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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.
Not to be confused with Events

Situations are events that take place gradually and are trackable via the Outliner and the Situation Log. Most situations offer multiple approaches to tackle them, and most of the time an approach can be changed at any point.

Situation mechanics[]

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 max progress ("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[]

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 gains the Empire Defaulted modifier for 10 years, imparting the following effects:

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 positive and by −1 while the empire has a stockpile but negative income. Each stage takes 25 points to advance to the next stage. Progress gain is reduced by 50% on Cadet difficulty and by 90% on Civilian difficulty. 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. Payback empires may also receive an event for non-strategic resource deficits to gain 1000 of a basic resource or 500 of an advanced resource, or to refuse and gain 6x unity output (100 ~ 1000).

Resource shortage

Refund per decade passed

Effects Minor
Deficit
Major
Deficit
Severe
Deficit
Catastrophic
Deficit
Alternative approaches Triggered event options
Energy
  • 1000
  • (max 15000)
Research from Researcher Researchers −0.5 −1 −1.5 −2
  • Cut Science Investment
  • Researcher −50% Researchers category output
  • −20% Building energy upkeep
  • Largest faction with a governing ethic and does not have Loan Taken modifier:
    • Gain 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:
Diplomatic weight from economy Diplomatic weight from economy −10% −20% −33% −50%
Pop assembly speed Mechanical pop assembly speed −10% −20% −33% −50%
Combat disengagement chance −10% −25% −50% −75%
Ship weapons damage −20% −40% −60% −80%
Sublight speed −20% −40% −60% −80%
Resources from jobs −10%
Minerals
  • 1000
  • (max 15000)
Consumer goods from Artisans −0.5 −1 −1.5 −2
  • Has active Clone Vats Clone Vats and is a Lithoid empire:
    • Gain 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 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:
Lithoid pop growth speed −20% −33% −50% −75%
Lithoid pop happiness −10% −15% −20% −25%
If not Organic Reprocessing (Hive)Organic Reprocessing (Machine) Catalytic Processing: −0.5 −1 −1.5 −2
If Hive Mind: −1 −1.5 −2.5 −3
If Lithoid primary species:
    • Organic pop assembly speed
−20% −33% −50% −75%
Food
  • 1000
  • (max 15000)
Biological pop happiness −10% −15% −20% −25%

Invest in Farmers

  • Farmer +50% Farmers category output, +0.5 energy upkeep
  • Has active Clone Vats Clone Vats and is not a Lithoid empire:
    • Gain 100 food per Clone Vats building
    • Ruin all Clone Vats buildings

  • Has any active Bio-Reactor Bio-Reactors
    • Gain 100 food per Bio-Reactor building
    • Ruin all Bio-Reactor buildings

  • Colony with most farming districts:
Biological pop growth speed −20% −33% −50% −75%
If not Lithoid primary species:
    • Organic pop assembly speed
−20% −33% −50% −75%
If Organic Reprocessing (Hive)Organic Reprocessing (Machine) Catalytic Processing: −0.5 −1 −1.5 −2
Consumer goods
  • 500
  • (max 7500)
Happiness −5% −10% −15% −20%
  • Largest faction with a governing ethic and does not have Loan Taken modifier:
    • Gain 25 consumer goods per faction member pop
    • Faction gains Loan Taken modifier: −30% faction approval for 10 years

Monthly unity Monthly unity −15% −30% −45% −60%
If not Gestalt Consciousness: −1 −1.5 −2.5 −3
−25% −50% −75% −100%
Alloys
  • 250
  • (max 3750)
Robot output −10% −20% −30% −50%
  • Cut Habitats' Maintenance
  • Only available if owns any Habitat
  • Upkeep −100% Habitat alloy upkeep

  • Invest in our Metalurgists
  • Metallurgist +50% Metallurgists category output and upkeep

  • Scrap all enslaved or non-sentient robots on colony with most non-sentient robots:
    • Gain 100 alloys for each scrapped robot pop
Mechanical pop assembly speed −25% −50% −75% −100%
Cost Pop assembly cost +25% +50% +75% +100%
Ship energy upkeep +10% +20% +20% +30%
Starbase energy upkeep +10% +20% +20% +30%
Stability on habitats −10% −15% −20% −30%
Armor hit points −33% −66% −99%
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 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
  • 100
  • (max 1500)
Resources from jobs −5% −10% −15% −20% Note: "<Resource>" is the shortage resource
  • Recycle Materials
  • Upkeep −25% Building and district <resource> upkeep
  • +50% Building refund
  • +50% Building and district cost

  • Invest in <Resource> Production
  • +25% [[<resource> refiners output and upkeep]]
  • Mote Harvester +25% [[<resource> miners output]]
  • Highest population colony besides capital, capital if no colonies:
    • Gain 10 [[<resource>]] per colony pop
    • Colony gains −25% devastation and two Exhausted Deposit blockers

  • Any exploited [[<resource>]] space deposit
    • Remove deposit and gain 250 [[<resource>]] per size of deposit
Sublight speed −20% −40% −60% −80%
Terraforming speed −20% −40% −60% −80%
Rare crystals
  • 100
  • (max 1500)
Resources from jobs −5% −10% −15% −20%
Damage Energy weapons damage −30% −50% −70% −90%
Sensor range −1 −1 −2 −3
Volatile motes
  • 100
  • (max 1500)
Resources from jobs −5% −10% −15% −20%
Damage Kinetic weapons damage −30% −50% −70% −90%
Clear blocker cost +20% +40% +60% +80%
Clear blocker speed −20% −40% −60% −80%

Leviathan parade opportunities[]

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. Memorialist (Hive)Memorialist (Machine) Memorialists start with the large reward, all other empires start with the standard reward.

All Leviathan parade opportunity situations have three stages and offer three approaches:

  • Do nothing: +4 monthly progress and 5 unity upkeep.
  • Encourage it: +6 monthly progress and 25 energy upkeep.
  • Discourage it: −4 monthly progress until it ends the situation.
Guardian Stage II choices Modifier reward
Automated Dreadnought
  1. −40 Situation progress and −50% job energy upkeep for 2 years
  2. Equal chance of either −30 situation progress or +20 situation progress and increased unity reward
  3. Engineering research 350~100000 Engineering research
Dreadnought's Reactor planet modifier:

−15% Building, district and job energy upkeep

Enigmatic Fortress
  1. Reduce unity reward
  2. −1 Pop
  3. −20 Situation progress, −1 pop, and increase unity reward
Chamber from the Fortress planet modifier:
Ether Drake
  1. −30 Situation progress
  2. End the situation for Society research +20% Society research for 20 years
  3. Reduce unity reward
Drake's Fang planet modifier:
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 reward
Wraith's Dispenser Sack planet modifier:
Stellar Devourer
  1. End the situation for the special project to reignite the star
  2. +15 Situation progress
Feature Enables the Consume Star operation
Scavenger Bot
  1. −20 Situation progress and +5000 alloys
  2. +20 Situation progress and increase unity reward
  3. End the situation for an asteroid with a deposit of 10 alloys above the empire capital
Scavenger Bot's Compactor planet modifier:

