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== The Revolution ==
== The Revolution ==
=== Introduction ===
{|class="wikitable"
! Description
! Choice
! width="33%"| Effect
|-
!rowspan="3" width="33%" | A small, but growing group of masked revolutionaries has been inciting protests and setting fire to government buildings. In the latest attack, the fire spread to a housing complex where two people were killed. The revolutionaries claim that the deaths were evidence that the state is too incompetent to keep fires from spreading, even though they admit to starting it. Global Effect: -10% Morale for 10 turns
|''Invite the revolutionaries to meet and discuss governmental improvements.''
| Benevolent +5
|-
| ''Denounce the revolutionaries as criminals and task your police to bring them to trial.''
| Pragmatic +5
|-
| ''Invite the revolutionaries to meet, and execute anyone who is fool enough to show up.''
| Malevolent +10
|}
=== Choice 1 route ===
{|class="wikitable"
! Description
! Choice
! width="33%"| Effect
|-
!rowspan="3" width="33%" | Your meetings with the revolutionaries are productive and some new measures come out of the talks. Unfortunately this has also encouraged other radical groups to begin taking violent actions to attempt to get a seat at the table. And their carelessness leads to even more deaths. Global Effect: -10% Growth for 10 turns
|''Allow everyone to speak directly with leaders so their ideas can be considered.''
| Benevolent stat check, -5% Social Construction for 25 turns
|-
| ''End this cycle. Come down hard on the radical groups and make it clear this is not the way to get leverage.''
| Military stat check
|-
| ''This was a mistake, jail them all, starting with the revolutionaries you just met with.''
|
|}
==== Result ====
{|class="wikitable"
! width="5%"| Choice
! width="5%"| Outcome
! Effect
|-
| Benevolent
| Success
| Your government becomes a model on how to value your citizens. One leader in particular becomes renown for his compassion, sincerity and insight. Unlocked new Crisis Manager
|-
| Benevolent
| Failure
| Giving in to violent radical groups has caused legitimate groups to be ignored. Many good ideas get lost and some peaceful organizations turn violent in an attempt to get moved to the front of the line. Where citizens used to write petitions, they now light fires. Global Effect: -10% Approval for 25 turns
|-
| Military
| Success
| Your military comes down hard on the revolutionaries. They are quickly rounded up and their assets seized, providing a nice bonus for governmental coffers. +350 Credits
|-
| Military
| Failure
| The radical groups aren't easily put down. A raid on a shipyard gains them control of a few military ships which they use to start attacking civilian vessels.
|-
| 3
|
| The whiplash of supporting the revolutionaries to jailing them causes confusion among your citizens. Riots break out across your empire. But it will pass in time. Global Effect: -50% Morale for 5 turns
|}
=== Choice 2 route ===
{|class="wikitable"
! Description
! Choice
! width="33%"| Effect
|-
!rowspan="3" width="33%" | Despite the efforts of your police, the revolutionaries' attacks become more frequent and more aggressive. The few that are caught have no knowledge of the larger organization, and the leaders remain active and at large. Many claim that your Police Commissioner is either incompetent, or complicit in his dealing with the revolutionaries. Global Effect: -10% Morale for 10 turns
|''Increase the Commissioner's budget. He needs more resources to be successful.''
| Benevolent stat check, -10% Income for 10 turns
|-
| ''Have the Commissioner discreetly tracked to find out if these rumors are true.''
| Pragmatic stat check
|-
| ''The police have failed. Imprison the Commissioner and have the military take over the operation.''
|
|}
==== Result ====
{|class="wikitable"
! width="5%"| Choice
! width="5%"| Outcome
! Effect
|-
| Benevolent
| Success
| The additional resources pay off. Your police put an end to the revolutionaries attacks and use the additional budget to roll out public safety measures across our worlds. Global Effect: +10% Reistance
|-
| Benevolent
| Failure
