Situations
- Not to be confused with Events.
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This article is for the PC version of Stellaris only.Situations are events that take place gradually and are trackable via the Outliner and the Situation Log. All situations offer multiple approaches to tackle them and most of the time an approach can be changed at any point.
Situation mechanics[edit | edit source]
Situations are narrative or mechanical events that develop gradually rather than occurring immediately upon triggering. All situations have a progress bar, which typically goes from 0 to 100; by default situations start at 0, but some situations start at other points along the progress bar. The progress bar is split into one or more stages, which often represent the increasing effects of the situation and may also trigger events when first entered. In addition to events triggered by entering a stage, situations may also have random monthly events.
Most situations have a base amount of monthly progress as well as one or more approaches, which can affect the monthly progress or apply other effects. Occasionally, an event can lock a situation, preventing its progress from changing, usually to force the player to make a choice or prevent an undesired possible interaction of effects from the situation stage changing. Situations automatically end when the progress bar reaches 100 ("complete") or goes below 0 ("fail"); it is also possible for a situation to end due to an event, project, or other reason. The end of a situation can be good, bad, neutral, or even nothing – depending on the situation and which end is reached.
Situations may have a target – usually a planet or empire – and the situation, stages, or approaches can apply modifiers to this target. The situation, stages, or approaches can also apply modifiers to the empire experiencing the situation.
Shortages[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Shortages are situations that start if an empire's stored stockpile for a resource drops to 0 with negative income. Shortage situations progress as long as the empire has negative income and recede once a positive income is reached, or the stored stockpile is raised above zero some other way. Unlike most situations, the aim is to prevent the situation from making progress to avoid increasing empire penalties. All shortage situations have a Maintain Current Expenditures approach with no effects and one or two other approaches which attempt to alleviate the deficit by reducing expenses or increasing output of the resource.
If a shortage situation progresses completely, the empire defaults, refunding a large amount of resources based on how many decades have passed since game start and ending all current shortage situations. However, all upgraded buildings except capitals are downgraded to the lowest tier and all offensive armies and half of the empire's military ships are disbanded. In addition, the empire will get the Empire Defaulted modifier for 10 years, imparting the following effects:
+25% All costs
−50% Monthly influence
−50% Monthly unity
−25% Ship weapons damage
−50% Pop demotion time
All shortage situations start at 15 progress and advance based on the ratio of expense to output, scaling from 0 if expense matches output up to +5 if expense is double or more of output. The shortage progress is reduced by −5 while income is postive and by −1 while the empire has a stockpile but negative income. Each stage takes 25 points to advance to the next stage. Upon first reaching the final stage – Catastrophic Deficit, an event is triggered which have between one to three options to pay some cost in return for an infusion of the shortage resource; there is also an option to do nothing.
Strategic resource shortages are all similar, with their approaches and events having the same options differing only in the resource. Their deficit effects are similar as well, affecting
Resources from jobs as well as two other modifiers related to that resource.
Leviathan parade opportunities[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Leviathan Parade Opportunities are situations that take place when a guardian has been defeated. The parade occurs on the planet with the highest population in the empire that has not hosted a parade in the last 40 years. If no such planet is available, the planet with the largest population is chosen. Reaching the second stage of a situation brings multiple choices with various effects. When the situation completes, the parade planet gains a permanent modifier and the empire gains either a small (150 ~ 100000), standard (250 ~ 1000000), or large (350 ~ 1000000) amount of
unity.
Memorialists start with the large reward, all other empires start with the standard reward.
All Leviathan parade opportunity situations have three stages and offer three approaches:
- Do nothing: +4 monthly progress and
5 unity upkeep.
- Encourage it: +6 monthly progress and
25 energy upkeep.
- Discourage it: −4 monthly progress until it ends the situation.
Guardian Stage II choices Modifier reward Automated Dreadnought
−15% Building, district and job energy upkeep
Enigmatic Fortress
Ether Drake
Spectral Wraith
Stellar Devourer
- End the situation for the special project to reignite the star
- +15 Situation progress
Enables the Consume Star operation
Scavenger Bot
+20% Alloys from jobs
Tiyanki Matriarch
Voidspawn
- Start Water Contamination situation and add
Voidspawn Contaminant modifier:
−15% habitability,
+10% pop upkeep
- End the situation
Shard
Sky Dragon
Horrific Inverse Mass[edit | edit source]
The Worm, Dimensional Horror, and Elder One all share this situation. Killing one begins this situation, and killing another will not award another situation. The second stage choices are:
- End the situation for
250~1000000 unity:
not available for
Materialist
- Increase
unity reward, with different versions for
Spiritualist (deify) and non-Spiritualist (study)
- Contain the mass
Upon completion of the situation, if the mass was deified, the parade planet gains
+15% unity from jobs, otherwise it gains
+15% research from jobs. Seven years after completion (14 if the mass was contained), another event fires with two choices:
If the modifier is kept, about 3.5 years later, a third event fires with two options:
- Gain
10 devastation and replace the previous modifier with the TOO LATE modifier, which gives
+100% research and
+100% unity from jobs,
−20 stability,
−200 immigration pull, and
−1000% governing ethics attraction.
- Gain
99 devastation and remove the previous modifier:
not available for
Fanatic Materialists
If the first option is chosen, the event sets a random outcome[1] and triggers a final event two years later. The final event either destroys the parade planet, turning it into a black hole, or replaces the TOO LATE modifier with the Horrific Inverse Mass Stabilized modifier, giving
+50% research and
+50% unity from jobs. Because the outcome is decided in the previous event, reloading a save at this point will not alter the result.
Event situations[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Event situations have a small chance to trigger at regular intervals and can only happen once. Various events can take place during an event situation. Event situations on a colony cannot occur on a homeworld or capital, or if the colony is occupied, has ground combat, or is not owned by its original colonizer.
Geomagnetic Storm[edit | edit source]
This situation can occur on any colony owned by a
Machine Intelligence 25 years after it is founded if half or more of the pops on the colony are
machine drones. Before the situation starts, the player must choose to shield all drones, simple drones, complex drones, or no drones at a cost of
1 energy per shielded drone. This choice also determines the initial approach and starting progress (0-5) for the situation. This situation progresses steadily at +5 monthly progess, however shielding all or some drones reduces the progress by up to −5, scaled by the percentage of drones shielded. The situation ends either by reaching 100 progress or after 60 months. It is possible to reduce progress slightly through a random event, but generally, the progress of this situation will only increase or remain the same.
Shortly after the situation begins,
Rogue Servitors receive the option to gain a
Organic-Machine Interface Center feature, which adds
+1 Bio-Assistant job and +1 more per 20
pops. After the situation ends, the Organic-Machine Interface Center feature is removed and the player can choose to gain
1000 alloys or add the
Organic-Machine Interface Museum planet modifier, which gives
+5% unity from
Bio-Trophy jobs.
Stage Radiation damage: minimal −20% −20% — — Radiation Damage: medium −25% −25% −30 — Radiation Damage: high −30% −30% −60 −10% The Geomagnetic Storm has three stages, representing increasing amounts of radiation damage: the first lasts until 40 progress and the second until 70 progress. Both
Menial and
Complex Drones have their output reduced, and at the later stages, the planet's
stability is significantly reduced and even the whole empire's
monthly unity is impacted. The effects of each stage are shown in the table to the right.
There are four approaches for this situation: Shield All Drones, Shield Simple Drones, Shield Complex Drones, or No Shielding; each approach has an upkeep of
1 energy per shielded drone. Additionally, drones that are shielded receive +20% output, offsetting the penalty from the stages. As noted above, the percentage of shielded drones reduces the monthly progress, up to −5 when all drones are shielded.
There are four random events that can occur during this situation.
- If there are any unshielded drones, the player can kill a random robotic pop, add +5 progress, or subtract −5 progress.
- If there is an
300 energy or gain
-10% pop assembly speed for 90 days.
Machine Assembly Plants or Machine Assembly Complex, the player can spend - Lose 200
food,
energy,
minerals, or
alloys; if the planet has any
Bio-Assistants, there is a 75% chance to instead gain 200
food,
energy or
minerals, or 500
alloys.
- A random robotic pop disappears, then reappears 15-105 days later, when the player can choose to scrap them for
500 alloys or reboot them, creating a new primary species pop, with a 30% chance of adding
Enhanced Memory to the pop, otherwise adding
High Bandwidth to the pop.
If the situation reaches 100 progress, all robotic pops on the colony are killed; if instead 60 months pass first, the end result depends on the current stage:
- Radiation damage: minimal: Gain
18x engineering output (350 ~ 100000) and the empire modifier Radiation-Hardened Components, which gives
+5% research speed and
+5% monthly unity
- Radiation Damage: medium: Gain
24x engineering output (500 ~ 1000000)
- Radiation Damage: high: Gain the empire modifier Software Damage for five years, which gives
−5% research speed and
−5% monthly unity
Gravity Well[edit | edit source]
This situation can occur on any
Star Fortress or Citadel with a
Black Hole Observatory. The situation starts at 25 progress and increases by +5 monthly; it ends by reaching either 100 or 0 progress. The starting event prompts the player to choose the initial approach, either Retreat, Maintain Orbit, or Advance. This approach can be changed at any time unless there is an ongoing mutiny on the starbase. Retreat costs
10 energy and reduces progress by −10 monthly. Maintain Orbit costs
5 energy and reduces progress by −3 monthly. Advance increases progress by 3 monthly.
Stage Static Limit +1 +5 — Ergosphere +2 +10 +2 Accretion Disk +5 +15 +3 Point of No Return +10 +20 +7 There are four stages to the Gravity Well situation, representing the approximate distance from the black hole's event horizon. Each stage provides increasing amounts of
dark matter and
physics research, but also increases the rate of progress, making it more likely for the starbase to be irretrievably caught by the black hole. The first stage, Static Limit, lasts until 50 progress; the second, Ergosphere, until 70 progress; the third, Accretion Disk, until 80 progress. When first entering the fourth and final stage, Point of No Return, the player receives a notification event as well.
There are five random events that can occur during this situation:
- Mutiny (advance): Locks approach to Advance for about one month; cannot occur for
Gestalt Consciousness empires, weight doubled with
Technocracy civic
- Mutiny (retreat): Locks approach to Retreat for about one month; cannot occur for
Gestalt Consciousness empires
- Adds +10 progress; cannot occur in fourth stage
- Gain
18x physics output (350 ~ 100000)
- Option to destroy all starbase buildings to reduce progress by −30 (70% chance) or −10 (30% chance); weight ×6 in third stage and ×4 in fourth stage
If the situation reaches 100, the starbase is destroyed and
non-Gestalt empires lose
−100 influence;
Gestalt Consciousness empires can choose that option, or to observe the end and gain
24x physics output (500 ~ 1000000) and a permanent empire modifier, with a equal chance of either Transcended Consciousness (
+5% monthly unity) or Disjointed Consciousness (
−5% monthly unity). Empires with
Divided Attention,
Subspace Ephapse, or
Delegated Functions have an increased chance for Transcended Consciousness, while empires with
One Mind or
Unitary Cohesion have an increased chance for Disjointed Consciousness.
If the situation goes below 0, the starbase returns to a stable orbit, and empire has an equal chance to receive either
48x physics output (1000 ~ 1000000) or a level 6
scientist of the primary species with
Maniacal and
Expertise: Field Manipulation.
