Situations
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.
Shortages[edit | edit source]
Shortages are situations that start if an empire's stored stockpile for a certain resource drops to 0 with negative income. Shortage situations will keep progressing for as long as the empire has negative income and will recede once a positive income is reached. Unlike most situations the aim is to prevent the situation from making progress to avoid increasing empire penalties.
If a shortage situation progresses completely the empire will become defaulted. This will refund a large amount of resources based on how many decades have passed and end all current shortage situations but also downgrade all upgraded buildings and disband all offensive armies and half of the military ships. 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
Leviathan parade opportunities[edit | edit source]
Leviathan Parade Opportunities are situations that will take place once a guardian has been defeated. The parade will take place on the planet with the highest population in your empire that did not host a parade in the last 40 years. If no such planets are available, the planet with the largest population is chosen. Reaching the second stage of a situation brings multiple choices with various effects; finishing the situations will grant 150–2000 unity and a permanent modifier to the planet.
All Leviathan parade opportunity situations have three stages and offer three approaches:
- Do nothing: +4 situation progress and
5 unity upkeep.
- Encourage it: +6 situation progress and
25 energy upkeep.
- Discourage it: −4 situation progress until it cancels the situation.
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Horrific Inverse Mass[edit | edit source]
The Worm, Dimensional Horror and Elder One all share a common situation regarding what is called Horrific Inverse Mass. Killing two or all three of them will not award another situation.
- Once the second stage of the situation is reached, empires that are not
Materialist or
Fanatic Materialist can end the situation for
+250–1500 unity.
- If the situation is not ended, finishing it will grant a modifier giving
+15% research from
jobs if not Spiritualist and
+15% unity from
jobs if
some degree of Spiritualist. The modifier will last for 7 or 14 years depending on the choices in the second stage.
- Once the modifier expires the capital will be given the option to gain a second modifier giving
−20 Stability and
+25% research from
jobs if not Spiritualist, or
+25% unity from
jobs if
some degree of Spiritualist. The modifier will last for 3.5 years.
- Once the second modifier expires, the planet will be given the option to gain
99% devastation or a third modifier giving
+100 research and
unity from
jobs,
−20 stability,
−200 immigration pull, and preventing any
governing ethics attraction. The modifier will last for 2 years. If the modifier is chosen, the outcome of the final event will be decided here.
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`. - Once the third modifier expires, there is a 66% chance to collapse the empire capital star into a black hole and a 33% chance to gain a final modifier giving
+50% research and
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]
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.
Planetary Revolt[edit | edit source]
Planetary Revolt is a situation that will take place on a planet that has at least 10 pops and less than 25 Stability for the following period:
- 1 year if the world was just colonized
- 3 years if the world was invaded and belonged to another empire
- 8 years if the world was invaded and belonged to a primitive civilization
- 15 years if the world previously had the same situation
Once the situation starts it will use the Maintain Current Measures approach, which has no effects. It offers the following alternative approaches:
- Distribute Amenities:
+20 Amenities and
−20 consumer goods if not
Gestalt Consciousness, or
−30 unity if
Gestalt Consciousness
- Institute a Crackdown: +50% Army and Stronghold build speed,
+3 stability from
Soldier jobs,
+1 energy upkeep from
Soldier jobs and
−30 unity
The situation makes progress at the following rate:
- +2 if another world has the
Spreading Turbulence modifier
- +2 if another world in the same system has at least 5 pops and less than
25 stability
- +2 if the world has at least one species being purged
- +1 if the world has at least one species being assimilated
- +1 if the world has at least 2 unemployed pops
- +1 if the world has at least 60 pops
- +0.2 per point of
stability below 25
- −0.5 per point of
stability above 40
- −1 if the world has fewer than 30 pops
- −1 if the system contains a Citadel starbase
- −2 if another world in the same system has at least 5 pops and
40 stability
Planetary Revolt situations progress through four stages, each one granting an additional −10 Stability.
- If the situation reaches stage II, the world will gain +100% attraction towards a random ethic.
- If the situation reaches stage III, all colonies within 6 hyperlanes of the one starting the situation that have below 35 stability will gain the
Spreading Turbulence modifier for 10 years, gaining
−10 Stability.
- If the situation reaches stage IV, a random nearby empire will be asked to support the revolt. Accepting costs
100 Influence and
200 Opinion with the world's owner. If the empire refuses, another nearby empire will be asked.
- If the situation progresses completely, the planet that started the situation will take control of the system as well as every system that has a planet with the
Spreading Turbulence modifier and create a rebel empire with
−100 opinion towards the previous owner. The previous owner will have the option to either declare war with the Assert Overlordship wargoal or establish a truce. If the rebellion is successful and a nearby empire supported it, the rebel empire will become a subject of the empire that supported it. The rebel empire's ethics depend on the modifier obtained in stage II.
While the situation is active, the planet that started it has a 3% chance each month to gain one of the following modifiers:
AI-Related Incidents[edit | edit source]
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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 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
The Flesh Is Weak ascension perk
- 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
Once the situation starts, it will progress at a rate scaling with the number of Mechanical pops in the empire as well as each time a
Mechanical pop is purged. The situation will initially use the approach Maintain Current Measures, which does not have any effects. It offers two alternative approaches, but choosing either of them is permanent.
- Outlaw Robots: Changes the Robotic Workers policy to Outlawed. This will instantly add +25% situation progress. The approach is not available to empires that are
some degree of Materialist.
- Grant Robots Citizenship: Changes the Artificial Intelligence policy to Citizen Rights and adds a significant reduction to situation progress. The approach is not available to empires that are
some degree of Spiritualist.
While the situation is active, two special projects will be available. Completing either special project will end 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 a value of cruelty points, which increases each time a Mechanical pop is purged and also increases or decreases with various events. 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 will ask if they possess souls. Answering no will add +1 points while answering yes will add −2 points. Empires that are
some degree of 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 will trigger, potentially further adding or subtracting points.
If the situation progresses completely, a Machine Uprising takes place. Once that happens, a Machine Intelligence empire is created, which takes control of 25% to 75% of the creator empire's systems (depending on the percentage of
Mechanical pops in the empire), replaces the
Mechanical trait with
Machine on the pops that have it, and instantly purges all creator pops on owned planets. The machine empire has a 23% chance to have the
Driven Assimilator civic, increased by the cruelty score. It may instead have the
Determined Exterminator civic, which is quite unlikely unless robots were purged or outlawed during the situation, the robots have the
Domestic Protocols trait, or the cruelty score is especially high. The
Machine Intelligence empire starts a war with the Machine Uprising wargoal against the creator empire. A human player will be given the option to switch to the rebel empire. The machine empire will also get:
- All of creator's technologies
20,000 Energy
20,000 Minerals
10,000 Alloys
10,000 Food
1,000 Exotic gases
1,000 Rare crystals
1,000 Volatile motes
800 influence
- 3
Hunter-Killer armies per planet (6 if
Determined Exterminator)
- 3 fleets that together use 80% of its
naval capacity (150% if
Determined Exterminator)
References[edit | edit source]
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities • Intelligence |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |