Situations

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Version

Outliner top.png
This article has been verified for the current PC version (3.4) of the game.

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:

  • Cost +25% All costs
  • Influence.png −50% Monthly influence
  • Unity.png −50% Monthly unity
  • Mod ship weapon damage.png −25% Ship weapons damage
  • Time −50% Pop demotion time
Resource shortage Minor deficit effects Major deficit effects Severe deficit effects Catastrophic deficit effects Refund per decade passed
Energy.png Energy
  • Job researcher.png −10% researcher output
  • Brain Drone −10% Brain drone output
  • Job researcher.png −10% Calculator output
  • Diplomatic weight.png −10% Diplomatic weight from economy
  • Pop assembly speed −10% Mechanical pop assembly speed
  • Mod ship disengagement.png −10% Combat disengagement chance
  • Mod ship weapon damage.png −20% Ship weapons damage
  • Mod ship speed mult.png −20% Sublight speed
  • Job researcher.png −20% researcher output
  • Brain Drone −20% Brain drone output
  • Job researcher.png −20% Calculator output
  • Diplomatic weight.png −20% Diplomatic weight from economy
  • Pop assembly speed −20% Mechanical pop assembly speed
  • Mod ship disengagement.png −25% Combat disengagement chance
  • Mod ship weapon damage.png −40% Ship weapons damage
  • Mod ship speed mult.png −40% Sublight speed
  • Job researcher.png −33% researcher output
  • Brain Drone −33% Brain drone output
  • Job researcher.png −33% Calculator output
  • Diplomatic weight.png −33% Diplomatic weight from economy
  • Pop assembly speed −33% Mechanical pop assembly speed
  • Mod ship disengagement.png −50% Combat disengagement chance
  • Mod ship weapon damage.png −60% Ship weapons damage
  • Mod ship speed mult.png −60% Sublight speed
  • Job researcher.png −50% researcher output
  • Brain Drone −50% Brain drone output
  • Job researcher.png −50% Calculator output
  • Diplomatic weight.png −50% Diplomatic weight from economy
  • Pop assembly speed −50% Mechanical pop assembly speed
  • Mod ship disengagement.png −75% Combat disengagement chance
  • Mod ship weapon damage.png −80% Ship weapons damage
  • Mod ship speed mult.png −80% Sublight speed
  • Mod pop resource output.png −10% Resources from jobs
Energy.png 1000 Energy (max 15000)
Minerals.png Minerals
  • Job artisan.png −10% Artisan output
  • Job artisan.png −10% Artisan drone output
  • Job foundry.png −10% Metallurgist output
  • Job foundry.png −10% Foundry drone output
  • Job foundry.png −10% Fabricator output
  • Brain Drone −20% Brain drone output
  • Mod pop growth speed.png −20% Lithoid pop growth speed
  • Mod pop growth speed.png −20% Lithoid pop assembly speed
  • Mod pop happiness.png −10% Lithoid pop happiness
  • Job artisan.png −20% Artisan output
  • Job artisan.png −20% Artisan drone output
  • Job foundry.png −20% Metallurgist output
  • Job foundry.png −20% Foundry drone output
  • Job foundry.png −20% Fabricator output
  • Brain Drone −40% Brain drone output
  • Mod pop growth speed.png −33% Lithoid pop growth speed
  • Mod pop growth speed.png −33% Lithoid pop assembly speed
  • Mod pop happiness.png −15% Lithoid pop happiness
  • Job artisan.png −33% Artisan output
  • Job artisan.png −33% Artisan drone output
  • Job foundry.png −33% Metallurgist output
  • Job foundry.png −33% Foundry drone output
  • Job foundry.png −33% Fabricator output
  • Brain Drone −60% Brain drone output
  • Mod pop growth speed.png −50% Lithoid pop growth speed
  • Mod pop growth speed.png −50% Lithoid pop assembly speed
  • Mod pop happiness.png −20% Lithoid pop happiness
  • Job artisan.png −50% Artisan output
  • Job artisan.png −50% Artisan drone output
  • Job foundry.png −50% Metallurgist output
  • Job foundry.png −50% Foundry drone output
  • Job foundry.png −50% Fabricator output
  • Brain Drone −80% Brain drone output
  • Mod pop growth speed.png −75% Lithoid pop growth speed
  • Mod pop growth speed.png −75% Lithoid pop assembly speed
  • Mod pop happiness.png −25% Lithoid pop happiness
Minerals.png 1000 Minerals (max 15000)
Food.png Food
  • Mod pop happiness.png −10% Biological pop happiness
  • Mod pop growth speed.png −20% Biological pop growth speed
  • Mod pop growth speed.png −20% Biological pop assembly speed
  • Job foundry.png −10% Catalytic technician output
  • Mod pop happiness.png −15% Biological pop happiness
  • Mod pop growth speed.png −33% Biological pop growth speed
  • Mod pop growth speed.png −33% Biological pop assembly speed
  • Job foundry.png −20% Catalytic technician output
  • Mod pop happiness.png −20% Biological pop happiness
  • Mod pop growth speed.png −50% Biological pop growth speed
  • Mod pop growth speed.png −50% Biological pop assembly speed
  • Job foundry.png −33% Catalytic technician output
  • Mod pop happiness.png −25% Biological pop happiness
  • Mod pop growth speed.png −75% Biological pop growth speed
  • Mod pop growth speed.png −75% Biological pop assembly speed
  • Job foundry.png −50% Catalytic technician output
Food.png 1000 Food (max 15000)
Consumer goods.png Consumer goods
  • Mod pop happiness.png −5% Happiness
  • Unity.png −15% Monthly unity
  • Job researcher.png −20% researcher output
  • Mod pop government ethic attraction.png −25% Governing ethics attraction
  • Mod pop happiness.png −10% Happiness
  • Unity.png −30% Monthly unity
  • Job researcher.png −40% researcher output
  • Mod pop government ethic attraction.png −50% Governing ethics attraction
  • Mod pop happiness.png −15% Happiness
  • Unity.png −45% Monthly unity
  • Job researcher.png −60% researcher output
  • Mod pop government ethic attraction.png −75% Governing ethics attraction
  • Mod pop happiness.png −20% Happiness
  • Unity.png −60% Monthly unity
  • Job researcher.png −70% researcher output
  • Mod pop government ethic attraction.png −100% Governing ethics attraction
Consumer goods.png 500 Consumer goods (max 7500)
Alloys.png Alloys
  • Mod pop resource output.png −10% Robot output
  • Mod pop assembly speed.png −25% Mechanical pop assembly speed
  • Cost +25% Pop assembly cost
  • Mod ship upkeep mult.png +10% Ship energy upkeep
  • Mod ship upkeep mult.png +10% Starbase energy upkeep
  • Stability.png −10 Stability on habitats
  • Mod pop resource output.png −20% Robot output
  • Mod pop assembly speed.png −50% Mechanical pop assembly speed
  • Cost +50% Pop assembly cost
  • Mod ship upkeep mult.png +20% Ship energy upkeep
  • Mod ship upkeep mult.png +20% Starbase energy upkeep
  • Stability.png −15 Stability on habitats
  • Mod ship armor mult.png −33% Armor hit points
  • Mod ship fire rate mult.png −33% Ship fire rate
  • Mod pop resource output.png −30% Robot output
  • Mod pop assembly speed.png −75% Mechanical pop assembly speed
  • Cost +75% Pop assembly cost
  • Mod ship upkeep mult.png +20% Ship energy upkeep
  • Mod ship upkeep mult.png +20% Starbase energy upkeep
  • Stability.png −20 Stability on habitats
  • Mod ship armor mult.png −66% Armor hit points
  • Mod ship fire rate mult.png −66% Ship fire rate
  • Mod pop resource output.png −50% Robot output
  • Mod pop assembly speed.png −100% Mechanical pop assembly speed
  • Cost +100% Pop assembly cost
  • Mod ship upkeep mult.png +30% Ship energy upkeep
  • Mod ship upkeep mult.png +30% Starbase energy upkeep
  • Stability.png −30 Stability on habitats
  • Mod ship armor mult.png −99% Armor hit points
  • Mod ship fire rate mult.png −99% Ship fire rate
Alloys.png 250 Alloys (max 3750)
Exotic gases.png Exotic gases
  • Mod pop resource output.png −5% Resources from Pop job.png jobs
  • Mod ship speed mult.png −20% Sublight speed
  • Mod country terraform speed mult.png −20% Terraforming speed
  • Mod pop resource output.png −10% Resources from Pop job.png jobs
  • Mod ship speed mult.png −40% Sublight speed
  • Mod country terraform speed mult.png −40% Terraforming speed
  • Mod pop resource output.png −15% Resources from Pop job.png jobs
  • Mod ship speed mult.png −60% Sublight speed
  • Mod country terraform speed mult.png −60% Terraforming speed
  • Mod pop resource output.png −20% Resources from Pop job.png jobs
  • Mod ship speed mult.png −80% Sublight speed
  • Mod country terraform speed mult.png −80% Terraforming speed
Exotic gases.png 100 Exotic gases (max 1500)
Rare crystals.png Rare crystals
  • Mod pop resource output.png −5% Resources from Pop job.png jobs
  • Damage −30% Energy weapons damage
  • Mod planet sensor range mult.png −1 Sensor range
  • Mod pop resource output.png −10% Resources from Pop job.png jobs
  • Damage −50% Energy weapons damage
  • Mod planet sensor range mult.png −1 Sensor range
  • Mod pop resource output.png −15% Resources from Pop job.png jobs
  • Damage −70% Energy weapons damage
  • Mod planet sensor range mult.png −2 Sensor range
  • Mod pop resource output.png −20% Resources from Pop job.png jobs
  • Damage −90% Energy weapons damage
  • Mod planet sensor range mult.png −2 Sensor range
Rare crystals.png 100 Rare crystals (max 1500)
Volatile motes.png Volatile motes
  • Mod pop resource output.png −5% Resources from Pop job.png jobs
  • Damage −30% Kinetic weapons damage
  • Cost +20% Clear blocker cost
  • Time −20% Clear blocker speed
  • Mod pop resource output.png −10% Resources from Pop job.png jobs
  • Damage −50% Kinetic weapons damage
  • Cost +40% Clear blocker cost
  • Time −40% Clear blocker speed
  • Mod pop resource output.png −15% Resources from Pop job.png jobs
  • Damage −70% Kinetic weapons damage
  • Cost +60% Clear blocker cost
  • Time −60% Clear blocker speed
  • Mod pop resource output.png −20% Resources from Pop job.png jobs
  • Damage −90% Kinetic weapons damage
  • Cost +80% Clear blocker cost
  • Time −80% Clear blocker speed
Volatile motes.png 100 Volatile motes (max 1500)

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 Unity.png 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 Unity.png 5 unity upkeep.
  • Encourage it: +6 situation progress and Energy.png 25 energy upkeep.
  • Discourage it: −4 situation progress until it cancels the situation.
Guardian Stage II choices Modifier reward
Leviathans.png Automated Dreadnought
  • −40 Situation progress and Energy.png −50% job energy upkeep for 2 years
  • 50% chance of −30 situation progress and 50% chance of +20 situation progress
  • Society research +350–100000 Society research
Energy.png −15% Building, district and job energy upkeep
Leviathans.png Enigmatic Fortress
  • Unity.png 200 less unity when finishing
  • Pop.png −1 Pop
  • −20 Situation progress, Pop.png −1 pop and Unity.png +100 unity
  • Amenities.png +15 Amenities
  • Housing.png +15 Housing
Leviathans.png Ether Drake
  • −30 Situation progress
  • End the situation for Society research +20% Society research for 20 years
  • Unity.png 200 less unity when finishing
  • Stability.png +10 Stability
  • Immigration pull +25% Immigration pull
Leviathans.png Spectral Wraith
  • Nothing
  • −40 Situation progress
  • End the situation for the Wraith Infused Atmosphere capital modifier (−25% Orbital bombardment damage)
  • Mod pop happiness.png +10% Happiness
  • Unity.png +15% Unity from Pop job.png jobs
Leviathans.png Stellar Devourer Leviathans.png Enables the Consume Star operation
Distant Stars.png Scavenger Bot
  • −20 Situation progress and Alloys.png +5000 alloys
  • +20 Situation progress
  • End the situation for an asteroid with a deposit of Alloys.png 10 alloys above the empire capital
Alloys.png +20% Alloys from Pop job.png jobs
Distant Stars.png Tiyanki Matriarch
  • −20 Situation progress and Food.png +500 food
  • +1 Pop.png Pop
  • Unity.png 200 less unity when finishing if not Fanatic Xenophile.pngXenophile.png some degree of Xenophile
  • Mod pop growth speed.png +1 Monthly organic pop assembly
  • Stability.png −5 Stability
Distant Stars.png Voidspawn
  • Water Contamination situation
  • End the situation
  • Mod habitability.png +15% Habitability
  • Pop resource society research mult.png +10% Society research from Pop job.png jobs
Ancient Relics.png Shard
  • −30 Situation progress and Society research +350–100,000 Society research
  • End the situation for the All Seeing Shard capital modifier (Mod planet sensor range mult.png +10 sensor range, +10 hyperlane detection range)
  • Unity.png −200 less unity when finishing
  • Pop cat worker.png +5 Worker pop resource output
  • Pop cat simple drone.png +5 Menial drone output
  • Authoritarian.png +50% Authoritarian ethics attraction
Aquatics.png Sky Dragon
  • −10 Situation progress
  • Unity.png 200 less unity when finishing if not Fanatic Xenophobe.pngXenophobe.png some degree of Xenophobe
  • If not Fanatic Xenophobe.pngXenophobe.png some degree of Xenophobe, can create an asteroid with a Living Metal.png Living Metal deposit in the capital system
  • Mod planet max districts add.png
  • Pop resource physics research mult.png +20% Physics research from Pop job.png jobs

