Situations

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Not to be confused with Events.

Version

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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.5.

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]

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:

  • Cost +25% All costs
  • Monthly influence −50% Monthly influence
  • Monthly unity −50% Monthly unity
  • Mod ship weapon damage.png −25% Ship weapons damage
  • Time −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.

Resource shortage

Refund per decade passed

Effects Minor
Deficit
Major
Deficit
Severe
Deficit
Catastrophic
Deficit
Alternative approaches Triggered event options
Energy.png Energy
  • Energy.png 1000
  • (max 15000)
Job researcher.png Researchers category output −10% −20% −33% −50%
  • Cut Science Investment
  • Job researcher.png −50% Researchers category output
  • Energy.png −20% Building energy upkeep
  • Largest faction with a governing ethic and does not have Loan Taken modifier:
    • Gain Energy.png 50 energy per faction member pop
    • Faction gains Loan Taken modifier: −30% faction approval for 10 years

  • Highest population colony besides capital, capital if no colonies:
    • Gain Energy.png 100 energy per colony pop
    • Colony gains Devastation.png −50% devastation
Diplomatic weight from economy Diplomatic weight from economy −10% −20% −33% −50%
Pop assembly speed Mechanical pop assembly speed −10% −20% −33% −50%
Mod ship disengagement.png Combat disengagement chance −10% −25% −50% −75%
Mod ship weapon damage.png Ship weapons damage −20% −40% −60% −80%
Mod ship speed mult.png Sublight speed −20% −40% −60% −80%
Mod pop resource output.png Resources from jobs −10%
Minerals.png Minerals
  • Minerals.png 1000
  • (max 15000)
Job artisan.png Artisans category output −10% −20% −33% −50%
  • Cut Investments
  • Only available if any of the below apply
  • If Auth hive mind.png Hive Mind:
    • Job researcher.png −25% Researchers category output
    • Job researcher.png −50% Researchers category upkeep
  • If empire uses Consumer goods.png Consumer goods:
    • Job artisan.png −25% Artisans category output
    • Job artisan.png −50% Artisans category upkeep
  • If not Civic catalytic processing.pngCivic corporate catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.png Catalytic Processing:
    • Job foundry.png −25% Metallurgists category output
    • Job foundry.png −50% Metallurgists category upkeep
  • Trait lithoid.png Lithoid empire with active Clone Vats Clone Vats:
    • Gain Minerals.png 100 minerals per Clone Vats building
    • Ruin all Clone Vats buildings

  • Largest faction with a governing ethic and does not have Loan Taken modifier:
    • Gain Minerals.png 50 minerals per faction member pop
    • Faction gains Loan Taken modifier: −30% faction approval for 10 years

  • Highest population colony besides capital, capital if no colonies:
    • Gain Minerals.png 100 minerals per colony pop
    • Colony gains Devastation.png −50% devastation
Mod pop growth speed.png Lithoid pop growth speed −20% −33% −50% −75%
Mod pop happiness.png Lithoid pop happiness −10% −15% −20% −25%
If not Civic catalytic processing.pngCivic corporate catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.png Catalytic Processing:
    • Job foundry.png Metallurgists category output
−10% −20% −33% −50%
If Auth hive mind.png Hive Mind:
    • Job researcher.png Researchers category output
−20% −40% −60% −80%
If Trait lithoid.png Lithoid primary species:
    • Mod pop growth speed.png Organic pop assembly speed
−20% −33% −50% −75%
Food.png Food
  • Food.png 1000
  • (max 15000)
Mod pop happiness.png Biological pop happiness −10% −15% −20% −25%

Invest in Farmers

  • Job farmer.png +50% Farmers category output
  • Energy.png +0.5 Farmers category energy upkeep
  • Not Trait lithoid.png Lithoid empire with active Clone Vats Clone Vats:
    • Gain Food.png 100 food per Clone Vats building
    • Ruin all Clone Vats buildings

  • Any active Bio-Reactor Bio-Reactors
    • Gain Food.png 100 food per Bio-Reactor building
    • Ruin all Bio-Reactor buildings

  • Colony with most farming districts:
    • Gain Food.png 500 food per farming district
    • Colony gains Devastation.png −50% devastation
Mod pop growth speed.png Biological pop growth speed −20% −33% −50% −75%
If not Trait lithoid.png Lithoid primary species:
    • Mod pop growth speed.png Organic pop assembly speed
−20% −33% −50% −75%
If Civic catalytic processing.pngCivic corporate catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.png Catalytic Processing:
    • Job foundry.png Metallurgists category output
−10% −20% −33% −50%
Consumer goods.png Consumer goods
  • Consumer goods.png 500
  • (max 7500)
Mod pop happiness.png Happiness −5% −10% −15% −20%
  • Cut Investments
  • Pop consumer goods upkeep −50% Pop consumer goods upkeep
  • Upkeep −50% Job consumer goods upkeep
  • Monthly unity −50% Monthly unity
  • If not Gestalt consciousness.png Gestalt Consciousness:
    • Job researcher.png −50% Researchers category output
  • Largest faction with a governing ethic and does not have Loan Taken modifier:
    • Gain Consumer goods.png 25 consumer goods per faction member pop
    • Faction gains Loan Taken modifier: −30% faction approval for 10 years

  • Gain Consumer Goods Rationing empire modifier for 10 years
    • Pop consumer goods upkeep −25% pop and job consumer goods upkeep
    • Mod pop happiness.png −10% Happiness and Mod pop government ethic attraction.png −30% governing ethics attraction
Monthly unity Monthly unity −15% −30% −45% −60%
If not Gestalt consciousness.png Gestalt Consciousness:
    • Job researcher.png Researchers category output
−20% −40% −60% −80%
    • Mod pop government ethic attraction.png Governing ethics attraction
−25% −50% −75% −100%
Alloys.png Alloys
  • Alloys.png 250
  • (max 3750)
Mod pop resource output.png Robot output −10% −20% −30% −50%
  • Cut Habitats' Maintenance
  • Only available if owns any Planet habitat.png Habitat
  • Upkeep −100% Habitat alloy upkeep