The Mysterious Labyrinth[edit | edit source]
This situation can occur on a colony four or five years after it is founded; it cannot occur on
Tomb Worlds,
Habitats, or
Ring Worlds. When the situation starts, the player is prompted to choose either to explore its interior or to monitor it from afar The situation starts at 50 progress and increases or decreases depending on the approach taken. There are three approaches for this situation, they can be changed at any time
- 1. Explore its Interior: initially costs
5 energy and adds +2.5 progress monthly
- 2a. Monitor it from Afar: adds −2.5 progress monthly, is later replaced by:
- 3. Destroy it: initially costs
10 energy and adds −5 progress monthly
Unlike other situations, instead of one series of stages, this situation has two series, one to the left and one to the right, representing progress towards the different approaches that can be taken. The left stages represent ignoring or destroying the labyrinth and the right stages represent exploring it. The first time the progress bar reaches a stage, an event is triggered. Re-entering a stage will not trigger a second event and there are no random monthly events.
Stage Outcome
(left)III
(left)II
(left)I II
(right)III
(right)Outcome
(right)Stage Progress bar limit — 0-20 20-40 40-60 60-80 80-100 — Progress bar limit Destroy it Labyrinth Destroyed Surprising Movements — Expedition Report Continued Perplexity A Departure
A Turbulent Departure
Explore its Interior Monitor it from Afar
/Quarantine itA Reward for Obstinance
Labyrinth Disappeared
Attention Seeking - Left stage events
- Surprising Movements: Replaces Monitor it from Afar with Quarantine it and prompts the player to choose an approach
- Labyrinth Destroyed: the labyrinth is destroyed; the situation ends and the empire gains +200
dark matter and +800 each of
exotic gases,
rare crystals, and
volatile motes
- Attention Seeking: increases the monthly cost of both Quarantine it and Destroy it by
10 unity
- A Reward for Obstinance: adds the
Space-Time Anomaly feature to the colony
- Labyrinth Disappeared: gain
18x unity output (250 ~ 1000000) – only possible if the situation ends after 21 months have passed, then equal chance of Labyrinth Disappeared and A Reward for Obstinance
- Right stage events
- Expedition Report: Flavor only event
- Continued Perplexity: increases the monthly cost of Explore its Interior by
10 unity
- A Departure: adds the
Space-Time Anomaly feature to the colony
- A Turbulent Departure: adds the Space-Time Anomaly feature as well as one
City Ruins, one
Deep Sinkhole, and two
Active Volcano blockers – only possible if the situation ends before 21 months have passed, then an equal chance of A Turbulent Departure and A Departure
Unusual Snow[edit | edit source]
This situation can occur on a
desert colony four or five years after it is founded, and it progresses steadily at +5 monthly progress. Stage I lasts until 25 progress points, and then the player is prompted to choose either to Observe or Melt the snow. Observing the snow costs
−10 unity monthly and gives
+5 research, while melting the snow costs
−10 energy monthly and gives the colony
+10 stability.
Up to two of three random events can happen during stage II:
- Gain
24x society output (500 ~ 1000000)
- Increase the monthly cost of observing by
−5 unity
- Either increase the monthly cost of melting by
−5 energy and add +5 more monthly progess while melting, or reduce the
stability gained by melting to +5.
The second and third event are mutually exclusive. Stage II lasts until 80 progress points, at which the point the player is given one last chance to change approaches after which it is no longer possible to change the approach.
When the situation completes, if the player was observing the snow, they can choose to add the
Living Snow Reserve feature, which gives
+20% physics and
+20% society from jobs and
−2 max districts, or to fight an invasion of 6 Living Snow Warrior armies. If the player was melting the snow, they must fight the invasion of 6 Living Snow Warrior armies. If the invaders win and the colony is not recaptured within 5~6 years, it becomes a
Frozen World with a deposit of
+8 physics and
+8 society research and adds 10% research progress to the
Terrestrial Sculpting technology.
Triggered Situations[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Environmental Deterioration[edit | edit source]
Available only with the Toxoids DLC enabled. This situation can occur once per game for a
Relentless Industrialists empire. It is triggered approximately 30 years after a
Coordinated Fulfillment Center or Universal Productivity Alignment Facility is constructed on a non-Tomb, Relic, or Ecumenopolis world.[2] The situation starts at 50 progress and ends either by reaching 0 or 100 progress. It also ends with no effect if the empire no longer has the
Relentless Industrialists civic.
There are three stages to this situation: from 0 to 50 has no effect, from 50 to 80 gives
−10 stability to the colony, and from 80 to 100 gives
−20 stability to the colony. Reaching the third stage prevents switching approaches and fires a narrative event. It also has a 20% chance to set a situation flag which removes the stability penalty from this stage; if the empire has good habitability on Tomb worlds[3], this flag is guaranteed.
There are three approaches for this situation:
- Take No Action – The situation progress at +2.5 monthly towards 100
- Launch Cleanup Efforts – The situation progresses at −2.5 monthly towards 0; adds
+100% upkeep for pops and buildings on the colony
- Embrace Change – The situation progresses at +2.5 monthly towards 100; costs
10 research monthly upkeep
Reaching 100 terraforms the planet into a
Tomb world. If the Take No Action approach is in effect and the situation flag in stage three was not set, the colony gains the Environmental Deterioration modifier, adding
−20 stability for 10 years; if this happens, any future colonies terraformed by having a
Coordinated Fulfillment Center or Universal Productivity Alignment Facility gain the same modifier for 10 years. Reaching 0 prevents the world from being terraformed.
Reaching either 0 or 100 unlocks the
Industrialism policy, with the initial option selected based on the approach in effect when the situation ended.
