Anomaly events 4

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Version

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Please help with verifying or updating older sections of this article. At least some were last verified for version 1.6.

This article is for the PC version of Stellaris only.

These are events regarding anomalies (from /Stellaris/events/anomaly_events_4.txt).

Contents

Careless Pawing

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According to a report from the crew of the [Root.GetName], their mission was a failure. Science Officer [Root.GetLeaderName] allegedly took manual control of the probe sent to retrieve a sample from the cluster, resulting in a collision between drone and mineral cluster that, while mild, resulted in the mineral cluster breaking apart completely.

The crew is careful to note that the experience has left Science Officer [Root.GetLeaderName] somewhat shaken, and the mineral shards should still be of some value.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Its parts are equal to the sum of its parts.
  • [Root.GetLeaderName] now has the "Carefree" trait
  • Gain Minerals.png 18x Minerals output (potential yield gain of 250 ~ 1500)
Event button on.png
The [Root.Owner.GetName] finds such carelessness unacceptable.
  • Science Officer [Root.GetLeaderName] :
    • gains 50 experience.
    • now has the "Stubborn" trait

Gilded Cage

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The mineral construct is, for lack of a better term, a room.

Made out of the same type of minerals in common use in the [Root.Owner.GetName], the construct is a hollow icosidodecahedron. Resonance scans indicate that it is mostly hollow, and was likely inhabited at some point in time. Unlike its pristine exterior, the interior is in complete disarray, possibly the result of an intentional act of sabotage.

Science Officer [Root.GetLeaderName] reports that this makes it difficult to learn anything of value from the construct's insides, but stresses that the engineering techniques involved in creating the outer shell, eminently capable of withstanding the stresses of deep space, must have been tremendously advanced.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Puzzling.
  • Science Officer [Root.GetLeaderName] :
    • gains 100 experience.
    • shall have "Expertise: Voidcraft" trait
  • Trigger country event "Contact Report: Remnants" in 30 days.

Crystal Codex

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The mineral cluster is a holographic record, multi-sided, many-edged, and translucent. It remains secure in the [Root.GetName]'s tractor beam, but our experts will need some time to decode its contents.

A Special Project has been issued to expedite this process.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Option conditions

Event trigger.pngEnabled if: Has either Xenophobe.png Xenophobe Ethic or Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
Nothing good would come of it.
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)

Event trigger.pngAlways enabled:
Event button on.png
Very well.

Crystal Codex

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The holographic data documents the terms and conditions for a trilateral trade treaty between three major alien powers that once dominated this quadrant of the galaxy. Context eludes us and the details are meaningless, but Science Officer [Root.GetLeaderName] feels that this find will prove invaluable to improving our own ability to communicate with alien forces.


 
Trigger conditions
  • None
Is triggered only by
  • Upon completion of the "Crystal Codex" project

Event button on.png
Fascinating.
  • Gain Society Research.png 12x Society output (potential yield gain of 90 ~ 250)
  • Science Officer [Root.GetLeaderName]
    • gains 100 experience.
    • shall have "Expertise: Statecraft" trait
      • +10% Research Speed (Statecraft)

Alien Barracks

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The silhouettes discernible from orbit are indeed buildings, and closer inspection reveal them to be of an obvious martial nature. While abandoned for some time - though very recently on a galactic timescale - Science Officer [Root.GetLeaderName] believes that secrets of alien tactics may yet be exhumed from beneath the dust that covers the decaying barracks and looted armories.

A Special Project may be issued to study the remains.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Option conditions

Event trigger.pngEnabled if: does not have the Fanatic Pacifist.png Fanatic Pacifist Ethic

Event button on.png
Acknowledged.

Event trigger.pngEnabled if: Has either Pacifist.png Pacifist Ethic or Fanatic Pacifist.png Fanatic Pacifist Ethic

Event button on.png
That this outpost is dead and buried speaks volumes.
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)

Alien Barracks

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Science Officer [Root.GetLeaderName]'s thorough xeno-historical analysis of the military installation on [From.From.GetName] has yielded few tangible results. The base was constructed before the planet turned completely barren, but it is unclear if its current inhospitality is the result of armed conflict or some more peaceful or even natural process.

What can be deduced of their strategies and tactics in armed conflict does not seem to have been far in advance of our own.

On the upside, Science Officer [Root.GetLeaderName] claims to have drawn much inspiration from the alien remnants.


 
Trigger conditions
  • None
Is triggered only by
  • Upon completion of the "Alien Barracks" project

Event button on.png
Always something.
  • Science Officer [Root.GetLeaderName]
    • gains 150 experience.
    • shall have "Expertise: Military Theory" trait
      • +10% Research Speed (Military Theory)

Checkered

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The unique topology of [From.GetName] neatly divides the planet into innumerable distinct biomes, micro-climates that interact only in subtle ways seemingly engineered to sustain neighboring climes. Science Officer [Root.GetLeaderName] strongly suspects advanced terraforming techniques at work, but few clues remain regarding the process itself.