+20% Alloys from jobs

Tiyanki Matriarch
  1. −20 Situation progress, +500 food, and increase unity reward
  2. +1 Pop
  3. Reduce unity reward and on completion gain alternate trophy modifier: +10% Unity from jobs
Matriarch's Flagella planet modifier:
  • +1 Monthly organic pop assembly
  • −5 Stability
Voidspawn
  1. Start Water Contamination situation and add  Voidspawn Contaminant modifier: −15% habitability, Upkeep +10% pop upkeep
  2. End the situation
Cleansed Venom Gland planet modifier:
Shard
  1. End the situation for the All Seeing Shard planet modifier ( +10 sensor range, +10 hyperlane detection range)
  2. Reduce unity reward
  3. −30 Situation progress and Society research 350~100000 Society research
Eye of the Shard planet modifier:
Sky Dragon
  1. Hostile fleet of 3 Sky Dragon Fledglings and reduce unity reward unless Fanatic Xenophobe, Barbaric Despoilers, or , then increase unity reward
    1. Not available for Xenophile, Empath, or Rogue Servitor
  2. End situation and create an asteroid with a deposit of +1 Living Metal in the parade system and friendly fleet of 3 Sky Dragon Fledglings
    1. Not available for Xenophobe, Genocidal, or Barbaric Despoilers Barbaric Despoilers
  3. Increase unity reward
    1. Not available for Xenophile, Xenophobe, Fanatic Egalitarian Egalitarian, Empath, or Rogue Servitor
  4. −10 Situation progress
    1. Not available for Genocidal
Sky Dragon's Plume planet modifier:

Horrific Inverse Mass[]

The Worm, Dimensional Horror, and Elder One all share this situation. Killing one begins this situation, and killing another does not award another situation. The second stage choices are:

  1. End the situation for 250~1000000 unity: not available for Fanatic Materialist Materialist
  2. Increase unity reward, with different versions for Fanatic Spiritualist Spiritualist (deify) and non-Spiritualist (study)
  3. Contain the mass

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

  1. Increase the modifier's bonus to +25%, but also add −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 10 devastation and replace the previous modifier with the TOO LATE modifier, which gives +100% research and +100% unity from jobs, −20 stability, Immigration pull −200 immigration pull, and −1000% governing ethics attraction.
  2. Gain 99 devastation and remove the previous modifier: not available for Fanatic Materialist Fanatic Materialists

If the first option is chosen, the event sets a random outcome and triggers a final event two years later. The final event either destroys the parade planet (66% chance), turning it into a black hole, or replaces the TOO LATE modifier with the Horrific Inverse Mass Stabilized planet modifier (33% chance), giving +50% research and +50% unity from jobs. Because the outcome is decided in the previous event, reloading a save at this point cannot alter the result, only changing the flags does; this can be done either with save editing or by running the following commands with the planet selected:

  • effect remove_planet_flag = black_hole_horror
  • effect set_planet_flag = stabilized_horror

Event situations[]

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, except as specifically noted on a situation.

Geomagnetic Storm[]

This situation can occur on any colony owned by a Machine Intelligence 25 years after it is founded if half or more of the pops on the colony are Machine species machine drones. Before the situation starts, the player must choose to shield all drones, simple drones, complex drones, or no drones at a cost of 1 energy per shielded drone. This choice also determines the initial approach and starting progress (0-5) for the situation. This situation progresses steadily at +5 monthly progess, however shielding all or some drones reduces the progress by up to −5, scaled by the percentage of drones shielded. The situation ends either by reaching 100 progress or after 60 months. It is possible to reduce progress slightly through a random event, but generally, the progress of this situation only increases or remains the same.

Shortly after the situation begins, Rogue Servitors receive the option to gain a Organic-Machine Interface Center Organic-Machine Interface Center feature, which adds +1 Bio-Assistant job and +1 more per 20 pops. After the situation ends, the Organic-Machine Interface Center feature is removed and the player can choose to gain 1000 alloys or add the  Organic-Machine Interface Museum planet modifier, which gives +5% unity from Bio-Trophy Bio-Trophy jobs.

Stage Monthly unity
Radiation damage: minimal −20% −20%
Radiation Damage: medium −25% −25% −30
Radiation Damage: high −30% −30% −60 −10%

The Geomagnetic Storm has three stages, representing increasing amounts of radiation damage: the first lasts until 40 progress and the second until 70 progress. Both Menial and Complex Drones have their output reduced, and at the later stages, the planet's stability is significantly reduced and even the whole empire's Monthly unity monthly unity is impacted. The effects of each stage are shown in the table to the right.

There are four approaches for this situation: Shield All Drones, Shield Simple Drones, Shield Complex Drones, or No Shielding; each approach has an upkeep of 1 energy per shielded drone. Additionally, drones that are shielded receive +20% output, offsetting the penalty from the stages. As noted above, the percentage of shielded drones reduces the monthly progress, up to −5 when all drones are shielded.

There are four random events that can occur during this situation.

  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 a Machine Assembly Plants Machine Assembly Plants or Machine Assembly Complex Machine Assembly Complex, the player can spend 300 energy or gain Pop assembly speed −10% pop assembly speed for 90 days.
  3. Lose 200 food, energy, minerals, or alloys; if the planet has any Bio-Assistants, there is a 75% chance to instead gain 200 food, energy or minerals, or 500 alloys.
  4. A random robotic pop disappears, then reappears 15-105 days later, when the player can choose to scrap them for 500 alloys or reboot them, creating a new primary species pop, with a 30% chance of adding Enhanced Memory to the pop, otherwise adding High Bandwidth to the pop.

If the situation reaches 100 progress, all robotic pops on the colony are killed; if instead 60 months pass first, the end result depends on the current stage:

  • Radiation damage: minimal: Gain 18x engineering output (350 ~ 100 000) and the empire modifier Radiation-Hardened Components, which gives +5% research speed and Monthly unity +5% monthly unity
  • Radiation Damage: medium: Gain 24x engineering output (500 ~ 1 000 000)
  • Radiation Damage: high: Gain the empire modifier Software Damage for five years, which gives −5% research speed and Monthly unity −5% monthly unity

Gravity Well[]

This situation can occur on any 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 10 energy and reduces progress by −10 monthly. Maintain Orbit costs 5 energy and reduces progress by −3 monthly. Advance increases progress by 3 monthly.

Stage 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 the approximate distance from the black hole's event horizon. Each stage provides increasing amounts of dark matter and Physics Research physics research, but also increases the rate of progress, making it more likely for the starbase to be irretrievably caught by the black hole. The first stage, Static Limit, lasts until 50 progress; the second, Ergosphere, until 70 progress; the third, Accretion Disk, until 80 progress. When first entering the fourth and final stage, Point of No Return, the player receives a notification event as well.

There are five random events that can occur during this situation:

  1. Mutiny (advance): Locks approach to Advance for about one month; cannot occur for Gestalt Consciousness empires, weight doubled with Technocracy civic
  2. Mutiny (retreat): Locks approach to Retreat for about one month; cannot occur for Gestalt Consciousness empires
  3. Adds +10 progress; cannot occur in fourth stage
  4. Gain 18x physics output (350 ~ 100 000)
  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 −100 influence; Gestalt Consciousness empires can choose that option, or to observe the end and gain 24x physics output (500 ~ 1 000 000) and a permanent empire modifier, with a equal chance of either Transcended Consciousness (+5% monthly unity) or Disjointed Consciousness (−5% monthly unity). Empires with Divided Attention, Subspace Ephapse, or Delegated Functions have an increased chance for Transcended Consciousness, while empires with One Mind or Unitary Cohesion have an increased chance for Disjointed Consciousness.

If the situation goes below 0, the starbase returns to a stable orbit, and empire has an equal chance to receive either 48x physics output (1000 ~ 1 000 000) or a level 6 scientist of the primary species with Maniacal and Expertise: Field Manipulation.