  • Invest in our Metalurgists
  • Job foundry.png +50% Metallurgists category output
  • Job foundry.png +50% Metallurgists category upkeep
  • Auth machine intelligence.png Machine Intelligence scrap half of all robots on highest population colony:
    • Gain Alloys.png 100 alloys for each scrapped robot pop

  • Scrap all enslaved or non-sentient robots on colony with most non-sentient robots:
    • Gain Alloys.png 100 alloys for each scrapped robot pop
Mod pop assembly speed.png Mechanical pop assembly speed −25% −50% −75% −100%
Cost Pop assembly cost +25% +50% +75% +100%
Mod ship upkeep mult.png Ship energy upkeep +10% +20% +20% +30%
Mod ship upkeep mult.png Starbase energy upkeep +10% +20% +20% +30%
Mod planet stability add.png Stability on habitats −10% −15% −20% −30%
Mod ship armor mult.png Armor hit points −33% −66% −99%
Mod ship fire rate mult.png Ship fire rate −33% −66% −99%

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 Mod pop resource output.png Resources from jobs as well as two other modifiers related to that resource.

Resource shortage

Refund per decade passed

Effects Minor
Deficit
Major
Deficit
Severe
Deficit
Catastrophic
Deficit
Alternative approaches Triggered event options
Exotic gases.png Exotic gases
  • Exotic gases.png 100
  • (max 1500)
Mod pop resource output.png Resources from jobs −5% −10% −15% −20% Note: "<Resource>" is the shortage resource
  • Recycle Materials
  • Upkeep −25% Building and district <resource> upkeep
  • Mod planet building cost mult.png +50% Building refund
  • Mod planet building cost mult.png +50% Building and district cost

  • Invest in <Resource> Production
  • Job gas refiner.pngJob translucer.pngJob chemist.png +25% <resource> refiners output
  • Job gas refiner.pngJob translucer.pngJob chemist.png +25% <resource> refiners upkeep
  • Job gas extractor.pngJob crystal miner.pngJob mote harvester.png +25% <resource> miners output
  • Highest population colony besides capital, capital if no colonies:
    • Gain Menu icon strategic resource.png 10 <resource> per colony pop
    • Colony gains Devastation.png −25% devastation and two Exhausted Deposit blockers

  • Any exploited Menu icon strategic resource.png <resource> space deposit
    • Remove deposit and gain Menu icon strategic resource.png 250 <resource> per size of deposit
Mod ship speed mult.png Sublight speed −20% −40% −60% −80%
Mod country terraform speed mult.png Terraforming speed −20% −40% −60% −80%
Rare crystals.png Rare crystals
  • Rare crystals.png 100
  • (max 1500)
Mod pop resource output.png Resources from jobs −5% −10% −15% −20%
Damage Energy weapons damage −30% −50% −70% −90%
Mod planet sensor range mult.png Sensor range −1 −1 −2 −3
Volatile motes.png Volatile motes
  • Volatile motes.png 100
  • (max 1500)
Mod pop resource output.png Resources from jobs −5% −10% −15% −20%
Damage Kinetic weapons damage −30% −50% −70% −90%
Mod planet clear blocker cost mult.png Clear blocker cost +20% +40% +60% +80%
Mod planet clear blocker speed mult.png Clear blocker speed −20% −40% −60% −80%

Leviathan parade opportunities[edit | edit source]

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.png unity. Civic memorialist.pngCivic hive memorialist.pngCivic machine memorialist.png 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 Unity.png 5 unity upkeep.
  • Encourage it: +6 monthly progress and Energy.png 25 energy upkeep.
  • Discourage it: −4 monthly progress until it ends the situation.
Guardian Stage II choices Modifier reward
Leviathans.png Automated Dreadnought
  1. −40 Situation progress and Energy.png −50% job energy upkeep for 2 years
  2. Equal chance of either −30 situation progress or +20 situation progress and increased Unity.png unity reward
  3. Engineering research 350~100000 Engineering research
Energy.png −15% Building, district and job energy upkeep
Leviathans.png Enigmatic Fortress
  1. Reduce Unity.png unity reward
  2. Pop.png −1 Pop
  3. −20 Situation progress, Pop.png −1 pop, and increase Unity.png unity reward
  • Mod planet amenities add.png +15 Amenities
  • Mod planet housing add.png +15 Housing
Leviathans.png Ether Drake
  1. −30 Situation progress
  2. End the situation for Society research +20% Society research for 20 years
  3. Reduce Unity.png unity reward
  • Mod planet stability add.png +10 Stability
  • Immigration pull +25% Immigration pull
Leviathans.png Spectral Wraith
  1. End the situation for the Wraith Infused Atmosphere planet modifier (−25% Orbital bombardment damage)
  2. No effect
  3. −40 Situation progress and increase Unity.png unity reward
  • Mod pop happiness.png +10% Happiness
  • Unity.png +15% Unity from jobs
Leviathans.png Stellar Devourer
  1. End the situation for the special project to reignite the star
  2. +15 Situation progress
Feature Enables the Consume Star operation
Distant Stars.png Scavenger Bot
  1. −20 Situation progress and Alloys.png +5000 alloys
  2. +20 Situation progress and increase Unity.png unity reward
  3. End the situation for an asteroid with a deposit of Alloys.png 10 alloys above the empire capital
Alloys.png +20% Alloys from jobs
Distant Stars.png Tiyanki Matriarch
  1. −20 Situation progress, Food.png +500 food, and increase Unity.png unity reward
  2. +1 Pop.png Pop
  3. Reduce Unity.png unity reward and on completion gain alternate trophy modifier: Unity.png +10% Unity from jobs
  • Not available for Xenophile.pngFanatic Xenophile.png Xenophile
  • Mod pop growth speed.png +1 Monthly organic pop assembly
  • Mod planet stability add.png −5 Stability
Distant Stars.png Voidspawn
  1. Start Water Contamination situation and add Pm voidspawn trophy.pngPm frame 3.png Voidspawn Contaminant modifier: Mod habitability.png −15% habitability, Upkeep +10% pop upkeep
  2. End the situation
  • Mod habitability.png +15% Habitability
  • Society research +10% Society research from jobs
Ancient Relics.png Shard
  1. End the situation for the All Seeing Shard planet modifier (Mod planet sensor range mult.png +10 sensor range, +10 hyperlane detection range)
  2. Reduce Unity.png unity reward
  3. −30 Situation progress and Society research 350~100000 Society research
  • Pop cat worker.png +5% Worker output
  • Pop cat simple drone.png +5% Menial drone output
  • Authoritarian.png +50% Authoritarian ethics attraction
Aquatics.png Sky Dragon
  1. Hostile fleet of 3 Sky Dragon Fledglings and reduce Unity.png unity reward unless Xenophobe.pngFanatic Xenophobe.png, Civic barbaric despoilers.png, or Gestalt consciousness.png, then increase Unity.png unity reward
    1. No.png Not available for Xenophile.pngFanatic Xenophile.png Xenophile, Civic empath.png Empath, or Civic machine servitor.png Rogue Servitor
  2. End situation and create an asteroid with a deposit of Living Metal.png +1 Living Metal in the parade system and friendly fleet of 3 Sky Dragon Fledglings
    1. No.png Not available for Xenophobe.pngFanatic Xenophobe.png Xenophobe, Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal, or Civic barbaric despoilers.png Barbaric Despoilers
  3. Increase Unity.png unity reward
    1. No.png Not available for Xenophile.pngFanatic Xenophile.png Xenophile, Xenophobe.pngFanatic Xenophobe.png Xenophobe, Egalitarian.pngFanatic Egalitarian.png Egalitarian, Civic empath.png Empath, or Civic machine servitor.png Rogue Servitor
  4. −10 Situation progress
    1. No.png Not available for Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Mod planet max districts add.png +20% Max districts
  • Physics Research +20% Physics research from jobs

Horrific Inverse Mass[edit | edit source]

The Worm, Dimensional Horror, and Elder One all share a common situation regarding what is called the Horrific Inverse Mass. Killing two or all three of them will not award another situation. The second stage choices are:

  1. End the situation for Unity.png 250~1000000 unity: No.png not available for Materialist.pngFanatic Materialist.png Materialist
  2. Increase Unity.png unity reward, with different versions for Spiritualist.pngFanatic Spiritualist.png Spiritualist (deify) and non-Spiritualist (study)
  3. Contain the mass

Upon completion of the situation, if the mass was deified, the parade planet gains Unity.png +15% unity from jobs, otherwise it gains Research.png +15% research from jobs. Seven years after completion (14 if the mass was contained), another event fires with two choices:

  1. Increase the modifier's bonus to +25%, but also add Mod planet stability add.png −20 stability
  2. Remove the modifier

If the modifier is kept, about 3.5 years later, a third event fires with two options:

  1. Gain Devastation.png 10 devastation and replace the previous modifier with the TOO LATE modifier, which gives Research.png +100% research and Unity.png +100% unity from jobs, Mod planet stability add.png −20 stability, Immigration pull −200 immigration pull, and Mod pop government ethic attraction.png −1000% governing ethics attraction.
  2. Gain Devastation.png 99 devastation and remove the previous modifier: No.png not available for Fanatic Materialist.png 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 Research.png +50% research and Unity.png +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]

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 Auth machine intelligence.png Machine Intelligence 25 years after it is founded if half or more of the pops on the colony are Machine unit.png 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 Energy.png 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, Civic machine servitor.png Rogue Servitors receive the option to gain a Organic-Machine Interface Center Organic-Machine Interface Center feature, which adds Job organic battery.png +1 Bio-Assistant job and +1 more per 20 Pop.png pops. After the situation ends, the Organic-Machine Interface Center feature is removed and the player can choose to gain Alloys.png 1000 alloys or add the Pm museum.pngPm frame 1.png Organic-Machine Interface Museum planet modifier, which gives Unity.png +5% unity from Bio-Trophy Bio-Trophy jobs.

Stage Pop cat simple drone.png Pop cat complex drone.png Mod planet stability add.png Monthly unity
Radiation damage: minimal −20% −20%
RadiAt1on d4mAGe: mEDiUm −25% −25% −30
RHhhhAhahDiation Dam4ge: hhhhhhhhhH −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 Pop cat simple drone.png Menial and Pop cat complex drone.png Complex Drones have their output reduced, and at the later stages, the planet's Stability.png stability is significantly reduced and even the whole empire's Monthly unity 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 Energy.png 1 energy per shielded drone. Additionally, drones which 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 which can occur during this situation.

  1. If there are any unshielded drones, the player can kill a random robotic pop, add +5 progress, or subtract −5 progress.
  2. If there is an Machine Assembly Plants Machine Assembly Plants or Machine Assembly Complex Machine Assembly Complex, the player can spend Energy.png 300 energy or gain Pop assembly speed -10% pop assembly speed for 90 days.
  3. Lose 200 Food.png food, Energy.png energy, Minerals.png minerals, or Alloys.png alloys; if the planet has any Job organic battery.png Bio-Assistants, there is a 75% chance to instead gain 200 Food.png food, Energy.png energy or Minerals.png minerals, or 500 Alloys.png alloys.
  4. A random robotic pop disappears, then reappears 15-105 days later, when the player can choose to scrap them for Alloys.png 500 alloys or reboot them, creating a new primary species pop, with a 30% chance of adding Enhanced memory.png Enhanced Memory to the pop, otherwise adding High bandwidth.png 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 Engineering Research.png 18x engineering output (350 ~ 100000) and the empire modifier Radiation-Hardened Components, which gives Mod country all tech research speed.png +5% research speed and Monthly unity +5% monthly unity
  • RadiAt1on d4mAGe: mEDiUm: Gain Engineering Research.png 24x engineering output (500 ~ 1000000)
  • RHhhhAhahDiation Dam4ge: hhhhhhhhhH: Gain the empire modifier Software Damage for five years, which gives Mod country all tech research speed.png −5% research speed and Monthly unity −5% monthly unity

Gravity Well[edit | edit source]

This situation can occur on any Spaceport 1.png Star Fortress or Citadel with a Black Hole Observatory 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 Energy.png 10 energy and reduces progress by −10 monthly. Maintain Orbit costs Energy.png 5 energy and reduces progress by −3 monthly. Advance increases progress by 3 monthly.

