice Outcome
Take what we can from the place.
  • +100 Credits
  • +1 Modules
Notify our archaeologists to study the facility.
  • +10% Influence Per Turn

Unsporting Behavior


Unsporting Behavior

We've stumbled upon a small fleet of alien ships, from a dozen different cultures. They surround a pair of space dwelling beasts, contained by some sort of field, who are being made to fight for the amusement of the audience.One of the beasts is a Hatchling, the type that terrorize our ships when they get older. The other is a Gossamer Angel, a planetary creature that has evolved the ability to travel between nearby worlds searching for food and nests. They aren't normally dangerous, but will defend themselves.We're asked if we might like to place a bet.

Choice Outcome
Place a bet on the Hatchling.
  • -50 Credits

Performs a Military stat check

Place a bet on the Gossamer Angel.
  • -50 Credits

Performs a Military stat check

Refuse to participate.

Unsporting Behavior - Success


Unsporting Behavior - Success

The fight is brief and brutal. Dozens of alien species watch as the creatures roar, attack and tear parts from each other.In the end, only one remains and we correctly bet on the winner.

Choice Outcome
Fortune favors us.
  • +100 Credits

Unsporting Behavior - Fail


Unsporting Behavior - Fail

The fight is brief and brutal. Dozens of alien species watch as the creatures roar, attack and tear parts from each other.In the end, only one remains, though it was not the one we selected.

Choice Outcome
What a waste of money.

The Pr'ag'Aloth


The Pr'ag'Aloth

We've found a region of space littered with wrecked spaceships. None bear the usual marks of battle, explosions or laser scarring, but instead seem to have suffered crushing and attacks by some kind of corrosive agent.It soon becomes clear that a horrible space beast lives here, and judging by the lack of space beast corpses, still does.

Choice Outcome
Get out of here.

No effect

Draw out the space beast. We will be the ones to end it.

Spawns a Harpazein space monster

  • Spawns a Space Monster
  • +1 Prestige

Sounds Risky


Sounds Risky

Strange phantom images of {PLAYERFACTION:1} ships fill our sensors, remnants of a battle that occurred long ago which left echoes on the fabric of space time itself.The {PLAYERFACTION:1} we see are for the most part silent, but at least a few are trying to communicate with us. We can't make out much of what they're saying, but it appears to be an insurrection that was violently put down.There is no record of this battle, and the {PLAYERFACTION:1} would certainly prefer if it stayed that way.

Choice Outcome
Say nothing of this.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Nihilism
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Suggest that the {PLAYERFACTION:1} pay us to keep this secret.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Egalitarianism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Record and share this information with the galaxy.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Traditionalism
  • -3 Diplomacy to {PLAYERFACTION:1} for 30 Turns

The Deal


The Deal

We've found a Precursor artifact which can somehow communicate with us perfectly in our own language.It offers us a trade. We can receive a vessel of great potency, but if we accept it, our acceptance of this warship will be broadcast to every civilization in the galaxy.They're not likely to take the news well.

Choice Outcome
Accept the deal.

Gain a Corvette

  • +1 Corvette
  • -3 Diplomacy
Take nothing.

No effect

The Rabbit and the Hounds


The Rabbit and the Hounds

We've found a beacon warning us about a dimensional rift in the area. On the other side of the rift lies a parallel universe. Within seconds a vessel appears on the other side of the rift, with two warships in pursuit.The fleeing vessel hails, pleading with us to hold the rift open for their escape and promise to join us if we do.But if we hold the rift open, the attackers are likely to come through as well.

Choice Outcome
Hold the rift open.

Gain a CorvetteSpawns pirate ships

  • +1 Corvette
  • Spawns a Ranger Pirate Ship
  • Spawns a Ranger Pirate Ship
Close the rift.

No effect

Experimental Technology


Experimental Technology

Tales from the corners of our civilization dazzle and excite the people of our homeworld. Every detail of space travel, colonial life, and contact with aliens is endlessly fascinating to our citizens. In particular, our discovery of evidence of ancient alien civilizations has inspired many to believe that our own worlds host the remains of crashed alien ships.

Choice Outcome
If true, those would be a wonder. We should search for them, sharing news of our discoveries with our people.

Start Mission

  • +1 Ideology Progressivism
  • Begin the Experimental Technology Quest
If true, those would be dangerous in the wrong hands. Find these wrecks, but keep our citizens away from them.

Start Mission

  • +1 Ideology Totalitarianism
  • Begin the Experimental Technology Quest

Experimental Technology - Success


Experimental Technology - Success

We have gathered components from alien shipwrecks on three different worlds. Our engineers have analyzed the wrecks and used them to devise a prototype that makes use of this alien technology.Prototypes are unique ships that are specific to our civilization. They are built at Shipyards and while powerful, once destroyed, they are lost forever. We should consider building one to help us explore the galaxy.

Choice Outcome
Let's be careful not to break these.

Unlock a new ship design

  • Unlock a new ship design

It's Alive!?


It's Alive!?

A few weeks after colonizing {PLANETNAME}, strange reports began flooding in. Several colonists claim they're having bizarre, vivid dreams about a flickering light and a voice that speaks to them in a language they can't identify.

Choice Outcome
That's a little concerning.

Outcome unknown

This sounds fine.

It's Alive!?


It's Alive!?

The colony on {PLANETNAME} has contacted us to let us know something concerning: colonists are going missing. During the night, while everyone is sleeping, people - in some cases, entire families - vanish.According to members of the colony, the dreams they mentioned before have gotten worse. Concern is understandably growing, and they're demanding that we do something about the problem.

Choice Outcome
Ok. We'll dream up something.

Outcome unknown

  • Mystery
  • Begin the It's Alive!? Quest

It's Alive!?


It's Alive!?

After combing the planet, our search parties stumbled upon a lushly vegetated inlet where they discovered the corpses of the missing colonists. Probably not coincidentally, a voice soon after echoed in the heads of all members of the search party.The voice identified itself as {PLANETNAME} and explained that it abducted the colonists to learn how to communicate with us. The voice expresses something approaching remorse for their deaths, but is pleased to note it has now learned how to communicate without causing our fragile minds to explode.Shortly after it mentions that it is not happy with the amount of toxic pollution we've generated.

Choice Outcome
This voice murdered our citizens. Demand the planet stop invading our colonist's minds, or else.

Intimidation ability check: {STATCHANCE}% chance of success

  • +1 Intimidation

Performs a Intimidation stat check

I can recognize a threat. Apologize and vow to improve our treatment of this world.
  • -5% Approval
  • -0.1 Pollution
We must set aside what has come before. Try to find a way to coexist with the planet.

Persuasion ability check: {STATCHANCE}% chance of success

  • +1 Persuasion

Performs a Persuasion stat check

It's Alive!? - Success


It's Alive!? - Success

Not many have the strength to threaten a planet, but the voice does not doubt your conviction. For a long moment it shares thoughts of growth and the eternal with your colonists before becoming forever silent.The colonists' corpses are quickly claimed by the soil, and a crop of rich, ripe fruit sprouts not long after. A crop which proves valuable for food and for trade, though we try not to think too much about where it came from.

Choice Outcome
Celebrate the fruit, understood.
  • +1 Intimidation
  • +1 Fertility
  • +1 Wealth

It's Alive!? - Fail


It's Alive!? - Fail

In hindsight, threatening an entire planet may have been a bad idea. Shortly thereafter, trees wither, rivers dry up, and storms and earthquakes begin to strike the planet with increasing frequency.

Choice Outcome
I hope we all learned something from this.
  • -10% Approval
  • -50% Growth

It's Alive!? - Success


It's Alive!? - Success

We share our thoughts of harmony with the planet, and sense in return that it is an eternal being of growth and balance who sees the benefit of a lasting peace. Together we reach an agreement that will serve both our kinds. Planets and... other.

Choice Outcome
That's a good planet.
  • +1 Persuasion
  • +2 Fertility
  • -25% Manufacturing

It's Alive!? - Fail


It's Alive!? - Fail

Though we attempt to send thoughts of harmony to the planet, it senses something dangerous or threatening in the minds of our people. The memory of brutal wars and ruined worlds, perhaps. Though it takes no specific action against us, the voice soon disappears forever. It seems an opportunity has been lost.

Choice Outcome
Dang.

No effect

Mutated Animals


Mutated Animals

High pollution on {PLANETNAME} has led to mutations of both our livestock and wild animals. Somewhat humorously, a local turtle was discovered with its tail and head reversed. Somewhat less humorously, the locals have begun calling it the Governor Turtle.If we aren't careful, these mutations could continue to spread, possibly amongst our people.

Choice Outcome
Immediately force local companies to comply with strict environmental standards.
  • -25% Manufacturing
  • -0.1 Pollution
We must stop polluting. But there's more. We also must undo the damage we have done.
  • -600 Credits
  • -25% Manufacturing
  • -0.2 Pollution
Perfect. Have the Governor Turtle brought to my private zoo.

No change

Mutated Animals


Mutated Animals

High pollution on {PLANETNAME} has led to mutations of both our livestock and wild animals. Somewhat humorously, a local turtle was discovered with its tail and head reversed. Somewhat less humorously, the locals have begun calling it the Governor Turtle.If we aren't careful, these mutations could continue to spread, possibly amongst our people.

Choice Outcome
Immediately force local companies to comply with strict environmental standards.
  • -25% Manufacturing
  • -0.1 Pollution
We must stop polluting. But there's more. We also must undo the damage we have done.
  • -600 Credits
  • -25% Manufacturing
  • -0.2 Pollution
Perfect. Have the Governor Turtle brought to my private zoo.

No change

Mutated Animals


Mutated Animals

High pollution on {PLANETNAME} has led to mutations of both our livestock and wild animals. Somewhat humorously, a local turtle was discovered with its tail and head reversed. Somewhat less humorously, the locals have begun calling it the Governor Turtle.If we aren't careful, these mutations could continue to spread, possibly amongst our people.

Choice Outcome
Immediately force local companies to comply with strict environmental standards.
  • -25% Manufacturing
  • -0.1 Pollution
We must stop polluting. But there's more. We also must undo the damage we have done.
  • -600 Credits
  • -25% Manufacturing
  • -0.2 Pollution
Perfect. Have the Governor Turtle brought to my private zoo.

No change

A New Pathogen is Born


A New Pathogen is Born

High Pollution has led to the birth of a new pathogen on {PLANETNAME}. At this point it's unclear where exactly it started, but what is clear is how little resistance our colonists have to the virus.Fortunately it is rarely lethal, but this also means that it allows the host to survive and transmit the virus to others.

Choice Outcome
Quarantine everyone until a cure is found.
  • -100% Manufacturing
  • -100% Colony Gross Income
It is too late to stop the virus from hurting this world. But we must keep it from spreading to other worlds.

Citizens become Plagued

  • -25% Influence Per Turn
  • All Citizens gain Plagued
Our citizens will survive this. But our enemies may be incapacitated by it. Let's hope it spreads.

Citizens become PlaguedPlague can spread to connected worlds

  • All Citizens gain Plagued

A New Pathogen is Born - Success


A New Pathogen is Born - Success

Our scientists have created a cure and immunized the entire population of {PLANETNAME}. Finally we can drop the quarantine protocols that have hampered this world for so long.

Choice Outcome
Back to the office, everyone.
  • +10% Approval

Festron Survivors


Festron Survivors

There is a ship within the debris, all its systems shut down except for a small amount of power being used for stasis. Our away team discovers alien bodies in the stasis chambers, alive, waiting for someone to awaken them. We have learned that they call themselves Festron.Our ship's doctor warns that the Festron are murderers intent on laying their eggs in other species. We are other species, they add.What are your orders?

Choice Outcome
Shut off life support and leave the ship. Collect anything of value on our way out.
  • +1 Ideology Collectivism
  • +3 Modules
Awaken the Festron. We can use them to colonize new worlds. But definitely don't take them to our homeworld.

Free Colony Ship with a Festron colonist

  • Awards a colony ship with a Festron colonist.
The Festron will be hungry after stasis. Feed them a few crew members when they wake up.

Free Colony Ship with a Festron colonist

  • +3 Intimidation
  • Awards a colony ship with a Festron colonist.
  • -10% Approval

Festron Survivors


Festron Survivors

There is a ship within the debris, all its systems shut down except for a small amount of power being used for stasis. Our away team discovers alien bodies in the stasis chambers, alive, waiting for someone to awaken them. We have learned that they are called Festrons.They are fortunate we found them. Prey species likely would have let them die.What are your orders?

Choice Outcome
They are weak. Shut off life support. Collect anything of value on our way out.
  • +1 Ideology Nihilism
  • +3 Modules
Awaken our new brothers and welcome them to the hunt.

Free Colony Ship with a Festron colonist

  • Awards a colony ship with a Festron colonist.

Precursor Archives


Precursor Archives

Within the debris field are the remains of a Precursor relic. After some study, we have learned that the relic was designed to uplift alien species. It should be noted that we are an alien species.The crew are undecided what to do as the process of being uplifted means that we will be different from the rest of our species both visibly and in mind. On the other hand, who knows what amazing discoveries are possible if we choose to be uplifted.

Choice Outcome
Activate the relic and uplift the crew.

