GalCiv4:Colonization Events Table

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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