The Kaleidoscope[]

This situation has a 30% chance of starting at the mid-game year. Up to one year after the mid-game start, a random empire whose capital does not have a Planetary Shield Generator receives planet modifier on the capital Global Power Outage: −2000% resources from jobs, and a special project requiring a construction ship. Other empires that have at least low intel on the affected planet receive a notice of the Kaleidoscope. Finishing the special project removes the Global Power Outage modifier and starts the situation and sets the initial approach.

The situation starts at 0 progress and ends when it reaches 100, or 25 years after the Kaleidoscope first appeared, when it dies. The Kaleidoscope also has a "mood" from 0 to 21; while the mood is 5 or less, it is "angry", and while it is 15 or more, it is "happy"; in-between is "neutral". The Kaleidoscope's visual appearance changes based on its mood. It starts at 10 mood. There are three approaches which can be changed at any time:

Approach Effect/modifier Monthly
Progress Mood
1. Do not feed it When selected, immediately reduces mood to a max of 12 +0 −2
2. Feed it –30% energy output, including energy from trade value +0.5 +1
3. Overfeed it –60% energy output, including energy from trade value +1.5 +2

While the situation is active, there are a number of random events that can occur, at most one per year. The likelihood of negative vs. positive events is affected by the current mood value, with lower mood shifting more towards negative and higher mood more towards positive.

Negative events
  1. Minor Infestation – Approach is Do not feed it and any owned planet has a Generator District; planet gains Phantom Load modifier: −2000% energy from jobs, and a special project to remove the modifier.
  2. Electroshock – Approach is not Overfeed it and any owned planet has an Energy Grid or Energy Nexus; choice of: add +5 progress and ruin the Energy Grid or Energy Nexus, or gain 1000 energy.
  3. Unnerving Patterns – Approach is Do not feed it and empire is not Machine Intelligence; adds Unnerving Patterns modifier to situation: −5 stability.
  4. Ominous Patterns – Approach is Do not feed it and empire is Fanatic Spiritualist Spiritualist; choice of: spend 2000 energy, or adds Ominous Patterns modifier to situation: −10% happiness.
  5. Pilfering Patterns – Approach is Do not feed it; adds Haunting Patterns modifier to situation: −10% ship speed.
Positive events
  1. Soothing Patterns – Approach is not Do not feed it; gain 18x unity output (250 ~ 1 000 000) and adds Soothing Patterns modifier to situation: +5 stability, for 2 years.
  2. Dazzling Patterns – Approach is not Do not feed it; gain 24x physics output (500 ~ 1 000 000) and adds Dazzling Patterns modifier to situation: +10 green immigration pull, for 2 years.
  3. Endless Hunger – Approach is not Do not feed it and empire is not Fanatic Xenophobe Xenophobe and owns a complete Dyson sphere; can choose to upgrade a completed Dyson Sphere into a Wonder Sphere, doing so while the situation is active ends the situation.

The empire with this situation can use the operation Lure the Kaleidoscope on an empire whose capital does not have a Planetary Shield Generator and which did not use this operation previously. A successful operation transfers the situation to the targeted empire, including the current progress and mood. Additionally, if the empire with this situation is entirely destroyed by another, the destroying empire inherits this situation if their capital does not have a Planetary Shield Generator, otherwise the situation ends with no effect.

If the situation reaches 100 progress, there are two possible outcomes:

  1. Blooming Kaleidoscope – base chance 10%: gain the Vacuum Flower relic.
  2. Exploding Kaleidoscope – base chance 90%: all colonies in the capital system gain 50 devastation.

The chance of each is heavily influenced by the Kaleidoscope's mood; each point of mood shifts the chance by 4%. For example, at 10 mood, each outcome has a 50% chance of occurring.

The Mysterious Labyrinth[]

This situation can occur on a colony four or five years after it is founded; it cannot occur on Tomb Worlds, Habitats, or Ring World Ring Worlds. When the situation starts, the player is prompted to choose either to explore its interior or to monitor it from afar The situation starts at 50 progress and increases or decreases depending on the approach taken. There are three approaches for this situation, they can be changed at any time

1. Explore its Interior: initially costs 5 energy and adds +2.5 progress monthly
2a. Monitor it from Afar: adds −2.5 progress monthly, is later replaced by:
2b. Quarantine it: initially costs 10 energy and adds −2.5 progress monthly
3. Destroy it: initially costs 10 energy and adds −5 progress monthly

Unlike other situations, instead of one series of stages, this situation has two series, one to the left and one to the right, representing progress towards the different approaches that can be taken. The left stages represent ignoring or destroying the labyrinth and the right stages represent exploring it. The first time the progress bar reaches a stage, an event is triggered. Re-entering a stage does not trigger a second event and there are no random monthly events.

Stage Outcome
(left)
III
(left)
II
(left)
I II
(right)
III
(right)
Outcome
(right)
Stage
Progress bar limit 0-20 20-40 40-60 60-80 80-100 Progress bar limit
Destroy it

Labyrinth Destroyed

Surprising Movements Expedition Report Continued Perplexity A Departure

A Turbulent Departure

Explore its Interior
Monitor it from Afar
/Quarantine 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 Destroyed: the labyrinth is destroyed; the situation ends and the empire gains +200 dark matter and +800 each of exotic gases, rare crystals, and volatile motes
  3. Attention Seeking: increases the monthly cost of both Quarantine it and Destroy it by 10 unity
  4. A Reward for Obstinance: adds the Space-Time Anomaly Space-Time Anomaly feature to the colony
  5. Labyrinth Disappeared: gain 18x unity output (250 ~ 1 000 000) – 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 10 unity
  3. A Departure: adds the Space-Time Anomaly Space-Time Anomaly feature to the colony
  4. A Turbulent Departure: 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 an equal chance of A Turbulent Departure and A Departure

Unusual Snow[]

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

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

  1. Gain 24x society output (500 ~ 1 000 000)
  2. Increase the monthly cost of observing by −5 unity
  3. Either increase the monthly cost of melting by −5 energy and add +5 more monthly progess while melting, or reduce the stability gained by melting to +5.

The second and third event are mutually exclusive. Stage II lasts until 80 progress points, at which the point the player is given one last chance to change approaches after which it is no longer possible to change the approach.

When the situation completes, if the player was observing the snow, they can choose to add the Living Snow Reserve Living Snow Reserve feature, which gives Physics Research +20% physics and Society research +20% society from jobs and Max districts −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 Terrestrial Sculpting technology.

Triggered Situations[]

Unlike event situations, triggered situations are directly related to another event, decision, or similar circumstance. They may be repeatable if their triggering circumstance is repeatable.

Consume World[]

Example progress calculation[1]
Available districts Progress Months to complete
10 +16.66 60
15 +11.11 90
20 +8.33 120
25 +6.66 150

This situation is triggered by the Consume World decision taken by a Terravore empire. It starts at 0 progress and completes at 1000 progress. It progresses according to the number of available districts on the planet, namely planet size minus the number of Lithoid Devastation blockers present when the decision is taken. The more available districts, the slower it progresses so that the situation lasts 6 months per available district.

The situation can be stopped at any point by choosing the approach Restraint at a cost of 1000 unity.