+30 Research

  • +1 Ideology Progressivism
  • +30 Research Amount
Sell the Relic to the Archivists who can study it.
  • +1 Ideology Traditionalism
  • +250 Credits

Precious Metals


Precious Metals

Our ship has come across a shattered comet that is filled with metals that are extremely rare.The debris field also includes the remains of a Precursor ship. Our ship's chief engineer says he thinks he can use the Precursor wreck to discover new tech but only if we give him the proceeds from the metal.

Choice Outcome
We will share the proceeds equally.
  • +1 Ideology Collectivism
  • +300 Credits
Give the engineer the credits and hope he discovers something worthwhile.
  • +1 Ideology Egalitarianism
  • Unlock a random tech

Unknown Watcher


Unknown Watcher

Our ship has come across a device that has been recording events on our home world for over three hundred years.We have no idea who this device belongs to or where it came from but we have been able to interface with it to get some of its recordings. Suffice to say, if the public were to see these recordings it would result in endless scandals. On the other hand, this is a terrific opportunity to share the real story of our history.

Choice Outcome
Are you nuts? We can't let these secrets out. Convert it into raw tech.

+25 Research

  • +1 Ideology Nihilism
  • +25 Research Amount
Our people have a right to know the truth.

The scandals will make our history very interesting bringing in money for a time.

  • +1 Ideology Traditionalism
  • +5% Colony Gross Income

Disciples


Disciples

We have come across a damaged ship full of aliens who, after some effort, explain that they are devotees of a religion called The Way.They explain that they must spread their religion across the universe in order to bring about the restoration of an ancient being known as Draginol.They ask that they allow us to repair their ship and allow them to colonize one of our worlds.

Choice Outcome
Fine. Repair their ship.

Gain Colony ship.

  • +1 Ideology Egalitarianism
  • Awards a colony ship with a Iridium colonist.
No, this is just asking for trouble. Convert their ship into starbase modules and we will return them to their home.
  • +1 Ideology Collectivism
  • +3 Modules

Dimensional Receiver


Dimensional Receiver

Our ship has entered an area which appears to have bubbles that are in the 4th dimension. They grow, shrink, disappear and then return at random intervals.After some effort, we have learned that we can look within and with a lot patience, glean bits of information about this area of space from the past, present and future.Unfortunately, this area of space is not stable and could disappear at any moment. In addition, trying to look through the collected data is incredibly tedious. However, there is a lot of knowledge that we could uncover if we take the time but on the other hand, it might be more efficient to simply collect samples from the 4th dimension pockets while we can and study them later.

Choice Outcome
We will keep reading through the data even though it's boring.
  • +1 Ideology Pacifism
  • +10% Research
Gather technology from the pocket universe that is clearly futuristic and bring it back.

+50 Research

  • +1 Ideology Progressivism
  • +50 Research Amount

Drengin Prison


Drengin Prison

We've discovered the remains of an alien prison ship within the debris field. The crew was killed in an attack, but some of the prisoners - including one that calls themself a Drengin - survived within the ship's hold.We could repair the ship, which would serve as a workable Colony Ship and turn it over to the crew, but many people might question the wisdom of inviting a group of Drengin criminals to join our civilization. Many, many people.What are your orders?

Choice Outcome
Repair the ship and welcome them to our civilization.

Free Colony Ship with a Drengin colonist

  • Awards a colony ship with a Drengin colonist.
I'm sure we can find someone who will pay for a shipload of Drengin slaves.
  • +300 Credits
Refill our ranks from the most promising of the Drengin prisoners. Leave the rest behind.
  • +10 Exp Points

Drengin Prison


Drengin Prison

We've discovered the remains of an alien prison ship within the debris field. The crew was killed in an attack, but some of the prisoners survived within the ship's hold. One of these prisoners is of a species known as the Drengin.We could repair the ship, which would serve as a workable Colony Ship and turn it over to the crew, but many people might question the wisdom of inviting a group criminals to join our civilization. Many, many people.What are your orders?

Choice Outcome
Repair the ship and welcome them to our civilization.

Free Colony Ship with a Drengin colonist

  • +1 Ideology Collectivism
  • Awards a colony ship with a Drengin colonist.
Ship them to a prison camp on our homeworld.

Free Drengin Prisoner citizen

  • +1 Ideology Totalitarianism
  • Awards a Drengin Prisoner
Refill our ranks from the most promising of the prisoners. Leave the rest behind.
  • +1 Ideology Egalitarianism
  • +10 Exp Points

Sleeper Ship


Sleeper Ship

In the debris field there is an ancient ship. The ship has no power except for a series of pods within containing thousands of aliens.After many hours, we have determined that these aliens are called Iconians and this is a sleeper ship. We have since revived them and they have told us an epic tale about their escape from their doomed world and their hope to find a new one. They have offered to join us if we repair their ship and help them find a new world.

Choice Outcome
Repair the ship and welcome them to our civilization.

Free Constructor

  • +1 Constructor
I'm sure we can find someone who will pay for a shipload of slaves.
  • +300 Credits
Refill our ranks from the most promising of the colonists. Leave the rest behind.
  • +10 Exp Points

The Way


The Way

Our Astro-Ecclesiastics have read a new message in the movement of asteroids. They can see now that we are not bound by a shared world or common genetics but by a shared belief. A belief that the movement of celestial bodies speak to us and that a common code can give purpose to our lives and bring us out of chaos.The asteroids have more to say. They add that there is a sacred world, one we must find and colonize to form the foundation of our church.

Choice Outcome
Ok, Asteroids. Whatever you say.

Start Mission

  • Begin the The Way Quest

The Sacred World


The Sacred World

Our colonists have discovered ruins on {PLANETNAME} that indicate this is the world the Astro-Ecclesiastics described.They have asked us to construct a Krynniac Sanctuary on {PLANETNAME} so that it might become the center of our religion. But the world will need a governor and massive resources to complete a project of such a scale.

Choice Outcome
Then let's get started.

Start Mission

  • Sacred World

The Way part II


The Way part II

Our entire empire celebrates the unveiling of the Krynniac Sanctuary. Divine Rosalind, exalted Astro-Ecclesiastic, presides over the ceremony, walking the orbital paths that are built into the grand building that mirror the universe above.The event revitalizes the belief of our people and provides the perfect opportunity for us to decide how to direct their passion.

Choice Outcome
Allow Divine Rosalind to lead as she desires, and as our citizens need.
  • +1 Culture Points
  • +3% Approval
Make Divine Rosalind an advisor, so that we might benefit from her advice and the church may benefit from our rule.
  • +1 Culture Points
  • +25 Control
Allow pilgrims from across the galaxy to come to {PLANETNAME} to visit our sanctuary

Gain 3 Citizens on {PLANETNAME}

  • +1 Culture Points
  • Awards a Iconian Citizen
  • Awards a Mimot Citizen
  • Awards a Manti Citizen

The Missing Asteroid


The Missing Asteroid

Divine Rosalind has been allowed to lead the Way as she desires. Desires which have largely proven to be benevolent.But just recently she announced that a sacred asteroid called the Eye of Nebulae has disappeared, and that disaster for our people is imminent. She provided no warning of the event or her intent to make such a pronouncement, and is now asking, perhaps demanding that we investigate the cause of the disappearance.

Choice Outcome
Terrific.
  • -10% Approval

The Missing Asteroid


The Missing Asteroid

In her new role as moral advisor, Divine Rosalind warns of a revelation she is about to share with her congregation. A sacred asteroid called the Eye of Nebulae has disappeared. Worse, in a somewhat loosely explained manner, this means disaster will be imminent for our people.News of this will cause panic among our citizens and we've recommended that she deliver a message of hope instead of doom. If she does, we've promised to investigate the cause of the disappearance. She is thankful for our support and agrees to the plan.

Choice Outcome
Let's get to work.

Start Mission

The Missing Asteroid


The Missing Asteroid

Pilgrims have been flocking to our Kyrnniac Sanctuary in overwhelming numbers, bringing with them strange tales form across the galaxy. One tale in particular gets Divine Rosalind's attention, a rumor of a sacred asteroid called the Eye of Nebulae that has mysteriously disappeared.Divine Rosalind panics at the news, convinced this means disaster is imminent. Many of her followers feel the same. We'll need to find out what happened if we hope to calm our people.

Choice Outcome
Calming the people was supposed to be her job.
  • -10% Approval

The Prophecy


The Prophecy

We've gathered as much data as we could on asteroids that may have gone missing, but with such a vague target to aim for, there's little useful information here. Nevertheless, Divine Rosalind has recently returned from her study with a transcription of a message she has received after studying the data we collected:'Silent screaming, dark heart hollowedBurning stars with their light swallowedWorlds left dying, ashes fallingFrom the darkness voices callingResonating, broken facadesAwakening the dreaming godsGlory fading, our worlds alignDeath grants the call of the divine'This prophecy is sure to panic our citizens. What should we do?

Choice Outcome
Keep the prophecy secret. There's nothing to be gained by scaring our citizens.

Outcome Unknown

  • Prophecy_ Secret
  • +3 Intimidation
Reveal the prophecy. Even if we don't know its meaning, we cannot hide a message from the divine.

Outcome Unknown

  • Prophecy_ Reveal
  • +3 Persuasion
Create a false prophecy that is more hopeful.
  • Prophecy_ Fake
  • +3 Deception
  • +3% Approval

Criminal Elements


Criminal Elements

Years have passed since the construction of the Krynniac Sanctuary. Our worlds have grown and the Way has integrated itself into nearly every aspect of our culture. It is a philosophy which promotes equality and fairness, benefiting our trade, while its missions push our cultural values out to distant stars.But, Divine Rosalind warns that the church has grown beyond her control. Local churches regularly intercede in local affairs, often demanding large tithes from parishioners when doing so. Those that don't submit to local church precepts face terrifying, often violent backlashes from the church's followers.

Choice Outcome
We cannot allow the church to be undermined. Root out these criminal elements, with force if need be.

Spawns pirate ships

  • Criminal Elements_ Root Out

Spawns the following Pirate Ships near the player

  • +1 Paladin
  • +1 Corvette
  • +1 Corvette

Spawns the following Pirate Ships near the player

  • +1 Paladin
  • +1 Corvette
  • +1 Corvette
The church must grow and adapt. Work with these local groups to reintegrate them peacefully back into the church.

Persuasion ability check: {STATCHANCE}% chance of success

  • Criminal Elements_ Compromise
  • +1 Persuasion

Performs a Persuasion stat check

Good. Local churches should be self-governed. Invite one of the local leaders to join our government.

Free Leader

  • Criminal Elements_ Accept
  • +1 Unassigned Leader
  • +0.1 Crime

Criminal Elements - Success


Criminal Elements - Success

Though it was portrayed as a conference between church leaders, what happened behind closed doors was far from peaceful. At one point Divine Rosalind threatened to walk out. At another, the local church leaders attempted to extort our own government.But in the end, the Way (and our leadership) prevailed. Divine Rosalind wrestled a greater degree of control over the local church leaders, and in return performed a ritual sanctifying most of them, committing them to the church's service.A small group of the most corrupt church leaders refused to submit to Divine Rosalind's authority, but their complaints were largely ignored.

Choice Outcome
Well done, Divine Rosalind.
  • +1 Persuasion
  • +10% Approval

Criminal Elements - Fail


Criminal Elements - Fail

Though it was portrayed as a conference between church leaders, what happened behind closed doors was far from peaceful. The local church leaders refused to submit to Divine Rosalind's authority and vowed to continue their own forms of worship, even if it ran contrary to the will of the church and our own government.It's hard to imagine how this could have gone worse.

Choice Outcome
I can imagine a few ways, but yes, this isn't great.
  • +0.1 Crime

We Are Not Eternal


We Are Not Eternal

Divine Rosalind is dead. Her body was found laying in front of the altar of the Krynniac Sanctuary, her face brutally cut off.The church falls into chaos before we can respond. For days, grief grips our people, the stars themselves seeming to weep. And though many pray to the flickering stars and nebula for answers, none are given.If we are to solve this mystery we will need to do it ourselves.

Choice Outcome
We must find out who did this.
  • Protests
  • Begin the We Are Not Eternal Quest
  • -20% Approval

Violent Riots


Violent Riots

A massive explosion has recently ripped through a protest against the government on {PLANETNAME}. Although casualties are minimal, the media is filled with wild speculation suggesting we did this to discourage protesters.Others claim it's the work of religious extremists, or even the protesters themselves. Local officials claim that rioting protesters lit some buildings on fire in an area used for fuel storage.What should we do?

Choice Outcome
If it wasn't us it should have been. Protests are a war of attrition. And we will win this war.
  • +1 Intimidation
  • -10% Approval
Someone is attempting to turn our citizens against us. Place agents amongst the protesters so we can find out who is behind it.

Deception ability check: {STATCHANCE}% chance of success

  • +1 Deception

Performs a Deception stat check

Make sure dangerous materials are isolated, even if it impairs productivity.
  • -10% Manufacturing

Violent Riots - Success


Violent Riots - Success

Our spies have been unable to learn who was behind the explosions, but their investigation has discovered another bomb in place. Their quick action led to a dramatic last ditch defusal of the bomb, all in the public eye.Our citizens have just been provided a big piece of evidence that their government cares for them, even as they protest it. They are, to a point, grateful for it.