Stage Dark Matter.png Physics Research Progress
Static Limit 0+1 0+5
Ergosphere 0+2 +10 +2
Accretion Disk 0+5 +15 +3
Point of No Return +10 +20 +7

There are four stages to the Gravity Well situation, representing approximate distance from the black hole's event horizon. Each stage provides increasing amounts of Dark Matter.png dark matter and Physics Research physics research, but also increases the rate of progress, making it more likely for the starbase to be irretreviably 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:

  1. Mutiny (advance): Locks approach to Advance for about one month; cannot occur for Gestalt consciousness.png Gestalt Consciousness empires, weight doubled with Civic technocracy.png Technocracy civic
  2. Mutiny (retreat): Locks approach to Retreat for about one month; cannot occur for Gestalt consciousness.png Gestalt Consciousness empires
  3. Adds +10 progress; cannot occur in fourth stage
  4. Gain Physics Research.png 18x physics output (350 ~ 100000)
  5. 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 non-Gestalt empires lose Influence.png −100 influence; Gestalt consciousness.png Gestalt Consciousness empires can choose that option, or to observe the end and gain Physics Research.png 24x physics output (500 ~ 1000000) and a permanent empire modifier, with a equal chance of either Transcended Consciousness (Monthly unity +5% monthly unity) or Disjointed Consciousness (Monthly unity −5% monthly unity). Empires with Civic divided attention.png Divided Attention, Civic subspace ephapse.png Subspace Ephapse, or Civic machine delegated functions.png Delegated Functions have an increased chance for Transcended Consciousness, while empires with Civic one mind.png One Mind or Civic machine unitary cohesion.png 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 Physics Research.png 48x physics output (1000 ~ 1000000) or a level 6 Scientist.png scientist of the primary species with Leader trait maniacal.png Maniacal and Field Manipulation.png 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 Planet nuked.png Tomb Worlds, Planet habitat.png Habitats, or Planet ringworld.png 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 Energy.png 5 energy and adds +2.5 progress monthly
2a. Monitor it from Afar: adds −2.5 progress monthly, is later replaced by:
2b. Quarantine it: initially costs Energy.png 10 energy and adds −2.5 progress monthly
3. Destroy it: initially costs Energy.png 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 Depature

A Turbulent Departure

Explore its Interior
Monitor it from Afar
/Quarantine it

A Reward for Obstinance


Labyrinth Disappeared

Attention Seeking
Left stage events
  1. Surprising Movements: Replaces Monitor it from Afar with Quarantine it and prompts the player to choose an approach
  2. Labyrinth Destoyed: the labyrinth is destroyed; the situation ends and the empire gains +200 Dark Matter.png dark matter and +800 each of Exotic gases.png exotic gases, Rare crystals.png rare crystals, and Volatile motes.png volatile motes
  3. Attention Seeking: increases the monthly cost of both Quarantine it and Destroy it by Unity.png 10 unity
  4. A Reward for Obstinance: adds the Space-Time Anomaly Space-Time Anomaly feature to the colony
  5. Labyrinth Disappeared: gain Unity.png 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
  1. Expedition Report: Flavor only event
  2. Continued Perplexity: increases the monthly cost of Explore its Interior by Unity.png 10 unity
  3. A Depature: adds the Space-Time Anomaly Space-Time Anomaly feature to the colony
  4. A Turbulent Depature: adds the Space-Time Anomaly feature as well as one City Ruins City Ruins, one Deep Sinkhole Deep Sinkhole, and two Active Volcano Active Volcano blockers – only possible if the situation ends before 21 months have passed, then equal chance of A Turbulent Depature and A Depature

Unusual Snow[edit | edit source]

This situation can occur on a Planet desert.png desert colony four or five years after it is founded, and it progresses steadily at +5 monthly progess. Stage I lasts until 25 progess points, and then the player is prompted to choose either to Observe or Melt the snow. Observing the snow costs Unity.png −10 unity monthly and gives Research.png +5 research, while melting the snow costs Energy.png −10 energy monthly and gives the colony Mod planet stability add.png +10 stability.

Up to two of three random events can happen during stage II:

  1. Gain Society Research.png 24x society output (500 ~ 1000000)
  2. Increase the monthly cost of observing by Unity.png −5 unity
  3. Either increase the monthly cost of melting by Energy.png −5 energy and add +5 more monthly progess while melting, or reduce the Mod planet stability add.png 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 Living Snow Reserve feature, which gives Physics Research +20% physics and Society research +20% society from jobs and Mod planet max districts add.png −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 Frozen World with a deposit of Physics Research +8 physics and Society research +8 society research and adds 10% research progress to the Tech terrestrial sculpting.png Terrestrial Sculpting technology.

Triggered Situations[edit | edit source]

Environmental Deterioration[edit | edit source]

This situation can occur once per game for a Relentless IndustrialistsRelentless Industrialists (Corporate) Relentless Industrialists empire. It is triggered approximately 30 years after a Building 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 IndustrialistsRelentless Industrialists (Corporate) Relentless Industrialists civic.

There are three stages to this situation: from 0 to 50 has no effect, from 50 to 80 gives Mod planet stability add.png −10 stability to the colony, and from 80 to 100 gives Mod planet stability add.png −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:

  1. Take No Action – The situation progress at +2.5 monthly towards 100
  2. Launch Cleanup Efforts – The situation progresses at −2.5 monthly towards 0; adds Upkeep +100% upkeep for pops and buildings on the colony
  3. Embrace Change – The situation progresses at +2.5 monthly towards 100; costs Research.png 10 research monthly upkeep

Reaching 100 terraforms the planet into a Planet nuked.png 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 Mod planet stability add.png −20 stability for 10 years; if this happens, any future colonies terraformed by having a Building 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 Menu icon policies.png 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 Pm star.pngPm frame 2.png Low Solar Output modifier, which gives Energy.png −5% energy from jobs and Mod pop environment tolerance.png −5% habitability; six months after that, the Pm star.pngPm frame 3.png Low Solar Output modifier increases to −10% and Mod planet stability add.png −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 Pm stellar devourer trophy.pngPm frame 3.png Low Solar Output modifier increases to Energy.png −20% energy from jobs, Mod pop environment tolerance.png −20% habitability, and Mod planet stability add.png −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.png 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 World Frozen Worlds. If the empire had discovered the identity of the infesting empire, it gains the Diplomacy status casus belli holder.png Ate Our Star total war casus belli against that empire for 20 years.