Its effects, however, remain plainly visible to [Root.GetLeaderName] and the [Root.GetName]'s crew.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Most intriguing.
  • Science Officer [Root.GetLeaderName]
    • gains 200 experience.
    • shall have "Expertise: New Worlds" trait
      • +10% Research Speed (New Worlds)

Ancient Automata

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One of the major areas of extreme verdancy on [From.GetName] is centered on an overgrown alien structure. Initially thought ruined, closer observations by the [Root.GetName] reveal that the building has mostly survived the crushing embrace of the planet's flora.

A special project has been issued to find a way into the structure.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Very interesting.

Ancient Automata

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The overgrown structure - an alien mineral processing plant - on [From.From.GetName] was, prior to its abandonment in the distant past, mostly automated. Husks of artificial workers litter the floor, their organic components - for their bodies were largely of a biological nature, held upright by polymer endoskeletons - long since rotted away.

Science Officer [Root.GetLeaderName] speculates that it is the organic remains of these automatons that, soon liquefied and drained into the ground, provided an intense boost to soil nutrition and allowed the native flora to grow both abundant and resilient.

The plant can be reactivated but the automatons, fascinating as they may be to [Root.GetLeaderName], will never walk its halls again.


 
Trigger conditions
  • None
Is triggered only by
  • Upon completion of the "Ancient Automata" project

Event button on.png
Understood.
  • Science Officer [Root.GetLeaderName]
    • gains 100 experience.
    • shall have "Expertise: Industry" trait
      • +10% Research Speed (Industry)

Hard Shoulder

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There is a ship idling on the plains of [From.GetName], its sensors reacting to the [Root.GetName] in orbit around the planet.

The [Root.GetName]'s crew have been unable to confirm exactly when the craft was abandoned - for it is abandoned - or who left it there, or where they are now. According to Science Officer [Root.GetLeaderName], remotely activating the lightly armed ship would be trivial, should we wish to add it to our fleets.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event trigger.pngEnabled if: Does not have the any of the ethics below:

  • Xenophobe.png Xenophobe Ethic
  • Fanatic Xenophobe.png Fanatic Xenophobe Ethic
Event button on.png
No one will miss it, surely.
  • Gain a Corvette class ship.

Event trigger.pngEnabled if: Has either Xenophobe.png Xenophobe Ethic or Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
We do not know whence it came nor where it is going. Dismantle it.
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)

Taking Stock

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Event trigger.png The below description is one of several available for this event.
The desert [From.GetPlanetMoon] [From.GetName] turned out to be rather unremarkable.

While the crew monitored silent instruments, Science Officer [Root.GetLeaderName] was idly eyeing the [Root.GetName]'s energy reserves. According to their report the [Root.GetName] was issued less than the standard amount of energy when it last left port, but is more likely that [Root.GetLeaderName]'s carefree approach to resource management is to blame for the deficit.

Regardless, the ship does need additional Energy Credits.


 
Trigger conditions Is triggered only by
  • Anomaly project

Event trigger.pngAlways enabled:

Event button on.png
Typical.
  • loses −75 Energy Credits

Event trigger.pngEnabled if:

  • Leader trait meticulous.png Science ship leader has the Meticulous trait
Event button on.png
Unexpected windfall.
  • Gain Energy Credits.png 6x Energy output (potential yield gain of 100 ~ 500)

Pirate Exiles

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What was thought to be a cluster of minerals are the metal hulls of two alien corvettes, stealthily drifting through the asteroid belt.

Science Officer [Root.GetLeaderName] established contact, and the two ships are crewed by alleged former pirates, now cast out from their robber-clan. They have heard whispers that [Root.Owner.GetRulerTitle] [Root.Owner.GetRulerName] of the [Root.Owner.GetName] is a champion of the people, and seek asylum.


 
Trigger conditions
  • Country flag story7 is set
  • Leader has trait Champion of the People Trait ruler champion of the people.png
Is triggered only by
  • Anomaly project

Event trigger.pngEnabled if: Does not have the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
They can make themselves useful.
  • Pirates ships joins the fleet.

Event trigger.pngEnabled if: Has the Xenophobe.png Xenophobe Ethic and does not have the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
We do not need their services. Take what they have but their lives.
  • Gain Energy Credits.png 6x Energy output (potential yield gain of 100 ~ 500)

Event trigger.pngEnabled if: Has the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
The [Root.Owner.GetName] will not suffer the existence of their kind.
  • Exiled Pirates declared Hostiles
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)

Event trigger.pngAlways enabled:

Event button on.png
We must deny their asylum claim.
  • None

Grinding Lattice

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[From.GetName] is crisscrossed by overlapping mineral-composite bands that are elevated above the harsh surface by tall, flexible pylons. Clearly of alien origin and constantly agitated by atmospheric winds, the pylons sway and the overlapping bands rub together to produce sonic waves at, to [Root.Owner.GetSpeciesNamePlural], inaudible frequencies.