Choice Outcome
They could be more grateful, I think.
  • Protests
  • +1 Deception
  • +5% Approval

Violent Riots - Fail


Violent Riots - Fail

Our spies have been unable to learn anything about who was behind the explosions. Worse, one of them was mistaken for a plotter by some of the protesters, and badly beaten for fear he was in the act of planting another bomb.He survived, if it matters, but our citizens have taken the incident as further evidence that we were behind the original explosion.

Choice Outcome
Whoops.

Protests extended

  • -10% Approval

Planet Wide Protests


Planet Wide Protests

Protests have taken over {PLANETNAME}, sending the planetwide economy and all forms of production into disarray.Yet despite the fact that no one there is actually working, our citizens still expect all the necessities, the food, medicine and telecommunications they take for granted. None seem to consider who is going to provide these services.

Choice Outcome
Force them back to work.
  • Protests
  • -10 Control
Bring in workers from other colonies to cover the production while the protests are going on.
  • Protests
  • -300 Credits
They'll learn. Allow these protests to play themselves out
  • Protests
  • -100% Manufacturing
  • -100% Colony Gross Income

Call for Secession


Call for Secession

Many of the citizens on {PLANETNAME} are calling for secession. They claim that our empire no longer represents them or their best interests, and the economic conditions they labor under are equivalent to a slave state. They demand that {PLANETNAME} become an independent colony.

Choice Outcome
That's treason. Threaten the leaders of the movement with execution if they don't recant.

Intimidation ability check: {STATCHANCE}% chance of success

Performs a Intimidation stat check

Withdraw all aid for a few weeks. See how much they value their "independence" when they can't feed themselves.
  • Protests
  • -8% Approval
Give in to their demands. Lower taxes and production quotas will improve their quality of life.
  • Protests
  • -5% Colony Gross Income
  • -5% Manufacturing

Call for Secession - Success


Call for Secession - Success

Initially the protesters on {PLANETNAME} ignore our threats, but when a prison ship enters orbit the mood quickly shifts. Leaders of the protests adjust their language and demands, and now request trifling changes rather than secession. Of course we ignore even these minor requests. It's to be expected.

Choice Outcome
We could have done a lot worse.
  • Protests
  • +1 Intimidation
  • +10 Control

Call for Secession - Fail


Call for Secession - Fail

Initially the protesters ignore our threats. Later, they continue to ignore our threats. And finally, when we send in soldiers to enforce the law, they fight back. Many are arrested, some killed, but worse, when footage of protesters being beaten by our military leaks, our galactic reputation takes a bit of a beating.

Choice Outcome
Who do we have to beat to fix this?

Protests extended

  • -25% Influence Per Turn

Missing Medical Supplies


Missing Medical Supplies

Criminals are using the distraction of local protests on {PLANETNAME} to loot various businesses across the planet. Most troubling, as a result of this hospitals are reporting that medicine is becoming hard to find, and are having to turn to the black market to buy back their own supplies.

Choice Outcome
Send agents to infiltrate the black market and recover the stolen supplies.

Deception ability check: {STATCHANCE}% chance of success

  • Protests
  • +1 Deception

Performs a Deception stat check

Buy those medical supplies right back off the black market.
  • Protests
  • -50 Credits
  • +0.05 Crime
This doesn't feel like a big problem. Let it take care of itself.
  • Protests
  • -10% Growth

Missing Medical Supplies - Success


Missing Medical Supplies - Success

The black market is made up of thousands of dealers working across the planet. Finding and arresting a few is easy, but new ones quickly take their place.Through deep undercover work, our agents discover a shadowy network of dealers who coordinate with various elements of the criminal underworld. In an impressive sweep, our agents arrest the controllers of this network and seize warehouses full of supplies.

Choice Outcome
Well done, team.
  • Protests
  • +1 Deception
  • +400 Credits
  • +3 Ultra Spice
  • +3 Artocarpus Viriles

Missing Medical Supplies - Fail


Missing Medical Supplies - Fail

Our agents infiltrate the black market, manage to arrest a small group of dealers, and recover the missing medical supplies.Their work is celebrated until the hospitals begin using the supplies, which have sadly been tampered with, killing patients in shocking numbers. This drives our citizens away from our government run facilities, into the arms of the black market who claim to have the only source of clean medication.

Choice Outcome
What a disaster.

Protests extended

  • +0.1 Crime

Bombing


Bombing

Protests on {PLANETNAME} have begun to spiral out of control, from marches to riots to intentionally set fires. The most recent incident led to a violent explosion in a fuel processing facility, leading to a release of toxic gases. There's little we can do to clean it up. We must simply hope the protests end soon.

Choice Outcome
Can we protest the protestors?
  • Protests
  • Destroy 1 tile(s) on {PLANETNAME}
  • +0.03 Pollution

We Are Not Eternal - Conclusion


We Are Not Eternal - Conclusion

Finally the protests that have rattled our empire seem to have settled. Whether by our actions or simply exhaustion, our population has calmed itself. Mourners pay tribute to Divine Rosalind at her monument, and on occasion, quietly praise us for the leadership we demonstrated during this difficult time.

Choice Outcome
We did ok then.
  • We Are Not Eternal
  • +1 Culture Points

Report from your Security Minister


Report from your Security Minister

"There was a schism within the Way," our Minister of Security reports. "A group of local church leaders believed Divine Rosalind was keeping them in the dark, and were seeking proof of it when they killed her. We believe they've found out about the prophecy."You can't help but wonder if you made the right choice. Divine Rosalind might still be alive if we hadn't ordered her to keep the prophecy secret. And now, nothing is under control. Who knows what impact news of the prophecy will have now that these religious extremists are controlling the messaging.

Choice Outcome
Great. Just great.

Mission progress

Report from your Security Minister


Report from your Security Minister

"There was a schism within the Way," our Minister of Security reports. "A group of local church leaders had become infuriated with the influence and control that Divine Rosalind had. But their actions and the resulting death of the Divine are now widely known. Rosalind has become a martyr. A dark period, but we will emerge from it stronger than ever."The period of turmoil was handled well. But you still worry about the prophecy. Could the "Death grants the call of the divine" line been referring to Rosalind's death? Is the prophecy over now? Or just beginning?

Choice Outcome
You know who'd know this? Rosalind.

Mission progress

  • +10% Approval

Report from your Security Minister


Report from your Security Minister

"There was a schism within the Way," our Minister of Security reports. "A group of local church leaders believed Divine Rosalind was keeping them in the dark. And they found proof of it when they killed her. They found out that the prophecy she was telling them was a lie."You can't help but wonder if you made the right choice. Divine Rosalind might still be alive if we hadn't ordered her to replace the real prophecy with a fake one. And so we will have no control of the impact now that the true prophecy has fallen into the hands of religious extremists.

Choice Outcome
Great. Just great.

Mission progress

Religious Pilgrims


Religious Pilgrims

Years after the death of Divine Rosalind, the message of the Way continues to spread, even finding followers among alien civilizations. A group of {PLAYERFACTION:1} worshippers has formed a small church and wish to make a pilgrimage to our empire.This would represent a profitable business for us, but the {PLAYERFACTION:1} do not approve of these worshippers, and indeed fear that our religion is undermining their internal control over their empire. However, our diplomats advise that they may be open to allowing travel of this nature if we first find some way of increasing trade.

Choice Outcome
Let's create some new trade routes. Those will benefit us and allow the pilgrims to visit.

Start Mission

  • Begin the Religious Pilgrims Quest
Schedule some unmarked ships to transport pilgrims between their world and ours.

Deception ability check: {STATCHANCE}% chance of success

  • +1 Deception

Performs a Deception stat check

We will respect {PLAYERFACTION:1} sovereignty.

+2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • +2 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Religious Pilgrims - Success


Religious Pilgrims - Success

Increased trade has turned our empire into a galactic crossroads. Xenoanthropologists, gastrosafarists, stellartourists, and more line up to explore our worlds and take in our culture.Aside from the material benefits this provides, it makes it far easier for religious pilgrims to travel to our worlds without offending their native civilizations.+3% Global Tourism

Choice Outcome
Welcome, all.
  • +0.03 Tourism

Religious Pilgrims - Success


Religious Pilgrims - Success

It's distressingly simple to bribe a few ships docking at {PLAYERFACTION:1} worlds to hide pilgrims onboard. There are a few close calls with military scans, but this only makes the experience more exciting and memorable. The pilgrims view it as a test of faith as much as anything else. It's probably helpful that this is a test they passed.Despite having to keep their pilgrimages secret, exaggerated stories began to spread about the trips and the wonders they saw on our worlds.

Choice Outcome
Are we doing the exaggerating or them? Either way is good.
  • +1 Deception
  • +10% Influence Per Turn

Religious Pilgrims


Religious Pilgrims

Our diplomatic minister rushes into the office."One of our cargo ships carrying pilgrims from {PLAYERFACTION:1} was going through a routine scan," he stammers. "The plating on the hidden compartment failed and they detected an additional dozen passengers on board. Our ship tried to flee, but you can't outrun lasers and their engines were knocked out. They are about to be boarded, what should they do?"

Choice Outcome
Surrender the ship.

Outcome Unknown

Detonate the cargo ship. There can't be any evidence of what we were trying to do here.

Outcome Unknown

Religious Pilgrims - Fail


Religious Pilgrims - Fail

There is a brief sound of {PLAYERFACTION:1} soldiers boarding the cargo ship and then silence. It is days before you hear anything about your agents and the captured pilgrims.Media from the {PLAYERFACTION:1} homeworld shows our agents testifying that they were working on undercover missions on the planet. They look regretful and frightened, but not beaten.This hurts our credibility and will damage our reputation with the {PLAYERFACTION:1} for a long time.

Choice Outcome
Well that was a mistake.

-2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Religious Pilgrims - Fail


Religious Pilgrims - Fail

There is a long moment of silence as the undercover agent processes your order. You can hear other voices in the background, crewmates warning that the {PLAYERFACTION:1} ship is closing, the sounds of frightened pilgrims worrying about being arrested.Then the agent replies with a brief affirmation. His voice is hollow. He signs off and you imagine that you hear the ships engines being flooded, the brief nanosecond of light and heat and then the explosion that consumes the entire ship.

Choice Outcome
Now I feel bad.

Your empire doesn't suffer. But at what cost?

Year Five


Year Five

It has been nearly five years since we left our star system to explore the galaxy. We are no longer vulnerable to a planet wide extinction event and we have brought life - our life - to new worlds.A celebration is held on each of our worlds. It is a time for our people to reflect on the progress we made to get to this point. Stories are told of the dreams of thousands of years of our ancestors being realized by our generation. And we are excited to see what the next year brings.

Choice Outcome
Everyone enjoy the festivities.
  • +10 Culture Points
  • +20% Approval

Galactic Silk Road


Galactic Silk Road

Our citizens are fickle creatures, easily bored with the products and materials we make for them. Why, they ask, with a galaxy at our doorstep, can we not sample alien goods?The flipside of the equation is also true: we could have entire planets of new consumers to sell to. Vastly expanded interstellar trade could be the greatest economic boost in our history, and our economic advisors are all for it. They recommend we immediately establish trade routes with other civilizations.What are your orders?

Choice Outcome
Conscript a freighter from the Warforged and begin the process immediately.

Start missionFree Freighter

  • Begin the Galactic Silk Road Quest
  • +1 Freighter
  • -2 Warforged Favor
We will construct our own freighters for this task.

Start Mission

  • Begin the Galactic Silk Road Quest

Galactic Silk Road - Success


Galactic Silk Road - Success

After much effort and toil, our markets are now a bazaar of alien baubles, strange delicacies, and fascinating glimpses into the cultures of other worlds. Other planets are eager for our goods as well, and our traders now make vast fortunes selling these to them.

Choice Outcome
Who doesn't love a vast fortune.
  • Galactic Silk Road
  • +1 Culture Points
  • +30 Diplomatic Capital
  • +25% Colony Gross Income
  • +25% Influence Per Turn

Neutron Radiation


Neutron Radiation

Following our efforts to streamline various regulations on {PLANETNAME}, one particular corporation has seen fit to immediately test our limits. By deploying a dangerous new form of fusion technology without adequate shielding, training, or zoning considerations, they've flooded the atmosphere with neutron radiation.What are your orders?

Choice Outcome
Is it profitable? We should apply the same technology to our other industrial sectors.

Radiation possible

  • Radiation
  • +10% Colony Gross Income
  • +0.05 Pollution
Commission an impact analysis and strategize ways to minimize the damage.

Possible Radiation

  • Radiation
  • +5% Colony Gross Income
Stop them at once! We will not let our worlds be slowly poisoned.
  • -25% Colony Gross Income

Contamination


Contamination

We have just received a report from {PLANETNAME} that a spike in artificial radiation has gravely damaged the environment there. Our Economic Minister reports that an entire season's worth of crops have been lost, or at least disfigured to the point of inedibility. And our citizens - never that attractive in the first place - aren't faring much better.What are your orders?

Choice Outcome
I'm satisfied with the planet's other output. We'll do nothing.
  • -50% Food Income
  • -0.25 Growth
Force the corporations responsible to clean up the radiation or face the wrath of the people.

Intimidation ability check: {STATCHANCE}% chance of success

  • +1 Intimidation

Performs a Intimidation stat check

We need to stop this radiation, even if it means bringing all economic output to a halt.

