Unsteady Ground

From Stellaris Wiki
Jump to navigation Jump to search

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 3.4.

This article is for the PC version of Stellaris only.

Unsteady Ground is a colony event chain that has a very small chance to trigger 2 years after any colony has been founded. It can only happen once per game.

Unsteady Ground

Outliner top 500px.png
Evt continental planet.png

Our colony on [colony name] has encountered an odd situation: we have apparently settled on the back of a gargantuan amphibian reptile, whose bony shell is formed of various exotic minerals. Most of what we thought were local islands have turned out to be these creatures; our colonists have begun to refer to them as Nemmas.

They seem harmless enough, and as long as we don't dig too deep into their shell, they should barely notice us.


 
Trigger conditions:
  • Not capital world
  • Planet is Planet continental.png Continental or Planet ocean.png Ocean
Mean time to happen:

24 months


Event button on.png
Carry on.
  • Moving Islands modifier added, giving the following effects
    • Housing.png Housing −10%
    • Pop resource society research mult.png Society Research from Jobs +15%
Event button on.png
Reptilian massive 14.png They seem... familiar.
  • Moving Islands modifier added, giving the following effects:
    • Housing.png Housing −10%
    • Pop resource society research mult.png Society Research from Jobs +15%

A Daring Discovery

Outliner top 500px.png
Evt unspeakable horror.png

As our colony at [colony name] has been flourishing, the adolescents of this new world have sought to create entertainment for themselves - as youths are wont to do. Some groups have made a game of sneaking up as close as they dare to their local Nemma's head.

Unfortunately, this daring activity has led to tragedy: after startling the beast, several young [main species plural] fell off the neck of the massive creature, resulting in injuries and one fatality.

Distraught colonists are now asking for something to be done about these "brutish behemoths."


 
Trigger conditions:
  • Unsteady Ground
Mean time to happen:

24 months


Event button on.png
Something must be done.
  • Issue Special Project: Study the Nemma
Event button on.png
Allow the youths their fun.
  • Moving Islands modifier removed
  • On the Backs of Nemma modifier added, giving the following effects:
    • Housing.png Housing −10%
    • Pop resource society research mult.png Society Research from Jobs +15%
    • Mod pop happiness.png Happiness +15%

Nemma Taskforce

Outliner top 500px.png
Evt board meeting.png

Having tasked our best biologists and engineers with devising potential solutions for the Nemma dilemma on [colony name], several proposals are now ready to be presented.

We've considered everything from the most rational to the most extreme of ideas. The urgency of this situation demands we must skip straight to live field tests.


 
Trigger conditions:
  • A Daring Discovery
Is triggered only by:

Finishing the Study the Nemma special project


Event button on.png
Breed more Nemmas and safeguard them for more living space.
  • Issue Special Project: Start a Nemma Breeding Program
Event button on.png
Enslave the Nemmas so that they become deferential and compliant.
  • Issue Special Project: Start Enslaving the Nemmas
Event button on.png
Enough! Sedate the Nemmas, and start drilling their shells.
  • Issue Special Project: Start the Nemma Mining Operation

Expand the Archipelago

Outliner top 500px.png
Evt alien planet.png

After initial trials with the adult specimen, our zoologists have set up a Nemma breeding system on [colony name] in the hopes of introducing more giant Nemmas to our oceans. The breeders warn that this cannot continue indefinitely, and that the planet can only support three, perhaps four more Nemmas. The estimated time until we have our next Nemma should be about ten years.


 
Trigger conditions:
  • Nemma Taskforce
Is triggered only by:

Finishing the Start a Nemma Breeding Program special project


Event button on.png
We'd best commence breeding, then!

Exploiting the Shells

Outliner top 500px.png
Evt drilling for gas.png

Our engineers and biochemists have outdone themselves. Newly developed drugs and extremely precise drills will allow us to harvest the minerals by drilling into the hard crystalline shell of these Nemmas, as well as allowing us to collect biomatter from beneath without jeopardizing our infrastructure. If only all our colonies could yield such bounties.


 
Trigger conditions:
  • Nemma Taskforce
Is triggered only by:

Finishing the Start the Nemma Mining Operation special project


Event button on.png
Excellent.
  • Adds the D crystalline caverns.png Nemma Mining Operation planetary feature

Enforced Obedience

Outliner top 500px.png
Evt genetic modification.png

Our xeno-bioengineering scientists have curtailed the Nemma menace! Thanks to our superb efforts, the creatures are now subservient to us.

The Nemmas have been granted renewed purpose as superlative beasts of burden. Their colossal bulk allows them to carry immense quantities of materiel, guided down optimal routes by way of their cybernetic implants. Our colonization effort has accelerated accordingly.


 
Trigger conditions:
  • Nemma Taskforce
Is triggered only by:

Finishing the Start Enslaving the Nemmas special project


Event button on.png
Excellent work, now our true work can begin.
  • Enslaved Nemmas modifier added, giving the following effects:
    • Housing.png Housing −10%
    • Pop resource society research mult.png Society Research from Jobs +15%
    • Mod planet building cost mult.png Building Cost −10%
    • Mod planet building cost mult.png District Cost −10%

The Miracle of Life

Outliner top 500px.png
Evt alien nature.png

Our breeding program on [colony name] bears fruit as we add another Nemma to our ranks! This juvenile has quickly acclimated to our presence, and we have found it a stable habitat. The Nemma should now be ready to bear our industry.


 
Trigger conditions:
  • Expand the Archipelago
Mean time to happen:

10 years


Event button on.png
Magnificent! Start on another one!
  • Adds the D tropical island.png Juvenile Nemma planetary feature

Nemma Huggers

Outliner top 500px.png
Evt burning settlement.png

Today riots broke out on [colony name] as parts of the population have risen in protest against our treatment of the Nemmas. The protestors formed a picket line around the head of the Nemma on which the colony's capital lies. The protestors demanded that we immediately set all the Nemmas free, working to conserve their species rather than enslave them.

The movement has quickly spread to sites around the other Nemmas - however, counter-protests have formed in favor of our existing programs, escalating public tension and risking outbursts of violence.


 
Trigger conditions:
  • Enforced Obedience
  • Not Authoritarian.png Authoritarian or Fanatic Authoritarian.png Fanatic Authoritarian
Mean time to happen:

36 months


Event button on.png
Commence a breeding program instead.
  • Enslaved Nemmas modifier removed
  • Moving Islands modifier added, giving the following effects:
    • Housing.png Housing −10%
    • Pop resource society research mult.png Society Research from Jobs +15%
Event button on.png
Arrest the instigators and put them on waste disposal duty.
  • Enforced Nemma Slavery modifier added, giving the following effects: Authoritarian.png Authoritarian Ethics Attraction +70%