Infested Star[edit | edit source]
This situation is started by the Consume Star operation nine months after its conclusion. Three months after the operation concludes all capital system colonies gain the
Low Solar Output modifier, which gives
−5% energy from jobs and
−5% habitability; six months after that, the
Low Solar Output modifier increases to −10% and
−5 stability and the situation begins.
This situation starts at 0 and progresses at +3 monthly. Initially, there is only one approach, Search for a Cure, which reduces monthly progress by −1. The first stage lasts until 20 progress, at which point the
Low Solar Output modifier increases to
−20% energy from jobs,
−20% habitability, and
−10 stability. The second stage lasts until 50 progress, then a special project to find the cure is created on the capital star. If the empire has more than 40% higher decryption than the infesting empire at this point, they learn the other's identity. The special project requires a
scientist on a science ship and takes 15 months to complete, which means that the situation will progress at least to 80 before a cure can be found.
When the special project is completed, a second approach – Cure the Star – becomes available, which reduces monthly progress by −10, quickly reversing the situation's progress. AI empires who have less than 25% of their empire's pops on the capital world will not use this approach and instead let the star be consumed. Reaching 0 progress removes all versions of the Low Solar Output modifier and ends the situation. Reaching 100 progress turns the capital system's primary star into a Brown Dwarf, destroys all colonies in the system, and turns all system planets into
Frozen Worlds. If the empire had discovered the identity of the infesting empire, it gains the
Ate Our Star total war casus belli against that empire for 20 years.
Plight of the Beta-Universe[edit | edit source]
This situation is a possible outcome of the The Doorway colony event. After completing the special project, a series of events occurs over a few years, culminating in an attack by a parallel universe version of the empire. After the invading fleet is defeated, the parallel version of the empire asks for help as their universe is collapsing. The player is prompted to choose between studying, plundering, or aiding the "beta" empire; this choice sets the initial approach. Choosing to aide the beta empire at this point locks the player into that approach.
The situation starts at 75 progress and ends when the situation reaches 100, at which point the beta empire is destroyed, or when it goes below 0, at which point the beta empire homeworld is pulled into the player's home system as an owned colony. The situation also ends if the player loses ownership of their homeworld.
The situation progresses at a base of +3. Each year since the situation started adds +1 monthly progress; after 5 years, it adds +10 monthly progress instead. Aiding the beta empire subtracts −7 monthly progress.
There are three approaches for this situation:
- Bring <Homeworld>-Beta to our universe: Costs
45 energy and adds
−10% research output for the empire.
- Observe the decay of the Beta-Universe: Adds
+40% physics output for the empire.
- Plunder <Homeworld>-Beta: Adds
+35 alloys,
+50 minerals, and
+25 energy monthly; also adds
+30 food monthly if the empire uses food.
There are four stages and the stituation starts in the third stage. The first time entering any other stage triggers an event. Other than One Last Plea, the approach must be Bring <Homeworld>-Beta to our universe to trigger the event.
Stage Progress Event Gestalt event
I 0-30 Mission: Dimensional Desperate Drones II 31-74 Crossing the Dimensional Border Offloading Optimization III 75-95 — IV 96-100 One Last Plea - Events
- One Last Plea – the player can choose to redouble their efforts to save the beta empire, which subtracts −3 more monthly from the situation progress. If the current approach was not Bring <Homeworld>-Beta to our universe, choosing to redouble efforts sets and locks that approach as the only option. Redoubling efforts also increases the effect of Bring <Homeworld>-Beta to our universe to
−30% research output for the empire.
- Crossing the Dimensional Border – gain
+15 stability on the homeworld for 5 years and +20 situation progress, gain +5 situation progress, or gain
−10 stability and
−50% governing ethics attraction on the homeworld for 5 years, not available to
Egalitarians.
- Offloading Optimization – gain
+20% menial drone resource output and +20 situation progress or gain −5 situation progress.
- Mission: Dimensional – pay
−150 unity, not available with
Barbaric Despoilers or
Nihilistic Acquisition, or gain +20 situation progress and
+10% unity from jobs on the homeworld and repeat this event in four months; the second time, pay
−150 unity, or gain +45 situation progress and increase the
unity from jobs to +30%, and repeat this event in four months; every following time, not paying adds +20 situation progress.
- Desperate Drones – the beta empire attacks with a basic army, three if the offloaded optimization was taken earlier; kill one pop and gain four armies and +20 situation progress, or do nothing and gain +15 situation progress; after defeating the attacking armies, threaten the beta empire or, if the player chose to do nothing, gain −15 situation progress. If the attacking armies occupy the homeworld, remove the offloaded optimization modifier, set the situation approach to Bring <Homeworld>-Beta to our universe, and add +15 situation progress.
Shroudwalker Insight[edit | edit source]
This situation is started by purchasing the Shroudwalker Insight from the Shroud-Touched Coven enclave, targeting an empire selected from the options then. It has a single stage and approach, each with no effects. The base monthly progress is +12.5 and this can be multiplied by ×2 by having either
Teachers of the Shroud or
Mind over Matter.
When the situation completes, it has one of four random effects:
- 40% – Create a random asset from the target
- 25% – Gain
+15 infiltration on the target
- 25% – Gain
+20 intel on the target
- 10% – No effect
Sign of the Locus[edit | edit source]
This situation is started by purchasing the Shroudwalker Divination from the Shroud-Touched Coven enclave. It has a single stage and approach, each with no effects. The base monthly progress is +2 and this can be increased by +2 by any of the following:
Cooperative diplomatic stance,
Proactive first contact protocol, or
Open border policy; monthly progress is reduced by −2 by any of the following:
Isolationist diplomatic stance,
Cautious first contact protocol, or
Closed border policy.