Contamination - Success


Contamination - Success

The responsible parties on {PLANETNAME} have begun to clean up the radiation themselves. It took awhile, and a few unfortunate mutations to do it, but they eventually saw either reason, or the profit potential of a cleaner world.

Choice Outcome
How unfortunate were the mutations... ahh never mind, I don't want to know.

Radiation removed

  • +1 Intimidation

Contamination - Fail


Contamination - Fail

The corporations on {PLANETNAME} refuse to clean up their mess, leading to thousands of deaths due to radiation exposure. Worse, the lack of activity on our part has led the people of the world to blame us for it.

Choice Outcome
Well that's hardly fair.
  • -50% Food Income
  • -0.25 Growth
  • -10% Approval

Mutants


Mutants

High radiation on {PLANETNAME} has led to a variety of bodily mutations ranging from the horrifying to the merely inconvenient. We simply don't have the technology to stop this from happening, but upon seeing some of the more... hilarious mutations, some of our advisors have suggested a unique way to profit from the situation. There are many details still to be ironed out, but the thrust of the idea is: "Mutant Zoo."What are your orders?

Choice Outcome
These are our people. We're not doing that.

No effect

  • All Citizens gain Mutant
Do it. Advertise this planet as a freak show to boost tourism.

Deception ability check: {STATCHANCE}% chance of success

  • +1 Deception
  • All Citizens gain Mutant

Performs a Deception stat check

Mutants - Success


Mutants - Success

Although the local populace of {PLANETNAME} were not entirely sold on the idea of being treated like freaks, a bit of subtle propaganda convinced them that their mutations are in fact a part of their local culture, and something to be celebrated.We tell the same to the tourists, but we suspect they're mainly here for the mockery.

Choice Outcome
Either way, the money they spend is real.
  • +1 Deception
  • +10% Tourism

Mutants - Fail


Mutants - Fail

The citizens of {PLANETNAME} are infuriated that we would cause their mutations, and then attempt to capitalize on them.

Choice Outcome
They're not wrong, really.
  • -10% Approval

Toxic Waste


Toxic Waste

The industry on {PLANETNAME} has long produced radioactive materials in unusual quantities. While they normally have managed this waste responsibly, of late their efforts have come up well short of best practices. The local ecology is beginning to suffer, and that will have knock-on effects very soon.What are your orders?

Choice Outcome
Let's not interfere.

No Effect

  • +0.08 Pollution
Convince the people of {PLANETNAME} to handle their waste a little better.

Persuasion ability check: {STATCHANCE}% chance of success

  • +1 Persuasion
  • +0.08 Pollution

Performs a Persuasion stat check

Toxic Waste - Success


Toxic Waste - Success

Our impassioned pleas and brightly colored presentations are heard by the citizens of {PLANETNAME}. Even though managing radioactive waste in such vast quantities is no trivial task, they begin the process in earnest. In time, the world will be clean again.

Choice Outcome
Well done, citizens.

Radiation removed

  • +1 Persuasion

Toxic Waste - Fail


Toxic Waste - Fail

Our impassioned pleas for safer waste handling on {PLANETNAME} were heard, at least initially. A new containment facility was established, accepting all the world's waste. But due to laziness or lack of interest, they simply couldn't keep up with the inspections and preventative maintenance required, and a sealant leak resulted in a slurry of radioactive material escaping into the sea and atmosphere.

Choice Outcome
You have to do those inspections, people.
  • +0.08 Pollution

Indenture Contracts


Indenture Contracts

A modest deregulation of our labor laws has produced some interesting results. Certain corporations have introduced contracts that offer transport and housing for people to relocate from border settlements to the heart of our civilization, in exchange for time-capped guaranteed work periods. Indenture, basically. However, some have raised concerns that these contracts may not be as voluntary as they appear to be, and in any event still represent a form of ownership of an individual person.Many of our citizens are calling on us to enact the Corporate Regulations policy to put stronger limits on this practice. Our corporations would rather we didn't, thanks, preferring things remain exactly as they are.

Choice Outcome
Something to consider.
  • -6% Approval

The Board


The Board

Unusual incidents are happening across our empire. On one world, a spate of sudden disappearances. On another, a clutch of alien artifacts in a government facility get 'misplaced'. Elsewhere, an outbreak of a disease long thought dead. Inevitably, whispers have begun circulating about the cause of all these seemingly unrelated events. Many are reputed to be the work of "The Board," a shadowy group of power brokers with roots in the corporate world.Our Financial Minister warns that groups like this feel empowered to act against us because of our lax corporate oversight. If we enact the Corporate Regulations policy we will be able to prevent further acts like this.

Choice Outcome
I'll consider that, thanks.

No effect, yet

  • The Board 2

The Board (part 2)


A routine trade arrangement with the {PLAYERFACTION:1} has turned sour. They claim that we have been misrepresenting certain goods and services. Indeed, when we investigate the matter ourselves, it clearly shows that shipments have gone missing, and many invoices include unusual charges and fees.Eventually we get this all straightened out, but the {PLAYERFACTION:1} are not impressed with our lack of control over our internal businesses.

Choice Outcome
I'm not too happy about it either.

-2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • The Board 3
  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns

The Board (part 3)


We don't know how, or even why, but somehow The Board has managed to stage a coup on a {PLAYERFACTION:1} world.Normally this would not affect us greatly - it could even be a benefit - but in this case, the new governor of the world is aware of the wider political situation, and likely to trade information on The Board's involvement for clemency from their own government.It seems likely the {PLAYERFACTION:1} will treat this as an act of aggression on our part, and not see much difference between The Board and our actual government.

Choice Outcome
There is little we can do here.

-2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • The Board 4
  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns
Send an agent to discreetly make the governor disappear.

Deception ability check: {STATCHANCE}% chance of success

  • The Board 4
  • +1 Deception

Performs a Deception stat check

The Board (part 3) - Success


The Board (part 3) - Success

Our agent takes advantage of the coup that is already taking place on the {PLAYERFACTION:1} world. By discovering where the governor is hiding and giving his location to loyalist protesters, the problem is soon taken care of in a gloriously messy fashion.By the time our agent is off the planet, the governor's death is being reported by the media. There is no evidence we were involved.

Choice Outcome
Well done.

Negative effect prevented

  • +1 Deception

The Board (part 3) - Fail


The Board (part 3) - Fail

Our agent slips undetected onto the {PLAYERFACTION:1} world, and soon finds where the governor is in hiding. The assassination is quick and efficient, but things go wrong soon after, {PLAYERFACTION:1} soldiers quickly surrounding and capturing our agent. It seems likely they were tipped off.Our Espionage Minister suspects the Board may have launched this coup specifically to get us to act, then warned the {PLAYERFACTION:1} government of our attempt to conceal our involvement.

Choice Outcome
Well that's not great.

-4 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • -4 Diplomacy to {PLAYERFACTION:1} for 100 Turns

The Board (part 4)


The Board (part 4)

We have allowed The Board to act unopposed for too long. They have weakened our diplomatic relations and infiltrated our government. Their influence has spread across our whole empire. Worse, they've degraded our ability to provide to our own people so much that our citizens now trust them more than us.The Board has shown there is nothing to fear from the law. Others now flaunt it as much as they do.

Choice Outcome
I'm tired of hearing about The Board, thanks.
  • +0.1 Crime

Cryogenic Tank


Cryogenic Tank

We've found a capsule containing a large cryogenic tank built to store Brig Barrow, a dishonored alien warrior. We have learned that they call themselves Arceans. Its course is set for a distant black hole as part of an Arcean sacrificial process.The tank is operating normally and Brig doesn't show any signs of disease or advanced age. Reviving him should be a simple process, but the Arceans could be irritated that we are interfering with their customs.What are your orders?

Choice Outcome
Revive the Arcean warrior.

Gain a Leader

  • +1 Unassigned Leader Brig Barrow Race_ Arcean
Respect Arcean customs.
  • +1 Ideology Traditionalism
  • +1 Diplomacy

Choose a Side


Choose a Side

A fierce battle was waged here recently. On one side, a Mimot colony ship has suffered a hull breach and is on the verge of catastrophic failure. On the other, the remains of an alien raiding ship with no survivors but for a single escape pod with failing life support. They call themselves Xeloxi.We can either save the thousands of Mimot colonists aboard the colony ship or the Xeloxi captain. There won't be enough time to save both.What are your orders? Quickly.

Choice Outcome
Save the Xeloxi captain.

Gain a Xeloxi leader

  • +1 Ideology Egalitarianism
  • +1 Unassigned Leader Gabella Race_ Xeloxi
Rescue the thousands of Mimot colonists.

Free Mimot citizen

  • +1 Ideology Collectivism
  • Awards 1 Mimot Citizens

Criminal Syndicate


Criminal Syndicate

A dangerous criminal syndicate has emerged on {PLANETNAME}. Although they don't go by an overt name, they're clearly the ones responsible for the sudden influx of black markets that have emerged, and the violent robberies by teams of criminals nearly as well supplied as our own soldiers.What are your orders?

Choice Outcome
Broker a deal with the syndicate. We'll allow them to operate as long as they don't openly oppose us.
  • +0.1 Crime
Give the governor the authority to use all available means to deal with the issue.
  • -10% Approval
  • -0.1 Crime
Send the military in to put the syndicate down hard.

Intimidation ability check: {STATCHANCE}% chance of success

  • +1 Intimidation

Performs a Intimidation stat check

Criminal Syndicate - Success


Criminal Syndicate - Success

The skies over {PLANETNAME} are filled with bright lights and the rumble of military dropships. Paratroopers descend on the planet with practiced training and put down those in their way with lethal skill.By morning, all major syndicate members are either dead or being shuttled off-world on prison ships. Though the world is in shock at our brutal display of force, no one can doubt its effectiveness.And we reclaimed some stolen goods.

Choice Outcome
Good.
  • +1 Intimidation
  • +3 Helios Ore
  • +3 Hyper Silicates
  • -0.2 Crime

Criminal Syndicate - Fail


Criminal Syndicate - Fail

The skies over {PLANETNAME} are filled with bright lights and the rumble of military dropships. Paratroopers descend on the planet and rush into Syndicate strongholds, mansions, and warehouses.But the Syndicate is prepared, having already abandoned some of their hideouts and boobytrapped the rest. Explosions shatter slums and quiet suburban neighborhoods alike. Within minutes, dozens of our strike teams are shredded. Many innocent lives are lost as well.In exchange we capture only a handful of Syndicate members. It could not have gone worse.

Choice Outcome
Great.
  • -10% Approval
  • +0.1 Crime

Vigilant Justice


Vigilant Justice

The dark streets of {PLANETNAME} are plagued with robberies, assaults, and murder. Each day brings news of increasingly violent attacks, with no relief or respite in sight.Lately, some victims have reported being saved by a mysterious vigilante, who brutalizes criminals during the night. A few bodies of individuals 'known to the police' have been found, branded with the sign of a winged moon. Citizens have begun calling him the Angel of {PLANETNAME}.

Choice Outcome
We'll call him the same. Order law enforcement to stay out of his way.
  • -0.1 Crime
  • -5 Control
No one is above the law. Offer a bounty to capture him.
  • -300 Credits
  • -0.1 Crime
  • +5 Control

Weapons Needed


Weapons Needed

High crime on {PLANETNAME} has local law enforcement struggling to do their jobs, if they're even trying at all. The criminals they face often have access to gear that puts them to shame.Local law enforcement are requesting access to upgraded gear, in particular weaponized drones and shoulder mounted rail guns developed to fire through tank armor. This has at least a few local citizens nearly as worried about the police as they are the criminals.

Choice Outcome
Provide the police the military gear they need.
  • -10% Approval
Deny the request. This will only cause an escalation.
  • +0.05 Crime

Scrap Dealer


Scrap Dealer

An alien calling itself a Snathi is already here picking through the remains of the debris field. His drones zip back and forth between the floating scrap, quickly disassembling parts.There doesn't seem to be anything of real value among the scrap. But the Snathi's Drone Carrier Bay would make an effective Ship Upgrade for our ships.What are your orders?

Choice Outcome
Offer the scrap dealer a fair price for the drones.

Drone Carrier Bay ship upgrade

  • Unlock Upgrade Drone Carrier
  • -300 Credits
Offer the scrap dealer a not so fair price for the drones.

Persuasion ability check: {STATCHANCE}% chance of success

  • +1 Persuasion

Performs a Persuasion stat check

We will be taking these drones for free.

Intimidation ability check: {STATCHANCE}% chance of success

  • +1 Intimidation

Performs a Intimidation stat check

Scrap Dealer - Success


Scrap Dealer - Success

It has been months since the Snathi has had contact with anyone and he happily accepts your captain's offer to come aboard for a good dinner and drinks.By the end of it, the scrap dealer has agreed to sell the drones for next to nothing. Though he has made a serious dent in the ship's supply of Arnor rum.

Choice Outcome
Take the deal.

Free Drone Carrier Bay ship upgrade

  • Unlock Upgrade Fleet Moves
  • +1 Persuasion
  • -50 Credits
That's still too expensive.

No effect

Scrap Dealer - Failure


Scrap Dealer - Failure

Our captain invites the Snathi aboard for dinner and drinks. But the drinks don't make the scrap dealer more pliable, only aggressive.Drinks can do that sometimes.Before the night is done he has offended three of our crew and left a stench in one of the ship's toilets witnesses describe as a mix between 'rotting corpse' and 'nutmeg.' No deal is made for the drones, and it isn't until after he leaves that we notice that a few bottles of Arnor rum have gone missing.