Science Officer [Root.GetLeaderName] reports some trouble isolating this audio from the natural background noise of the planet, but also notes that the mineral bands could, should we so choose, be broken down and efficiently recycled by the [Root.Owner.GetName].


 
Trigger conditions Is triggered only by
  • Anomaly project

Event trigger.pngEnabled if:

  • Leader trait meticulous.png Science ship leader has the Meticulous trait
Event button on.png
Isolate and study the alien sounds.
  • (Hidden) Replace current orbital tile deposit with Society Research 3 Society Research. (× 3)

Event trigger.pngAlways enabled:

Event button on.png
Make preparations for salvaging the mineral bands.
  • (Hidden) Replace current orbital tile deposit with Minerals.png 3 Minerals. (× 2)

Wooden Hegemony

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[From.GetName] is a tropical planet with a thriving biosphere. A close analysis of surface flora reveals an unexpected lack of diversity, as one particular family of tall trees dominate the ecosystem.

Though not harmful in and of themselves, their monocultural hegemony appears to have a detrimental effect on the survivability of the planet's small animals, and it would be difficult to efficiently cultivate food crops on the surface should colonization ever be attempted.

Science Officer [Root.GetLeaderName], a xeno-biologist of some repute, has put together a plan for re-balancing this alien biosphere.


 
Trigger conditions Is triggered only by
  • Anomaly project

Event button on.png
Approve the plan.
  • Issue Balance Ecosystem Special Project on planet.
  • (Hidden) Gain the planet modifier “Unbalanced Ecosystem” till the end of the campaign.
Event button on.png
Leave the planet be.
  • (Hidden) Gain the planet modifier “Unbalanced Ecosystem” till the end of the campaign.


Wooden Hegemony : Success

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Balance has been restored - or perhaps achieved for the first time - as large swathes of the dominant perennials have been rendered infertile by targeted radiation emissions from the [Root.GetName]. Additional specimens have been reduced to ash to further hasten the arrival of a truer equilibrium.


 
Trigger conditions Is triggered only by
  • Upon completion of the "Balance Ecosystem" project, 50% base chance

Event button on.png
Excellent.
  • Science Officer [Root.GetLeaderName]
    • gains 200 experience.
  • [From.From.GetName] :
    • Remove every Tile Blocker.png Dangerous Wildlife tile blockers
    • "Unbalanced Ecosystem" modifier removed

Wooden Hegemony : Failure

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The inelegant elimination of wide swathes of the dominant trees on [From.From.GetName] have had unintended consequences.

The small animals that previously suffered under the perennial tyranny of the trees are growing both more plentiful and more aggressive - some would say savage. The isolated ashen fields that used to be home to lush forests now play host to heated territory battles.


 
Trigger conditions Is triggered only by
  • Upon completion of the "Balance Ecosystem" project, 50% base chance

Event button on.png
Perhaps we should have known better than to meddle.
  • Dangerous Wildlife now roams [From.From.GetName].
  • (Hidden) "Unbalanced Ecosystem" modifier removed
  • (Hidden) Random tile : set Tile Blocker.png Dangerous Wildlife tile blocker (×3)

Illicit Communications

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A cobbled-together comms repeater has been inexpertly strapped to [From.GetName].

Science Officer [Root.GetLeaderName] is confident that this is part of a relay network for pirate communications. Initial analysis indicates that the messages relayed are not of a particularly strategically sensitive nature, but rather private inter-ship communications between individual crewmembers.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Perhaps we can learn something about life in deep space.
  • Science Officer [Root.GetLeaderName]
    • shall have "Expertise: Statecraft" trait
      • +10 % Research Speed (Statecraft)
  • (Hidden) Replace current orbital tile deposit with Society Research 3 Society Research.
  • (Hidden) Replace current orbital tile deposit with Society Research 2 Society Research.

Down the Drain

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The readings originate from a small metal pod; Science Officer [Root.GetLeaderName] has determined it to be a lifeboat of ancient and alien make.

Evidently caught on the outskirts of the black hole's gravity well aeons ago, at an angle just short of a slingshot maneuver - whether this was the intent or happenstance is difficult to judge - and the pod's automated thrusters have been fighting its descent to the event horizon ever since. It is now too close to the horizon to salvage.

[Root.GetLeaderName]'s report ends abruptly, and the crew of the [Root.GetName] communicate that the Science Officer appears shaken and deeply troubled by the tragic fate of the lifeboat.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Understandable.
  • Gain Physics Research.png 12x Physics output (potential yield gain of 90 ~ 250)
  • Science Officer [Root.GetLeaderName] shall have Leader trait paranoid.png "Paranoid" trait

Peddling Radiation

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The readings picked up in the this system come, somewhat surprisingly, from the [From.GetName] itself.

