Diplomacy Events

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 Events triggered when discovering opposing factions, prolonged war, and influence changes.

Smuggler's Hideout Treasure


Smuggler's Hideout Treasure

Our flagship has stumbled upon an abandoned smuggler's hideout, brimming with a treasure trove of riches. The smuggler is nowhere to be seen. We now face a moral dilemma: should we seize this unexpected bounty or respect the unwritten rules of ownership?

Choice Outcome
Claim the Treasure

Taking the treasure could significantly boost our resources, providing a much-needed advantage. However, this action might attract unwanted attention and could tarnish our reputation among other factions.

  • +500 Credits
  • Anger Pirates
Leave the Treasure Untouched

Respecting the principle of ownership, we choose to leave the treasure untouched. This may uphold our moral and ethical standards, but we miss out on a potentially significant opportunity to enhance our resources.

Smuggler's Revenge


Smuggler's Revenge

The smuggler, whose treasure we previously encountered, has returned to seek revenge. Enraged by our actions, they have launched a surprise attack against us with a fleet os ships in our territory. We must prepare to face the consequences of our earlier decision.

Choice Outcome
Defend Against the Attack

It's time to face the smuggler's wrath. We must deploy our defenses and repel their attack. This encounter serves as a harsh reminder that our actions, even in the depths of space, can have unexpected and dangerous repercussions.

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +1 Gunboat
  • +1 Battleship

New Shield Technology Discovered


New Shield Technology Discovered

Our flagship has recovered the schematics of a groundbreaking shield technology. This new component, when equipped, promises to add an additional layer of shields to every ship in our fleet, capable of absorbing the first hit from any attack.Of course, it begs the question, who made this?

Choice Outcome
We will keep this ship component in mind for future ship designs.

Implementing this technology will provide our fleet with a significant defensive advantage. While it may not withstand sustained assaults, this additional shielding could be the difference in surviving initial enemy strikes, giving us a critical edge in battle.It will be available in the ship designer.

Encounter with the Sleeper Ship


Encounter with the Sleeper Ship

Our flagship has encountered a mysterious sleeper ship drifting through space. Its chambers are filled with alien passengers in cryogenic slumber, on a course set for the deep core of the galaxy. The origin and purpose of their journey remain unknown.

Choice Outcome
Allow the Ship to Continue Its Journey

Respecting the sleeper ship's voyage, we choose to let it continue on its path to the galaxy's core. This decision upholds the sanctity of their mission, whatever it may be, but leaves us with unanswered questions about their origins and destination.

Terminate the Passengers and Salvage the Ship

Choosing to terminate the alien passengers for the sake of salvaging any advanced technology on the sleeper ship is a drastic and morally questionable decision. While it may yield technological gains, it comes with the heavy burden of ending countless alien lives.

  • +30 Research Amount
  • Murdered Sleepers
Awaken the Passengers and Initiate Contact

Waking up the alien passengers to initiate contact could provide valuable insights into their culture and technology. However, this decision carries risks, as their reaction to being awakened prematurely and confronted by an unknown species is unpredictable. You gain a colony ship

  • Awards a colony ship with a Slyne colonist.

Discovery of AI Planetary Monitor Plans


Discovery of AI Planetary Monitor Plans

Your flagship has come across ancient plans for a semi-sentient AI designed to monitor and reduce crime on planets.

Choice Outcome
Implement the AI Planetary Monitor to reduce crime on a selected planet.

By implementing these AI plans, we can significantly reduce crime rates, leading to a safer and more productive colony.

Sell the plans for a substantial amount of credits.
  • +436 Credits
Extract resources from the discovery instead of using the plans.
  • +6 Elerium
  • +8 Precursor Nanites

Discovery of Core Tap Plans


Discovery of Core Tap Plans

Our fleet has uncovered abandoned plans and a unique power source for a Core Tap, a device capable of harnessing the energy of a planet's core. This find presents us with several lucrative options.

Choice Outcome
Secure the plans.

Using the plans and power source, we can build a Core Tap on our core worlds, greatly enhancing our production capabilities. This advanced technology could give us a significant advantage but may also carry unknown risks.

  • Unlocks the Core Tap Improvement
  • +2 Precursor Nanites
Sell the Plans and Power Source

By selling the plans and power source, we could make a substantial profit immediately. This option provides a financial boost but forfeits the opportunity to potentially revolutionize our energy infrastructure.

