Crises

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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

Description Choice Effect
A 370 meter diameter asteroid is heading toward one of our planets. Our scientists predict that impact with the asteroid will be an extinction level event for the planet. Amateur astronomers have begun tracking the asteroid and the media is causing a panic by reporting on the upcoming apocalypse. Focus production on building colony ships so that we can help citizens flee the planet. Benevolent +5, -50% All Construction for 10 turns
Despite the protests of our scientists, attempt to land a team on the asteroid to detonate it. Pragmatic +10
Build a prototype ship powerful and fast enough to intercept the asteroid and destroy it. Malevolent +5, -50% All Construction for 10 turns

Choice 1 route

Description Choice Effect
We were able to build a colony ship in time. But not nearly enough for everyone to escape. Riots are breaking out as people fight to be included on the ship. How will we determine who will escape, and who will be left behind? No citizen deserves life more than any other. Hold a random lottery to determine who goes. Benevolent stat check, -5% Social Construction for 25 turns
Send in our military to maintain control and evacuate our best citizens. Military stat check
Keep the colony ship for ourselves. We might need it to repopulate the planet after the asteroid hits.

Result

Choice Outcome Effect
Benevolent Success Each day more lottery winners are announced. Though your citizens understand that most will die they focus on the few that will live and manage to get the lottery winners to their colony ship safely. The memory of their sacrifice and compassion in the face of death is a story that is told across the universe. Global Effect: +25% Influence for 50 turns, free Colony ship, Destroy {PLANETNAME}
Benevolent Failure Each day, more lottery winners are announced. As the asteroid grows closer, when everyone can see the glowing tear of the asteroid in the night sky, society begins to crumble. It is all out rioting as the colony ship prepares to lift off. Citizens overwhelm the launch platforms and cling helplessly to the departing ship. They damage the colony ship so badly that it crashes shortly after takeoff, killing everyone on board. In the end, no one escapes {PLANETNAME}. Destroy {PLANETNAME}
Military Success Violent murders sweep {PLANETNAME} as citizens target those they feel will be given priority in an attempt to improve their own odds of being included. Thousands of scientists, inventors and entrepreneurs are killed before the military steps in to quarantine those selected to escape. When the colony ship takes off it represents our highest potential. Global Effect: +25% Research for 25 turns, free Colony ship, Destroy {PLANETNAME}
Military Failure Your military fails. Some are corrupt and accept bribes, others weak and overwhelmed by mobs overcome by fear and desperation. By the end, no one escapes {PLANETNAME}. Destroy {PLANETNAME}
3 Your colony ship watches as the asteroid strikes {PLANETNAME}. The only people more stunned by your decision to have a method of escape standing by and not use it than the now vaporized citizens of {PLANETNAME}, are the poor wretches you have gathered to fill the colony ship to repopulate the still burning and radioactive planet. Global Effect: +20 Malevolent, free Colony ship, Destroy {PLANETNAME}

Choice 2 route

Description Choice Effect
Despite considerable risk and almost impossible odds, your rescue team successfully landed on the oncoming asteroid and managed to detonate their explosives. Now we have five smaller asteroids hurtling toward {PLANETNAME}. We are still doomed. Start a cult worshipping the asteroid as a religious event. It may help keep people calm. Diplomacy stat check
That's a great start. Send up five rescue teams, one for each remaining asteroid. Science stat check
Begin asking other civilizations to provide relief for what is about to occur.

Result

Choice Outcome Effect
Diplomacy Success Surprisingly, the cult picks up a massive following across many worlds. The galaxy watches as the asteroid strikes {PLANETNAME} as if it was a holy event. Though cataclysmic to life on {PLANETNAME}, many revere the ruined world as sacred, and the story of the asteroid strike becomes legendary across the galaxy. Unlocked new Crisis Manager, {PLANETNAME} is Destroyed
Diplomacy Failure Surprisingly, the cult picks up a massive following across many worlds. Unfortunately they become a little to zealous about the massive amount of death that the asteroid caused, and they seek to follow its example by killing people on your worlds. Global Effect: -10% Growth for 50 turns, {PLANETNAME} is Destroyed
Science Success The entire galaxy is stunned when your rescue teams each successfully manage to detonate each of the asteroid chunks into small enough pieces that they won't do significant damage to {PLANETNAME}. The outcome was so unlikely that other civilizations believe that it is just propaganda you created to support your space program. But the citizens of {PLANETNAME} know it is true, and they will never forget you. Permanent +25% Morale on {PLANETNAME}
Science Failure This may have been the worst plan ever attempted. Two of the rescue teams missed their asteroid chunks entirely. One blew itself up with the explosives and the last two were still on the asteroid attempting to set charges when it collided with {PLANETNAME}. But at least everyone was kept so busy with the ludicrous plan that they didn't have much time to worry about their impending doom. {PLANETNAME} is Destroyed
3 As the asteroid strikes {PLANETNAME} other civilizations offer their sympathy. Unfortunately they offer little else. Global Effect: +2 Diplomacy, {PLANETNAME} is Destroyed

Choice 3 route

Description Choice Effect
Despite our best efforts production of the prototype ship designed to intercept the asteroid has fallen behind schedule. We will need to launch without all of our systems fully tested. What system should we focus on? Weapons, we will need to disintegrate the asteroid, not just fracture it into smaller pieces. Military stat check
Engines, if we can't catch the asteroid, nothing else matters. Science stat check
Shields, let's ram the asteroid at full speed and try to knock it off course.