As black holes go it is fairly small, which could account for some of the unexpected radiation leaking from its event horizon. Science Officer [Root.GetLeaderName] believes that the black hole is on its way to bleeding out and will eventually disappear entirely; though it is difficult to say whether this process would be complete before the heat death of the universe. Some gravitational upset in the hole's youth has rendered it, to quote [Root.GetLeaderName], wobbly, further increasing the flow of energy from its event horizon.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
There is much we could learn.
  • [From.GetName]: Physics Research +9

Toy Factory

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There are structures on [From.GetName], though most are less than ruins and more akin to rubble. The [Root.GetName]'s initial pass over the planet reveals only one building that can be considered intact, seemingly spared whatever calamity robbed [From.GetName] of its buildings and builders alike.

This is the source of the noise.

Not only is the building intact, reports Science Officer [Root.GetLeaderName], but it is active.

It is a production facility of some sort, turning plasticine polymers into mute objects of uncertain, but possibly ornamental, purpose. The raw materials and end product are largely uninteresting to the [Root.Owner.GetName], but we could doubtlessly stand to learn something from the automated manufacturing process itself.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Immediate effects

Event button on.png
Perhaps we should establish a foothold and observe.
  • Adds an Building ancient factory.png Alien Toy Factory to [From.GetName].

Of Transmissions Past

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As expected, the [Root.GetName] has located the source of the transmission emanating from [From.GetName].

While the planet is otherwise seemingly untouched by alien hands, a lone monolith of some sleek off-white mineral stands atop a hill in the southern hemisphere. It is from within this monument that the signal emerges, the enclosure clearly built for longevity rather than resonance.

Science Officer [Root.GetLeaderName] has gone out of their way to establish the parameters for a Special Project that would decode the information the signal carries.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
An appropriate initiative.
Event button on.png
We have little to gain by listening to the dead.
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)
Event button on.png
Raze the monument, find the transmitter.

Of Transmissions Crushed

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Nothing


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Disappointing.
  • None

Of Transmissions Crushed

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A cool tech option added


 
Trigger conditions
  • None
Is triggered only by

Immediate effects
  • Limits,flags set

Option conditions

Event trigger.pngEnabled if: Country flag tech2 is set

Event button on.png
Interesting.
  • Tech research option gained: Tech alien life studies.png Xenology

Event trigger.pngEnabled if: Country flag tech1 is set

Event button on.png
Interesting.
  • Tech research option gained: Tech doctrine fleet size 2.png Doctrine: Reactive Formations

Event trigger.pngEnabled if: Does not have country flag tech1,"tech2" set

Event button on.png
!!!Localisation Call!!!
  • None

Of Transmissions Decoded

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Science Officer [From.GetLeaderName] reports that the signal broadcast by the transmission beacon on [From.From.GetName] has been decoded.

It is a memorial message, decrying the loss of hundreds of lives in a battle millennia past. A stalwart alliance apparently fell victim to treachery and deceit, and a massive fleet wiped itself out before the enemy had even arrived, as ally turned on ally.

Apparently these desiccated hulks were left in place as floating grave-markers, the crews having been destroyed by surgical strikes to weak points in their ships' hulls.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Study these records. # society data on planet
  • Replace current orbital tile deposit with Engineering Research +8 Engineering Research.
Event button on.png
Calculate the wrecked fleet's trajectory and current position.
  • Begins the Drifting Battlefield Event Chain

Of Pirates Current

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Upon arriving in the [From.GetName] system, it becomes clear that the [Root.GetName] is too late.

A pirate fleet of unknown origin discovered the straying battlefield some time ago, and cannibalized it to build a base on a nearby asteroid.

Our search ends, as a violent confrontation seems unavoidable.


 
Trigger conditions
  • Flag checks designated here
Is triggered only by

Immediate effects
  • Serious hardcore programming interpretation goes here

Event button on.png
BATTLESTATIONS!
  • Wreckers declared Hostiles

Of Fleets Drifting

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The [Root.GetName] has located the drifting wrecks in the [From.GetName] system. Many of the ships referenced in the memorial beacon message have been reduced to dust and ashes over the centuries, but a few still remain remarkably intact.

Between them, six military vessels should have enough engineers to restore the better-preserved hulks to working order.

Consult the §YSituation Log§! for details.


 
Trigger conditions
  • Flag checks designated here
Is triggered only by

Immediate effects
  • Softcore programming interpretation goes here

Event button on.png
Most intriguing.

Of Fleets Commandeered

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The ancient rag-tag armada has been partially resurrected, although the dispatched engineers cannot agree on exactly how this feat was accomplished.

The vessels have been commissioned into the [Root.GetSpeciesAdj] fleets.


 
Trigger conditions
  • Flag checks designated here
Is triggered only by

Immediate effects
  • Softcore programming interpretation goes here

Event button on.png
Most intriguing.
  • Ends the Drifting Battlefield Event Chain
"The Ancient Alliance fleet is restored."