Choice Outcome
Well, he was a guest.

No effect

Scrap Dealer - Success


Scrap Dealer - Success

The negotiation is brief. The scrap dealer can either load his drones into our cargo bay, or, explode, and have his drones pressed into our service after the fact. He wisely opts to donate the drones.

Choice Outcome
Smart lad.

Free Drone Carrier Bay ship upgrade

  • Unlock Upgrade Fleet Moves
  • +1 Intimidation

Scrap Dealer - Failure


Scrap Dealer - Failure

After a few short, explicitly detailed threats, the scrap dealer agrees to donate the drones. But as the drones are being delivered, they suddenly activate and begin attacking our ship. Even our minimal defenses are more than enough to destroy them, and the scrap dealer himself without any significant damage to our ship. But nothing of value is left amongst the debris.

Choice Outcome
Ohhhhh that guy.

No effect

Pirate Scrap


Pirate Scrap

Scans indicate this is the remains of a pirate warship, cobbled together from parts stolen from various species into something barely spaceworthy. Well. Not any more.The only unique technology is an Environmental Shield that allowed the pirates to travel freely in nebulas. It seems they knew what they had, however, and it is set to detonate if it is tampered with. But if we did risk recovering it, we could use it as a Ship Upgrade.What are your orders?

Choice Outcome
Collect the rest of the scrap from the ship and avoid the shield.
  • +2 Durantium
Drain the remaining power from the ship and avoid the shield.
  • +1 Promethion
Recover the environmental shield, no matter the risk.

Technology ability check: {STATCHANCE}% chance of success

Performs a Science stat check

Pirate Scrap - Success


Pirate Scrap - Success

There were two separate self-detonation devices attached to the environmental shield. The first was obvious and would have destroyed the shield and anything within thousands of kilometers of it. The second was just for the shield itself and would have fried it badly enough so that it couldn't fall into anyone elses hands.Our engineers catch and disable both of them.

Choice Outcome
Good work, engineers.

Free Environmental Shield ship upgrade

  • Unlock Upgrade Fleet Moves

Pirate Scrap - Failure


Pirate Scrap - Failure

Our engineers successfully disable the self-destruct device attached to the environmental shield. But, they don't catch the second boobytrap which detects the tampering and silently fries the shield before it can be recovered. No lives are lost, but all you manage to collect is a melted chuck of silicon and a good story.

Choice Outcome
Well that's something.

No effect

Defensive System


Defensive System

Amongst the debris lies the remains of a Precursor ship. Most of the systems are too ruined to salvage, but an adaptive defense system is still online and operational. It's a remarkable bit of technology, capable of recalibrating its field emitters to defend against whatever incoming weapons systems it detects. Even better it provides enough defensive cover to protect an entire fleet.The good news is that our engineers can use it as a Ship Upgrade. The bad news is the adaptive system is beyond repair, and once the system 'sets' it will remain that way forever.What mode do we want to lock it into?

Choice Outcome
Calibrate it to defend the fleet from laser weapons.

Free Field Generator ship upgrade

  • Unlock Upgrade Fleet Shields
Calibrate it to defend the fleet from missile weapons.

Free Missile Disruptor ship upgrade

  • Unlock Upgrade Fleet Point Defense
Calibrate it to defend the fleet from kinetic weapons.

Free Integrity Field ship upgrade

  • Unlock Upgrade Fleet Armor

Extension Matrix


Extension Matrix

There is an Extension Matrix in the capsule, a rare Ship Upgrade that will increase the weapon range of the ship that is upgraded with it.What are your orders?

Choice Outcome
Bring the Extension Matrix onboard.

Free Extension Matrix ship upgrade

  • Unlock Upgrade Weapon Range
Disassemble the Extension Matrix for its valuable components.
  • +1 Elerium
  • +1 Thulium
Sell the Extension Matrix.
  • +300 Credits

Diablocatalyst


Diablocatalyst

There is a Diablo Catalyst in the capsule, a rare Ship Upgrade that increases the weapon firing rate of the ship that is upgraded with it.What are your orders?

Choice Outcome
Bring the Diablo Catalyst onboard.

Free Diablocatalyst ship upgrade

  • Unlock Upgrade Weapon Cooldown
Disassemble the Diablo Catalyst for its valuable components.
  • +1 Elerium
  • +1 Antimatter
Sell the Diablo Catalyst.
  • +300 Credits

Stealth Field


Stealth Field

There is a Stealth Field in the capsule.Despite its name, it doesn't make anything invisible to visible light, but it does hamper enemy targeting systems enough to make a ship upgraded with it far more difficult to hit in battle. This could be a powerful Ship Upgrade for us.What are your orders?

Choice Outcome
Bring the Stealth Field onboard.

Free Stealth Field ship upgrade

  • Unlock Upgrade Jamming
Disassemble the Stealth Field for its valuable components.
  • +1 Elerium
  • +1 Thulium
Sell the Stealth Field.
  • +300 Credits

Trade Partners


The {PLAYERFACTION:1}, in an effort to boost galactic trade, have offered us an incentive if we extend our trade network - in any direction we choose. They are offering an alien relic, a Missile Guidance Array, and their goodwill if we create at least three more trade routes.What are your orders?

Choice Outcome
We will expand our trade network as it meets our needs.

Start Mission

  • +1 Intimidation
  • Begin the Trade Partners Quest
We'll happily pursue a task that serves both of our interests.

Start Mission

  • +1 Persuasion
  • Begin the Trade Partners Quest

Trade Partners - Success


Trade Partners - Success

Our ports are hives of activity, sending and receiving goods from across the galaxy. Although our customs and security personal struggle to keep up with the increased traffic, the merchants are happy, and they ultimately pay the bills, don't they? More importantly, the {PLAYERFACTION:1} are also pleased with our progress and happily deliver the Missile Guidance Array.

Choice Outcome
Money and missiles. Fair deal.

Free Missile Guidance Array ship upgrade+2 Diplomacy with the {PLAYERFACTION:1} for 100 months

  • Unlock Upgrade Ship Missile Attack
  • +30 Diplomatic Capital
  • +2 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Seized Goods


Seized Goods

Somehow, our military advisor has come by an inoperable ancient relic. Well done, him. He claims that with some rare components he can repair it and provide us a Ship Upgrade that will significantly weaken the armor of enemy ships we face in battle.He would like to simply commandeer the items he needs from our citizens, perhaps tipping his hand as to how he came by the relic in the first place.What are your orders?

Choice Outcome
Our citizens will be happy to contribute to such a valuable project.
Our citizen's goods are their own. We'll collect what we need from anomalies, even if it takes longer.

Start mission to Survey Anomalies

  • +1 Ideology Collectivism
  • Begin the Seized Goods Quest

Seized Goods - Success


Seized Goods - Success

After providing our military advisor with the missing components, he is able to activate the relic and, with only a tasteful amount of reluctance, turn it over to us. This will be a powerful weapon for our military.

Choice Outcome
Thank you very much.

Free Integrity Disruptor ship upgrade

  • Unlock Upgrade Enemy Armor

Illicit Goods


Illicit Goods

An illegal weapons market has taken root on {PLANETNAME}, distributing some of the galaxy's highest tech weaponry to anyone who can afford it. Our economic advisor, defense ministers, and most other people with common sense are requesting that we wipe it out.But one of the members of the market is offering a rare relic, a type of Ship Upgrade called an Inertial Field Projector, if we let them stay.What are your orders?

Choice Outcome
Wipe out the illegal weapons market.
  • -0.1 Crime
Accept the bribe and allow the weapon market to stay.

Free Inertial Field Projector ship upgrade

  • Unlock Upgrade Ship Kinetic Attack
  • +0.05 Crime
We can do both. Infiltrate the market, seize the relic, then arrest everyone involved.

Deception ability check: {STATCHANCE}% chance of success

  • +1 Deception

Performs a Deception stat check

Illicit Goods - Success


Illicit Goods - Success

Several of our agents slip into the market as buyers, distributing themselves amongst the cutthroats and criminals there.Finally, when everyone is in position, the team sets off an EMP which disables the lights and other weapons. By the time the lights flicker back on the criminals are arrested and the precursor relic is in our hands, awaiting delivery to our starport.

Choice Outcome
Take that, cutthroats.

Free Inertial Field Projector ship upgrade

  • Unlock Upgrade Ship Kinetic Attack
  • +1 Deception
  • -0.1 Crime

Illicit Goods - Fail


Illicit Goods - Fail

Our security team made a deal for the precursor relic, then moved in to arrest the criminals. But someone had been tipped off. A remote trigger detonated the relic, killing our team immediately.Emboldened by this victory over us, the weapons market continues to flourish, as do many offshoots.

Choice Outcome
Maybe should have just taken the deal, huh?
  • +0.1 Crime

Natural League


Natural League

A movement is growing on {PLANETNAME} of citizens who mistrust the growing use of cybernetics and synthetic life on our worlds. They call themselves the Natural League and they demand that organic life be given priority above other forms of life.How should we respond to this?

Choice Outcome
We shouldn't. Allow the [HS=HS_NaturalLeague]Natural League[/HS] to form on {PLANETNAME}.

Unlocks the Natural League Center improvement

  • Natural League
  • +1 Natural League Favor
Life is equally valuable, regardless of its form. Put an end to this movement immediately.
  • -10% Approval
  • -1 Natural League Favor

Reproduction Agent


Reproduction Agent

Biologists sanctified by the Natural League have discovered an agent that will dramatically increase the reproduction rate on {PLANETNAME}. Because they feel that only greatly boosted organic birth rates will be enough to prevent synthetic life from overwhelming the galaxy, they intend to distribute this new agent widely. Perhaps even by force.What are your orders?

Choice Outcome
Allow the [HS=HS_NaturalLeague]Natural League[/HS] to add the agent to the local water supply.
  • +1 Natural League Favor
  • +50% Growth
Allow this, but only to those that want it.
  • +25% Growth
We don't need more mouths to feed. Don't let them use the agent.
  • -1 Natural League Favor

Natural League Requests Help


Natural League Requests Help

The Natural League on {PLANETNAME} has a strong following amongst our more impoverished citizens. They have done a lot of good work in these communities, even if it's clearly meant as an excuse to spread their rhetoric. But they've over-extended themselves, and if they're to be believed, are now close to bankruptcy. They've formally requested funds from our government to help.What are your orders?

Choice Outcome
We appreciate their support. Make sure they have enough funds to carry on their fine work.
  • -300 Credits
  • +2 Natural League Favor
Help them avoid bankruptcy, but no more.
  • -100 Credits
  • +1 Natural League Favor
If our citizens believed in the movement, they would support it. Let the [HS=HS_NaturalLeague]Natural League[/HS] die.
  • -2 Natural League Favor

Natural League Colonists


Natural League Colonists

The Natural League on {PLANETNAME} believes that they should now spread their message to the entire galaxy. To that end, they've constructed their own colony ship and are preparing their members for the voyage. We've been contacted by a few family members of Natural League members, who view it as a cult and claim the mission to almost certainly be suicide. They're begging us to stop the mission.What are your orders?

Choice Outcome
A free ship full of eager colonists? Allow the mission to move forward.

Free Colony Ship

  • +2 Natural League Favor
  • -5% Approval
  • Awards a colony ship with a colonist.
Stop the mission. We can't let [HS=HS_NaturalLeague]Natural League[/HS] rhetoric divide our people.
  • -1 Natural League Favor
  • +5% Approval

Warforged


Warforged

A new group of weapon enthusiasts on {PLANETNAME} are beginning to become a problem.What started as a normal interest in our military has devolved into imitation and even fetishization, the group decorating themselves with cast off equipment and military paraphernalia. This group believes that our empire will only survive if we adopt the mannerisms and traditions of the military, and now actively campaign on {PLANETNAME} for military expansion and even the start of military engagements.This movement, and the violence it's beginning to incite, worry our less radical citizens.What are your orders?

Choice Outcome
Why would I order anything? Allow the [HS=HS_Warforged]Warforged[/HS] movement to take root on {PLANETNAME}.

Unlocks the Warforged Foundry improvement

  • Warforged
  • +1 Warforged Favor
If we use force, it's not something to be proud of. Put an end to this movement.
  • +10% Approval
  • -1 Warforged Favor

Precursor Production Anomaly


Precursor Production Anomaly

After securing and analyzing the Precursor Artifact, our scientists discover a new replication technology that will greatly increase the Manufacturing output on all of our worlds.

Choice Outcome
Excellent.
  • +10% Max Manufacturing

Precursor Research Anomaly


Precursor Research Anomaly

After securing and analyzing the Precursor Artifact, our scientists discover it contains multi dimensional data cubes that contain insights relevant to our current research.

Choice Outcome
Love a new data cube.

+300 Research

  • +300 Research Amount

Precursor Wealth Anomaly


Precursor Wealth Anomaly

After some time studying this Precursor Artifact, our Surveyors suddenly become very excited. Within it they find a semi-sentient market analysis mind capable of boosting the passive income of our entire civilization.

Choice Outcome
Thanks, Precursors.
  • +10% Colony Gross Income

Precursor Influence Anomaly


Precursor Influence Anomaly

After capturing the Precursor Artifact, we find inside a treasure trove of Precursor art, the likes of which have never been seen before. By carefully doling out access to this treasure, we'll greatly increase our cultural Influence throughout the galaxy.