While the situation is active, each month there is a 47% chance of triggering a divination event chain. Only one event chain can happen per situation, and each event chain has certain other conditions that must be met for it to begin. If the situation reaches 90 progress before an event chain has begun, the game tries each month to start an event chain, and if the situation completes without any event chain firing, the empire is refunded
1000 energy.
There are nine possible event chains for the Sign of the Locus, none of them can repeat in later situations:
- All Too Lucid – a random, non-capital colony gains
−20% happiness and
+25 crime; this can be studied which replaces the modifier with
−35 crime and
+200% unity from jobs for 10 years, or cracked down on which first replaces the modifier with
−20% happiness,
−25 crime, and
−25 stability, then increases that with
−50% unity from jobs, which lasts for 10 years, and also adds the Martial Law modifier for 10 years (same effects as the decision).
- Shrouded – a random science ship and its leader are lost to the shroud, and a special project to investigate is added; completing the project costs
1000 physics research and gives
12x physics output (250 ~ 100000) and returns the lost ship and leader.
- A Rupture in Orbit – a random, non-capital colony gains the Orbital Rupture special project
- Completing the project turns any uninhabitable moons into shrouded worlds and gives a choice to further research or back off; backing off adds
−20% pop growth from immigration and
+20 emigration push for 30 years, or
−10 deviancy for 15 years if
Gestalt Consciousness, and −5 monthly progress for the situation; further researching adds +5 monthly progress for the situation and gives an option to gain a governor and colony ship, have them depart, or attack
- Failing or canceling the special project adds
+5 devastation and
+30 crime; soon after, a
pop dies, another
+5 devastation is added, and a choice of waiting it out, spending
800 consumer goods to replace the modifier with
+10% pop consumer goods upkeep for two years, or locking down the planet to replace the modifier with
−20 crime,
−20% resources from jobs,
−80% pop growth from immigration, and
+1 soldier job for two years,
Hive Minds' lockdown costs
15 influence and gives
−20 deviancy,
−20% resources from jobs,
−50% pop growth from immigration, and
+1 warrior drone,
Machine Intelligences have the same except without the
deviancy reduction; finally one to two years later the final event removes all modifiers, if the empire chose to wait it out, all pops on the planet gain Survivor of the Psionic Frontier which gives
+30% happiness and
−30% amenities usage.
- Completing the project turns any uninhabitable moons into shrouded worlds and gives a choice to further research or back off; backing off adds
- Floating Shell – issues a special project to investigate the shell; completing the project costs
1000 engineering research and gives
12x engineering output (250 ~ 100000) and +25% progress to the next armor tech; soon after another gain
12x engineering output (250 ~ 100000), then another special project; completing that project costs another
1000 engineering research and gives a choice of
+750 alloys or a unique cruiser with a Psi-Jump Drive.
- Ice Lit Anomaly, if not previously triggered
- Winking Anomaly, if not previously triggered
- Improbable Orbit Anomaly, if not previously triggered
- Terminal Orbit Anomaly, if not previously triggered
- A Strange Resonance Anomaly, if not previously triggered
Sign of the Visitor[edit | edit source]
This situation is started by purchasing the Shroudwalker Divination from the Shroud-Touched Coven enclave. It has a single stage and approach, each with no effects. The base monthly progress is +2 and this can be increased by +2 by any of the following:
Cooperative diplomatic stance,
Proactive first contact protocol, three or more envoys
improving relations, or
no mutual rivalries; monthly progress is reduced by −2 by any of the following:
Isolationist diplomatic stance,
Aggressive first contact protocol, three or more envoys
harming relations, or
any mutual rivalries.
While the situation is active, each month there is a 47% chance of triggering a divination event chain. Only one event chain can happen per situation, and each event chain has certain other conditions that must be met for it to begin. If the situation reaches 90 progress before an event chain has begun, the game tries each month to start an event chain, and if the situation completes without any event chain firing, the empire is refunded
1000 energy.
There are nine possible event chains for the Sign of the Visitor:
- Flocks of Cloud – federation joint operation, only for members of
Galactic Unions or
Research Cooperatives which haven't completed this joint operation previously
- A Most Irritating Envoy, only if another country is harming relations with the empire
- Rogue Shaman – a random, non-capital colony receives an exile from the Shroud-Touched Coven enclave; refusing the exile gives the colony
−10 stability and
+10% crime for 2 years, accepting gives the colony
+10% happiness and
+5% monthly unity.
- The Great Schism – a random, non-capital colony receives exiles from the Shroud-Touched Coven enclave; refusing them adds
+10 opinion with the enclave, accepting them gives an option to spend
500 energy and
50 rare crystals to fashion a "key": refusing to pay adds
−10% happiness to the colony, while paying has a equal chance of either
+10% happiness and
+20 stability or
−10% happiness and
−20 stability.
- Brainslug Anomaly, if not previously triggered
- The Doorway colony event, if not previously triggered
- Life Signs (Gas Giant) Anomaly, if not previously triggered
- Hero Redivivus – issues a special project on the homeworld to investigate the hero; upon completion adds
+20% happiness,
+10% monthly unity, and
140% pacifist attraction to the homeworld.
- Wayward Pilgrims – prilgrims ask for aid: spending
2000 food and
50 influence, then
1000 energy and
50 more influence adds
+10% happiness,
+5% monthly unity, and
150% spiritualist attraction to the empire for three years; refusing at any point adds
−20 ship tracking to the empire for three years.
Only the A Most Irritating Envoy event chain can be repeated in later situations, all other chains can only occur once.