| Weeks go by, and still no significant progress is made toward stopping the revolutionaries. For your citizens its more evidence for how ineffective your governments has become. Global Effect: -10% Morale for 10 turns
|-
| Pragmatic
| Success
| Outside of watching some questionable reality streams, your Police Commissioner seems to be a typical citizen. It isn't until nearly a week later that he buys a transport ticket he doesn't use and heads into the nearby warehouse instead. That is where your agents catch him and all the revolutionary leaders planning their next attack. Your citizens applaud your success as the attacks end. Global Effect: +10% Morale for 25 turns
|-
| Pragmatic
| Failure
| Your agents follow the Commissioner, but outside of watching some questionable reality streams, he appears to be a typical citizen. But the Commissioner must have noticed he was being followed because he disappears. Meanwhile the revolutionaries attacks intensify. For your citizens it's more evidence for how ineffective your government has become. Global Effect: -10% Morale for 25 turns
|-
| 3
|
| Military action ends the revolutionaries attacks, but your citizens question the heavy handed response. Either way there is no doubt that pulling the military for police actions steals time form their normal duties and may make our planets less safe against external threats. Global Effect: -10% Resistance
|}
=== Choice 3 route ===
{|class="wikitable"
! Description
! Choice
! width="33%"| Effect
|-
!rowspan="3" width="33%" | The revolutionaries that show up for your meeting are publicly executed. Your police adopt equally draconian measures and soon friends and family members are reporting on each other in an attempt to avoid your "justice". You are about to launch an inquisition to gather all the suspects when your Police Commissioner comes forward, reveals himself as the leader of the revolutionaries, and offers himself if you will show mercy to the revolutionary members.
|''Accept the Commissioners deal. The revolution is broken, show leniency to his followers.''
| Benevolent stat check
|-
| ''No deal. Each man is responsible for his own actions, and will be judged for what they have done.''
| Pragmatic stat check
|-
| ''No deal. Capture and execute the Commissioner, his followers, and a good number of those suspected of following him just to be sure.''
| Malevolent stat check
|}
==== Result ====
{|class="wikitable"
! width="5%"| Choice
! width="5%"| Outcome
! Effect
|-
| Benevolent
| Success
| The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. Graffiti artists paint his image on government buildings and his story reaches other civilizations. In some places it is so popular that it is the only thing they know about us. Global Effect: +25% Influence for 25 turns
|-
| Benevolent
| Failure
| The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. His example encourages them to resist, violently if need be. Graffiti of his image is often left after an attack and used as an image to unite those that stand against you. Global Effect: -10% Approval for 25 turns
|-
| Pragmatic
| Success
| With the traitorous Commissioner out of the way your police begin to round up revolutionaries. They are quickly rounded up and their assets seized. Providing a nice bonus for the governmental coffers. +600 Credits
|-
| Pragmatic
| Failure
| With the traitorous Commissioner out of the way your police begin to round up revolutionaries. But the revolutionaries do not give up easily. As a last attempt to strike back they place bombs in our factories, crippling production. But their fight is short lived as your police finally gather up the last of them. Global Effect: -25% Social Construction for 10 turns
|-
| Malevolent
| Success
| The revolution is put down violently. Even those suspected of complicity are jailed or executed. You have heard rumors that your citizens are unhappy with the way this was settled. But none of them will say it to your face. +30 Malevolent
|-
| Malevolent
| Failure
| Capturing and executing so many revolutionaries, and those suspected of being revolutionaries causes more citizens to join their cause. Together they capture a shipyard and declare that they will defend themselves with force if need be. This is now a military action.
|}