  • +372 Credits
Extract Resources from the Power Source

Extracting the raw resources from the unique power source could yield valuable materials for our current projects, offering an immediate practical benefit but losing the potential of the Core Tap technology.

  • +5 Precursor Nanites

Ancient Library Satellite Discovered


Ancient Library Satellite Discovered

Our flagship has stumbled upon a derelict satellite, an ancient library filled with unknown knowledge. Its origins and contents are a mystery, and it presents a unique opportunity to uncover lost secrets or technological advancements.

Choice Outcome
Conduct a Detailed Study

By choosing to study the satellite, we can unlock ancient knowledge and giving us an immediate research boost.

  • +30 Research Amount
Sell the Satellite for Immediate Benefits

Opting to sell the satellite will bring us much needed hard currency.

  • +261 Credits
Extract the resources from the satellite
  • +4 Precursor Nanites

Proposed Ceasefire Agreement


In the shadow of our looming victory, we magnanimously offer you a ceasefire. You will deliver to us a rich bounty of resources and permit a temporary occupation of your capital world. A small price, I assure you, for the luxury of peace under our watchful gaze.

Choice Outcome
Accept the Ceasefire

Agree to the ceasefire terms. This will cost us resources that will be transferred to them and we must endure a military occupation, which could lead to unrest among our citizens.

  • -20% Approval
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
  • -25 Durantium
  • -25 Promethion
Reject the Ceasefire

Refuse the offer and continue the war.

Proposed Ceasefire Agreement


In the shadow of our looming victory, we magnanimously offer you a ceasefire. You will deliver to us a rich bounty of resources and permit a temporary occupation of your capital world. A small price, I assure you, for the luxury of peace under our watchful gaze.

Choice Outcome
Accept the Ceasefire

Agree to the ceasefire terms. This will cost us resources that will be transferred to them and we must endure a military occupation, which could lead to unrest among our citizens.

  • -50% Colony Gross Income
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
Reject the Ceasefire

Refuse the offer and continue the war.

Ultimatum for Survival


Your existence hangs by a thread. As a species of machines, we are not attached to the petty angers and emotions of organics. Therefore, we offer a ceasefire. In return, half of your income for the next year will be redirected to us. Compliance will halt the war, sparing what remains of your civilization. A weighty tribute, yet trivial against the cost of your annihilation.

Choice Outcome
Accept the Terms

Yield to their demands. Half of our colony income will be transferred to them, buying the fragile semblance of peace and our immediate survival, albeit at a profound economic sacrifice.

  • -50% Colony Gross Income
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
We will see you in hell, robot.

Reject their terms and prepare for the repercussions. Our integrity is intact, but we face the looming threat of total obliteration."

Divine Intervention Offer


In our infinite compassion, we offer you a path to salvation. The cosmos seeks balance, and your survival requires sacrifice. In exchange for our benevolent ceasefire, we request half of your income and a tribute of Harmony Crystals for the next year. This is not just a demand; it is a spiritual cleansing for your civilization, a chance to harmonize with the universe.

Choice Outcome
Humble your self for peace

Accept their terms, offering a portion of our wealth and Harmony Crystals. Though it strains our resources, it promises a transcendent peace and spares us from further conflict."

  • -50% Colony Gross Income
  • -5 Harmony Crystals
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
Forget it.

Refuse their veiled threats and stand against their so-called spiritual guidance. Our freedom remains ours, but the specter of war continues to loom.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +1000 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +500 Credits
  • +5 Artocarpus Viriles
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +400 Credits
  • +5 Nanobots
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +300 Credits
  • +10 Modules
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +300 Credits
  • Grants the Harmony Beacon artifact.
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +30 Modules
  • +500 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +1200 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +50 Thulium
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +10 Helios Ore
  • +10 Techapod Hive
  • +10 Ultra Spice
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +500 Diplomatic Capital
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +600 Credits
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

Request for Ceasefire


In a humbling realization, we now realize that we wrong to declare war on you. We were mistaken in our aggression and wish to halt this senseless war. In seeking your forgiveness, we ask for a ceasefire and the chance to rectify our wrongs.

Choice Outcome
Accept a Ceasefire

Grant them the ceasefire they seek. Credits or resources will be given to us and taken from them.

  • +10 Precursor Nanites
  • +10 Elerium
  • +10 Antimatter
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
The war will continue.

Their admission of fault and some credits does not erase the cost of war.

A Plea for Ceasefire


We know we are no match for your military power. Will you accept tribute to end this war?