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.

  1. Once the second stage of the situation is reached, empires that are not Materialist.png Materialist or Fanatic Materialist.png Fanatic Materialist can end the situation for Unity.png +250–1500 unity.
  2. If the situation is not ended, finishing it will grant a modifier giving Research.png +15% research from Pop job.png jobs if not Spiritualist and Unity.png +15% unity from Pop job.png jobs if Fanatic Spiritualist.pngSpiritualist.png some degree of Spiritualist. The modifier will last for 7 or 14 years depending on the choices in the second stage.
  3. Once the modifier expires the capital will be given the option to gain a second modifier giving Stability.png −20 Stability and Research.png +25% research from Pop job.png jobs if not Spiritualist, or Unity.png +25% unity from Pop job.png jobs if Fanatic Spiritualist.pngSpiritualist.png some degree of Spiritualist. The modifier will last for 3.5 years.
  4. Once the second modifier expires, the planet will be given the option to gain Devastation.png 99% devastation or a third modifier giving Research.png +100 research and Unity.png unity from Pop job.png jobs, Stability.png −20 stability, Immigration pull −200 immigration pull, and preventing any Mod pop government ethic attraction.png 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`.
  5. 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 Research.png +50% research and Unity.png Unity from Pop job.png 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.

Situation Approaches Stage II effects Stage III effects Stage IV effects Stage V effects
Unusual Snow Observe it Peacefully
  • Research.png +5 Research from approach
  • Unity.png −10 Unity from approach
Cannot change approach Choice between the D massive glacier.png Living Snow Reserve planetary feature and an invasion of 6 Living Snow Warrior armies. If the invaders win and the colony is not recaptured in 5 years, it becomes a Frozen World with a deposit of Physics Research +8 physics and Society research society research and unlocks the Tech terrestrial sculpting.png Terrestrial Sculpting technology.
Melt it. All.
  • Stability.png +10 Stability from approach
  • Energy.png −10 Energy from approach
Cannot change approach Colony is invaded by 6 Living Snow Warrior armies. If the invaders win and the colony is not recaptured in 5 years, it becomes a Frozen World with a deposit of Physics Research +8 physics and Society research society research and unlocks the Tech terrestrial sculpting.png Terrestrial Sculpting technology.
The Mysterious Labyrinth Explore its Interior
  • Energy.png −5 Energy
Nothing Unity.png −10 Unity from approach
  • Colony gains the D surreal visions.png Space-Time Anomaly planetary feature:
    • Job researcher.png +1 Space-Time Anomaly Researcher/Drone job
    • Job researcher.png +0.04 Space-Time Anomaly Researcher/Drone job per Pop.png 25 pops
  • 50% chance to gain 4 blockers.
Monitor it from Afar Monitor it from Afar approach replaced with Quarantine it
  • Energy.png −10 Energy
Unity.png −10 Unity from approach
  • Colony gains the D surreal visions.png Space-Time Anomaly planetary feature:
    • Job researcher.png +1 Space-Time Anomaly Researcher/Drone job
    • Job researcher.png +0.04 Space-Time Anomaly Researcher/Drone job per Pop.png 25 pops
Destroy it
  • Energy.png −10 energy
Monitor it from Afar approach replaced with Quarantine it
  • Energy.png −10 energy
  • Exotic gases.png +800 Exotic gases
  • Rare crystals.png +800 Rare crystals
  • Volatile motes.png +800 Volatile motes
  • Dark Matter.png +200 Dark matter
Gravity Well Retreat
  • Energy.png −10 Energy
  • 50% chance to gain Physics Research +1000–100,000 Physics research
  • 50% chance to gain a level 6 leader with the Leader trait maniacal.png Maniacal and Field Manipulation.png Field Manipulation Expertise traits
Maintain Orbit
  • Energy.png −5 Energy
  • Dark Matter.png +2 Monthly dark matter
  • Physics Research +10 Monthly physics research
  • Unknown.png +2 Monthly progress
  • Dark Matter.png +5 Monthly dark matter
  • Physics Research +15 Monthly physics research