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:

  1. Clean it: reduces Pop cat worker.png worker and Pop cat simple drone.png menial drone output by −5% and adds +6 progress monthly
  2. Study it: reduces Pop cat specialist.png specialist and Pop cat complex drone.png complex drone output by −5% and adds Society research +15 society research and +4 progress monthly

Completing the situation removes the Pm voidspawn trophy.pngPm frame 3.png Voidspawn Contaminant modifier and, if the Voidspawn Parade Opportunity situation is still on-going, increases the Unity.png unity reward.[4]

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: Diplomatic stance cooperative.png Cooperative diplomatic stance, Contact friendly.png Proactive first contact protocol, or Menu icon policies.png Open border policy; monthly progress is reduced by −2 by any of the following: Diplomatic stance isolationist.png Isolationist diplomatic stance, Contact isolationist.png Cautious first contact protocol, or Menu icon policies.png 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 Energy.png 1000 energy.

There are nine possible event chains for the Sign of the Locus, none of them can repeat in later situations:

  1. All Too Lucid – a random, non-capital colony gains Mod pop happiness.png −20% happiness and Mod planet crime add.png +25 crime; this can be studied which replaces the modifier with Mod planet crime add.png −35 crime and Unity.png +200% unity from jobs for 10 years, or cracked down on which first replaces the modifier with Mod pop happiness.png −20% happiness, Mod planet crime add.png −25 crime, and Mod planet stability add.png −25 stability, then increases that with Unity.png −50% unity from jobs, which lasts for 10 years, and also adds the Martial Law modifier for 10 years (same effects as the decision).
  2. 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 Physics Research 1000 physics research and gives Physics Research.png 12x physics output (250 ~ 100000) and returns the lost ship and leader.
  3. A Rupture in Orbit – a random, non-capital colony gains the Orbital Rupture special project
    1. Completing the project turns any uninhabitable moons into shrouded worlds and gives a choice to further research or back off; backing off adds Pop growth from immigration −20% pop growth from immigration and Emigration push +20 emigration push for 30 years, or Mod planet crime add.png −10 deviancy for 15 years if Gestalt consciousness.png 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
    2. Failing or canceling the special project adds Devastation.png +5 devastation and Mod planet crime add.png +30 crime; soon after, a Pop.png pop dies, another Devastation.png +5 devastation is added, and a choice of waiting it out, spending Consumer goods.png 800 consumer goods to replace the modifier with Pop consumer goods upkeep +10% pop consumer goods upkeep for two years, or locking down the planet to replace the modifier with Mod planet crime add.png −20 crime, Mod pop resource output.png −20% resources from jobs, Pop growth from immigration −80% pop growth from immigration, and Job soldier.png +1 soldier job for two years, Auth hive mind.png Hive Minds' lockdown costs Influence.png 15 influence and gives Mod planet crime add.png −20 deviancy, Mod pop resource output.png −20% resources from jobs, Pop growth from immigration −50% pop growth from immigration, and Job soldier.png +1 warrior drone, Auth machine intelligence.png Machine Intelligences have the same except without the Mod planet crime add.png 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 Mod pop happiness.png +30% happiness and Mod pop amenities usage mult.png −30% amenities usage.
  4. Floating Shell – issues a special project to investigate the shell; completing the project costs Engineering research 1000 engineering research and gives Engineering Research.png 12x engineering output (250 ~ 100000) and +25% progress to the next armor tech; soon after another gain Engineering Research.png 12x engineering output (250 ~ 100000), then another special project; completing that project costs another Engineering research 1000 engineering research and gives a choice of Alloys.png +750 alloys or a unique cruiser with a Psi-Jump Drive.
  5. Ice Lit Anomaly, if not previously triggered
  6. Winking Anomaly, if not previously triggered
  7. Improbable Orbit Anomaly, if not previously triggered
  8. Terminal Orbit Anomaly, if not previously triggered
  9. 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: Diplomatic stance cooperative.png Cooperative diplomatic stance, Contact friendly.png Proactive first contact protocol, three or more envoys Envoy action improving relations.png improving relations, or Diplomatic rival mutual icon.png no mutual rivalries; monthly progress is reduced by −2 by any of the following: Diplomatic stance isolationist.png Isolationist diplomatic stance, Contact hostile.png Aggressive first contact protocol, three or more envoys Envoy action harming relations.png harming relations, or Diplomatic rival mutual icon.png 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 Energy.png 1000 energy.

There are nine possible event chains for the Sign of the Visitor:

  1. Flocks of Cloud – federation joint operation, only for members of Federation default.png Galactic Unions or Federation research.png Research Cooperatives which haven't completed this joint operation previously
  2. A Most Irritating Envoy, only if another country is harming relations with the empire
  3. Rogue Shaman – a random, non-capital colony receives an exile from the Shroud-Touched Coven enclave; refusing the exile gives the colony Mod planet stability add.png −10 stability and Mod planet crime mult.png +10% crime for 2 years, accepting gives the colony Mod pop happiness.png +10% happiness and Monthly unity +5% monthly unity.
  4. The Great Schism – a random, non-capital colony receives exiles from the Shroud-Touched Coven enclave; refusing them adds Diplomacy opinion.png +10 opinion with the enclave, accepting them gives an option to spend Energy.png 500 energy and Rare crystals.png 50 rare crystals to fashion a "key": refusing to pay adds Mod pop happiness.png −10% happiness to the colony, while paying has a equal chance of either Mod pop happiness.png +10% happiness and Mod planet stability add.png +20 stability or Mod pop happiness.png −10% happiness and Mod planet stability add.png −20 stability.
  5. Brainslug Anomaly, if not previously triggered
  6. The Doorway colony event, if not previously triggered
  7. Life Signs (Gas Giant) Anomaly, if not previously triggered
  8. Hero Redivivus – issues a special project on the homeworld to investigate the hero; upon completion adds Mod pop happiness.png +20% happiness, Monthly unity +10% monthly unity, and Pacifist.png 140% pacifist attraction to the homeworld.
  9. Wayward Pilgrims – prilgrims ask for aid: spending Food.png 2000 food and Influence.png 50 influence, then Energy.png 1000 energy and Influence.png 50 more influence adds Mod pop happiness.png +10% happiness, Monthly unity +5% monthly unity, and Spiritualist.png 150% spiritualist attraction to the empire for three years; refusing at any point adds Mod ship tracking add.png −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.

