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+ | | {{Pragmatic}} || 20 || {{Construction Cost|-5%}} (all colonies) |
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| {{Malevolent}} || 20 || {{Capacity|+10%}} |
| {{Malevolent}} || 20 || {{Capacity|+10%}} |
Revision as of 11:27, 3 May 2020
Galactic events are random events that provide a bonus and/or penalty to all players. Some of the events have an ideological choice.
Events without an ideological choice
These events begin to occur randomly after a minimum number of turns and typically apply an effect with a bounded random duration.
Name | Description | Effects | Duration | Earliest Turn | |
---|---|---|---|---|---|
Min Turns | Max Turns | ||||
Golden Age | The entire galaxy has entered a new age of prosperity. Businesses are thriving, the standard of living across all civilizations increases at an incredible rate, and tax income everywhere is rolling in. The galaxy's economic experts state: "This is the new normal. Nothing could possibly go wrong!" | +20% GDP | 15 | 20 | 40 |
Spawn Pirates | A new, criminal, element has begun to be detected on the fringes of space. Pirates. These vile beings prey on the defenseless and the unwary. We must seek out and destroy their nests whenever we find them or they will become an ever growing menace on our commerce. | Spawns pirates | 10 | ||
Infinite Shades of Infrared | Archaeologists have uncovered an ancient novel, which when translated was revealed to be powerfully erotic to a broad panoply of species. When the novel was leaked to the general public it quickly spread throughout the galaxy, and has now been published in every known language, in some cases with very colorful illustrations. The recent spike in birth rates is unprecedented in galactic history. | +50% Growth | 5 | 10 | 30 |
Boo | On a foreign colony a group of explorers activated a strange and ancient alien artifact which turned out to be a powerful transmitter. Sentient beings throughout the galaxy soon began reporting both headaches, and a strange feeling of discontent. Apparently, a super-weapon intended to make a populace unhappy with its leaders, was accidentally fired and has led to riots throughout known space. | -20% Morale | 5 | 10 | 90 |
Helpful Dust | A cloud of dust has emerged out of deep space, seemingly around every planet at once. Consisting of semi-sentient nanobots, visitors from a distant galaxy, they immediately begin assisting with any and all orbital construction projects underway, helping all races equally, regardless of their motivations. | +20% Ship Construction | 5 | 15 | 120 |
Blood Lust | An incredibly viral disease has spread throughout the galaxy, attacking the brains of all sentient organisms. Although non-lethal, it seems to make all those infected significantly more aggressive. This has a minimal effect on space combat due to its reliance on semi-intelligent computer systems, but will have a significant impact on more intimate forms of combat. And of course, all the diplomats are having a rough go of it. | +20% Soldiering -2 Diplomacy Bonus |
10 | 15 | 150 |
Neighbors | A motivational speaker has established himself as a prominent voice in the galaxy, his vague solutions to complex problems capturing the minds of all who hear him. Although no actual problems seem to be getting solved by his techniques, people in every industry are at least getting along better with their neighbors. | +1 Adjacency Level | 10 | 15 | 100 |
Give Peace A Chance | A mysterious figure from a forgotten race has been wandering the galaxy warning of the dire costs of war. His message of peace and unity seems to be taking root in all who hear him, even among your most aggressive neighbors. Diplomats throughout the galaxy report that their efforts are now finding much more traction. | +1 Diplomacy Bonus | 10 | 15 | 200 |
Tourism Boon | Word has spread throughout the galaxy about just how amazing it is. Perhaps eager to see it before war consumes all, travelers from all races are exploring the galaxy and returning home with stories of their adventures. Our tourism offices report they've never seen such interest from outside visitors and urge us to do all we can to capitalize on it. | +50% Tourism Income | 10 | 15 | 200 |
Slowdown | Due to mysterious fluctuations in one of the dimensions critical for the stable formation of hyperfields, space travel has become significantly more difficult. For the time being, ships everywhere in the galaxy will experience sharply reduced top speeds. | -25% Moves | 10 | 15 | 30 |
Events with an ideological choice
Name | Description | Choice | Ideology bonus | Effect |
---|---|---|---|---|
Ruthless Vision | While on a deep space survey, one of our ships has discovered an ancient artifact that can be used to enhance our targeting systems. Unfortunately, it works by turning a sentient being into a living psionic sensor. The process is agonizing, and the existing personality of the "Volunteer" is completely destroyed. What should we do with the artifact? | Benevolent | 30 | +10% Research |
Pragmatic | 20 | +0.1 Accuracy | ||
Malevolent | 30 | -5% , Morale+0.25 Accuracy | ||
Trade Secrets | One of our traders has been approached by representatives from an association of black market traders. They're offering us a wealth of insider information on the other civilizations in the galaxy, enough to negotiate incredibly favorable terms, boosting trade income on all our routes. In exchange, they want access to some of our current research projects. | Benevolent | 20 | +10% Diplomacy Bonus |
Pragmatic | 20 | +25% , Trade Route Value-5% Research | ||
Malevolent | 20 | +25% Trade Route Value | ||
Public Education | The people of our civilization have begun a series of minor protests, demanding increased funding for basic education. Although this will cost us something, it should lead to higher public approval, and the stream of educated workers could help benefit certain specific industries. | Benevolent | 20 | -10% , GDP+5% Morale |
Pragmatic | 20 | -5% , GDP+5% Morale | ||
Malevolent | 20 | -5% , Morale+5% All Construction | ||
Design Revolution | Our culture has developed a bit of an obsession with efficient, well designed products. Domiciles throughout our civilization are filling up with tidy, well organized furniture, and otherwise normal people now get in arguments about typesetting. As a practical benefit, this has instilled a new appreciation for the work of designers, and our colleges now overflow with bright young minds With the right policy, we can choose where to direct this energy. | Benevolent | 20 | +10% Social Construction |
Pragmatic | 20 | -5% (all colonies) Construction Cost | ||
Malevolent | 20 | +10% Capacity | ||
Eavesdropping | One of our United Planets diplomats reports that a worker from the facilities division of the UP headquarters claims to have placed eavesdropping devices throughout the building, and that he's willing to provide access to them to the highest bidder. | Benevolent | 20 | +10% Influence |
Pragmatic | 20 | +10% Morale | ||
Malevolent | 30 | |||
The Scout | A mysterious single occupant craft has appeared in orbit around our homeworld. Our ships quickly surrounded the intruder, who explained that she's a scout from a peaceful but secretive race from the far side of the galaxy. In exchange for her release and the provision of supplies to repair her sensor device, she offers you samples of the advanced sensor technology her people have. | Benevolent | 20 | +10% Sensor Power |
Pragmatic | 20 | +25% Sensor Power | ||
Malevolent | 20 | Gain a Scout | ||
Flag Waving | A sudden wave of patriotic fervor has swept across our civilization, all our people caught up celebrating the great things we're doing. Such universal approval is incredibly rare; this seems an ideal opportunity to channel our people's energy into more constructive acts. | Benevolent | 15 | +20% Morale |
Pragmatic | 20 | +10% Morale | ||
Malevolent | 20 | +5% , Morale+10% Resistance | ||
Outbreak | PLANETNAME has been overrun by a strange alien norovirus. It rapidly kills about 5% of those it infects, but has the curious side effect of making those who survive profoundly more intelligent.
Our scientists have found a means to cure it, but some wonder if we should consider allowing the disease to flourish, to take advantage of its side effects. |
Benevolent | 20 | +10% Research |
Pragmatic | 10 | +25% , Research-80% Growth | ||
Malevolent | 20 | +10% , Research-10% Growth |