== Rogue General ==
== Rogue General ==

Revision as of 19:52, 2 May 2018

Crises are special events introduced with the Intrigue expansion. Unlike other events they have multiple stages and can result in failure if specific conditions aren't met.

Apophis

Brain Trust

Brain Parasites

The Revolution

Introduction

Description Choice Effect
A small, but growing group of masked revolutionaries has been inciting protests and setting fire to government buildings. In the latest attack, the fire spread to a housing complex where two people were killed. The revolutionaries claim that the deaths were evidence that the state is too incompetent to keep fires from spreading, even though they admit to starting it. Global Effect: -10% Morale for 10 turns Invite the revolutionaries to meet and discuss governmental improvements. Benevolent +5
Denounce the revolutionaries as criminals and task your police to bring them to trial. Pragmatic +5
Invite the revolutionaries to meet, and execute anyone who is fool enough to show up. Malevolent +10

Choice 1 route

Description Choice Effect
Your meetings with the revolutionaries are productive and some new measures come out of the talks. Unfortunately this has also encouraged other radical groups to begin taking violent actions to attempt to get a seat at the table. And their carelessness leads to even more deaths. Global Effect: -10% Growth for 10 turns Allow everyone to speak directly with leaders so their ideas can be considered. Benevolent stat check, -5% Social Construction for 25 turns
End this cycle. Come down hard on the radical groups and make it clear this is not the way to get leverage. Military stat check
This was a mistake, jail them all, starting with the revolutionaries you just met with.

Result

Choice Outcome Effect
Benevolent Success Your government becomes a model on how to value your citizens. One leader in particular becomes renown for his compassion, sincerity and insight. Unlocked new Crisis Manager
Benevolent Failure Giving in to violent radical groups has caused legitimate groups to be ignored. Many good ideas get lost and some peaceful organizations turn violent in an attempt to get moved to the front of the line. Where citizens used to write petitions, they now light fires. Global Effect: -10% Approval for 25 turns
Military Success Your military comes down hard on the revolutionaries. They are quickly rounded up and their assets seized, providing a nice bonus for governmental coffers. +350 Credits
Military Failure The radical groups aren't easily put down. A raid on a shipyard gains them control of a few military ships which they use to start attacking civilian vessels.
3 The whiplash of supporting the revolutionaries to jailing them causes confusion among your citizens. Riots break out across your empire. But it will pass in time. Global Effect: -50% Morale for 5 turns

Choice 2 route

Description Choice Effect
Despite the efforts of your police, the revolutionaries' attacks become more frequent and more aggressive. The few that are caught have no knowledge of the larger organization, and the leaders remain active and at large. Many claim that your Police Commissioner is either incompetent, or complicit in his dealing with the revolutionaries. Global Effect: -10% Morale for 10 turns Increase the Commissioner's budget. He needs more resources to be successful. Benevolent stat check, -10% Income for 10 turns
Have the Commissioner discreetly tracked to find out if these rumors are true. Pragmatic stat check
The police have failed. Imprison the Commissioner and have the military take over the operation.

Result

Choice Outcome Effect
Benevolent Success The additional resources pay off. Your police put an end to the revolutionaries attacks and use the additional budget to roll out public safety measures across our worlds. Global Effect: +10% Reistance
Benevolent Failure Weeks go by, and still no significant progress is made toward stopping the revolutionaries. For your citizens its more evidence for how ineffective your governments has become. Global Effect: -10% Morale for 10 turns
Pragmatic Success Outside of watching some questionable reality streams, your Police Commissioner seems to be a typical citizen. It isn't until nearly a week later that he buys a transport ticket he doesn't use and heads into the nearby warehouse instead. That is where your agents catch him and all the revolutionary leaders planning their next attack. Your citizens applaud your success as the attacks end. Global Effect: +10% Morale for 25 turns
Pragmatic Failure Your agents follow the Commissioner, but outside of watching some questionable reality streams, he appears to be a typical citizen. But the Commissioner must have noticed he was being followed because he disappears. Meanwhile the revolutionaries attacks intensify. For your citizens it's more evidence for how ineffective your government has become. Global Effect: -10% Morale for 25 turns
3 Military action ends the revolutionaries attacks, but your citizens question the heavy handed response. Either way there is no doubt that pulling the military for police actions steals time form their normal duties and may make our planets less safe against external threats. Global Effect: -10% Resistance

Choice 3 route

Description Choice Effect
The revolutionaries that show up for your meeting are publicly executed. Your police adopt equally draconian measures and soon friends and family members are reporting on each other in an attempt to avoid your "justice". You are about to launch an inquisition to gather all the suspects when your Police Commissioner comes forward, reveals himself as the leader of the revolutionaries, and offers himself if you will show mercy to the revolutionary members. Accept the Commissioners deal. The revolution is broken, show leniency to his followers. Benevolent stat check
No deal. Each man is responsible for his own actions, and will be judged for what they have done. Pragmatic stat check
No deal. Capture and execute the Commissioner, his followers, and a good number of those suspected of following him just to be sure. Malevolent stat check