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 increased by +2 by having any of the following: Origins teachers of the shroud.png Teachers of the Shroud, Ap mind over matter.png Mind over Matter, or Ap transcendence.png Transcendence.

When the situation completes, it has one of four random effects:

40% – Create a random asset from the target
25% – Gain Spy network.png +15 infiltration on the target
25% – Gain Intel.png +20 intel on the target
10% – No effect

Planetary Revolt[edit | edit source]

Planetary Revolt is a situation that will take place on a colony that has at least Pop.png 10 pops and less than Stability.png 25 stability for one year unless:

  • The colony has an ongoing slave resistance
  • The colony changed owners within the last three years; if the colony has the Pm slave riots.pngPm frame 3.png Stellar Culture Shock modifier, it must have less than Stability.png 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.

The situation has the following approaches, which can be changed at any time:

  1. Maintain Current Measures – No effects
  2. Distribute Amenities – Adds Mod planet amenities add.png +20 Amenities; costs Consumer goods.png −20 consumer goods monthly, or Unity.png −30 unity monthly instead if Gestalt consciousness.png Gestalt Consciousness
  3. Institute a Crackdown – Adds +50% Army and Stronghold build speed, Mod planet stability add.png +3 stability and Energy.png +1 energy upkeep from Job soldier.png Soldier jobs; costs Unity.png −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.

Progress Increasing factors
+0.2
max +5
Per point of Stability.png stability below 25
+1 Colony has at least Job default.png 2 unemployed pops
+1 Colony has more than Pop.png 60 pops
+1 Any pop on the colony is being assimilated.
+1 Any pop on the colony is being Purge.png purged with neutering purge.
+2 Any pop on the colony is being Purge.png purged, except for neutering purge.
+2 Another empire is supporting the revolt
+2 Per other colony in the same system with more than Pop.png 5 pops and less than Stability.png 25 stability
+1.5
max +3
Another colony has the Pm unrest.pngPm frame 3.png Spreading Turbulence modifier
Progress Decreasing factors
−0.5
max −30
Per point of Stability.png stability above 40
−0.25
max −5
Per 50 garrison army strength above 200
−1 System starbase is a Bastion
−1 System contains a Citadel starbase
−1 Colony has less than Pop.png 30 pops and no other colony has the Pm unrest.pngPm frame 3.png Spreading Turbulence modifier
−2 Per other colony in the same system with more than Pop.png 5 pops and more than Stability.png 40 stability
−20 System is owned by another empire than the one which has the situation

Planetary Revolt situations progress through four stages, each lasting 25 progress and adding an additional Mod planet stability add.png −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]
  • 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 Stability.png 35 stability gain the Pm unrest.pngPm frame 3.png Spreading Turbulence modifier for 10 years, adding Mod planet stability add.png −10 stability.
  • At stage IV, the closest eligible empire is asked to support the revolt. Accepting costs Influence.png 100 influence and adds a decaying Diplomacy opinion.png −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: Auth hive mind.png Hive Mind for Hive-minded.png Hive-Minded, Auth machine intelligence.png Machine Intelligence for Machine unit.png Machine, or primary species for Default.png non-Gestalt empires; additionally, the empire must be independent and not have a Diplomacy defensive pact.png defensive pact, Diplomacy non aggression pact.png non-aggression pact, or be in a Diplomacy federation.png federation with the colony's owner.
  • 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 Pm unrest.pngPm frame 3.png Spreading Turbulence modifier and less than Stability.png 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 Mod navy size add.png 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.

While the situation is active, the colony that started it has a ~3% chance each month to gain one of the following modifiers; only one of these modifiers can be gained per situation.

Modifier Effects Duration Description
Pm natural beauty.pngPm frame 1.png Valiant Citizens Mod pop government ethic attraction.png +33% Governing ethics attraction 10 years Despite high Unrest, Pops on this colony banded together to prevent further violence.
Pm nationalist corruption.pngPm frame 3.png Terror Victims Mod pop government ethic attraction.png −33% Governing ethics attraction 20 years Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
Pm nationalist corruption.pngPm frame 3.png Terror Victims (Severe) Mod pop government ethic attraction.png −75% Governing ethics attraction 10 years Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.

AI-Related Incidents[edit | edit source]

AI-Related Incidents is a mid-game situation that can happen to empires enslaving artificial intelligence. It has a 30% chance to occur for Default 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 Tech combat computers 3.png Sapient Combat Simulations or Synthetics Synthetics technology
  • The empire does not have the ascension perk Ap the flesh is weak.png The Flesh Is Weak
  • At least 25% or 75 of the empire's pops have the Trait mechanical.png Mechanical trait, whichever is less
  • The Menu icon policies.png Artificial Intelligence policy is not set to Citizen Rights
  • The Menu icon policies.png 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 Energy.png 500 energy and gain the Computational Overclocking empire modifier, which gives Mod country all tech research speed.png +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) Progress
Per 100 Pop cat worker.png worker robots +0.5
Per 25 Pop cat specialist.png specialist robots +0.5
Percentage (max +5) Progress
Per 10% Pop cat worker.png worker robots +0.5
Per 2.5% Pop cat specialist.png 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 Menu icon policies.png Artificial Intelligence policy to Citizen Rights adds −5 monthly progress. Positive monthly progress primarily comes from the number and percentage of Trait mechanical.png Mechanical pops in the empire, scaling per robot pop. If the Menu icon policies.png Artificial Intelligence policy is Outlawed, robots in Pop cat specialist.png specialist jobs count the same as in Pop cat worker.png worker jobs. In addition, progress is added for each Trait mechanical.png Mechanical pop disassembled (+2) or displaced (+1). Changing either the Menu icon policies.png Artificial Intelligence or Menu icon policies.png 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 Menu icon policies.png Robotic Workers policy to Outlawed, which instantly adds +25 progress as noted above. This approach is not available to empires that are Materialist.pngFanatic Materialist.png Materialist.
  • Grant Robots Citizenship: Changes the Menu icon policies.png Artificial Intelligence policy to Citizen Rights, which adds −5 monthly progress as noted above. This approach is not available to empires that are Spiritualist.pngFanatic Spiritualist.png Spiritualist.