  • Unknown.png +3 Monthly progress
  • Dark Matter.png +10 Monthly dark matter
  • Physics Research +20 Monthly physics research
  • Unknown.png +7 Monthly progress
  • Starbase is destroyed
  • If Gestalt consciousness.png Gestalt Consciousness:
    • Physics Research +500–100,000 Physics research
    • Unity.png 50% chance to gain +5% monthly unity (more likely with "distributed" civics)
    • Unity.png 50% chance to gain −5% monthly unity (more likely with "centralized" civics)
  • Otherwise:
    • Influence.png −100 Influence Influence
Advance
  • Dark Matter.png +2 Monthly dark matter
  • Physics Research +10 Monthly physics research
  • Unknown.png +2 Monthly progress
  • Dark Matter.png +5 Monthly dark matter
  • Physics Research +15 Monthly physics research
  • Unknown.png +3 Monthly progress
  • Dark Matter.png +10 Monthly dark matter
  • Physics Research +20 Monthly physics research
  • Unknown.png +7 Monthly progress
Geomagnetic Storm
  • Shield All Drones
    • Energy.png −1 Energy per Pop.png pop
    • D building.png Option to gain the Organic-Machine Interface Center planetary feature if Civic machine servitor.png Rogue Servitor:
      • Job organic battery.png +1 Bio-Assistant job
      • Job organic battery.png +1 Bio-Assistant job per Pop.png 20 pops
  • Engineering research +250–100,000 Engineering research
  • Gain the Radiation-Hardened Components empire modifier:
    • Research.png +5% research speed
    • Unity.png +5 Monthly unity
  • If colony has the D building.png Organic-Machine Interface Center planetary feature, it is removed and can choose to gain Alloys.png 1000 Alloys or the Organic-Machine Interface Museum planet modifier:
    • Unity.png +5% Unity from Bio-Trophy Bio-Trophies
  • Shield Simple Drones
    • Energy.png −1 Energy per Pop cat simple drone.png menial drone
    • Mod pop resource output.png −20% Complex drone output
    • Unknown.png Progress scaling with number of complex drones
    • D building.png Option to gain the Organic-Machine Interface Center planetary feature if Civic machine servitor.png Rogue Servitor:
      • Job organic battery.png +1 Bio-Assistant job
      • Job organic battery.png +1 Bio-Assistant job per Pop.png 20 pops
  • Stability.png −30 Stability
  • Mod pop resource output.png −5% Menial drone output
  • Mod pop resource output.png −25% Complex drone output
  • Stability.png
  • Unity.png −10% Monthly unity
  • Mod pop resource output.png −10% Menial drone output
  • Mod pop resource output.png −30% Complex drone output
Colony is destroyed
  • Shield Complex Drones
    • Energy.png −1 Energy per Pop cat complex drone.png complex drone
    • Mod pop resource output.png −20% Menial drone output
    • Unknown.png Progress scaling with number of menial drones
    • D building.png Option to gain the Organic-Machine Interface Center planetary feature if Civic machine servitor.png Rogue Servitor:
      • Job organic battery.png +1 Bio-Assistant job
      • Job organic battery.png +1 Bio-Assistant job per Pop.png 20 pops
  • Stability.png −30 Stability
  • Mod pop resource output.png −25% Menial Drone Output
  • Mod pop resource output.png −5% Complex Drone Output
  • Stability.png −60 Stability
  • Unity.png −10% Monthly Unity
  • Mod pop resource output.png −30% Menial Drone Output
  • Mod pop resource output.png −10% Complex Drone Output
Colony is destroyed
  • No Shielding
    • Mod pop resource output.png −20% Complex Drone Output
    • Mod pop resource output.png −20% Menial Drone Output
    • Unknown.png progress scales with number of Pops
    • D building.png Option to gain the Organic-Machine Interface Center planetary feature if Civic machine servitor.png Rogue Servitor:
      • Job organic battery.png +1 Bio-Assistant job
      • Job organic battery.png +1 Bio-Assistant job per Pop.png 20 pops
  • Stability.png −30 Stability
  • Mod pop resource output.png −25% Menial Drone Output
  • Mod pop resource output.png −25% Complex Drone Output
  • Stability.png −60 Stability
  • Unity.png −10% Monthly Unity
  • Mod pop resource output.png −30% Menial Drone Output
  • Mod pop resource output.png −30% Complex Drone Output
Colony is destroyed