Result

Choice Outcome Effect
Benevolent Success The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. Graffiti artists paint his image on government buildings and his story reaches other civilizations. In some places it is so popular that it is the only thing they know about us. Global Effect: +25% Influence for 25 turns
Benevolent Failure The revolutionaries attacks end. But the sacrifice of your Commissioner makes him a martyr among radical groups. His example encourages them to resist, violently if need be. Graffiti of his image is often left after an attack and used as an image to unite those that stand against you. Global Effect: -10% Approval for 25 turns
Pragmatic Success With the traitorous Commissioner out of the way your police begin to round up revolutionaries. They are quickly rounded up and their assets seized. Providing a nice bonus for the governmental coffers. +600 Credits
Pragmatic Failure With the traitorous Commissioner out of the way your police begin to round up revolutionaries. But the revolutionaries do not give up easily. As a last attempt to strike back they place bombs in our factories, crippling production. But their fight is short lived as your police finally gather up the last of them. Global Effect: -25% Social Construction for 10 turns
Malevolent Success The revolution is put down violently. Even those suspected of complicity are jailed or executed. You have heard rumors that your citizens are unhappy with the way this was settled. But none of them will say it to your face. +30 Malevolent
Malevolent Failure Capturing and executing so many revolutionaries, and those suspected of being revolutionaries causes more citizens to join their cause. Together they capture a shipyard and declare that they will defend themselves with force if need be. This is now a military action.

Rogue General

Secession

The Simulation

Introduction

Description Choice Effect
Our researchers have come to a startling conclusion, that the entire galaxy is simply a simulation. Every solar system, planet, and citizen is merely a computer process and our entire existence is not reality. Attempt to contact the being that is controlling this simulation. Benevolent +5
To avoid panic, hide this information from the public. Pragmatic +5
Find the limits of the simulation, and exploit them. Malevolent +5

Choice 1 route

Description Choice Effect
Your scientists have developed a massive transmitter than attempts to vibrate the universe at a quantum level. They say that the vibration is large enough that it should be noticed by outside observers, and probably won't destroy reality. What do we want our message to be? "Please give us a new world, a paradise to inhabit." Benevolent stat check
"Why are we here?" Pragmatic stat check
"Prove to us that you exist!" Malevolent stat check

Result

Choice Outcome Effect
Benevolent Success Your scientists broadcast your message, "Please give us a new world, a paradise to inhabit." There is no immediate reply and you begin to wonder if anyone heard your message, or if there was anyone to hear it. Then your scientists notice an uninhabited planet in a solar system you control. Though all recording and measurements claim it has always been there, no one recalls having noticed it before. Apparently your message did get through.
Benevolent Failure Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted and collapse to more primal forms, water, radioactive air and dull grey ash. {PLANETNAME} Destroyed
Pragmatic Success Your scientists broadcast your message, "Why are we here?" You have your answer almost immediatly as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, able to travel to the very edge of the known universe, maybe even beyond. Your citizens take to calling the ship, Messenger. Free "Messenger" Ship
Pragmatic Failure Your scientists turn on the transmitter to beam its message from {PLANETNAME}. For a heartbeat a million dimensions can be seen overlapping each other, most burning or only cold emptiness. The atoms of every mountain, building and citizen of {PLANETNAME}, including those of the transmitter itself are shifted and collapse to more primal forms, water, radioactive air and dull grey ash. {PLANETNAME} Destroyed
Malevolent Success Your scientists broadcast your message, "Prove to us that you exist!" You have your answer almost immediately as a brief portal opens to another dimension, world or reality. Through it comes a ship unlike anything you have seen before, an incredible warship able to conquer civilizations on its own. The answer seems to be clear, whatever answered you from beyond this reality has clear intentions for you: conquest. Free "Retribution" Ship
Malevolent Failure Your scientists broadcast your message, "Prove to us that you exist!" You receive your answer almost immediately. Apparently someone is listening, and they either hate you or they have a dark sense of humor. Your response is a series of meteors that shower down on {PLANETNAME} killing millions. At least now you have your proof. Population halved on {PLANETNAME}