The situation has three stages; the first stage has no effect and lasts until 33 progress; the second stage gives Robot resource output.png −20% robot resource output and lasts until 67 progress; the third and final stage gives Robot resource output.png −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 Energy.png 500 energy and Unity.png 1000 unity.

  • Neutralize Rampant AI: Costs Physics Research 30,000 physics research. Completing it gives Mod country all tech research speed.png −10% research speed for 20 years.
  • Panicked Measures: Costs Physics Research 10,000 physics research. Completing it gives Mod country all tech research speed.png −25% research speed for 20 years.

The situation keeps track of "cruelty" points, which increase each time a Trait mechanical.png 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 Civic machine terminator.png Determined Exterminator or Civic machine assimilator.png 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.pngFanatic Materialist.png 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.

Event Requirements Choices Effects Civic machine assimilator.pngCivic machine terminator.png points
Automated Work Process
  • An unoccupied planet has:
    • More than five free Housing.png housing
    • At least one organic pop
Additional laborers never hurt anybody.
  • Pop.png +2 Mechanical pops on planet
  • Mod pop happiness.png −5% Happiness for 10 years on planet
−1
If they cannot be identified, have them scrapped.
  • Alloys.png +1000 Alloys
  • Progress +5 Situation progress
+1
A Home of Their Own
  • An unoccupied planet has:
    • At least one Trait mechanical.png Mechanical pop
Send in the laborers anyway
  • Pop.png −1 Mechanical pops on planet
  • Progress +5 Situation progress
+1
Why would a robot lie? Unity.png −10% Monthly unity for 10 years −1
A Silent Congregation
  • A random planet has either:
    • At least one Army robotic.pngArmy assault m.png robotic army
    • At least one Trait mechanical.png Mechanical pop
Unacceptable. Have them scrapped.

If planet has a Trait mechanical.png Mechanical pop

  • Pop.png −1 Mechanical pops on planet
  • Alloys.png +500 Alloys
  • Progress +5 Situation progress
+1
Unacceptable. Have them scrapped.

If planet has no Trait mechanical.png Mechanical pops

  • Army robotic.pngArmy assault m.png −1 Robotic army on planet
  • Minerals.png +100 Minerals
  • Progress +5 Situation progress
As long as they don't cause trouble. Unity.png −10% Unity from jobs for 10 years on planet −1
Production Quota Surpluses None Excellent. Mod pop resource output.png +5% Resources from jobs for 10 years 0
Station Systems Malfunction Any mining station We cannot leave the station unmanned. Unknown.png Mining station is destroyed 0
A tragedy with a silver lining.
  • Energy.png +3 Energy deposit
  • Progress +5 Situation progress
0
Sensor Array Power Surge Any strategic resource technology Interesting. Menu icon strategic resource.png Strategic resource deposit (any that is already researched) 0
Tears of an AI Any Job researcher.png researcher Unfortunate. Pop resource society research mult.png −5% Society research from jobs for 5 years 0
Launch an inquest to determine the cause. Pop resource society research mult.png −5% Society research from jobs for 5 years 0
Combat Control Misfire
  • At peace
  • At least 2 ships in a fleet, up to size Cruiser
  • Tech combat computers 1.png Specialized Combat Computers technology
Unfortunate. Fleet Size.png −2 Ships on a fleet 0
The Machine Uprising with the option to switch empires in red

If the situation progresses completely, a Machine Uprising takes place. When that happens, a Auth machine intelligence.png Machine Intelligence empire is created, which takes control of 25% to 75% of the creator empire's systems, scaled by the percentage of Trait mechanical.png Mechanical pops in the empire, replaces the Trait mechanical.png Mechanical trait with Machine unit.png Machine on the pops that have it, and replaces up to 5 pops with Machine unit.png Machine pops on owned planets. The machine empire has a 23% base chance to have the Civic machine assimilator.png Driven Assimilator civic, increased by the cruelty score. It also has a ~1% base chance to have the Civic machine terminator.png Determined Exterminator civic instead; purging or outlawing robots during the situation or having robots with the Domestic protocols.png Domestic Protocols trait significantly increases the chance of this civic. The cruelty score also increases the chance of this civic being chosen. The Auth machine intelligence.png 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 Auth machine intelligence.png Machine Intelligences
  • Mod navy size add.png +1000% Naval capacity for 5 years
  • Energy.png 20,000 Energy
  • Minerals.png 20,000 Minerals
  • Alloys.png 10,000 Alloys
  • Food.png 10,000 Food
  • Consumer goods.png 5,000 Consumer goods
  • Exotic gases.png 1,000 Exotic gases
  • Rare crystals.png 1,000 Rare crystals
  • Volatile motes.png 1,000 Volatile motes
  • Influence.png 800 Influence
  • Unity.png 500 Unity per year since game start
  • Dark Matter.png 100 Dark matter
  • 3 Army assault m.png Hunter-Killer armies per planet (6 if Civic machine terminator.png Determined Exterminator)
  • 3 fleets that together use 80% of its Mod navy size add.png naval capacity (4 using 150% if Civic machine terminator.png Determined Exterminator)

Quest for the Toxic God[edit | edit source]

Quest for the Toxic God is a situation available only to empires with the Origins toxic knights.png 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.