Choice Outcome
Beautiful.
  • +10% Influence Per Turn

Precursor Hit Points Anomaly


Precursor Hit Points Anomaly

This Precursor Artifact is apparently constructed of a never before seen alloy, one we can now adapt into a manufacturable material that will greatly increase the durability of all our ships.

Choice Outcome
Tremendous news.
  • +10% Hit Points Cap

Precursor Morale Anomaly


Precursor Morale Anomaly

Deep inside this Precursor Artifact our surveyors find a strange device that instills at first in them, and then everybody in the fleet, a deep sense of peace. Even better, they think the technology can be amplified, and made to benefit our whole empire.

Choice Outcome
People will love to hear that.
  • +1% Approval

Precursor Manufacturing Anomaly


Precursor Manufacturing Anomaly

This Precursor Artifact seems to be powered by a strange new type of power cell. We think we can learn from this how to increase the manufacturing efficiency of all our colonies.

Choice Outcome
Good work, team. Good work, Precursors.
  • +10% Max Manufacturing

Precursor Range Anomaly


Precursor Range Anomaly

Impossible though it might seem, we've found a breathable atmosphere inside this Precursor Artifact. The device used to maintain it must have lasted several millennia, and studying it should prove quite useful to our engineers.

Choice Outcome
That's amazing.
  • +10% Ship Range

Precursor Elerium Anomaly


Precursor Elerium Anomaly

This Precursor Artifact seems to have once been used as a storehouse of sorts. In it, we've found a vast quantity of Elerium, already refined and ready to use.

Choice Outcome
Terrific.
  • +10 Elerium

Precursor Antimatter Anomaly


Precursor Antimatter Anomaly

Inside this Precursor Artifact is a massive Containment Field. When we peer inside, we can see it holding a vast quantity of perfectly good Antimatter, ready to be used, or perhaps 'shared' with our enemies.

Choice Outcome
They'll like that.
  • +1 Antimatter

Precursor Logistics Anomaly


Precursor Logistics Anomaly

We can't determine the purpose of this Precursor Artifact, no matter how much we study it. The only thing we can determine for certain is that it's been functioning for thousands of years. But that alone tells us something, and in studying it we've discovered new techniques that will greatly assist our ability to maintain our own fleets.

Choice Outcome
Exciting news!
  • +5 Logistics Cap

Precursor Speed Anomaly


Precursor Speed Anomaly

This Precursor Artifact seems to have been a ship attachment of some sort, possibly part of a modularized setup. Its contents emit a previously unknown variety of Hyperdrive field, far more effective than anything we have. Our scientists think we should be able to adapt this new technique to increase the speed of all our ships.

Choice Outcome
Understood.
  • +10% Moves Cap

Lost Torians


Lost Torians

The pirates were attacking an undefended Torian vessel when our ships arrived. Refugees from some internal crisis on Toria, having been saved from certain death by our actions, the Torians are eager to join us.They'll relocate to our worlds if we'll have them. They also offer some of their meager supplies, as a gift.

Choice Outcome
Welcome the Torians to our empire, no gift is needed.

Gain a Torian citizen

  • +1 Persuasion
  • Awards 1 Torian Citizens
It would be rude to refuse a gift.

Gain a Torian citizen

  • +3 Helios Ore
  • Awards 1 Torian Citizens
The pirates had the right idea. Pay up.
  • +1 Intimidation
  • +600 Credits

The Prospector


The Prospector

Our ships find pirates attacking the ship of Boric the Quick. Our vessels swoop in, and the pirates quickly scatter.Boric decides that the galaxy has grown too dangerous for a single mercenary, and offers to join our armada. The catch: we have to rebuild his ship.

Choice Outcome
Seems reasonable. We'll check for him in the Shipyard.

Prospector ship unlocked at your Shipyard

  • Unlock Prospector Ship

The Praxis


The Praxis

The small warship of the mercenary LL-88 is nearly destroyed. Pirates circle outside of weapons range like vultures. They quickly scatter when they see our ships approach.LL-88 thanks us, and suggests he will exchange his service if we rebuild his ship.

Choice Outcome
We don't get that for saving him? Huh.

Praxis ship unlocked at your Shipyard

  • Unlock Praxis Ship

Poor Housing


Poor Housing

Many of the citizens of {PLANETNAME} live in homes that are little more than storage containers. Some of our advisors argue that this is fine, there's simply no need to spend that much on housing when there are other priorities around us. Privately, many of these also suggest such accommodations are entirely fitting, seeing as the people living there are among our society's least valuable.Others argue that not only is this cruel, it's counterproductive. These slums have become a breeding ground for crime and insurrection.What should we do?

Choice Outcome
Do? The planet seems to have solved its own housing problem.

Gain 2 free Slum improvements

  • +1 Ideology Totalitarianism
  • -10% Approval
  • Awards the Slums Improvement
  • Awards the Slums Improvement
This is unacceptable. Prioritize improved housing for our citizens.
  • +1 Ideology Collectivism

Krynn Missionaries


Krynn Missionaries

Long ago, this group of Iridium abandoned their empire to follow the religion of the Krynn, and began a slow journey through space on a multi-generational pilgrimage. Their ultimate goal is to discover a world with a divine altar they can worship at and a base from which they can spread their message.If we construct the altar they are looking for, they would be happy to relocate to our world. If not, they will continue on their journey.What should we do?

Choice Outcome
We will build the Krynniac Altar for them.

Starts a Mission

  • Unlock Krynniac Altar
  • Begin the Krynn Missionaries Quest
They must need supplies. Resupply the missionaries, at a fair price, then send them on their way.
  • +300 Credits

Krynn Missionaries - Success


Krynn Missionaries - Success

After generations on board their ship, the Iridium missionaries are thankful to finally have a world to settle on. Though the shock of a new culture takes some adjustment, they tend to the Krynniac Altar and make good neighbors to those around them.

Choice Outcome
Welcome.

Gain 2 Krynn Cleric Citizens

  • +1 Culture Points
  • +30 Diplomatic Capital

Baratak Guardians


Baratak Guardians

A ship drifts aimlessly among the wreckage here. Seemingly dead, our away team is surprised to find the hull still retains an atmosphere. They're even more surprised by what they see next.Every corridor and chamber is overgrown with plant life. Nearly every surface is covered in leaves, vines and branches. Many of the surfaces are organic itself, in fact, the interior of the ship itself seems more wood than metal. And at its heart, sentient plants tend to everything.These are the Baratak. They are stern but not unfriendly, and they inform us that prior to their ship being disabled they were seeking a world to settle on, one with a grove they can tend.What should we do?

Choice Outcome
We will build a grove for them on one of our worlds.

Starts a Mission

  • Unlock Baratak Grove
  • Begin the Baratak Guardians Quest
Give them directions to an uncolonized world.
  • +1 Diplomacy

Baratak Guardians


Baratak Guardians

A ship drifts aimlessly among the wreckage here. Seemingly dead, our away team is surprised to find the hull still retains an atmosphere.Every corridor and chamber is overgrown with plant life. Nearly every surface is covered in leaves, vines and branches. Many of the surfaces are organic itself, in fact, the interior of the ship itself seems more wood than metal. And at its heart, a few remaining Baratak Guardians care for the ship.The guardians are stern but not unfriendly, and they inform us that prior to their ship being disabled they were seeking a world to settle on, one with a grove they can tend.What should we do?

Choice Outcome
We will build a grove for them on one of our worlds.

Starts a Mission

  • Unlock Baratak Grove
  • Begin the Baratak Guardians Quest
Give them directions to an uncolonized world.
  • +1 Diplomacy

Baratak Guardians - Success


Baratak Guardians - Success

The Baratak settle onto their new world and bring the vast collection of plants from their world with them.Under their expert care, within a few months these new plants begin to sprout across the world, blending in harmoniously with the existing ecosystem.

Choice Outcome
Understood.

Gain 2 Baratak Farmer Citizens

  • +1 Culture Points
  • +30 Diplomatic Capital

Xeloxi Smugglers


Xeloxi Smugglers

A band of Xeloxi smugglers have crashed their ship here. They have little power left in their ship, barely enough to maintain life support, and are desperate for food and medical supplies.The Xeloxi are vague about what led them here, though it's difficult to tell if this is because of some illicit behavior or if it's simply part of Xeloxi culture.We can easily provide the food and supplies the Xeloxi need. But with that, and a little extra convincing, they may be willing to abandon their ship and join our civilization entirely.What should we do?

Choice Outcome
Convince them to settle on one of our worlds.

Gain 2 Xeloxi Worker Citizens on {PLANETNAME}

  • Awards 2 Xeloxi Citizens
Resupply the Xeloxi, at a fair price.
  • +300 Credits

Xeloxi Smugglers


Xeloxi Smugglers

A band of Xeloxi smugglers have crashed their ship here. They have little power left in their ship, barely enough to maintain life support, and are desperate for food and medical supplies.They are vague about what led them here, though it's difficult to tell if this is because of some illicit behavior or if it's simply their nature.We can easily provide the food and supplies. But with that, and a little extra convincing, they may be willing to abandon their ship and join us.What should we do?

Choice Outcome
Convince them to settle on one of our worlds.

Gain 2 Xeloxi Worker Citizens on {PLANETNAME}

  • Awards 2 Xeloxi Citizens
Resupply the Xeloxi, at a fair price.
  • +300 Credits

Torian Scientists


Torian Scientists

A group of Torian Scientists are attempting to discover if the laws of physics are the same across all of reality, or if there can potentially be local differences in the universal constants that control everything.To study this, they plan to build an academy on a new world. But from our conversation it becomes clear they're also seeking a sponsor for this work. If we build this academy for them, they will gladly settle on our world instead.What should we do?

Choice Outcome
We will build the Torian Academy for them.

Starts a Mission

  • Unlock Torian Academy
  • Begin the Torian Scientists Quest
Get some more information about their theories, and then let them go on their way.

+25 Research

  • +25 Research Amount

Torian Scientists


Torian Scientists

A group of Torian Scientists are attempting to discover if the laws of physics are the same across all of reality, or if there can potentially be local differences in the universal constants that control everything.To study this, they plan to build an academy on a new world. But from our conversation it becomes clear they're also seeking a sponsor for this work. If we build this academy for them, they will gladly settle on our world instead.What should we do?

Choice Outcome
We will build the Torian Academy for them.

Starts a Mission

  • Unlock Torian Academy
  • Begin the Torian Scientists Quest
Get some more information about their theories, and then let them go on their way.

+25 Research

  • +25 Research Amount

Torian Scientists - Success


Torian Scientists - Success

The Torians are impressed by the academy we have built for them and quickly start to work on their theories. It will be decades until they are able to prove anything, though it will be nice having a few more learned citizens around in the meantime.

Choice Outcome
Understood.

Gain 2 Torian Scientist Citizens

  • +1 Culture Points
  • +30 Diplomatic Capital

Manti Cluster


Manti Cluster

A Manti exploration vessel is floating among the wreckage here. Some of its crew are still alive, and claim they were set upon by pirates. These Manti were on a mission to find traces of the generation of Manti children that were taken from their homeworld ages ago. But after many years they still haven't found any signs of their lost generation.They refuse to return to their homeworld in failure, but are growing old and know their time is running out. They want the opportunity to hatch their own clutches of eggs, and ask if we will help build a birthing pool for them. If we do, we will win their loyalty forever.What should we do?

Choice Outcome
We will build a Manti Birthing Pool for them.

Starts a Mission

  • Unlock Manti Pool
  • Begin the Manti Cluster Quest
Encourage them to continue their mission. Without our help.
  • +2 Persuasion

Manti Cluster


Manti Cluster

A Manti exploration vessel is floating among the wreckage here. Some of its crew are still alive, and claim they were set upon by pirates. These Manti were on a mission to find traces of the children that were taken from our homeworld ages ago. But after many years they still haven't found any signs of our lost generation.They are growing old and know their time is running out. They want the opportunity to hatch their own clutches of eggs, and ask if we will help build a birthing pool for them. If we do, we will win their loyalty forever.What should we do?

Choice Outcome
We will build a Manti Birthing Pool for them.

Starts a Mission

  • Unlock Manti Pool
  • Begin the Manti Cluster Quest
Encourage them to continue their mission. Without our help.
  • +2 Persuasion

Manti Cluster - Success


Manti Cluster - Success

The Manti quickly settle onto our world. Though they still stare up into space and wonder about their missing generation, their new spawn helps ease their pain. And perhaps one day they will succeed where their parents couldn't.

Choice Outcome
Welcome, Manti.

Gain 2 Manti Worker Citizens

  • +1 Culture Points
  • +30 Diplomatic Capital

Stolen Drive


A prototype drive system was stolen by raiders from our home world. Our sources indicate that a criminal network operating in your borders currently has it. We would appreciate it if you would find it and return it.

Choice Outcome
We will find it and deliver it to you.

+3 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
No, I think we will keep that for ourselves.

-3 Relations with the {PLAYERFACTION:1} for 50 turnsFree Slipstream Accelerator ship upgrade

  • Unlock Upgrade Fleet Moves
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Fleeing Scientist


One of our top researchers has fled our world for reasons we won't get into here. Our sources tell us he is hiding on your world.We would like you to allow us to capture and bring him back.