Each year, the world is partially consumed. This removes a random constructed district, adds two Lithoid Devastation and 20 devastation. It also randomly creates a primary species pop, gives 5x minerals output (100 ~ 1000), or 3x alloys output (100 ~ 1000). If there is only one available district remaining, this instead adds one blocker, 10 devastation, and 3x minerals output (100 ~ 1000). When the situation completes, this process is repeated for any remaining districts, all pops remaining on the planet are resettled to the capital and the planet is turned into a shattered world.

Environmental Deterioration[]

This situation can occur once per game for a 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 Industrialists civic.

There are three stages to this situation: from 0 to 50 has no effect, from 50 to 80 gives −10 stability to the colony, and from 80 to 100 gives −20 stability to the colony. Reaching the third stage prevents switching approaches and fires a narrative event. It also has a 20% chance to set a situation flag which removes the stability penalty from this stage; if the empire has good habitability on Tomb worlds[3], this flag is guaranteed.

There are three approaches for this situation:

  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 10 research monthly upkeep

Reaching 100 terraforms the planet into a Tomb world. If the Take No Action approach is in effect and the situation flag in stage three was not set, the colony gains the Environmental Deterioration modifier, adding −20 stability for 10 years; if this happens, any future colonies terraformed by having a 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 Policies Industrialism policy, with the initial option selected based on the approach in effect when the situation ended.

Infested Star[]

This situation is started by the Consume Star operation nine months after its conclusion. Three months after the operation concludes all capital system colonies gain the  Low Solar Output modifier, which gives −5% energy from jobs and −5% habitability; six months after that, the  Low Solar Output modifier increases to −10% and −5 stability and the situation begins.

This situation starts at 0 and progresses at +3 monthly. Initially, there is only one approach, Search for a Cure, which reduces monthly progress by −1. The first stage lasts until 20 progress, at which point the  Low Solar Output modifier increases to −20% energy from jobs, −20% habitability, and −10 stability. The second stage lasts until 50 progress, then a special project to find the cure is created on the capital star. If the empire has more than 40% higher decryption than the infesting empire at this point, they learn the other's identity. The special project requires a scientist on a science ship and takes 15 months to complete, which means that the situation will progress at least to 80 before a cure can be found.

When the special project is completed, a second approach – Cure the Star – becomes available, which reduces monthly progress by −10, quickly reversing the situation's progress. AI empires who have less than 25% of their empire's pops on the capital world do 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 Ate Our Star total war casus belli against that empire for 20 years.

Plight of the Beta-Universe[]

This situation is a possible outcome of the The Doorway colony event. This situation cannot occur if the empire's homeworld is artificial, an Ecumenopolis, Hive, Machine, or Relic world, or owned by a different empire. After completing the special project, a series of events occurs over a few years, culminating in an attack by a parallel universe version of the empire. After the invading fleet is defeated, the parallel version of the empire asks for help as their universe is collapsing. The player is prompted to choose between studying, plundering, or aiding the "beta" empire; this choice sets the initial approach. Choosing to aide the beta empire at this point locks the player into that approach.

The situation starts at 75 progress and ends when the situation reaches 100, at which point the beta empire is destroyed, or when it goes below 0, at which point the beta empire homeworld is pulled into the player's home system as an owned colony. The situation also ends if the player loses ownership of their homeworld.

The situation progresses at a base of +3. Each year since the situation started adds +1 monthly progress; after 5 years, it adds +10 monthly progress instead. Aiding the beta empire subtracts −7 monthly progress.

There are three approaches for this situation:

  1. Bring <Homeworld>-Beta to our universe: Costs 45 energy and adds −10% research output for the empire.
  2. Observe the decay of the Beta-Universe: Adds Physics Research +40% physics output for the empire.
  3. Plunder <Homeworld>-Beta: Adds +35 alloys, +50 minerals, and +25 energy monthly; also adds +30 food monthly if the empire uses food.

There are four stages and the stituation starts in the third stage. The first time entering any other stage triggers an event. Other than One Last Plea, the approach must be Bring <Homeworld>-Beta to our universe to trigger the event.

Stage Progress Event Gestalt event
I 00-30 Mission: Dimensional Desperate Drones
II 31-74 Crossing the Dimensional Border Offloading Optimization
III 75-95
IV 96-100 One Last Plea
Events
  • One Last Plea – the player can choose to redouble their efforts to save the beta empire, which subtracts −3 more monthly from the situation progress. If the current approach was not Bring <Homeworld>-Beta to our universe, choosing to redouble efforts sets and locks that approach as the only option. Redoubling efforts also increases the effect of Bring <Homeworld>-Beta to our universe to −30% research output for the empire.
  • Crossing the Dimensional Border – gain +15 stability on the homeworld for 5 years and +20 situation progress, gain +5 situation progress, or gain −10 stability and −50% governing ethics attraction on the homeworld for 5 years, not available to Fanatic Egalitarian Egalitarians.
  • Offloading Optimization – gain +20% menial drone resource output and +20 situation progress or gain −5 situation progress.
  • Mission: Dimensional – pay −150 unity, not available with Barbaric Despoilers Barbaric Despoilers or Nihilistic Acquisition, or gain +20 situation progress and +10% unity from jobs on the homeworld and repeat this event in four months; the second time, pay −150 unity, or gain +45 situation progress and increase the unity from jobs to +30%, and repeat this event in four months; every following time, not paying adds +20 situation progress.
  • Desperate Drones – the beta empire attacks with a basic army, three if the offloaded optimization was taken earlier; kill one pop and gain four armies and +20 situation progress, or do nothing and gain +15 situation progress; after defeating the attacking armies, threaten the beta empire or, if the player chose to do nothing, gain −15 situation progress. If the attacking armies occupy the homeworld, remove the offloaded optimization modifier, set the situation approach to Bring <Homeworld>-Beta to our universe, and add +15 situation progress.

If the beta empire's planet is saved, it generally matches the player empire's homeworld at the start of the game, with Ocean Paradise, Life-Seeded, and Post-Apocalyptic each getting their special planet; other origins receive a size 18 planet that matches their original planet type, except for Machine empires, which receive a Tomb World. The beta homeworld has 18 pops of the empire's primary species with the trait Not of this World Not of this World.

Shroudwalker Insight[]

This situation is started by purchasing the Shroudwalker Insight from the Shroud-Touched Coven enclave, targeting an empire selected from the options then. It has a single stage and approach, each with no effects. The base monthly progress is +12.5 and this can be multiplied by ×2 by having either Teachers of the Shroud or Mind over Matter.

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

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

Sign of the Locus[]

+2 With any of −2 With any of

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 is modified by the factors in the table to the right.

While the situation is active, each month there is a 47% chance of triggering a divination event chain. Only one event chain can happen per situation, and each event chain has certain other conditions that must be met for it to begin. If the situation reaches 90 progress before an event chain has begun, the game tries each month to start an event chain, and if the situation completes without any event chain firing, the empire is refunded 1000 energy.