  1. Regular FundingAlloys from jobs −10% alloys from jobs and Energy.png −20% monthly energy
  2. Generous FundingAlloys from jobs −15% alloys from jobs, Energy.png −30% monthly energy, and Monthly unity +10% monthly unity
  3. Frugal FundingAlloys from jobs −5% alloys from jobs and Energy.png −10% monthly energy; it costs Influence.png 100 influence to select this approach.

Base monthly progress is +0.4, with the following modifiers:

Progress modifiers Progress
Generous Funding approach +0.2
Frugal Funding approach −0.2
Menu icon policies.png Knightly Duties policy: Knight Commanders or Herald Knights −0.2
Per employed Knight Knight or Order's Commandery Order's Commandery holding +0.05
Per Knightly Fair Grounds Knightly Fair Grounds corporate holding +0.01
Motivated Knights empire modifier +20%
Demotivated Knights empire modifier −20%

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.

  1. The Quest Reward event can happen only once every 10 years and gives a random reward of either 100~1000 Society research society, Engineering research engineering, Physics Research physics, or Alloys.png alloys; 1, 3 or 5 Minor artifacts.png minor artifacts; or +2 Progress situation progress.
  2. 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:
    1. Switch the approach to Regular Funding
    2. Gain the Malcontent Knights empire modifier for 10 years (Monthly unity −50% monthly unity, Mod pop happiness.png −15% happiness, and Mod pop resource output.png −50% Knight output)
    3. Spend Energy.png 1000 energy and Alloys.png 500 alloys

If 100 years pass before the situation has completed, the empire receives the event The Hundred Years Quest which has three options:

  1. Spend Energy.png 5000 energy and Consumer goods.png 3000 consumer goods to gain the Motivated Knights empire modifier for five years (Monthly unity +10% monthly unity, Mod pop happiness.png +10% happiness, and Mod pop resource output.png +20% Knight output)
  2. Gain the Demotivated Knights empire modifier for five years (Mod pop resource output.png −20% Knight output)
  3. Abandon the quest and disband the order: gain Energy.png 15000 energy and Alloys.png 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; Materialist.pngFanatic Materialist.png Materialists can gain Physics Research.png 6x physics output (100 ~ 1000). The final event gives a choice to increase either the Unity.png unity or Research.png research production of Knight Knights and the Lord Commander 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.png unity or Research.png research production of Knight Knights and the Lord Commander Lord Commander, or to change the homeworld deposit Pools Most Venomous Pools Most Venomous from Mod planet max districts add.png −1 max districts to Mod ship weapon damage.png +10% ship weapons damage (empire) and Research.png +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 Knight +1 Knight job to the Order's Keep or spend Unity.png 1000 unity to change the homeworld deposit A Blight Upon the Land A Blight Upon the Land from Mod planet max districts add.png −1 max districts to Mod pop happiness.png +5% citizen pop happiness (empire) and Unity.png +15% unity from jobs (planet); refusing gives Society Research.png 18x society output (350 ~ 100000) if the empire has researched Tech psionic theory.png Psionic Theory or has Ap mind over matter.png Mind over Matter, otherwise it adds Tech psionic theory.png 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 Mod planet amenities add.png +5 amenities to Knight Knight jobs and unlocks the Herald Knights option for the Menu icon policies.png Knightly Duties policy; allowing them to follow gives a choice to change the homeworld deposit Pestilential Wasteland Pestilential Wasteland from Mod planet max districts add.png −1 max districts to Mod planet max districts add.png +1 max districts and Mod pop resource output.png +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 Unity.png 6x unity output (100 ~ 100000). The final event gives a choice to increase either the Unity.png unity or Research.png research production of Knight Knights and the Lord Commander Lord Commander, or to change the homeworld deposit Swarms of the Deity Swarms of the Deity from Mod planet max districts add.png −1 max districts to Mod ship fire rate mult.png +20% strike craft attack speed (empire) and Pop resource food mult.png +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 Envenomed Seas from Mod planet max districts add.png −1 max districts to Mod planet max districts add.png +1 max districts and Job gas extractor.png +3 Gas Extractor jobs; refusing to protect them adds Alloys.png +1.5% alloys output for the empire per Knight Knight.

The seventh quest

A disfavored knight encounters a beautiful entity. Refusing the entity's seduction adds the empire modifier Syamelle's Curse: Pop growth reduction −50% pop growth reduction and Mod pop growth speed.png +3 monthly organic pop assembly and the Order's headquarters habitat gains the modifier Lover's Pox: Pop growth reduction −100% pop growth reduction and Squire Squires gain Mod pop growth speed.png +0.25 monthly organic pop assembly and Alloys.png 0.5 alloys upkeep; synthetic empires gain Unity.png 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.png research production of Knight Knights and the Lord Commander Lord Commander and unlocks a decision to add the Dimensional Manipulation Device Dimensional Manipulation Device feature to the headquarters habitat; departing with a kiss adds Syamelle's Blessing empire modifier: Mod pop growth speed.png +15% pop growth speed, Synthetic empires gain instead: Mod pop happiness.png +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 Energy.png 10000 energy to gain the empire modifier Living Legend for 8.3 years: Mod pop happiness.png +20% happiness and Monthly unity +20% monthly unity. After speaking to the returned knight, if the player protected the pilgrim in the sixth quest, they gain Unity.png 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: Mod pop happiness.png −30% happiness and Mod country all tech research speed.png −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: Knight −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 Maw of the Toxic Entity relic. Restoring the Toxic God as a colossus brings the end of the knights' order which gives Unity.png 24x unity output (350 ~ 1000000) and reduces the number of Knight 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 Maw of the Toxic Entity relic.

References[edit | edit source]

  1. 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`.
  2. 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.
  3. Specifically, if the primary species is Trait lithoid.png Lithoid, Trait mechanical.png Mechanical, or Machine unit.png Machine, or has any of Trait survivor.png Survivor, Trait cybernetic.png Cybernetic, Trait pc nuked preference.png Tomb World Preference, or Trait plantoid radiotrophic.png Radiotrophic.
  4. 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"
  5. See unrest_events.txt unrest.100 for weightings
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