Of Fleets Turned

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The engineering corps focused first on the massive dreadnought, indicated by the memorial signal to have been one of the first ships to turn on the others in that fated battle.

This turned out to be a mistake.

Despite conscious efforts to bypass the higher-level systems, the ship's computer suddenly came online and blasted our ships with a high-frequency pulse. With combat firewalls disabled to increase bandwidth during the operation, the burst transmission instantly slaved all nearby vessels to the reactivated dreadnought. The final logs before all transmissions were cut shows all life support systems being systematically disabled, and a course plotted for [Root.Owner.Capital.GetName].

With our crews presumed dead and an ancient combat computer setting its sights on our homeworld, we had best prepare for the worst.


 
Trigger conditions
  • Flag checks designated here
Is triggered only by
  • Flag setting

Immediate effects
  • Softcore programming interpretation goes here

Event button on.png
!!!Localisation Call!!!
Localisation Call !

Of Fleets Destroyed

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dreadnought killed, event ends with remaining ships being activated


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
'

Of Fleets Destroyed

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dreadnought killed by others, all remaining ships destroyed


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
'

Of Pirates Destroyed

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The threat is ended. We might, at least, be able to make some use of the ancient technology the pirates plundered.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
But questions remain...
  • Gain 1000 minerals. * Tech research option added : Cruisers, progressed to 90% completion status (if NOT researched)

Ancient Manufactory

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The orbital station appears to have once functioned as a mineral extraction and processing center for the asteroid, not wholly dissimilar from our own mining station designs.

Science Officer [Root.GetLeaderName] expects that a handful of engineers - ideally [Root.Owner.GetSpeciesNamePlural] already stationed on military vessels - just might be able to restore the station to working order.


 
Trigger conditions
  • NOT Artificial Intelligence (A.I)
Is triggered only by
  • Anomaly project

Option conditions

Event trigger.pngEnabled if: Has either Xenophobe.png Xenophobe Ethic or Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
We have no interest in xeno wreckage.
  • None

Event trigger.pngEnabled if: does not have the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
Let us restore this station.

Event trigger.pngEnabled if: Does not have both Xenophobe.png Xenophobe Ethic and Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
Better leave it alone.
  • None

Ancient Manufactory: New Mining Station

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The engineering corps completed their mission, retrofitting the decrepit mining station with adapted [Root.Owner.GetSpeciesAdj] parts and control mechanisms.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Excellent.
  • Replace current orbital tile deposit with Minerals.png +10 minerals.
  • Create a mining station

Ancient Manufactory

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Event trigger.png The below description is one of several available for this event.
The engineering corps completed their mission, retrofitting the decrepit mining station with adapted [Root.Owner.GetSpeciesAdj] parts and control mechanisms.

It seems the manufactory was originally built for the mining and refining of Betharian Stones - functionality that has now been restored.


 
Trigger conditions
  • None
Is triggered only by

Immediate effects
  • Tech research option gained: Betharian Refining

Option conditions

Event trigger.pngEnabled if:

  • Has flag opt1 set
Event button on.png
Most excellent.
  • Replace current orbital tile deposit with :
    • Minerals.png 2 minerals
    • Betharian Stones discovered

Event trigger.pngEnabled if: Has either Materialist.png Materialist Ethic or Fanatic Materialist.png Fanatic Materialist Ethic

Event button on.png
There is much we can learn.
  • Tech research option added : Betharian Refining, progressed to 80% completion status (if NOT researched)
  • Create a mining station
  • (Hidden)Replace current orbital tile deposit with : 1. Minerals.png 2 minerals 2. Betharian Stones discovered

Event trigger.pngEnabled if: Does NOT have both: Materialist.png Materialist Ethic and Fanatic Materialist.png Fanatic Materialist Ethic

  • (Hidden)Replace current orbital tile deposit with : 1. Minerals.png 2 minerals 2. Betharian Stones discovered
Event button on.png
Interesting...
  • Tech research option added : Betharian Refining, progressed to 20% completion status (if NOT researched)
  • Create a mining station

Ancient Manufactory: Drones Activated

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The [Root.Owner.GetSpeciesName] engineers' prodding and probing has proven fruitless. The station is too dilapidated to bring online, large sections of the structure simply collapsing under the strain of attempted reactivation.

As the manufactory's structural integrity finally failed, something, some things, emerged from its depths - cutting their way out with high-powered lasers and setting their sights on the [Root.GetFleetName].


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
BATTLESTATIONS

The Ancient Manufactory is destroyed. The Fleet is under attack!

  • Drones declared Hostiles

Ancient Manufactory: Nest Disturbed

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As the old rock tumblers spin up, something spills out.

Far from the polished mineral ore expected, jagged crystal edges shred the decrepit orbital station before turning their attention to the [Root.GetFleetName].