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

  1. All Too Lucid – a random, non-capital colony gains −20% happiness and +25 crime; this can be studied which replaces the modifier with −35 crime and +200% unity from jobs for 10 years, or cracked down on which first replaces the modifier with −20% happiness, −25 crime, and −25 stability, then increases that with −50% unity from jobs, which lasts for 10 years, and also adds the Martial Law modifier for 10 years (same effects as the decision).
  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 12x physics output (250 ~ 100 000) 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 −10 deviancy for 15 years if Gestalt Consciousness, and −5 monthly progress for the situation; further researching adds +5 monthly progress for the situation and gives an option to gain a governor and colony ship, have them depart, or attack
    2. Failing or canceling the special project adds +5 devastation and +30 crime; soon after, a pop dies, another +5 devastation is added, and a choice of waiting it out, spending 800 consumer goods to replace the modifier with +10% pop consumer goods upkeep for two years, or locking down the planet to replace the modifier with −20 crime, −20% resources from jobs, −80% pop growth from immigration, and +1 soldier job for two years, Hive Minds' lockdown costs 15 influence and gives −20 deviancy, −20% resources from jobs, −50% pop growth from immigration, and +1 warrior drone; Machine Intelligences have the same except without the deviancy reduction; finally one to two years later the final event removes all modifiers, if the empire chose to wait it out, all pops on the planet gain Survivor of the Psionic Frontier which gives +30% happiness and −30% amenities usage.
  4. Floating Shell – issues a special project to investigate the shell; completing the project costs Engineering research 1000 engineering research and gives 12x engineering output (250 ~ 100 000) and +25% progress to the next armor tech; soon after another gain 12x engineering output (250 ~ 100 000), then another special project; completing that project costs another Engineering research 1000 engineering research and gives a choice of +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[]

+2 With any of −2 With any of
  • Cooperative diplomatic stance
  • Proactive first contact protocol
  • Three or more envoys improving relations
  • No mutual rivalries
  • Isolationist diplomatic stance
  • Aggressive first contact protocol
  • Three or more envoys harming relations
  • Any mutual rivalries

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 is modified by the factors in the table to the right

While the situation is active, each month there is a 47% chance of triggering a divination event chain. Only one event chain can happen per situation, and each event chain has certain other conditions that must be met for it to begin. If the situation reaches 90 progress before an event chain has begun, the game tries each month to start an event chain, and if the situation completes without any event chain firing, the empire is refunded 1000 energy.

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

  1. Flocks of Cloud – federation joint operation, only for members of Galactic Unions or 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 −10 stability and +10% crime for 2 years, accepting gives the colony +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 +10 opinion with the enclave, accepting them gives an option to spend 500 energy and 50 rare crystals to fashion a "key": refusing to pay adds −10% happiness to the colony, while paying has a equal chance of either +10% happiness and +20 stability or −10% happiness and −20 stability.
  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 +20% happiness, Monthly unity +10% monthly unity, and 140% pacifist attraction to the homeworld.
  9. Wayward Pilgrims – pilgrims ask for aid: spending 2000 food and 50 influence, then 1000 energy and 50 influence adds +10% happiness, Monthly unity +5% monthly unity, and 150% spiritualist attraction to the empire for three years; refusing at any point adds −20 ship tracking to the empire for three years.

Only the A Most Irritating Envoy event chain can be repeated in later situations, all other chains can only occur once.

The Last Gift[]

This situation is triggered by surveying the Fevorian planet revealed by the mid-game resolution of the Fear of the Dark origin. It has three stages, from 0 to 25, from 26 to 80, and from 81 to 100. If the situation reaches 100 progress, the empire's homeworld is destroyed and the pre-FTL partner planet becomes the new capital of the empire. The situation initially progress at +2 per month. When first reaching the second stage, four special projects become available, each taking about a year to complete. For each completed project, the situation's monthly progress is reduced by −0.5. Completing all four ends the situation and saves the empire's homeworld. The situation also ends if the empire does not own its homeworld.

Water Contamination[]

This situation is started by the Voidspawn Parade Opportunity situation. The situation begins at 0 progress and has two approaches:

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

Completing the situation removes the  Voidspawn Contaminant modifier and, if the Voidspawn Parade Opportunity situation is still on-going, increases the unity reward.[4]

Planetary Revolt[]

Planetary Revolt is a situation that takes place on a colony that has at least 10 pops and less than 25 stability for one year unless:

  • The colony changed owners within the last three years; if the colony has the  Stellar Culture Shock modifier, it must have less than 25 stability for five years after the initial three
  • The colony participated in a planetary revolt within the last 15 years

The situation also cannot start on a colony which is occupied or being invaded or bombarded. The situation's potential monthly progress must also be greater than 0.

If at least 5 pops on the planet are slaves with less than 40% happiness, the revolt is termed a slave revolt, which affects which events can be triggered and certain other effects. In addition to the usual methods, a slave revolt can be ended by discontinuing slavery. Gestalt Consciousness empires cannot have slave revolts.

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

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

This situation's monthly progress is dependent on a number of factors, outlined below. In addition, manually resettling pops away from the colony instantly adds +5 progress for each pop resettled.

Progress Increasing factors
+0.2
max +5
Per point of stability below 25
+1 Colony has at least 2 unemployed pops
+1 Colony has more than 60 pops
+1 Any pop on the colony is being assimilated.
+1 Any pop on the colony is being purged with neutering purge.
+2 Any pop on the colony is being purged, except for neutering purge.
+2 Another empire is supporting the revolt
+2 Per other colony in the same system with more than 5 pops and less than 25 stability
+1.5
max +3
Another colony has the  Spreading Turbulence modifier
Progress Decreasing factors
−0.5
max −30
Per point of 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 30 pops and no other colony has the  Spreading Turbulence modifier
−2 Per other colony in the same system with more than 5 pops and more than 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 −10 stability. The effects of each stage happen only the first time that stage is entered.

  • At stage II, the colony gains +100% attraction towards a weighted random ethic[5]; a slave revolt adds 30 devastation instead.
  • At stage III, a weighted random species on the revolting colony is chosen as the "revolting species", and all colonies within 6 hyperlanes of the one starting the situation which have at least 20% of the pops belonging to the revolting species and less than 35 stability gain the  Spreading Turbulence modifier for 10 years, adding −10 stability.
  • At stage IV, the closest eligible empire is asked to support the revolt. Accepting costs 100 influence and adds a decaying −200 opinion with the colony's owner. If the empire refuses, the next closest eligible empire is asked and so on, until an empire accepts or all eligible empires refuse.
  • If the situation completes, the revolting colony that started the situation forms a new empire and takes control of the system as well as every system that has a colony with the  Spreading Turbulence modifier and less than 35 stability. Next, all neighboring systems owned by the original empire without a colony or Bastion starbase are transferred; finally, any system owned by the original empire which borders two or more of the revolting empire's systems is transferred, unless it has a colony or a Bastion starbase. The original empire gains claims on all lost systems and any fleets it has in those systems go MIA.
    • If no empire supported the revolt, the revolting empire gains a large amount of resources and a fleet equal to 80% of its naval capacity. The original empire can decide to start a war as the defender or set a truce with the revolting empire.
    • If an empire supported the revolt, it annexes the revolting empire. If the original empire isn't already at war with the supporting empire, it can decide to start a war as the defender or set a truce with the supporting empire.

While the situation is active, the colony that started it has a ~2.5% chance each month to gain one of the following modifiers; only one of these modifiers can be gained per situation.

Modifiers Effects Duration Description
 Valiant Citizens +33% Governing ethics attraction 10 years Despite high Unrest, Pops on this colony banded together to prevent further violence.
 Terror Victims −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.
 Terror Victims (Severe) −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.

Slave revolts have two different modifiers, with the same monthly ~2.5% chance. Both modifiers can be gained during the same situation, but not within the same year, and not during the first stage of the revolt.

Slave Revolt Modifiers Effects Duration Description
 Hunger Strike −50% Slave pop resource output
−50% Slave Upkeep
5 years It's hard to work when you're doubled over from hunger pangs.
 Slave Riots −1000% Slave pop resource output
−50% Pop growth speed
−50% Army build speed
−50% Planetary build speed
10 years Slave Riots inhibit population growth.