Choice Outcome
Agree to Ceasefire

We accept their plea with money and resources being given to us and removed from them.

  • +1 Harmony Crystals
  • +250 Credits
  • +5 Promethion
  • +8 Diplomacy to {PLAYERFACTION:1} for 12 Turns
Decline their Offer

The Exile


We are exiling Mors Ven from our empire. We believe he is a black market trader and information dealer. However, we are unable to prove it and he is well-liked by our citizens.If something happened to his shuttle while it was within your borders, that would be a fortunate accident.

Choice Outcome
We can make sure that happens.

+3 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Nihilism
  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We can make the accident happen, for a fee.
  • +1 Ideology Collectivism
  • +500 Credits
We need talented men, recruit Mors Ven.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +1 Unassigned Leader Mors Ven

Technology Exchange


Our heroic explorers have come across a Precursor artifact left behind by the so-called Arnor. We are not able to make sense of it. It was suggested to us that you might be able to figure it out. We are willing to let you look at it provided that you share what you discover with us.

Choice Outcome
Accept the exchange knowing that it will benefit them more.

By accepting the technology exchange, we gain +25 research units. However, they gained much more.

  • +1 Ideology Collectivism
  • +2 Diplomacy to {PLAYERFACTION:1} for 30 Turns
  • +25 Research Amount
  • +50 Research Amount
Agree to look at the artifact and then 'accidentally' destroy it.

Your team will look at the artifact and suffer an acute case of butter fingers. -3 Relations with the {PLAYERFACTION:1} for 20 months. +25 Research for you.

  • +1 Ideology Individualism
  • -3 Diplomacy to {PLAYERFACTION:1} for 25 Turns
  • +25 Research Amount
We are too busy for this.

By declining the technology exchange and isolating ourselves, we may strain diplomatic relations but can focus on our own path. -1 Relations with the {PLAYERFACTION:1} for 20 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 20 Turns

Space Creature Migration


A massive migration of strange space creatures are migrating through our territory. They are creating havoc in their wake. There is a great deal of political pressure on us to eliminate these creatures but we have heard you have a fondness for these kinds of things.

Choice Outcome
Protect the creatures

We will protect the space creatures and ensure their safe passage, earning the goodwill of other compassionate factions.

  • +1 Ideology Pacifism
  • +3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
I have a better idea, we'll slaughter these creatures and extract new knowledge from them.

These creatures won't suffer too much. Probably.

  • +100 Credits
  • +1 Ideology Nihilism

Alternate Energy Source


Our civilization has recently discovered an alternate energy source, which we believe will revolutionize our industries. However, the energy source requires Elerium, a rare resource in our territory. We are requesting your help to develop this energy source. In return, we will share the benefits with your civilization.

Choice Outcome
Provide Elerium for research even if we have to borrow some.

+1 Relations with the {PLAYERFACTION:1} for 50 months.

  • -1 Elerium
  • +2% Max Manufacturing
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We'd totally love to help with this project but we don't want to..

-1 Relations with the {PLAYERFACTION:1} for 25 months.

  • +5 Prestige
  • -1 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Refugees of disaster


Our home planet is suffering from a devastating natural disaster. Thousands of our people have been displaced and are seeking refuge. We ask for your assistance in this desperate time. Will you accept these refugees and help them find a new home?

Choice Outcome
Accept the refugees.

+1 to relations..

  • +1 Ideology Pacifism
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
I have a better idea. We will pick them up and put them to work as slaves.

Sell them off to one of your people for 300 credits. -2 Relations with the {PLAYERFACTION:1} for 50 months

  • +300 Credits
  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Disputed Territory


Our territory contains a disputed region rich in resources. Unfortunately, a rival political faction on our world is also claiming it as their own. We are open to negotiation, but we need your support. If you back our claim, we will share the resources with you. However, if you remain neutral, we may not be able to maintain a friendly relationship.

Choice Outcome
Support their claim and share the resources hoping that the rival faction never gains power.

+1 Relations with the {PLAYERFACTION:1} for 75 turns.

  • +1 Ideology Pacifism
  • +1 Diplomacy to {PLAYERFACTION:1} for 75 Turns
  • +2 Ultra Spice
Remain neutral and let them handle the dispute.

-2 Relations with the {PLAYERFACTION:1} for 25 months

  • +1 Ideology Individualism
  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Damaged Trade Ship


One of our freighters from homeworld has been damaged by an ion storm leaving it stranded in deep space near your territory. We would like some assistance.