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
BATTLESTATIONS

The Ancient Manufactory is destroyed. The Fleet is under attack!

  • Nesting Crystals declared Hostiles

Debate and Discussion

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Event trigger.png The below description is one of several available for this event.
Science Officer [Root.GetLeaderName] reports that the [From.GetPlanetMoon] [From.GetName] was indeed once home to a somewhat advanced civilization, although one that brought about its own end before escaping [From.GetPlanetMoon]bound existence. By analyzing the few fragments that could be recovered from the ancient wireless information depots on the surface, the crew of the [Root.GetName] have pieced together the narrative of the civilization's demise.\n\nAt some point in the distant past, an ideological schism developed over the definitions of the philosophies we today know as collectivism and individualism. While the relevance of these philosophies seems highly questionable to the people of the [Root.Owner.GetName], this civilization evidently tore itself apart over the question of which moral stances should be attributed to which ideology.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Immediate effects

Flag SA is set


Event button on.png
This truly is something awful.
  • Gain Society Research.png 24x Society output (potential yield gain of 150 ~ 500)
Event button on.png
Those aren't even real ethics…
  • Gain Society Research.png 24x Society output (potential yield gain of 150 ~ 500)

Stay Calm

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Returning from the desolate surface of [From.GetName], Science Officer [Root.GetLeaderName] brings with them a sheet of woven plant fiber. Its exact origin and purpose is unknown, but it has proven quite absorbent in tests. While useless to the sciences, [Root.GetLeaderName] has taken a shine to the thing and now carries it with them wherever they go.

Officer [Root.GetLeaderName] is a real hoopy frood, the crew whisper.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Immediate effects

Flag toweled is set


Event button on.png
What does that even mean?
  • [Root.GetLeaderName] gains a towel.

Head in the Sand event chain[edit]

Head in the Sand

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Science Officer [Root.GetLeaderName] reports that the waves seen rippling across the sandy seas of [From.GetName] are, bizarrely enough, the result of active ship thrusters.

An alien vessel lies buried in the sand nose-down, its sputtering propulsion systems weakly agitating the dunes above. It appears to have been down there for some time, slowly driving itself deeper into the desert dunes. The [Root.GetName] lacks the means to excavate the struggling ship, and [Root.GetLeaderName] recommends sending a military vessel to [From.GetName] to unearth it.


 
Trigger conditions Is triggered only by
  • Anomaly project

Immediate effects

Option conditions

Event trigger.pngEnabled if: Does not have the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
Acknowledged.

Event trigger.pngEnabled if: Has the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
We will not take the obvious bait.
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)

Head in the Sand

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The [Root.GetFleetName] eventually succeeded raise the submerged alien vessel.

It is empty. Almost stripped bare, in fact.

Its crew must have abandoned ship before it was left to burrow into the particulate surface of [From.From.GetName], and they took most of the ship's non-critical internals with them. The engineers of the [Root.GetFleetName] have managed to essentially hotwire the vessel, and have replenished its dwindling energy stores.


 
Trigger conditions Is triggered only by
  • Upon completion of the "Head in the Sand" project, 33% base chance

Event button on.png
A fresh commission for the [Root.Owner.GetSpeciesAdj] fleet.
  • Gain a Corvette class ship.

Head in the Sand

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The [Root.GetFleetName]'s high-tensile wires eventually managed to raise the submerged alien vessel, only to be met by the recognizable whirring of weapons systems powering up!


 
Trigger conditions Is triggered only by
  • Upon completion of the "Head in the Sand" project, 33% base chance

Event button on.png
Evasive maneuvers!
  • The Ostrich attacks!

Head in the Sand

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The salvage attempt failed. The high-tensile tethers that the [Root.GetFleetName] had wrapped around the burrowing ship effortlessly sliced through the vessel's corroded hull as raising was attempted.

The individual pieces were then relatively easy to retrieve, but the whole thing is reduced to scrap.


 
Trigger conditions Is triggered only by
  • Upon completion of the "Head in the Sand" project, 33% base chance

Event button on.png
Bungled again.
  • Gain Minerals.png 18x Minerals output (potential yield gain of 250 ~ 1500)

The Prince event chain[edit]

The Prince

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In gentle orbit around the massive [From.GetName] floats a portable databank. Scooped up by the [Root.GetName], it is found to contain text in some alien language. The vocabulary is not wholly unfamiliar, but the syntax is disconcertingly complex.

Science Officer [Root.GetLeaderName] recommends a more thorough study to decipher the text's contents and origins.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Analyze it on [Root.Owner.Capital.GetName].
Event button on.png
Leave it.
  • None

The Prince, Legible

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The text - its title roughly translates to Regional Ruler - is written in a presumably ancient dialect of the [book_writer.GetSpeciesAdj] tongue spoken in the [book_writer.GetName].