AI-Related Incidents[]

Machine Uprising

The Machine Uprising with the option to switch empires in red

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 decade as long as the following requirements are met:

  • The Mid-Game Start Year has been reached
  • The empire has researched either the Sapient Combat Simulations or Synthetics Synthetics technology
  • The empire does not have the ascension perk The Flesh Is Weak
  • At least 25% or 75 of the empire's pops have the Mechanical Mechanical trait, whichever is less
  • The Policies Artificial Intelligence policy is not set to Citizen Rights
  • The Policies Robotic workers policy is not set to Outlawed
  • The AI-Related Incidents situation hasn't already happened to this empire

The first time it triggers, there is a 33% chance of starting the situation immediately and a 67% chance to get the Computational Overclocking event chain instead. The first event in the chain has two options: a 67% chance to start the situation in 6 to 12 months, or to spend 500 energy and gain the Computational Overclocking empire modifier, which gives +5% research speed. Choosing the second option triggers a follow-up event 1.5 to 3 months later which again has two options: a 67% chance to start the situation in 4.5 to 9 months, or to receive a third event in 1.5 to 3 months, which sets the Computational Overclocking empire modifier to expire in 7 years and has a final 67% chance of starting the situation in 3 to 6 months. If the situation does not begin after the event chain, the next time it triggers, it begins immediately.

Number (max +5) Progress
Per 100 worker robots +0.5
Per 25 specialist robots +0.5
Percentage (max +5) Progress
Per 10% worker robots +0.5
Per 2.5% specialist robots +0.5

When the situation starts, if the player received the Computational Overclocking event and chose to gain the Computational Overclocking empire modifier, the situation starts with 2 progress; if the player received the third Computational Overclocking event, the situation starts with 5 progress instead; otherwise, the situation starts at 0 progress. The situation has a base monthly progress of −2. Setting the Policies Artificial Intelligence policy to Citizen Rights adds −5 monthly progress. Positive monthly progress primarily comes from the number and percentage of Mechanical Mechanical pops in the empire, scaling per robot pop. If the Policies Artificial Intelligence policy is Outlawed, robots in specialist jobs count the same as in worker jobs. In addition, progress is added for each Mechanical Mechanical pop disassembled (+2) or displaced (+1). Changing either the Policies Artificial Intelligence or Policies 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 Policies Robotic Workers policy to Outlawed, which instantly adds +25 progress as noted above. This approach is not available to empires that are Fanatic Materialist Materialist.
  • Grant Robots Citizenship: Changes the Policies Artificial Intelligence policy to Citizen Rights, which adds −5 monthly progress as noted above. This approach is not available to empires that are Fanatic Spiritualist Spiritualist.

The situation has three stages; the first stage has no effect and lasts until 33 progress; the second stage gives −20% robot resource output and lasts until 67 progress; the third and final stage gives −50% robot resource output

While the situation is active, two special projects are available. Completing either special project ends the situation at the cost of 500 energy and 1000 unity.

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

The situation keeps track of "cruelty" points, which increase each time a Mechanical Mechanical pop is purged and also increases or decreases with various events. If the cruelty points go above 20, the situation gains +5 monthly progress. If the situation progresses completely, there is a chance for the machine empire to start with the Determined Exterminator or Driven Assimilator civic that scales with these points. When the situation first starts, the robots ask if they possess souls; answering "no" adds +1 points, while answering "yes" adds −2 points. Empires that are Fanatic Materialist 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 points
Automated Work Process
  • An unoccupied planet has:
    • More than five free housing
    • At least one organic pop
Additional laborers never hurt anybody.
  • +2 Mechanical pops on planet
  • −5% Happiness for 10 years on planet
−1
If they cannot be identified, have them scrapped.
  • +1000 Alloys
  • Progress +5 Situation progress
+1
A Home of Their Own
  • An unoccupied planet has:
Send in the laborers anyway
  • −1 Mechanical pops on planet
  • Progress +5 Situation progress
+1
Why would a robot lie? −10% Monthly unity for 10 years −1
A Silent Congregation Unacceptable. Have them scrapped.

If planet has a Mechanical Mechanical pop

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

If planet has no Mechanical Mechanical pops

As long as they don't cause trouble. −10% Unity from jobs for 10 years on planet −1
Production Quota Surpluses None Excellent. +5% Resources from jobs for 10 years 0
Station Systems Malfunction Any mining station We cannot leave the station unmanned. Mining station is destroyed 0
A tragedy with a silver lining.
  • +3 Energy deposit
  • Progress +5 Situation progress
0
Sensor Array Power Surge Any strategic resource technology Interesting. Strategic resource deposit (any that is already researched) 0

Tears of an AI

Any Researcher researcher Unfortunate. −5% Society research from jobs for 5 years 0
Launch an inquest to determine the cause. −5% Society research from jobs for 5 years 0
Combat Control Misfire Unfortunate. −2 Ships on a fleet 0

If the situation progresses completely, a Machine Uprising takes place. When that happens, a Machine Intelligence empire is created, which takes control of 25% to 75% of the creator empire's systems, scaled by the percentage of Mechanical Mechanical pops in the empire, replaces the Mechanical Mechanical trait with Machine species Machine on the pops that have it, and replaces up to 5 pops with Machine species Machine pops on owned planets. The machine empire has a 23% base chance to have the Driven Assimilator civic, increased by the cruelty score. It also has a ~1% base chance to have the Determined Exterminator civic instead; purging or outlawing robots during the situation or having robots with the Domestic Protocols trait significantly increases the chance of this civic. The cruelty score also increases the chance of this civic being chosen. The Machine Intelligence empire starts a war with the Machine Uprising wargoal against the creator empire. A human player has the option to switch to the rebel empire. The machine empire also gains:

Quest for the Toxic God[]

Quest for the Toxic God is a situation available only to empires with the Knights of the Toxic God origin and begins at the start of the game. Unlike most situations, its progress bar goes from 0 to 1000. There are eight stages, each taking 125 progress; when each stage after the first is reached, a narrative event chain occurs.

There are three approaches for this situation, which each apply an empire-wide modifier. It is possible to change approaches at any time.

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

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

Progress modifiers Progress
Generous Funding approach +0.2
Frugal Funding approach −0.2
Policies 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; 1, 3 or 5 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, −15% happiness, and −50% Knight output)
    3. Spend 1000 energy and 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 5000 energy and 3000 consumer goods to gain the Motivated Knights empire modifier for five years (Monthly unity +10% monthly unity, +10% happiness, and +20% Knight output)
  2. Gain the Demotivated Knights empire modifier for five years ( −20% Knight output)
  3. Abandon the quest and disband the order: gain 15000 energy and 8000 alloys; ends the situation and removes the Order's Keep building and all Order's Desmene districts from the Order's habitat.

If the empire loses ownership of the Knights' Order headquarters habitat, the situation is locked and does not progress until the habitat is regained. If the habitat is destroyed by a World Cracker or shielded by a Global Pacifier, the situation ends.

Quest events[]

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. Several quests give a choice to improve the homeworld by changing one of its special deposits or to increase either the unity or the research production of Knight Knights and the Lord Commander Lord Commander.

The first quest

A banished knight discovers and returns the AI Sinople; Fanatic Materialist Materialists can gain 6x physics output (100 ~ 1000). The final event gives a choice to increase either the unity or research production of Knights and the Lord Commander.