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 Stability.png 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: Amenities.png +20 Amenities and Consumer goods.png −20 consumer goods if not Gestalt consciousness.png Gestalt Consciousness, or Unity.png −30 unity if Gestalt consciousness.png Gestalt Consciousness
  • Institute a Crackdown: +50% Army and Stronghold build speed, Stability.png +3 stability from Job soldier.png Soldier jobs, Energy.png +1 energy upkeep from Job soldier.png Soldier jobs and Unity.png −30 unity

The situation makes progress at the following rate:

  • +2 if another world has the Pm unrest.pngPm frame 3.png Spreading Turbulence modifier
  • +2 if another world in the same system has at least 5 pops and less than Stability.png 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.png stability below 25
  • −0.5 per point of Stability.png 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 Stability.png 40 stability

Planetary Revolt situations progress through four stages, each one granting an additional Stability.png −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 Pm unrest.pngPm frame 3.png Spreading Turbulence modifier for 10 years, gaining Stability.png −10 Stability.
  • If the situation reaches stage IV, a random nearby empire will be asked to support the revolt. Accepting costs Influence.png 100 Influence and Diplomacy opinion.png 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 Pm unrest.pngPm frame 3.png Spreading Turbulence modifier and create a rebel empire with Diplomacy opinion.png −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:

Modifier Effects Duration Description
Pm natural beauty.pngPm frame 1.png Valiant Citizens Mod pop government ethic attraction.png +33% Governing ethics attraction 20 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 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 Ap the flesh is weak.png The Flesh Is Weak ascension perk
  • 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

Once the situation starts, it will progress at a rate scaling with the number of Trait mechanical.png Mechanical pops in the empire as well as each time a Trait mechanical.png 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 Fanatic Materialist.pngMaterialist.png 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 Fanatic Spiritualist.pngSpiritualist.png 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 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 a value of cruelty points, which increases each time a Trait mechanical.png 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 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 will ask if they possess souls. Answering no will add +1 points while answering yes will add −2 points. Empires that are Fanatic Materialist.pngMaterialist.png 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.

Event Requirements Choices Effects Civic machine terminator.png points
A Home of Their Own None Send in the laborers anyway
  • Pop.png −1 Mechanical pops on a planet
  • Unknown.png +5 Situation progress
+1
Why would a robot lie? Unity.png −10% Monthly unity for 10 years on a planet −1
A Silent Congregation None Unacceptable. Have them scrapped.
  • Pop.png −1 Mechanical pops on a planet
  • Alloys.png +500 Alloys
  • Unknown.png +5 Situation progress
+1
As long as they don't cause trouble. Unity.png −10% Unity from jobs for 10 years on a planet −1
Production Quota Surpluses None Excellent. Mod pop resource output.png +5% Resources from jobs for 10 years 0
Automated Work Process At least 5 Housing.png Housing on a planet Additional laborers never hurt anybody.
  • Pop.png +2 Mechanical pops on a planet
  • Mod pop happiness.png −5% Happiness for 10 years on a planet
−1
If they cannot be identified, have them scrapped.
  • Alloys.png +1000 Alloys
  • Unknown.png +5 Situation progress
+1
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
  • Unknown.png +5 Situation progress
0
Sensor Array Power Surge Any strategic resource technology Interesting. Unknown.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 if a fleet
  • 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. Once 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 (depending on 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 instantly purges all creator pops on owned planets. The machine empire has a 23% chance to have the Civic machine assimilator.png Driven Assimilator civic, increased by the cruelty score. It may instead have the Civic machine terminator.png Determined Exterminator civic, which is quite unlikely unless robots were purged or outlawed during the situation, the robots have the Domestic protocols.png Domestic Protocols trait, or the cruelty score is especially high. The Auth machine intelligence.png 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
  • Energy.png 20,000 Energy
  • Minerals.png 20,000 Minerals
  • Alloys.png 10,000 Alloys
  • Food.png 10,000 Food
  • 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
  • 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 (150% if Civic machine terminator.png Determined Exterminator)

References[edit | edit source]


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