The text is doubtlessly of some historical import to them, and might contain valuable insights.


 
Trigger conditions
  • None
Is triggered only by

Option conditions

Event trigger.pngAlways enabled:

Event button on.png
Let us divine its secrets - they need not know.
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)

Event trigger.pngEnabled if: Does not have the Fanatic Xenophobe.png Fanatic Xenophobe Ethic

Event button on.png
We will return it to its proper owners. Hail them.

Event trigger.pngEnabled if: any below is checked TRUE:

  • has Xenophobe.png Xenophobe Ethic
  • has Fanatic Xenophobe.png Fanatic Xenophobe Ethic
  • opinion of book_writer < 11
Event button on.png
Their prose is pedestrian, their ideas weak. Hail them.

[book_writer.GetName]

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We understand that you have found the only surviving copy of The Prince, a text of significant historical and cultural importance to our people.
We thought it irrevocably lost to a pirate raid years ago, but we are grateful to see that it found its way into civilized hands.

Will you return it to us? We will gladly transfer some Energy Credits for your trouble.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
But of course.
  • Gain Energy Credits.png 18x Energy output (potential yield gain of 250 ~ 1500)
  • event_target:book_writer :
    • gains opinion "Literary Savior"

[book_writer.GetName]

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We understand that you have found the only surviving copy of The Prince, a text of significant historical and cultural importance to our people.

We thought it irrevocably lost to a pirate raid years ago, but we are grateful to see that it found its way into civilized hands.

Will you return it to us?


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
No. In fact, we think it is bad.
Event button on.png
No. The written word is the tool of liars.

[book_writer.GetName]

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You can't criticize our literature!

You will regret this!


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Heh, bookworms.
  • event_target:book_writer :
    • gains opinion "Book Burner"

The Ransomeers event chain[edit]

The Ransomeers: Emergency Buoy

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An emergency transmission buoy floats in gentle orbit around [From.GetName]. Its outer casing is heavily damaged, seemingly by glancing weapons fire or a powerful explosion.

It might be a [Root.Owner.GetSpeciesAdj] model for civilian ships - designed to be ejected as an emergency measure should the comms systems fail - but the extent of the damage makes it impossible to know for certain.

It is repeating a weak, distorted signal.


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly project

Event button on.png
Clean up the transmission.
Event button on.png
It could be a trap - best leave it be.
  • None

The Ransomeers: SOS

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The buoy has been verified as one of [Root.Owner.GetSpeciesAdj] make, and the signal it's relaying has been stabilized.


 
Trigger conditions
  • None
Is triggered only by

Option conditions

Event trigger.pngAlways enabled:

Event button on.png
[Root.Owner.GetSpeciesAdj] authorities. Identify yourselves.
  • "Open comms."
(Hidden) Trigger event "[Root.GetSpeciesAdj] Captives"

Event trigger.pngEnabled if: Has > 49 Influence.png

Event button on.png
Shut it down. No one is to speak of this.
  • loses –50 Influence.png influence

[Root.GetSpeciesAdj] Captives

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He- hello? This is the captain of the Luxion, a [Root.GetSpeciesAdj] civilian transport.

Uh, former captain. The Luxion is gone. We were boarded by pirates and taken captive before they blew up the ship.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Who captured you?
  • Shall display diplomatic response from captives
"They, I- I think they call themselves the ransomers? The Ransomeers?

At any rate they're a vile bunch, we'd all be dead already if they didn't think they could get something for us from the [Root.GetName]. I've overhead them discussing their demands..."
Event button on.png
We will not rescue you.
Event button on.png
We will rescue you.

[Root.GetSpeciesAdj] Captives

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What? What? You can't. You can't not save us!

If they get it into their heads that they won't be able to ransom us back to the [Root.GetName] they won't hesitate to kill us. They'll probably kill us even if the ransom is paid! You can't--


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly event

"[Root.GetSpeciesAdj] Captives"


Event button on.png
Farewell.
  • None

[Root.GetSpeciesAdj] Captives

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Oh thank you! Thank you, [Root.GetRulerTitle]. We're being held in some space station, but I have no idea where we are beyond that.

I will increase the transmission burst now, it should let you triangulate the location of this prison from the emergency buoy...


 
Trigger conditions
  • None
Is triggered only by

Immediate effects
  • Generate captive rescue scenario

Event button on.png
Position recorded in the Situation Log.
  • Begins the The Ransomeers Event Chain

The Ransomeers: Best Laid Plans

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The pirate base, while fairly inconspicuous, is obvious when you know what to look for.

A fleet in confused formation slowly drifts out from behind the re-purposed mining complex - they were obviously not expecting company.


 
Trigger conditions
  • Flag checks designated here
Is triggered only by
  • None

Event button on.png
Open comms. The captives need to be ready.

[Root.GetSpeciesAdj] Captives

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Hello again, [Root.GetRulerTitle]. I take it [Root.GetSpeciesAdj] ships are the cause of all this commotion?