The second quest

A knight searches for their partner who had departed years ago. The final event gives a choice to increase either the unity or research production of Knights and the Lord Commander, or to change the homeworld deposit Pools Most Venomous Pools Most Venomous from Max districts −1 max districts to +10% ship weapons damage (empire) and +10% research from jobs (planet).

The third quest

A visitor comes to the Order's headquarters and sends a knight into the Shroud. The knight is given an offer; accepting gives a choice to add Knight +1 Knight job to the Order's Keep or spend 1000 unity to change the homeworld deposit A Blight Upon the Land A Blight Upon the Land from −1 max districts to +5% citizen pop happiness (empire) and +15% unity from jobs (planet); refusing gives 18x society output (350 ~ 100 000) if the empire has researched Psionic Theory or has Mind over Matter, otherwise it adds Psionic Theory as a research option.

The fourth quest

A stranger defeats three knights in a tournament and yields to a fourth; the three knights seek to follow the stranger afterward and can be prevented or allowed. Preventing them from following adds +5 amenities to Knight Knight jobs and unlocks the Herald Knights option for the Policies Knightly Duties policy; allowing them to follow gives a choice to change the homeworld deposit Pestilential Wasteland Pestilential Wasteland from −1 max districts to +1 max districts and +5% resources from jobs (planet) or to leave with no immediate effect.

The fifth quest

A knight and their squire are sent to explore a distant system; they encounter a robot who asks a riddle, then kills the knight regardless of answer; asking what the question means gives 6x unity output (100 ~ 100 000). The final event gives a choice to increase either the unity or research production of Knights and the Lord Commander, or to change the homeworld deposit Swarms of the Deity Swarms of the Deity from −1 max districts to +20% strike craft attack speed (empire) and +25% food from jobs (planet).

The sixth quest

A knight is sent to explore coordinates and encounters a pilgrim who asks for their protection. Protecting the pilgrim changes the homeworld deposit Envenomed Seas Envenomed Seas from −1 max districts to +1 max districts and +3 Gas Extractor jobs; refusing to protect them adds +1.5% alloys output for the empire per Knight 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 +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 Squires gain +0.25 monthly organic pop assembly and 0.5 alloys upkeep; synthetic empires gain 18x unity output (250 ~ 1 000 000) instead. Agreeing to the seduction gives a choice to steal a device or depart with a kiss; stealing the device increases the research production of Knights and the Lord Commander and unlocks a decision to add the Dimensional Manipulation Device Dimensional Manipulation Device feature to the headquarters habitat; departing with a kiss adds Syamelle's Blessing empire modifier: +15% pop growth speed, Synthetic empires gain instead: +10% citizen pop happiness.

The final quest

A legendary knight from ages past suddenly reappears. Their return can be handled quietly or celebrated by spending 10000 energy to gain the empire modifier Living Legend for 8.3 years: +20% happiness and Monthly unity +20% monthly unity. After speaking to the returned knight, if the player protected the pilgrim in the sixth quest, they gain 24x unity output (350 ~ 1 000 000), then unless the player allowed the knights in the fourth quest to follow and then left, the empire gains the Curse of the Trickster modifier for 2.5 years: −30% happiness and −20% research speed. Finally, the location of the Toxic Entity guardian is revealed, and the situation ends.

Pre-FTL situations[]

These situations are related to pre-FTL empires.

Observation insights[]

Observation insights is a repeating situation that triggers as long as an empire has any observation posts and at least one pre-FTL empire that is not fully aware. Each time the situation reaches 100 progress, the next received observation event grants one of 13 unique insight technologies as a research option.

Source Factor
Fanatic Xenophile Fanatic Xenophile ×2
Xenophile ×1.5
Exploration Protocols ×1.5
Hands Off Approach modifier ×1.25
Non-Interference Act ×1.25

Base progress depends on the number of observation posts active each time the situation starts: each observation post with Passive Observation adds +0.5 monthly progress and each other observation post adds +1 monthly progress; observation posts over fully aware pre-FTL empires add no monthly progress. This base progress does not change if observation posts change their mission or are gained or lost, at least until the situation starts over. Additional factors modify this base amount as in the table on the right. There are three approaches, which can be switched at any time:

  1. Favor Insights – Reduces observation post output by −50% and increases progress by +25%
  2. Collect Insights – No effect
  3. Favor Mission – Increases observation post output by +50% and reduces progress by −25%

Observation events can also add a boost to progress when no insight is available. When the situation completes, it cannot restart until an observation event grants an insight technology. If all insight technologies have been unlocked, gaining a new insight adds a resource modifier to the observation post instead. The situation aborts if the empire has no pre-FTL empires without full awareness in its borders.

The 13 technologies are as follows:

Tech
Cost
Effects
Unusual Senses
Requires Detection Array to unlock
Physics Research 6000 Physics research
New Numbers
Physics Research 6000 Physics research
Trinary Computing
Physics Research 6000 Physics research
Atmospheric Orbital Mechanics
Physics Research 6000 Physics research
  • Available envoys +0.25 Available envoys
  • +5% Resources from orbital stations
  • Upkeep −50% Station upkeep
Predatory Tactics
Requires Basic Cloaking Fields to unlock
Society research 6000 Society research
Satisfying Insults
Society research 6000 Society research
Compact Living
Society research 6000 Society research
Alien Topography
Society research 6000 Society research
Xeno-Aesthetics
Society research 6000 Society research
Lost Building Methods
Engineering research 6000 Engineering research
Supreme Alloy
Engineering research 6000 Engineering research
Ordered Retreat
Engineering research 6000 Engineering research
Temple of Transportation
Requires Hyper Relays Hyper Relays to unlock
Engineering research 6000 Engineering research

New World Order[]

This situation can trigger on a non-gestalt, non-Stone age pre-FTL empire. The situation progresses by +2 each month. There are three approaches, which can be changed at any time.

  1. Watch and Learn
  2. Aid Leader – Costs 25 unity, 50 energy, 50 minerals, and 25 alloys monthly
  3. Aid Rebels – Costs 25 unity, 100 energy, 100 minerals, and 50 alloys monthly

If the empire's Policies Pre-FTL Interference policy is Non-Interference, choosing to aid either side sets the policy to Active Interference.

There are four stages, each taking 25 progress. When each stage is first entered, it triggers one of two events, each event has the same effects and options, just with different flavoring. One option requires the current approach to be aiding either side, with the same effect regardless of side, the other option is always available.

Effects For both options Observe option Aiding option
Stage II event Planet gains +50 devastation Spend 500 energy, 500 minerals, and 200 alloys
Stage III event
  • Planet gains +20 devastation
  • Gain society insight if the target pre-FTL is not fully aware
Gain 12x society output (250 ~ 100 000) Spend 200 influence
Stage IV event
  • Planet gains +20 devastation
  • Gain society insight if the target pre-FTL is not fully aware
Gain 18x society output (350 ~ 100 000) Spend 1000 energy

When the situation completes, one of two outcome events is triggered. The likelihood is increased by selecting to aid either side and increased more by aiding that side in the Stage IV event. Both events have the same basic effect for the observing empire, gain society insight if the target pre-FTL is not fully aware and 24x society output (500 ~ 1 000 000), and a specific effect:

Organic Singularity[]

This situation can trigger on a non-gestalt, not fully aware pre-FTL empire. The situation progresses by a base of +2 each month. There are three approaches, which cannot be changed once selected.