Choice 2 route

Description Choice Effect
Your citizens continue to live their lives, oblivious to the simulation they are a part of. Meanwhile your scientists have begun to create a simulation of their own, one that contains its own worlds and virtual citizens. Make this simulation a paradise for the simulated citizens living in it. Benevolent stat check
Release the simulation as a game for your citizens to enjoy. Science stat check
Use this simulation to practice military techniques Military stat check

Result

Choice Outcome Effect
Benevolent Success Despite your best efforts you cannot remove suffering entirely from your simulation. Unless every experience is the same, some are always better, and some are worse. There is always to joy and pain. Your philosophers consider this lesson carefully. +20 Benevolent, +20 Pragmatic, +20 Malevolent
Benevolent Failure In every simulation, no matter how perfect, the simulated citizens become depressed and depraved. Violence and apathy seem the outcome of every experiment and the only ultimate conclusion of life. Your scientists are deeply disturbed by these results. Global Effect: -25% Research for 10 turns
Science Success Your game continues to grow and attract fans throughout the galaxy, becoming so popular that many ignore their daily lives to play. Global Effect: -10% Production, +25% Influence for 50 turns
Science Failure Despite the long hours and the hard work of your passionate designers, developers and artists your game doesn't become the massive blockbuster you hoped for. Instead you make about as much on the game as you spent developing it. Welcome to the gaming industry.
Military Success The military simulation displays clearly how military models of the last decade, and even those of the past few years are woefully out of date. Military strategy and capability is changing so quickly commanders training is nearly useless by the time they graduate. Fortunately our simulation allows us to adapt our strategy with each new development, and become more effective on the battlefield. Global Effect: Permanent +10% Soldiering and Resistence
Military Failure The military simulation was going well, until containment failed and it took over one of our manufacturing facilities. By the time we stopped it it had already created a fleet of very aggressive warships.

Choice 3 route

Description Choice Effect
Your scientists theorize that time is constant only as we experience it. From the perspective of the simulation it runs in bursts. They speculate that if they can isolate an area in 'real-time' they can cheat the simulation and take advantage of moments where the rest of galaxy is inactive. Isolate our research computers so that they can continue to process outside local time. Science stat check
Create a field large enough to contain an entire ship, one that is unhindered by time. Military stat check
We risk damaging the galaxy itself with these efforts. Put a stop to them.

Result

Choice Outcome Effect
Science Success Isolating the research computers from local time was successful and capable of performing years of research in seconds. Until the day we saw dark shapes moving within the containment field. They were shaped like Thalans. But when we opened the containment field they were gone, as well as our equipment. Though we cannot continue our experiments, at least we have the research we gained while it was running. Finish Current Research
Science Failure Your scientists prepare a chamber to isolate their computer from local time. But their calculations are incorrect. When the field is switched on the computers and a large part of their lab disappear entirely, lost in some other reality. Perhaps someday in the future they will reappear. Until then a large amount of their research has been lost. Global Effect: -50% Research for 10 turns
Military Success Other civilizations have noticed your new warship. They believe that by ignoring the laws of physics you risk damaging the galaxy itself. Global Effect: -2 Diplomacy. Free "Timeless" ship.
Military Failure You scientists successfully manage to put a time field around a warship, allowing it to move at incredible speed. While they are still toasting their success your military displays its incompetance by underestimating the ships speed and pilot it right into a moon, destroying it in its first flight. Both your military and your scientists fall into screaming matches blaming each other for the tragedy. Global Effect: -25% Research and Military Construction for 10 turns
3 Your ministers are impressed that you put the needs of the galaxy above your own. This inspires them to follow your example in their dealings with other factions. Global Effect: +2 Diplomacy

Space Monster