Our hosts seem about ready to leave their posts. Boarding this place would probably end badly for everyone involved, but... If you attack the base directly, I think we can make a break for one of the lifeboats.

Please try not to blow us up on our way out!


 
Trigger conditions
  • None
Is triggered only by
  • Anomaly event

"[Root.GetSpeciesAdj] Captives"


Event button on.png
Very well.
  • Removed Point of interest : Ransomeer Base

(Hidden)

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# On-action, pirate base destroyed by others, 33/33/33 port to next


 
Trigger conditions
  • 33% chance port to next
Is triggered only by
  • Base destruction

Immediate effects
  • #Serious hardcore programming interpretation goes here

Event button on.png
No available options


The Ransomeers: Dust and Echoes

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The Ransomeer pirate base has been destroyed, and the [Root.GetSpeciesAdj] prisoners along with it. It appears the captives managed to hail the alien ships that attacked, but were ignored.


 
Trigger conditions
  • None
Is triggered only by

Immediate effects
  • Flag settings designated here

Event button on.png
We will never forget this tragedy.
  • adds the "Dead captives" opinion modifier towards the Captive killers
  • Ends the The Ransomeers Event Chain

The Ransomeers: Unexpected Saviors

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Military action by the [From.From.GetName] has destroyed the Ransomeer forces.

The [Root.GetSpeciesAdj] captives made a successful escape attempt during the attack, and are now safely on board a lifeboat well on its way to be a rendezvous [Root.GetSpeciesAdj] rescue vessels.


 
Trigger conditions
  • None
Is triggered only by

Immediate effects
  • Flag settings designated here

Event button on.png
We are eternally grateful.
  • adds the "Captives lives" opinion modifier towards the Captive rescuers
  • Ends the The Ransomeers Event Chain

The Ransomeers: Assailed

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Military action by an unknown force destroyed the Ransomeer pirates.

Miraculously, the [Root.GetSpeciesAdj] captives managed to break out and steal a lifeboat during the attack, and are now well on their way back to [Root.Capital.GetName].


 
Trigger conditions
  • None
Is triggered only by

Immediate effects
  • Flag settings designated here

Event button on.png
Most fortuitous, and mysterious.
  • Ends the The Ransomeers Event Chain

The Ransomeers: Picking Up the Pieces

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As the pirate base slowly tears itself apart in a savage chain reaction instigated by our military vessels, the search for the captive crew of the Luxion begins.

If they made it to a lifeboat, they should be attempting to hail us by now...


 
Trigger conditions
  • Flag checks designated here
Is triggered only by
#Pirates destroyed 50% chance port to survival

Event button on.png
Scan all frequencies.

Freed [Root.GetSpeciesAdj] Captives

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[Root.GetRulerTitle], this is the crew of the Luxion.

The plan went off without a hitch. Once you started bombarding the base directly, the guards took to their ships we were able to break down the cell door. The lifeboats were unguarded, and it seems you kept the pirates busy enough that they did not care much about our escape.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Welcome home, jailbreakers.

[Root.GetSpeciesAdj] Captives

Outliner top 500px.png

Hel-


-re no lifeboats, we-


-andoned, collapse im-





------------------------


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Captain?
  • Shall display diplomatic response from captives
............... ............... ............... ............... ............... ...............
Event button on.png
...

The Ransomeers: Smoke and Ashes

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The kidnapped [Root.GetSpeciesNamePlural] never made it off the pirate base. We are unable to determine exactly where they met their end - if the lifeboat failed to launch, or if they never made it out of their holding cell - but fact remains that they are dead.

The [Root.GetSpeciesAdj] people are sure to appreciate the swift actions undertaken by the [Root.GetRulerTitle] of the [Root.GetName], but they are also unlikely to soon forget this tragedy.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
Indeed...
  • Ends the The Ransomeers Event Chain
  • Gain Influence.png 6x Influence output (potential yield gain of 40 ~ 100)
  • Failed Savior modifier added, for 1800 days

The Ransomeers: All's Well?

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With the crew of the Luxion safely on their way back to [Root.Capital.GetName], disaster has been averted. The [Root.GetSpeciesAdj] people are sure to glory in the decisive actions of the [Root.GetName]'s [Root.GetRulerTitle].

The situation with the kidnapping Ransomeer pirates, as well as the pirate band itself, has come to an end. Some questions remain, mainly relating to the much larger piratical navy the captives claim to have seen through portholes shortly after their capture. But, considering the circumstances, it can safely be assumed that the threat appeared to be much greater than it actually was.

The Ransomeers are over and done with.


 
Trigger conditions
  • None
Is triggered only by

Event button on.png
I wonder...
  • Ends the The Ransomeers Event Chain
  • Gain Influence.png 12x Influence output (potential yield gain of 80 ~ 175)
  • Savior modifier added, for 3600 days