Result

Choice Outcome Effect
Military Success Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren't enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update the asteroid is little more than dust and Goliath flies through the debris with little damage. Goliath is ready for its next mission. {PLANETNAME} is saved. Free Goliath Ship
Military Failure Your prototype ship, codenamed Goliath, launches to intercept the oncoming asteroid. Deep in space the galaxy watches as what is little more than a massive laser cannon with an engine strapped to it closes in on the asteroid. Your scientists set Goliath to fly into the asteroid, reasoning that if the weapons aren't enough, maybe the impact with the ship will help. When they finally grow close enough Goliath fires and for a heartbeat the galaxy waits to find out the result. When the sensors update they show that the asteroid hasn't suffered any significant damage. It crashed into Goliath first, and then {PLANETNAME}. There are no survivors. {PLANETNAME} is Destroyed
Science Success Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. Finally the sensors update and show that the asteroids trajectory has been changed and will no longer strike {PLANETNAME}. Your citizens cheer as Archangel detaches and awaits its next mission. Free Archangel Ship
Science Failure Your prototype ship, codenamed Archangel, launches to intercept the oncoming asteroid. The galaxy watches as it closes to weapons range, and the weapons fail to fire. Your scientists panic and then come up with a desperate plan. Archangel lands on the asteroid, and after firmly rooting itself puts its considerable engines on full force. The galaxy waits for long quiet minutes to see any result. When the sensors update the truth becomes clear. Archangel didn't have enough power to change the asteroids path. It is still attached to it when the asteroid strikes {PLANETNAME}. {PLANETNAME} is Destroyed
3 Your plan is successful and the asteroid is knocked off course when our prototype ship crashes into it. The ships pilots sacrificed their lives to save {PLANETNAME}. Across your worlds citizens cheer your success. Global Effect: +25% Morale for 25 turns

Brain Trust

Brain Parasites

The Revolution

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

Description Choice Effect
Millions of citizens have joined the Aspire Collective, a group of privately owned starbases designed to be homes to generations of their inhabitants. Now the Aspire Collective is declaring sovereignty, arguing that traditional laws grant sovereignty based on land ownership, and as they exist entirely in space, those laws do not apply to them. Our advisors counter that we control the space their starbases are in, and that siphoning off so many of our best citizens will weaken us and set a dangerous precedent. Allow them to have their independence. Benevolent +5, -10% Growth for 25 turns
They can be independent, but must provide tribute for existing within our borders. Pragmatic +5, +10% Income
They belong to the state, send in soldiers to make sure they understand this. Malevolent +5

Choice 1 route

Description Choice Effect
Reports of violent internal fighting have been coming from the Aspire Collective. Pirates are rumored to be trading at the base, and scarce resources have caused many to question their decision to leave our empire. Some campaign for reunification and have asked us to support their cause, though Aspire treats this as treason. Provide an ambassador and medical aid to those that support us. Benevolent +5, -50 Credits, Diplomacy stat check
This situation will not be settled peacefully. Provide weapons to those that support us. Malevolent +5, Malevolent stat check
Stay out of their internal politics, it is no longer our concern.</

Result

Choice Outcome Effect
Diplomacy Success Our ambassador stands with those protesting for reunification. He is beaten and arrested by Aspire police. When he is released he is warned to return to our worlds or he will be killed. Instead, he remains on the Aspire starbase. He speaks to the media and tells them when Aspire wanted freedom it was given to them. But when their people want to be heard, Aspire responded with violence. His story inspires the citizens of the starbase, and when Aspire leadership orders him killed, Aspire soldiers refuse to follow the command. Aspire leadership is overthrown and the starbase asks to rejoin our empire. Our ambassador becomes renown for his compassion and determination. Free Starbase, Unlocked new Crisis Manager
Diplomacy Failure Despite our support, those campaigning to rejoin us are arrested for treason. Many comment that we freely allowed our citizens to join Aspire, but Aspire jailed those same citizens when they spoke about coming back. Despite our benevolence, Aspire is falling into authoritarian control and citizens are still leaving our worlds to join them. Pirate Starbase spawned
Malevolent Success The conflict on Aspire's starbases turns violent and citizens are killed on both sides. With your weapons, the supporters of reunification manage to take the starbase. But not before Aspire military captures some star ships to escape in. Pirate Ships spawned, Free Starbase
Malevolent Failure The conflict on Aspire's starbases turns violent and citizens are killed on both sides. Though outnumbered, supporters of reunification do manage to capture a star ship and escape. But the starbase remains, and continues to draw citizens from nearby worlds. Pirate Starbase spawned, Free Frigate ship
3 Those campaigning to rejoin our empire are violently put down. Though we opted to allow them to go their own way, the pirates were not as ambivalent and now openly trade on Aspire starbases and raid nearby colonies. Pirate Starbase spawned, Pirate Ships spawned