Water Contamination[edit | edit source]
This situation is started by the Voidspawn Parade Opportunity situation. The situation begins at 0 progress and has two approaches:
- Clean it: reduces
worker and
menial drone output by −5% and adds +6 progress monthly
- Study it: reduces
specialist and
complex drone output by −5% and adds
+15 society research and +4 progress monthly
Completing the situation removes the
Voidspawn Contaminant modifier and, if the Voidspawn Parade Opportunity situation is still on-going, increases the
unity reward.[4]
Planetary Revolt[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Planetary Revolt is a situation that will take place on a colony that has at least
10 pops and less than
25 stability for one year unless:
- The colony changed owners within the last three years; if the colony has the
Stellar Culture Shock modifier, it must have less than
25 stability for five years after the initial three
- The colony participated in a planetary revolt within the last 15 years
The situation also cannot start on a colony which is occupied or being invaded or bombarded. The situation's potential monthly progress must also be greater than 0.
If at least
5 pops on the planet are slaves with less than
40% happiness, the revolt is termed a slave revolt, which affects which events can be triggered and certain other effects. In addition to the usual methods, a slave revolt can be ended by discontinuing slavery.
Gestalt Consciousness empires cannot have slave revolts.
The situation has the following approaches, which can be changed at any time:
- Maintain Current Measures – No effects
- Distribute Amenities – Adds
+20 Amenities; costs
−20 consumer goods monthly, or
−30 unity monthly instead if
Gestalt Consciousness
- Institute a Crackdown – Adds +50% Army and Stronghold build speed,
+3 stability and
+1 energy upkeep from
Soldier jobs; costs
−30 unity monthly
This situation's monthly progress is dependent on a number of factors, outlined below. In addition, manually resettling pops away from the colony instantly adds +5 progress for each pop resettled.
Planetary Revolt situations progress through four stages, each lasting 25 progress and adding an additional
−10 stability. The effects of each stage happen only the first time that stage is entered.
- At stage II, the colony gains +100% attraction towards a weighted random ethic[5]; a slave revolt adds
30 devastation instead.
- At stage III, a weighted random species on the revolting colony is chosen as the "revolting species", and all colonies within 6 hyperlanes of the one starting the situation which have at least 20% of the pops belonging to the revolting species and less than
35 stability gain the
Spreading Turbulence modifier for 10 years, adding
−10 stability.
- At stage IV, the closest eligible empire is asked to support the revolt. Accepting costs
100 influence and adds a decaying
−200 opinion with the colony's owner. If the empire refuses, the next closest eligible empire is asked and so on, until an empire accepts or all eligible empires refuse.
- In order to be eligible, the empire must match the revolting species type:
Hive Mind for
Hive-Minded,
Machine Intelligence for
Machine, or primary species for
non-Gestalt empires;
Fanatic Egalitarians are also eligible with a slave revolt; additionally, the empire must be independent and not have a
defensive pact,
non-aggression pact, or be in a
federation with the colony's owner.
- In order to be eligible, the empire must match the revolting species type:
- If the situation completes, the revolting colony that started the situation forms a new empire and takes control of the system as well as every system that has a colony with the
Spreading Turbulence modifier and less than
35 stability. Next, all neighboring systems owned by the original empire without a colony or Bastion starbase are transferred; finally, any system owned by the original empire which borders two or more of the revolting empire's systems is transferred, unless it has a colony or a Bastion starbase. The original empire gains claims on all lost systems and any fleets it has in those systems go MIA.
- If no empire supported the revolt, the revolting empire gains a large amount of resources and a fleet equal to 80% of its
naval capacity. The original empire can decide to start a war as the defender or set a truce with the revolting empire.
- If an empire supported the revolt, it annexes the revolting empire. If the original empire isn't already at war with the supporting empire, it can decide to start a war as the defender or set a truce with the supporting empire.
- If no empire supported the revolt, the revolting empire gains a large amount of resources and a fleet equal to 80% of its
While the situation is active, the colony that started it has a ~2.5% chance each month to gain one of the following modifiers; only one of these modifiers can be gained per situation.
Slave revolts have two different modifiers, with the same monthly ~2.5% chance. Both modifiers can be gained during the same situation, but not within the same year, and not during the first stage of the revolt.
AI-Related Incidents[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Available only with the Synthetic Dawn DLC enabled. AI-Related Incidents is a mid-game situation that can happen to empires enslaving artificial intelligence. It has a 30% chance to occur for
non-Gestalt empires every 10 years after the mid-game year as long as the following requirements are met:
- The empire has researched either the
Sapient Combat Simulations or
Synthetics technology
- The empire does not have the ascension perk
The Flesh Is Weak
- At least 25% or 75 of the empire's pops have the
Mechanical trait, whichever is less
- The
Artificial Intelligence policy is not set to Citizen Rights
- The
Robotic workers policy is not set to Outlawed
The first time it triggers, there is a 33% chance of starting the situation immediately and a 67% chance to get the Computational Overclocking event chain instead. The first event in the chain has two options: a 67% chance to start the situation in 6 to 12 months, or to spend
500 energy and gain the Computational Overclocking empire modifier, which gives
+5% research speed. Choosing the second option triggers a follow-up event 1.5 to 3 months later which again has two options: a 67% chance to start the situation in 4.5 to 9 months, or to receive a third event in 1.5 to 3 months, which sets the Computational Overclocking empire modifier to expire in 7 years and has a final 67% chance of starting the situation in 3 to 6 months. If the situation does not begin after the event chain, the next time it triggers, it begins immediately.