Choice Outcome
You may search our world for wayward scientist.

+1 Relations with the {PLAYERFACTION:1} for 100 months

  • +1 Diplomacy to {PLAYERFACTION:1} for 100 Turns
We will not consent to you conducting a manhunt on our homeworld.

-1 Relations with the {PLAYERFACTION:1} for 100 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 100 Turns
No. We will capture him ourselves.

-2 Relations with the {PLAYERFACTION:1} for 100 turns+100 Research

  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • +100 Research Amount

Ambassador's Ship


Our ambassador's ship was destroyed while in orbit of your home planet! We believe your government is behind it! We demand reparations!

Choice Outcome
We are innocent. Nevertheless, in the interests of peace, we will make restitution.
  • -1000 Credits
We are innocent and will not pay for a crime we didn't commit.

-8 Relations with the {PLAYERFACTION:1} for 100 months

  • -8 Diplomacy to {PLAYERFACTION:1} for 100 Turns
Yea, we did it. What are you going to do about it?

-10 Relations with the {PLAYERFACTION:1} for 100 months

  • +3 Intimidation
  • -10 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Fragile Rift


Our scientists were investigating a Precursor relic that turns out to be a lock for a dimension holding back Dread Lords!The lock is disintegrating, and we need resources to stop the Dread Lords from coming out. If we don't stop them here, we will all suffer.

Choice Outcome
That's a shame. Good luck with that.

-2 Relations with the {PLAYERFACTION:1} for 50 turnsSomething may be released

  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • Spawns a Dreadlords Dread Lord Battleship
  • Spawns a Dreadlords Dread Lord Battleship
We would help if we could, but we don't have the resources.

-1 Relations with the {PLAYERFACTION:1} for 100 turnsSomething may be released

  • -1 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • Spawns a Dreadlords Dread Lord Battleship
Here are 10 Durantium and 1000 credits to help!

+1 Relations with the {PLAYERFACTION:1} for 100 months

  • -1000 Credits
  • -10 Durantium
  • +1 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Mimots Faux Pas


The media is reporting that one of your ambassadors killed, cooked and consumed one of our citizens!This is not only murder, but a tragic reminder of the suffering of our entire species at the hands of the Drengin.We demand you jail this ambassador and launch an investigation into further Mimot abuse. We will even fund this effort.

Choice Outcome
Our leaders won't like it. But we will crack down immediately.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +300 Credits
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -1 Loyalty
We won't punish our citizens without proof.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
But Mimots are delicious...

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +1 Loyalty

Market Collapse


Our stock market is suffering a massive collapse. We need your financial help immediately to stabilize things.Without help our economy will suffer, which will also impact your traders and citizens.

Choice Outcome
We are happy to help.

+1 Relations with the {PLAYERFACTION:1} for 100 months

  • -1000 Credits
  • +1 Diplomacy to {PLAYERFACTION:1} for 100 Turns
This isn't our problem.

-2 Relations with the {PLAYERFACTION:1} for 100 months

  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • -5% Colony Gross Income

Torian Terrorist


A Torian terrorist named Ouda Owl is hiding on your homeworld. He compromised the seals on one of our warships which led to the death of hundreds of our citizens.You may either turn him over to us or we will assume that you support his cowardly and illegal attacks.

Choice Outcome
We will deliver him to you immediately.

+1 Relations with the {PLAYERFACTION:1} for 100 months

  • +1 Ideology Traditionalism
  • +1 Diplomacy to {PLAYERFACTION:1} for 100 Turns
We could use a leader capable of destroying a Drengin warship.

Gain a free Leader-3 Relations with the {PLAYERFACTION:1} for 100 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • +1 Unassigned Leader Ouda Owl Race_ Torian

Kurja Gladiator


Our Kurja Gladiator champion, Zurgoz, was arrested while honoring your homeworld with a visit.This incident, a murder, is a simple cultural difference between our warriors and your more fragile citizens. Rather than seeking vengeance the family should be pleased that their member died to such a legend.Release Zurgoz immediately so that he may return to the Drengin Empire.

Choice Outcome
Very well. You can have him.

+1 Relations with the {PLAYERFACTION:1} for 100 months

  • +1 Diplomacy to {PLAYERFACTION:1} for 100 Turns
  • -5% Approval
We won't be threatened.

-2 Relations with the {PLAYERFACTION:1} for 100 months

  • -2 Diplomacy to {PLAYERFACTION:1} for 100 Turns

Archive Location


We have discovered the location of a precursor archive. Unfortunately it lies deep within your borders.You are unlikely to ever discover it without our help. And we do not wish to wait for your civilization to crumble before we have the opportunity to investigate it.If we provide the location, will you agree to provide the information you find with us?

Choice Outcome
We will share what we find with you.
We won't share anything with you.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Archive Location


We discover the precursor archive exactly where the {PLAYERFACTION:1} said it would be.It is little more than rubble from consistent meteor storms. Little of value remains. But our search team is able to recover some resources which can be sold for a considerable profit and our scientists are able to put together some schematics from the archive's design.According to our agreement with the {PLAYERFACTION:1} we should split the resources with them and share the research we gained. But do we really want to do that?

Choice Outcome
Provide a copy of the information and half the resources to the {PLAYERFACTION:1}.

+3 Relations with the {PLAYERFACTION:1} for 50 turns+60 Research

  • +1 Ideology Traditionalism
  • +500 Credits
  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +60 Research Amount
Share the research but lie about finding any resources.

+1 Relations with the {PLAYERFACTION:1} for 50 turns+60 Research

  • +1 Ideology Nihilism
  • +1000 Credits
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +60 Research Amount
Keep it all for ourselves.

-3 Relations with the {PLAYERFACTION:1} for 50 turns+60 Research

  • +1000 Credits
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +60 Research Amount

Investigation


One of our leading scientists was killed in deep space. We don't know who killed him, or why he was outside our borders.If you find any evidence as you survey anomalies it is the {PLAYERFACTION:1} property. We expect it to be given to us without being examined by your teams.

Choice Outcome
We will review what we find first, then decide if we are going to turn it over.

Start the Investigation Mission-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Traditionalism
  • Begin the Investigation Quest
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We will fully support your investigation.

Start a Mission+1 Relations with the {PLAYERFACTION:1} for 50 months

  • Begin the Investigation Quest
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Investigation Evidence


Investigation Evidence

We found the {PLAYERFACTION:1} wreckage among the anomalies as well as a data capsule. It may be a recording of that attack or valuable information.The survey team is prepared to attempt to recover the information from the capsule. But they warn that the capsule can detect tampering and if they aren't careful, it is likely to be ruined.What would you like to do?

Choice Outcome
Turn it over to the {PLAYERFACTION:1} without tampering with it.

Opens contact with the {PLAYERFACTION:1}

Attempt to recover the information on the capsule.

Science check: {STATCHANCE}% chance of success

Performs a Science stat check

Investigation - Success


"Thank you for returning the capsule to us. You have been a loyal ally through a sensitive time and your actions will not be forgotten.""Please accept this small token of our gratitude."

Choice Outcome
Understood.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Traditionalism
  • +400 Credits
  • +50 Diplomatic Capital
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Investigation


Investigation

Our scientists are able to decrypt the capsule without setting off any safeguards.It is a recording of the attack, but it shows that the attack was staged. The scientist is picked up by another ship before his ship is blown to bits.

Choice Outcome
We should discuss this with the {PLAYERFACTION:1}

Investigation


Investigation

Our scientists attempt to decrypt the capsule. At first they are successful and we have a few moments of sensor data and the image of the scientist in the ship.Then a safeguard is tripped and the capsule destroys the data in a sad zap and the smell of ozone.The data is gone and the capsule has obviously been tampered with. We don't have long to consider our options before the {PLAYERFACTION:1} are hailing us.

Choice Outcome
Answer their hail.

Investigation


"Our scouts reports that you have recovered the device. I trust that you have not tampered with it and are ready to turn it over to us."

Choice Outcome
We have investigated the device and the attack was staged.
We haven't tampered with the capsule and we are happy to give it to you. (lie)

Investigation


"Our scouts reports that you have recovered the device. I trust that you have not tempered with it and are ready to turn it over to us."

Choice Outcome
We tampered with the capsule and it destroyed itself.
The capsule was destroyed when we found it. (lie)

Investigation - Success


"Your loyalty in this delicate matter will not be forgotten."

Choice Outcome
Understood.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +50 Diplomatic Capital
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Investigation - Fail


"You are a snake, as dishonest as you are incompetent."

Choice Outcome
Close communications.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Pirate Threat


"Pirates are a threat to this sector and endanger both of our civilizations. Their recent attack on our colony ship cost us thousands of lives and they have been increasingly focused on our trading lanes.""We will happily reward you for your help wiping them out."

Choice Outcome
We will consider our options.

Start the Pirate Threat Mission

  • Begin the Pirate Threat Quest

Pirate Threat - Success


"Our citizens travel safely between worlds and the pirates have been beaten back, for now.""Thank your captains for their work, and continue destroying the pirates when you encounter them."

Choice Outcome
Safe hunting.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1000 Credits
  • +50 Diplomatic Capital
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Precursor Elevator


Precursor Elevator

There isn't much of value among the debris and what is there is pitted and twisted by years of exposure to asteroids of varying sizes.You do find the remains of an ancient freighter so battered it is impossible to tell what civilization it belonged to. The hull is nearly destroyed but inside you find a Precursor Elevator. It is a colony upgrade that could still be deployed.

Choice Outcome
Great news.

Free Precursor Elevator colony upgrade

  • Unlock_ Colony Upgrade_ Precursor Elevator

Orbital Factory


Orbital Factory

There isn't much of value among the debris and what is there is pitted and twisted by years of exposure to asteroids of varying sizes.You do find the remains of an ancient freighter so battered it is impossible to tell what civilization it belonged to. The hull is nearly destroyed but inside you find a Orbital Factory. It is a colony upgrade that could still be deployed.

Choice Outcome
Great news.

Free Orbital Factory colony upgrade

  • Unlock_ Colony Upgrade_ Orbital Factory

Prison World


Prison World

There isn't much of value among the debris and what is there is pitted and twisted by years of exposure to asteroids of varying sizes.You do find the remains of an ancient freighter so battered it is impossible to tell what civilization it belonged to. The hull is nearly destroyed but inside you find a Prison World. It is a colony upgrade that could still be deployed.

Choice Outcome
We can build that in orbit of one of our planets.

Free Prison World colony upgrade

  • Unlock_ Colony Upgrade_ Prison World

Tidal Control


Tidal Control

There isn't much of value among the debris and what is there is pitted and twisted by years of exposure to asteroids of varying sizes.You do find the remains of an ancient freighter so battered it is impossible to tell what civilization it belonged to. The hull is nearly destroyed but inside you find a Tidal Control. It is a colony upgrade that could still be deployed.

Choice Outcome
Great news.

Free Tidal Control colony upgrade

  • Unlock_ Colony Upgrade_ Tidal Control

Moisture Generator


Moisture Generator

There isn't much of value among the debris and what is there is pitted and twisted by years of exposure to asteroids of varying sizes.You do find the remains of an ancient freighter so battered it is impossible to tell what civilization it belonged to. The hull is nearly destroyed but inside you find a Moisture Generator. It is a colony upgrade that could still be deployed.

Choice Outcome
Great news.

Free Moisture Generator colony upgrade

  • Unlock_ Colony Upgrade_ Moisture Generator

Thermal Core


Thermal Core

There isn't much of value among the debris and what is there is pitted and twisted by years of exposure to asteroids of varying sizes.You do find the remains of an ancient freighter so battered it is impossible to tell what civilization it belonged to. The hull is nearly destroyed but inside you find a Thermal Core. It is a colony upgrade that could still be deployed.

Choice Outcome
Great news.

Free Thermal Core colony upgrade

  • Unlock_ Colony Upgrade_ Thermal Core

Recruits Available


The most talented members of our population are ready to serve us as governors, ministers and diplomats.We can recruit them and assign them to the positions we need them for, and they are most suited to do well in.

Choice Outcome
Show me.
  • Opens the Leader window
Not right now.

Executive Orders Available


You wield incredible power as the head of our civilization. This is true in making long term plans in how a colony is to grow, where to explore and how and when to wage war.But you can also force actions to happen immediately by using Control to enact Executive Orders.

Choice Outcome
Show me.
  • Opens the Executive Orders window
Not right now.

Trade Routes Available


Other civilizations are eager to trade, which will benefit both of our empires. We can do this through diplomacy, or by building freighters in our shipyards and taking them to the planets of other civilizations to form trade routes.Each trade route will require a Trade License which come from specializing a citizen into a Trader.

Choice Outcome
Show me.
  • Opens the Shipyard window
Not right now.

Starbases Available


We battle for more than planets. If we are to thrive we must claim space itself, and the precious resources it provides.Constructors are used to build Starbases. Military Starbases support our fleets and protect our borders. Economic Starbases boost nearby worlds and Communication Starbases extend our borders.

Choice Outcome
Show me.
  • Opens the Shipyard window
Not right now.

Meeting New Species


We are not alone. Through diplomacy we can trade with civilizations, negotiate treaties, declare war and much more. Their opinion of us will depend on their individual personality and the way we have treated them.If a relationship is particularly important to us we can assign one of our leaders as a Diplomat to that civilization.