Choice 2 route

Description Choice Effect
For a time our arrangement with the Aspire Collective went well. They provide a regular stipend and kept to themselves. But now their citizens are complaining about the lack of resources and blaming the stipend for making it impossible for them to provide for their own citizens. Now they have missed payment, and it doesn't look like they will be able to make payments anytime soon. The stipend is too high. Lower it to what they can afford. Benevolent +5
Remove the stipend and have Aspire take government contracts instead. Pragmatic +5, Pragmatic stat check
Claim assets, by force, to make up for their debt. Malevolent +5, Military stat check

Result

Choice Outcome Effect
1 Though the complaints of a high stipend continue, the reduction in the amount has allowed Aspire to balance their books and begin providing services to their citizens. For now, they are stable and able to continue paying us. And they continue to recruit citizens from nearby worlds. Income Starbase spawned
Pragmatic Success We begin funnelling small manufacturing jobs to Aspire, which they gladly do at cost in return for remaining within our borders. This improves the efficiency and production of all nearby shipyards and worlds. Manufacturing Starbase spawned
Pragmatic Failure We begin funnelling small manufacturing jobs to Aspire, which they do at cost in return for remaining in our borders. Though this does improve our manufacturing productivity substantially, many question the inferior parts that Aspire provides and worry that using them on our military ships may lead to issues down the road. Manufacturing Starbase spawned, -10% Ship Hit Points for 100 turns
Military Success Aspire briefly attempts to stop our military from claiming the debt they owe us, but they are quickly put down. There is little they can do as our soldiers walk out with with enough cargo to repay their debt. Though they are good on their debt for now, they will not forget what we have done and will be problematic in the future. Pirate Starbase spawned, +300 Credits
Military Failure Aspire attempts to defend itself by firing on one of our ships, destroying it. They have delusions of grandeur, and will need to be put down. Pirate Starbase spawned

Choice 3 route

Description Choice Effect
Your soldiers maintain control for a few weeks. But a sudden uprising catches them off guard by newly armed Aspire troops. Before your soldiers can react, they are jailed. Now Aspire threatens that it won't release them until you agree to Aspire's sovereignty. Grant them independence in return for releasing the soldiers. Benevolent +5
Send an ambassador to reason with Aspire leadership. Diplomacy stat check
Launch a team to board the starbase and recover the imprisoned soldiers by force. Military stat check

Result

Choice Outcome Effect
1 Aspire releases the soldiers without incident and celebrate their independence. The news media is flooded with interviews with Aspire leaders looking victorious and talking about how they stood up to our empire, and forced us to back down. Cartoons of you grovelling to babies, pigeons and bowls of pudding become popular. This leads to more of our citizens emigrating from our worlds to join Aspire. Pirate Starbase spawned, -10% Morale for 25 turns
Diplomacy Success Our ambassador offers only one option to Aspire leadership, release the held soldiers or no further talks will be held. He argues that until that is done, Aspire has declared war and the only response to that action will be military. It takes a few days before Aspire leadership comes around, but they do release our soldiers and real talks begin. In working closely with them, our ambassador works out a deal where they may remain as long as they purchase goods from nearby worlds. Aspire agrees and your ambassador is celebrated for his firm stance and negotiation skills. Income Starbase spawned, Unlocked new Crisis Manager
Diplomacy Failure Days of talks go nowhere. Aspire leadership threatens to send one of our captured soldiers out of an airlock unless we give into their demands. Our ambassador stands firm and they follow through on their threat. We quickly recall our ambassador, one of our soldiers is dead. This is no longer a diplomatic matter. Pirate Starbase spawned, -25% Morale for 25 turns
Military Success Our general was embarrassed that our soldiers were caught off guard. He makes up for it now. Ships attach to every docking port and heavily armored soldiers begin flooding into the starbase while a heavy warship floats above their shipyard waiting for movement. There are a few shots fired, but no casualties as your soldiers quickly overwhelm and capture the starbase. As our general walks onto the starbase, Aspire leaders are arrested. The starbase is fully under our control. Free Starbase, Unlocked new Crisis Manager
Military Failure Our military was embarrassed that their soldiers were caught off guard. They make up for it now. Ships attach to a docking port and heavily armored soldiers begin flooding into the starbase. There are a few shots fired, and a few casualties but your soldiers overwhelm and capture the starbase. But not before Aspire leaders escape in ships and flee. Free Starbase, Pirate ships spawned

The Simulation

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