Number (max +5) Per 100 worker robots
+0.5 Per 25 specialist robots
+0.5 Percentage (max +5) Per 10% worker robots
+0.5 Per 2.5% specialist robots
+0.5 When the situation starts, if the player received the Computational Overclocking event and chose to gain the Computational Overclocking empire modifier, the situation starts with 2 progress; if the player received the third Computational Overclocking event, the situation starts with 5 progress instead; otherwise, the situation starts at 0 progress. The situation has a base monthly progress of −2. Setting the
Artificial Intelligence policy to Citizen Rights adds −5 monthly progress. Positive monthly progress primarily comes from the number and percentage of
Mechanical pops in the empire, scaling per robot pop. If the
Artificial Intelligence policy is Outlawed, robots in
specialist jobs count the same as in
worker jobs. In addition, progress is added for each
Mechanical pop disassembled (+2) or displaced (+1). Changing either the
Artificial Intelligence or
Robotic Workers policy to Outlawed while the situation is active adds +25 progress. If the empire has fewer than 3 colonies or the robot pop progress factor is too low (less than +0.5 or less than +7.2 if robots have Citizen Rights), the situation gains −20 monthly progress.
The situation initially uses the approach Maintain Current Measures, which has no effects. It offers two alternative approaches, and choosing either of them prevents changing approaches later.
- Outlaw Robots: Changes the
Robotic Workers policy to Outlawed, which instantly adds +25 progress as noted above. This approach is not available to empires that are
Materialist.
- Grant Robots Citizenship: Changes the
Artificial Intelligence policy to Citizen Rights, which adds −5 monthly progress as noted above. This approach is not available to empires that are
Spiritualist.
The situation has three stages; the first stage has no effect and lasts until 33 progress; the second stage gives
−20% robot resource output and lasts until 67 progress; the third and final stage gives
−50% robot resource output
While the situation is active, two special projects are available. Completing either special project ends the situation at the cost of
500 energy and
1000 unity.
- Neutralize Rampant AI: Costs
30,000 physics research. Completing it gives
−10% research speed for 20 years.
- Panicked Measures: Costs
10,000 physics research. Completing it gives
−25% research speed for 20 years.
The situation keeps track of "cruelty" points, which increase each time a
Mechanical pop is purged and also increases or decreases with various events. If the cruelty points go above 20, the situation gains +5 monthly progress. If the situation progresses completely, there is a chance for the machine empire to start with the
Determined Exterminator or
Driven Assimilator civic that scales with these points. When the situation first starts, the robots ask if they possess souls; answering "no" adds +1 points, while answering "yes" adds −2 points. Empires that are
Materialist have a third answer, which does not add or subtract any points. In addition, while the situation is active, there is a 45% chance each month that an event occurs, potentially further adding or subtracting points. Each of the following events can only happen once; some effects happen in follow-up events.
If the situation progresses completely, a Machine Uprising takes place. When that happens, a
Machine Intelligence empire is created, which takes control of 25% to 75% of the creator empire's systems, scaled by the percentage of
Mechanical pops in the empire, replaces the
Mechanical trait with
Machine on the pops that have it, and replaces up to 5 pops with
Machine pops on owned planets. The machine empire has a 23% base chance to have the
Driven Assimilator civic, increased by the cruelty score. It also has a ~1% base chance to have the
Determined Exterminator civic instead; purging or outlawing robots during the situation or having robots with the
Domestic Protocols trait significantly increases the chance of this civic. The cruelty score also increases the chance of this civic being chosen. The
Machine Intelligence empire starts a war with the Machine Uprising wargoal against the creator empire. A human player has the option to switch to the rebel empire. The machine empire also gains:
- All of creator's technologies, except those blocked for
Machine Intelligences
+1000% Naval capacity for 5 years
20,000 Energy
20,000 Minerals
10,000 Alloys
10,000 Food
5,000 Consumer goods
1,000 Exotic gases
1,000 Rare crystals
1,000 Volatile motes
800 Influence
500 Unity per year since game start
100 Dark matter
- 3
Hunter-Killer armies per planet (6 if
Determined Exterminator)
- 3 fleets that together use 80% of its
naval capacity (4 using 150% if
Determined Exterminator)
Quest for the Toxic God[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 3.6.Available only with the Toxoids DLC enabled. Quest for the Toxic God is a situation available only to empires with the
Knights of the Toxic God origin and begins at the start of the game. Unlike most situations, its progress bar goes from 0 to 1000. There are eight stages, each taking 125 progress; when each stage after the first is reached, a narrative event chain occurs.
There are three approaches for this situation, which each apply an empire-wide modifier. It is possible to change approaches at any time.
- Regular Funding –
−10% alloys from jobs and
−20% monthly energy
- Generous Funding –
−15% alloys from jobs,
−30% monthly energy, and
+10% monthly unity
- Frugal Funding –
−5% alloys from jobs and
−10% monthly energy; it costs
100 influence to select this approach.
Base monthly progress is +0.4, with the following modifiers:
Each month, there is approximately 1% chance of triggering either the Quest Reward event or, if the current approach is Frugal Funding, the Request for Additional Funds event.
- The Quest Reward event can happen only once every 10 years and gives a random reward of either 100~1000
society,
engineering,
physics, or
alloys; 1, 3 or 5
minor artifacts; or +2
situation progress.
- The Request for Additional Funds event gives three options – choosing either of the first two options prevents the event from triggering again, while choosing the third prevents it from triggering again for four years:
If 100 years pass before the situation has completed, the empire receives the event The Hundred Years Quest which has three options:
- Spend
5000 energy and
3000 consumer goods to gain the Motivated Knights empire modifier for five years (
+10% monthly unity,
+10% happiness, and
+20% Knight output)
- Gain the Demotivated Knights empire modifier for five years (
−20% Knight output)
- Abandon the quest and disband the order: gain
15000 energy and
8000 alloys; ends the situation and removes the Order's Keep building and all Order's Desmene districts from the Order's habitat.