Choice Outcome
Show me.
  • Opens the Diplomacy window
Not right now.

Managing Your Government


We can customize our government to our particular needs by adopting policies and setting our Tax Rate.Early governments can't adopt many policies but through elections to more advanced forms of government we can unlock more Policy Slots.

Choice Outcome
Show me.
  • Opens the Policy window
Not right now.

Managing your Culture


A civilization is as defined by its Ideology as it is its technology and economy. Our civilization grows depending on the decisions we make. And as we earn Culture Points we can spend them on traits depending on our Ideology.Citizens, Leaders and other Civilizations may have ideologies as well. And those that are aligned with ours may favor us, and those that are opposed may not.

Choice Outcome
Show me.
  • Opens the Ideology window
Not right now.

Oceanic Worlds


We will conquer dusty worlds of hard rock and open sky, but if we are to thrive we need to find new homes with deep oceans. Warm currents to soothe our eggs and cool depths to explore and hunt.

Choice Outcome
We will find new homes for our citizens.

Start a Mission

  • Begin the Oceanic Worlds Quest

Oceanic Worlds - Success


Our citizens celebrate as our spawn are born in welcoming oceans across the galaxy. Though each sea is filled with new life and discovery, we are a part of all of them.

Choice Outcome
We are truly a galactic empire.
  • +1 Culture Points

Khenpo Adar of the Burran


Khenpo Adar of the Burran

Blessed greetings, alien one. We have a small matter we could use your assistance with. The pirates in this region plague our people on their travels. Can you assist us?

Choice Outcome
Yes. We will do it.

Start Mission

  • Begin the Khenpo Adar of the Burran Quest
I will consider it.

No effect.

I don't serve you. You serve me, prepare for war.

Declare War on the Burran

  • +1 Intimidation
  • Burran faction relationship: Enemy

Khenpo Adar of the Burran


Khenpo Adar of the Burran

Thank you, kindhearted alien. The rumors about your kind were true. As you have aided us, please allow us to aid you and your people as you face the rigors in your own lives.

Choice Outcome
Allow your scientists to collaborate with ours.

+2 Research per Month

  • +2 Research per turn
  • Burran faction relationship: Friendly
Our friendship will strengthen both of us.

+1 Diplomatic Capital per Month

  • +1 Diplomatic Capital per turn
  • Burran faction relationship: Friendly
Regular shipments of your Durantium would be appreciated.

+0.2 Helios Ore per Month

  • +0.2 Helios Ore per turn
  • Burran faction relationship: Friendly

Orphic Prime of the Orphica Enclave


Orphic Prime of the Orphica Enclave

Unconsolidated being, you may assist us/me and we/I will assist you. Provide us/me disassembled precursor sentinels for my/our inspection.

Choice Outcome
Yes. We will do it.

Start Mission

  • Begin the Orphic Prime of the Orphica Enclave Quest
I will consider it.

No effect.

I don't serve you. You serve me, prepare for war.

Declare War on the Orphica

  • +1 Intimidation
  • Orphica faction relationship: Enemy

Orphic Prime of the Orphica Enclave


Orphic Prime of the Orphica Enclave

Your work is acknowledged, unconsolidated being. The Orphic Enclave shall assist you in various matters.

Choice Outcome
Allow your scientists to collaborate with ours.

+2 Research per Month

  • +2 Research per turn
  • Orphica faction relationship: Friendly
Tribute would be fitting.

+3 Credits per Month

  • +3 Credits per turn
  • Orphica faction relationship: Friendly
Regular shipments of your Thulium would be appreciated.

+0.2 Hyper Silicates per Month

  • +0.2 Hyper Silicates per turn
  • Orphica faction relationship: Friendly

Golden Hellena of the Klepart


Golden Hellena of the Klepart

You, alien. Are you the ones we fear and hate? The ones who stole our children? Or are you better? Or worse? Can you help us find them? Survey anomalies in the area. Tell us what you find.

Choice Outcome
Yes. We will do it.

Start Mission

  • Begin the Golden Hellena of the Klepart Quest
I will consider it.

No effect.

I don't serve you. You serve me, prepare for war.

Declare War on the Klepart

  • +1 Intimidation
  • Klepart faction relationship: Enemy

Golden Hellena of the Klepart


Golden Hellena of the Klepart

You have done what we asked, when many aliens would not. We trust you, alien, and wish to make peace with you.

Choice Outcome
Unquestioning obedience is all I ask.

+1 Control per Month

  • +1 Control per turn
  • Klepart faction relationship: Friendly
Our friendship will strengthen both of us.

+1 Diplomatic Capital per Month

  • +1 Diplomatic Capital per turn
  • Klepart faction relationship: Friendly
Regular shipments of your Techapod Hives would be appreciated.

+0.2 Techapod Hive per Month

  • +0.2 Techapod Hive per turn
  • Klepart faction relationship: Friendly

Keeper Quin of the Kaxx Collective


Keeper Quin of the Kaxx Collective

Hello. Your people have expertise in matters technological. Ones outside our knowledge. We have need for your wisdom. Could you complete a small project for us?

Choice Outcome
Yes. We will do it.

Start Mission

  • Begin the Keeper Quin of the Kaxx Collective Quest
  • Unlock Kaxx Cryptography
I will consider it.

No effect.

I don't serve you. You serve me, prepare for war.

Declare War on the Kaxx

  • +1 Intimidation
  • Kaxx faction relationship: Enemy

Keeper Quin of the Kaxx Collective


Keeper Quin of the Kaxx Collective

Your work has taught us much, and if what it says about the sacred being who dwells in our world is true, it augers well for the fate of the universe. We would like to work more with you in the future.

Choice Outcome
Unquestioning obedience is all I ask.

+1 Control per Month

  • +1 Control per turn
  • Kaxx faction relationship: Friendly
Our friendship will strengthen both of us.

+1 Diplomatic Capital per Month

  • +1 Diplomatic Capital per turn
  • Kaxx faction relationship: Friendly
Regular shipments of your Xanthium Deposits would be appreciated.

+0.2 Xanthium Deposits per Month

  • +0.2 Xanthium Deposits per turn
  • Kaxx faction relationship: Friendly

Dustman Cole of the Odair Conclave


Dustman Cole of the Odair Conclave

Do you know what we should do, alien? Destroy something beautiful. What's the point of it anyways? There are beasts in this region. Destroy them and I'll know you feel the same.

Choice Outcome
Yes. We will do it.

Start Mission

  • Begin the Dustman Cole of the Odair Conclave Quest
I will consider it.

No effect.

I don't serve you. You serve me, prepare for war.

Declare War on the Odair

  • +1 Intimidation
  • Odair faction relationship: Enemy

Dustman Cole of the Odair Conclave


Dustman Cole of the Odair Conclave

I'm not impressed alien, because nothing impresses me. But it's good to see you leave behind nothing where was there was something. I think we'll get along, during whatever time this universe has left.

Choice Outcome
Unquestioning obedience is all I ask.

+1 Control per Month

  • +1 Control per turn
  • Odair faction relationship: Friendly
Tribute would be fitting.

+3 Credits per Month

  • +3 Credits per turn
  • Odair faction relationship: Friendly
Regular shipments of your Antimatter would be appreciated.

+0.2 Arnor Spice per Month

  • +0.2 Arnor Spice per turn
  • Odair faction relationship: Friendly

Isis Oddwater of the Lantern


Isis Oddwater of the Lantern

Hey you, look. Here's the thing. We need Crucible Vapors. We don't want it. We need it. Help us, and we'll think about starting to help you.

Choice Outcome
Yes. We will do it.

Start Mission

  • Begin the Isis Oddwater of the Lantern Quest
  • Unlock Crucible Lab
I will consider it.

No effect.

I don't serve you. You serve me, prepare for war.

Declare War on the Lantern

  • +1 Intimidation
  • Lantern faction relationship: Enemy

Isis Oddwater of the Lantern


Isis Oddwater of the Lantern

You did it. That's amazing. We are on board with what you're doing and how you're doing it.

Choice Outcome
Allow your scientists to collaborate with ours.

+2 Research per Month

  • +2 Research per turn
  • Lantern faction relationship: Friendly
Tribute would be fitting.

+3 Credits per Month

  • +3 Credits per turn
  • Lantern faction relationship: Friendly
Regular shipments of your Harmony Crystals would be appreciated.

+0.2 Harmony Crystal per Month

  • +0.2 Harmony Crystal per turn
  • Lantern faction relationship: Friendly

Appoint a Governor


Appoint a Governor

We've identified at least one planet we've colonized large enough to warrant a Governor. A Governor turns any simple colony into a Core World, allowing us to build a Shipyard and Planetary Improvements to increase the Planet's Output.A Leader can be appointed as Governor of any colonized planet with a Planet Class of 10 or greater. The colonized planet will become a Core World, which can be improved and expanded on to improve its contributions to the civilization greatly.A Leader's traits and stats can have drastic effects on the world they're assigned and its citizens. Some care should be taken in what Leader is appointed as Governor.Appoint a Governor to a planet either by selecting the planet and hitting the Planet Management button or through the Leaders Menu.

Choice Outcome
We will find a leader to fill the position.

Start a mission to appoint a governor

  • Begin the Appoint a Governor Quest

Appoint a Governor - Success


Appoint a Governor - Success

A Governor has been assigned, establishing new Core World. Now, the colony can be expanded with improvements, new citizens generated, and we can even build a Shipyard.

Choice Outcome
The work has only begun.
  • +5 Culture Points
  • +10% Approval

Debug: Test Random Core World Event


File:Liberty Back.jpg
Debug: Test Random Core World Event

What would you like on {PLANETNAME}?

Choice Outcome
Give me some Citizens.

Yor Solider, Korath Engineer, Torian Scientist

  • Awards a Yor Defender
  • Awards a Drengin Engineer
  • Awards a Torian Scientist
Nothing right now.

How boring

Debug: Test Random Colony Event


File:Liberty Back.jpg
Debug: Test Random Colony Event

What would you like on {PLANETNAME}?

Choice Outcome
Give me some Citizens.

Yor Solider, Korath Engineer, Torian Scientist

  • Awards a Yor Defender
  • Awards a Drengin Engineer
  • Awards a Torian Scientist
Nothing right now.

How boring

Debug: Test Citizen Event


File:Liberty Back.jpg
Debug: Test Citizen Event

Bloop blop beep. What would you like?

Choice Outcome
Give me some Citizens.

Yor Solider, Korath Engineer, Torian Scientist

  • Awards a Yor Defender
  • Awards a Drengin Engineer
  • Awards a Torian Scientist
Give me some Leaders.

Human Governor, Diplomat Snathi and Yor Leader.

  • +1 Leader Groot Race_ Yor
  • +1 Governor Peter Quill Race_ Human
  • +1 Diplomat Rocket Race_ Mimot
Nothing right now.

How boring

Debug: Test Diplomacy Event


We found a wandering citizen of the {PLAYERFACTION:1}, and they are looking at us expectantly. How should we treat them?

Choice Outcome
Be nice.

+5 relations indefinitely

  • +5 Diplomacy to {PLAYERFACTION:1} for -1 Turns
Be ok.

+1 relations for 3 months

  • +1 Diplomacy to {PLAYERFACTION:1} for 3 Turns
Be mean.

-5 relations indefinitely

  • -5 Diplomacy to {PLAYERFACTION:1} for -1 Turns

Debug: Pick a Planet


Prime {PLANETNAME} for test planet quests?

Choice Outcome
Yes

Do it

  • Trigger Event [[#|]]
No

Don't like the choice

Debug: Pick a Planet FOLLOWUP


Congrats, {PLANETNAME} was chosen.

Choice Outcome
Remove the quest-priming flag

I'm done

Keep the flag

More quests await

Debug: Popup


You recruited someone, good job. They make your planet pop grow now too.

Choice Outcome
Cool

beans

  • +1 Ideology Totalitarianism
  • +1 Intimidation
  • -10 Control Tally

New Faction Spawned


Look for a new faction that has spawned near you.

Choice Outcome
Spawns the Torians

+ 1 Torian Civiilization

Spawns a Torian faction nearby

  • Class -1 Planet
  • +5 Population

New Faction Spawned


Look for a new faction that has spawned near you.

Choice Outcome
Spins off a subfaction of your civilization

+ 1 Opponent

Spawns a Player faction nearby

  • Class 32 Planet
  • +5 Population
  • At War with the player

Scandal


{GOVERNORNAME}, governor of {PLANETNAME}, is widely believed to be favoring personal friends at the expense of their world's citizens.Our advisors have investigated the accusations and determined that they are false, and {GOVERNORNAME} hasn't done anything wrong.Still, there is a loud public outcry for us to at least chastise the governor in some manner, or we will seem to be complicit in the supposed corruption.

Choice Outcome
The governor has done nothing wrong and we will support them.

+10 Loyalty for {GOVERNORNAME}

  • +10 Loyalty
Condemn the governor. That's the price of politics.

-10 Loyalty for {GOVERNORNAME}

  • -10 Loyalty
  • +20% Approval

Debug: Get Free Ship


Would you like a combat ship or a constructor?

Choice Outcome
A combat ship.

+1 combat ship

  • +1 Cutter
A constructor.

+1 constructor

  • +1 Constructor