Feral Overload is a colony event chain that has a very small chance to trigger 3 years after any colony has been founded. It can only happen once per game.
Reports from our colony on [colony name] claims that there's been an increase in 'feral behavior'. Apparently parts of the population has expressed hitherto unprecedented levels of lust and aggression, and no one knows why.
Violence on the Rise
The feral behavior on [colony name] shows no signs of stopping anytime soon. In fact, it has risen since the last report. Promiscuous and violent acts happen all the time, and a large part of the population seems to be affected.
This is Madness!
The situation on [colony name] has spiraled out of control. A staggering number of inhabitants are now infected with whatever is causing this feral deluge, and the colony has started to break down because of it. Something needs to be done, or [colony name] will be lost.
The investigation of the strange and wild behavior currently besetting [colony name] has been completed. In the vast network of cave tunnels that permeates the planet's crust an enigmatic fungus has been found. It grows all over the caves - floor, walls, ceiling - and stretches out for thousands of miles.
The fungus frequently releases spores that are vented out of the caves - for what purpose has not been established, but we know for certain that it causes primitive behavior in our species, releasing primal urges within.
We can try to find a useful application of this phenomenon, or we can exterminate the fungus altogether.
||Is triggered only by:
Finishing the Rooting Out the Problem special project
...or Let Die.
Cloud and Strife
Industrial facilities have been built over the outlets for the fungus-infested cave systems. Apart from filtering and regulating the spread of spores, these plants can also convert any excess spore clouds into useful exotic gases
The Cleansing Flames
The project to incinerate all Cave Mushrooms have now been completed and the primal urge-inducing fungus has been exterminated.