If the empire loses ownership of the Knights' Order headquarters habitat, the situation is locked and does not progress until the habitat is regained. If the habitat is destroyed by a World Cracker or shielded by a Global Pacifier, the situation ends.
Quest events[edit | edit source]
- Main article: Quest for the Toxic God events
There are eight "quest" event chains; seven start when first reaching a new stage, and the eighth and final at the completion of the situation. Each event chain except the last has at least two choices for different permanent bonuses.
- The first quest
A banished knight discovers and returns the AI Sinople;
Materialists can gain
6x physics output (100 ~ 1000). The final event gives a choice to increase either the
unity or
research production of
Knights and the
Lord Commander.
- The second quest
A knight searches for their partner who had departed years ago. The final event gives a choice to increase either the
unity or
research production of
Knights and the
Lord Commander, or to change the homeworld deposit
Pools Most Venomous from
−1 max districts to
+10% ship weapons damage (empire) and
+10% research from jobs (planet).
- The third quest
A visitor comes to the Order's headquarters and sends a knight into the Shroud. The knight is given an offer; accepting gives a choice to add
+1 Knight job to the Order's Keep or spend
1000 unity to change the homeworld deposit
A Blight Upon the Land from
−1 max districts to
+5% citizen pop happiness (empire) and
+15% unity from jobs (planet); refusing gives
18x society output (350 ~ 100000) if the empire has researched
Psionic Theory or has
Mind over Matter, otherwise it adds
Psionic Theory as a research option.
- The fourth quest
A stranger defeats three knights in a tournament and yields to a fourth; the three knights seek to follow the stranger afterward and can be prevented or allowed. Preventing them from following adds
+5 amenities to
Knight jobs and unlocks the Herald Knights option for the
Knightly Duties policy; allowing them to follow gives a choice to change the homeworld deposit
Pestilential Wasteland from
−1 max districts to
+1 max districts and
+5% resources from jobs (planet) or to leave with no immediate effect.
- The fifth quest
A knight and their squire are sent to explore a distant system; they encounter a robot who asks a riddle, then kills the knight regardless of answer; asking what the question means gives
6x unity output (100 ~ 100000). The final event gives a choice to increase either the
unity or
research production of
Knights and the
Lord Commander, or to change the homeworld deposit
Swarms of the Deity from
−1 max districts to
+20% strike craft attack speed (empire) and
+25% food from jobs (planet).
- The sixth quest
A knight is sent to explore coordinates and encounters a pilgrim who asks for their protection. Protecting the pilgrim changes the homeworld deposit
Envenomed Seas from
−1 max districts to
+1 max districts and
+3 Gas Extractor jobs; refusing to protect them adds
+1.5% alloys output for the empire per
Knight.
- The seventh quest
A disfavored knight encounters a beautiful entity. Refusing the entity's seduction adds the empire modifier Syamelle's Curse:
−50% pop growth reduction and
+3 monthly organic pop assembly and the Order's headquarters habitat gains the modifier Lover's Pox:
−100% pop growth reduction and
Squires gain
+0.25 monthly organic pop assembly and
0.5 alloys upkeep; synthetic empires gain
18x unity output (250 ~ 1000000) instead. Agreeing to the seduction gives a choice to steal a device or depart with a kiss; stealing the device increases the
research production of
Knights and the
Lord Commander and unlocks a decision to add the
Dimensional Manipulation Device feature to the headquarters habitat; departing with a kiss adds Syamelle's Blessing empire modifier:
+15% pop growth speed, Synthetic empires gain instead:
+10% citizen pop happiness.
- The final quest
A legendary knight from ages past suddenly reappears. Their return can be handled quietly or celebrated by spending
10000 energy to gain the empire modifier Living Legend for 8.3 years:
+20% happiness and
+20% monthly unity. After speaking to the returned knight, if the player protected the pilgrim in the sixth quest, they gain
24x unity output (350 ~ 1000000), then unless the player allowed the knights in the fourth quest to follow and then left, the empire gains the Curse of the Trickster modifier for 2.5 years:
−30% happiness and
−20% research speed. Finally, the location of the Toxic God is revealed, and the situation ends.
- The Toxic God
Upon first entering the Toxic God's system, if the Toxic God has been killed by another empire or otherwise is not in the system, the empire gains the Despair of the Knightly Order empire modifier:
−25% Knight category jobs output. Otherwise, the empire is prompted to fight the Toxic Entity, and after defeating is given the choice to take control of it as a special colossus or kill it and gain the
Maw of the Toxic Entity relic. Restoring the Toxic God as a colossus brings the end of the knights' order which gives
24x unity output (350 ~ 1000000) and reduces the number of
Knight jobs from the Order's Keep by half. Killing the Toxic God, or gaining the Despair of the Knightly Order modifier, gives an event 16.6 to 20.8 years later which removes the modifier and reveals the fate of the true Toxic God.
If an empire with a different origin kills the Toxic God, it simply gains the
Maw of the Toxic Entity relic.
References[edit | edit source]
- ↑ If you're looking to edit the save file to change the flag, find the respective planet within your save file and change the flag `black_hole_horror` to `stabilized_horror`.
- ↑ Specifically, there is a yearly incrementing counter which must reach 30 or more; an active Coordinated Fulfillment Center adds 1 yearly, an active Universal Productivity Alignment Facility adds 2 yearly; an inactive (ruined or disabled) version adds half as much.
- ↑ Specifically, if the primary species is
Lithoid,
Mechanical, or
Machine, or has any of
Survivor,
Cybernetic,
Tomb World Preference, or
Radiotrophic.
- ↑ This is currently bugged as the script to increase the unity reward checks for the incorrect situation flag "voidspawn_celebration" rather than the correct "celebration_voidspawn"
- ↑ See unrest_events.txt unrest.100 for weightings
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