A Crisis event is a type of event added by that initiates an event chain that branches depending on the decisions of the player. There are three events in each chain. The first event presents three ideology-based decisions, each of which leads to a unique second event. The second event again presents three decisions, each of which typically leading to one of two unique events, depending on a subsequent stat check. The third and final event is simply an outcome, categorized as a victory or defeat, without any further decisions.
Crisis events in [ | ]
When reading these tables, the first column contains the first choices and the other columns constitute the second choices. The first choice yields 5 points towards the corresponding ideology. The second yields none.
The Simulation[ | ]
Only occurs after 100 turns.
First/second choice | Check (d20) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|
Benevolent | Stat | Benevolent | Pragmatic | Malevolent |
Success | Spawn a class 14 planet | Gain The Messenger ship | Gain Retribution ship | |
Failure | -50% for random planet Population | -50% for random planet Population | -50% for a random planet Population | |
Pragmatic | Stat | Benevolent | Tech Power | Military Power |
Success | +20 Benevolent, +20 Pragmatic, +20 Malevolent |
-10% , All Construction +25% for 50 turns Influence Growth |
+0.1 , Soldiering+0.1 Resistance | |
Failure | -25% Research | Spawn a pirate fleet | ||
Malevolent | Stat | Tech Power | Military Power | |
Success | Finish current research project | Gain Timeless ship, +2 Diplomacy Bonus | +2 Diplomacy Bonus | |
Failure | -50% for 10 turns Research | -25% , Research -25% for 10 turns Ship Construction |
The Revolution[ | ]
Gives -10% for 10 turns. Morale
First/second choice | Effect | Check (d50) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|---|
Benevolent | -10% for 10 turns Growth | Always | -5% Social Construction | ||
Stat | Benevolent | Military Power | |||
Success | Gain Ambassador +2 Benevolent Diplomacy Bonus |
+350 Treasury | |||
Failure | -10% for 25 turns Morale | Spawn a pirate fleet | -50% for 5 turns Morale | ||
Pragmatic | -10% for 10 turns Morale | Always | -10% for 10 turns Gross Income | ||
Stat | Benevolent | Pragmatic | |||
Success | +0.1 Resistance | +10% for 25 turns Morale | |||
Failure | -10% for 10 turns Morale | -10% for 25 turns Morale | -0.1 Resistance | ||
Malevolent | Stat | Benevolent | Pragmatic | Malevolent | |
Success | +25% for 25 turns Influence Growth | +600 Treasury | +30 Malevolent | ||
Failure | -10% for 25 turns Morale | -25% for 10 turns Social Construction | Spawn a pirate fleet |
The Apophis[ | ]
Only occurs after 100 turns.
First/second choice | Effect | Check (d20) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|---|
Benevolent | -50% for 10 turns All Construction | Always | -75% to a colony Population | ||
Stat | Benevolent | Military Power | |||
Success | Gain Colony ship +25% for 50 turns Influence Growth |
Gain Colony ship +25% for 25 turns Research |
Gain Colony ship +20 Malevolent | ||
Pragmatic | -10 Pragmatic | Stat | Diplomacy Bonus | Tech Power | |
Always | -75% to a colony Population | -75% to a colony Population | |||
Success | Gain Protopriest | +25% to a colony Morale | +2 Diplomacy Bonus | ||
Failure | -10% Growth | -75% to a colony Population | |||
Malevolent | -50% for 10 turns All Construction | Stat | Military Power | Tech Power | |
Success | Gain Goliath | Gain Archangel | +25% for 25 turns Morale | ||
Failure | -50% to a colony Population |
Secession[ | ]
Occurs only after 100 turns.
First/second choice | Effect | Check (d50) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|---|
Benevolent | -10% for 25 turns Growth | Always | -50 Treasury | +5 Malevolent | |
Stat | Diplomacy Bonus | Malevolent | |||
Success | Spawn a starbase, gain an Ambassador | Spawn a starbase and a pirate fleet | |||
Failure | Spawn a pirate starbase | Spawn a pirate starbase and gain a frigate | Spawn a pirate starbase and fleet | ||
Pragmatic | +10% for 10 turns Gross Income | Always | +5 Benevolent, spawn a pirate starbase | +5 Pragmatic, spawn a pirate starbase | +5 Malevolent, spawn a pirate starbase |
Stat | Pragmatic | Military Power | |||
Success | +300 Treasury | ||||
Failure | -10% for 100 turns Hit Points | ||||
Malevolent | Always | Spawn a pirate starbase | |||
Stat | Diplomacy Bonus | Military Power | |||
Success | Gain an Ambassador | Gain a General | |||
Failure | -10% for 25 turns Morale | -25% for 25 turns Morale |
Space Monster[ | ]
First/second choice | Check (d50) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|
Benevolent | Stat | Diplomacy Bonus | Military Power | |
Success | Gain a Chief Scientist | +3 Ship Range | ||
Failure | -75% to a colony Population | Spawn Revenge | -75% to a colony, Population gain two Colony ships | |
Pragmatic | Stat | Diplomacy Bonus | Military Power | |
Success | Gain a General, +10% for 10 turns Research |
+10% for 25 turns Morale | ||
Failure | Spawn Revenge | |||
Malevolent | Stat | Tech Power | Military Power | |
Success | Gain a Queen | |||
Failure | Spawn Revenge |
Rogue General[ | ]
Only occurs with Imperial government.
First/second choice | Check (d50) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|
Benevolent | Always | -50 Treasury | ||
Stat | Benevolent | Diplomacy Bonus | ||
Success | +10% for 50 turns Morale | Gain a General | +350 Treasury | |
Failure | -10% for 50 turns Morale | |||
Pragmatic | Always | Spawn a pirate fleet | -10% Gross Income +5% Ship Construction | |
Stat | Benevolent | (d20) Military Power | ||
Success | +10% for 25 turns, Morale +20 Benevolent |
+25% , Influence Growth +25% for 25 turns Morale |
||
Failure | -25% to a colony Morale | -25% , Influence Growth -25% for 25 turns Morale |
-5% for 25 turns Morale | |
Malevolent | Stat | Diplomacy Bonus | (d20) Tech Power | |
Success | +5 for 25 turns Influence Growth | Gain a Chief Scientist | ||
Failure | -25% to a colony Morale |
Brain Parasites[ | ]
First/second choice | Check (d50) | Benevolent | Pragmatic | Malevolent |
---|---|---|---|---|
Benevolent | Always | +10 Malevolent | ||
Stat | Diplomacy Bonus | Tech Power | ||
Success | +50% on a colony Research | Gain a Chief Scientist | ||
Failure | -25% to a colony Morale | -50% to a colony Population | ||
Pragmatic | Stat | Tech Power | (d20) Diplomacy Bonus | |
Success | +25% to a colony Morale | +25% to a colony Research | ||
Failure | -30% to a colony All Construction | Spawn a pirate fleet | -25% to a colony Growth | |
Malevolent | Stat | Malevolent | Military Power | |
Success | +2 Diplomacy Bonus | +0.25 Soldiering | +0.01 Tourism Income | |
Failure | -2 Diplomacy Bonus |