  1. Watch and Learn
  2. Prevent Singularity – Costs 25 unity and Physics Research 25 physics monthly, −1 monthly progress
  3. Promote Singularity – Costs 50 unity and Physics Research 50 physics monthly, +1 monthly progress

If the empire's Policies Pre-FTL Interference policy is Non-Interference, choosing to prevent or promote the singularity sets the policy to Active Interference.

Each month, an event can trigger depending on how much progress has been made and which approach is active. These events can only trigger once

Approach Watch and Learn Prevent Singularity Promote Singularity
15 progress Gain society insight
20 progress Gain society insight
  • Gain society insight
  • +1 monthly progress
40 progress
  • Gain society insight
  • +1 monthly progress
50 progress
  • Gain 12x society output (250 ~ 100 000)
  • The target pre-FTL gains 15 awareness
  • Gain society insight
  • Gain 12x society output (250 ~ 100 000)
  • The target pre-FTL gains 10 awareness
80 progress
  • Gain engineering insight
  • Gain 18x engineering output (350 ~ 100 000)
  • Gain engineering insight
  • Gain 18x engineering output (350 ~ 100 000)
100 progress
  • Gain engineering insight
  • 60%:
    • Gain 18x engineering output (350 ~ 100 000)
    • The target pre-FTL advances one age
    • If the target pre-FTL is in early space age,
      • Becomes FTL empire and takes ownership of system
  • 40%:
    • Gain 24x engineering output (500 ~ 1 000 000)
    • The target pre-FTL shifts towards Fanatic Egalitarian Fanatic Egalitarian
  • Gain engineering insight
  • 90%:
    • Gain 18x engineering output (350 ~ 100 000)
  • 10%: (only if pre-FTL is not fully aware)
    • Starts situation Zoonotic Plague
  • Gain engineering insight
  • Gain 24x engineering output (500 ~ 1 000 000)
  • The target pre-FTL becomes a Hive Mind

Zoonotic Plague[]

This situation can trigger on a non-gestalt, not fully aware pre-FTL empire. The situation progresses by a base of +2 each month. Each month there is chance for one of the pre-FTL empire's pops to die. The first time this happens, an event notifies the player. If this happens when there are 3 or fewer pops left, they all die, the pre-FTL empire is destroyed and the situation ends. There are three approaches, which cannot be changed once selected.

  1. Watch and Learn
  2. Provide Aid – Costs 25 unity, Society research 25 society, and 25 food monthly, −1 monthly progress, reduces chance of pops dying each month
  3. Promote the Disease – Costs 50 unity and Society research 50 society monthly, +1 monthly progress, increases chance of pops dying each month

If the empire's Policies Pre-FTL Interference policy is Non-Interference, choosing to prevent or promote the singularity sets the policy to Active Interference.

There are three stages, 0 to 35, 36 to 70, and 71 to 100. When first entering the second stage one of two events is randomly triggered based on the current approach, and when entering the third stage and on completion, an event is triggered based on that random event or its follow-up.

Approach Stage II Event 1 Stage II Event 2
Watch and Learn Choose:
  • Religious Mania (for any):
    • Gain society insight
    • Gain 12x society output (250 ~ 100 000)
  • True Prophet (only if Fanatic Spiritualist Spiritualist:)
    • Gain Ardent Believers empire modifier:
    • The target pre-FTL gains 15 awareness
Choose:
  • Rise of the Warlords (for any):
    • Gain society insight
    • Gain 12x society output (250 ~ 100 000)
  • Brilliant Banner (only if Fanatic Militarist Militarist, , or :)
    • Gain Ardent Believers empire modifier:
    • The target pre-FTL gains 15 awareness
Provide Aid !
  • Angels of Mercy:
    • Gain society insight
    • Gain 12x society output (250 ~ 100 000)
  • Demonic Invaders:
    • Gain society insight
    • Gain 12x society output (250 ~ 100 000)
Promote the Disease Choose:
  • Rampant Contagion:
    • Gain society insight
    • Gain 12x society output (250 ~ 100 000)
    • Two target pre-FTL pops die
  • Eyes Wide Open:
    • −1000 Energy
    • One target pre-FTL pop dies
  • Survival of the Fittest:
    • Gain society insight
    • Gain 12x society output (250 ~ 100 000)
    • One target pre-FTL pop dies
    • The target pre-FTL species gains Extremely Adaptive
    • The target pre-FTL gains 15 awareness
Stage II event Stage III event
Religious Mania Fervent Belief
  • Gain society insight
  • Gain 12x society output (250 ~ 100 000)
  • Fanatic Spiritualist Spiritualist can gain 12x society output (250 ~ 100 000) instead
Rise of the Warlords Lords of the Battlefield
  • Gain society insight
  • Gain 18x society output (350 ~ 100 000)
Angels of Mercy
  • Gain society insight
  • Choose:
  • Overwhelming Demand
    • −500 Energy
    • Gain 12x society output (250 ~ 100 000)
  • Eyes Wide Open (2)
Demonic Invaders
  • Gain society insight
  • Choose:
  • Power of Faith
    • −500 Energy
    • Gain 18x society output (350 ~ 100 000)
  • Eyes Wide Open (2)
Rampant Contagion Apocalypse Now
Survival of the Fittest Enhanced Immunity
  • Gain society insight
  • Gain 18x society output (350 ~ 100 000)
Eyes Wide Open
  • Ends situation
  • Gain society insight
  • The target pre-FTL gains 100 awareness
All others Event on completion
Stage II/III event Completion event
Apocalypse Now
  • The target pre-FTL is destroyed
Eyes Wide Open (2)
  • Gain society insight
  • The target pre-FTL gains 100 awareness
Fervent Belief Choose:
Lords of the Battlefield Choose:
  • If not Fanatic Militarist Militarist:
    • Gain society insight
    • Gain 24x society output (500 ~ 1 000 000)
  • If Fanatic Militarist Militarist:
    • Gain society insight
    • Gain Justified Ends empire modifier:
Overwhelming Demand
  • Gain society insight
  • Gain 24x society output (500 ~ 1 000 000)
  • Gain Righteous Indignation empire modifier for 3 years:
  • The target pre-FTL gains 100 awareness
Power of Faith
  • Gain society insight
  • Gain 24x society output (500 ~ 1 000 000)
  • The target pre-FTL set to 80 awareness
Enhanced Immunity
  • Gain society insight
  • Gain 24x society output (500 ~ 1 000 000)
  • Choose either empire modifier:
  • Machine Intelligence receive instead:
    • Gain society insight
    • Gain 48x society output (1000 ~ 1 000 000)
True Prophet
  • Remove Ardent Believers empire modifier
  • Gain society insight
  • Gain 18x society output (350 ~ 100 000)
  • Gain Justified Ends empire modifier for 3 years:
  • Gain level 5 Governor with Fervent Believer of target pre-FTL species
  • The target pre-FTL gains 15 awareness
Brilliant Banner
  • Remove Ardent Believers empire modifier
  • Gain society insight
  • Gain 18x society output (350 ~ 100 000)
  • Gain Justified Ends empire modifier for 3 years:
  • Gain level 5 General of target pre-FTL species
  • The target pre-FTL gains 15 awareness

Skrand Sharpbeak situations[]

There are a number of situations related to the paragon, Skrand Sharpbeak.

Under One Rule situations[]

There are a number of situations related to the Under One Rule origin.

References[]

  1. The formula is
  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 Lithoid, Mechanical Mechanical, or Machine species Machine, or has any of Survivor, Cybernetic, Tomb World Preference, or 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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