Choice Outcome
Send assistance to the stranded ship.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Trade Licenses Max
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Seize the opportunity to tax their cargo.

+300 credits and -2 Relations with the {PLAYERFACTION:1} for 50 months

  • +300 Credits
  • -2 Diplomacy to {PLAYERFACTION:1} for 50 Turns

The Dreadlord Artifact


Our explorers have discovered an ancient artifact of unknown origin. Some believe it holds the key to unlocking advanced technology, while others argue that it is a relic of our ancestors and should be preserved.What should we do with this artifact?

Choice Outcome
Take the artifact and activate it.

Unknown but -1 Relations with the {PLAYERFACTION:1} for 50 months

  • +100 Ascension Points
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Create a joint task force to study the artifact.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +100 Diplomatic Capital
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Failed Colonization Effort


Some of our people have decided to try to colonize worlds without our sanction. Their ship failed and the passengers are dead and the ship has drifted near your space. We ask that you recover the ship for us. You can keep what you find on the ship.

Choice Outcome
Find and return the ship keeping the vast supply of goodies you find on the ship.

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +2% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
I think we'll just take the ship and the items on board.

-1 Relations with the {PLAYERFACTION:1} for 50 months.

  • +100 Credits
  • +2% Approval
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Enemy of the state


One of our esteemed generals has dared to stage a coup against me! We have successfully thwarted his treacherous plans, but he has managed to evade our forces and has taken refuge on your homeworld. It is of the utmost importance that you cooperate in delivering this traitor back to us.

Choice Outcome
We will find and deliver the traitor

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +1 Ideology Totalitarianism
  • +1 Diplomacy to {PLAYERFACTION:1} for 25 Turns
This really isn't our problem. He can do what he wants..

We irritate {PLAYERFACTION:1} and the fugitive's actions are a pain for awhile. But his antics result in a comedy show.

  • +1 Ideology Pacifism
  • -5 Control
  • +2% Approval

Invasive Species


We are getting reports of destruction due to pests that originated from your homeworld that are now on our world from imports. We demand you pay us 500 credits to cover the cost of repairing the environment.

Choice Outcome
Compensate for the damages.

Pay them what they want. We give them a Monsantium Deposit and we lose one.

  • -500 Credits
  • -1 Monsatium Deposit
Not our problem.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +10 Control
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Cultural Invasion


The relentless tide of your people's music and culture has inundated our worlds, permeating every corner of our society. Vibrant melodies and infectious rhythms echo through our streets, distracting our citizens and disrupting the harmony of our way of life. The colorful tapestry of your traditions and customs entwines with our own, threatening to unravel the very fabric of our civilization. We demand that you intervene and quell the storm.

Choice Outcome
Impose strict cultural regulations.

We spend money and control but improve relations with the {PLAYERFACTION:1}.

  • -100 Credits
  • +1 Diplomacy to {PLAYERFACTION:1} for 120 Turns
  • -10 Control
Promote cultural exchange whereby we actively promote their culture with our people.

Promote cultural exchange whereby we actively promote their culture with our people. This will lower our influence generation..

  • +1500 Diplomatic Capital
  • -10% Influence Per Turn
We'll license our music to native performers.

We improve people's moods on both sides.

  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +2% Approval

Cultural Exchange Festival


We have a proposal for you. In the interest of peace we would like to hold a Cultural Exchange Festival. The art, music, and traditions from both civilizations might promote understanding and unity.

Choice Outcome
Agree to the Festival

We have decided to promote the event, expecting an influx of tourists and a boost in cultural appreciation. However, we will have to spend some control to manage the diverse crowd.

  • +0.1 Tourism
  • -20 Control
Decline the Proposal

We have decided against the cultural festival. We prioritize our internal peace and stability. This decision, however, may not sit well with the {PLAYERFACTIONLONG:1}.

  • -2 Diplomacy to {PLAYERFACTION:1} for 24 Turns

The Pilgrimage Proposal


Our people are very spiritual. There are areas within your sphere of influence that our people believe connect them to the ancient Mithilar. Would you allow them to pass through your territory? We would appreciate it.

Choice Outcome
Allow the Pilgrimage.

Recognizing the spiritual significance and respecting their traditions, we have granted them permission for the pilgrimage. It will cost some control to ensure their safety.

  • -10 Control
  • +1 Diplomacy to {PLAYERFACTION:1} for 24 Turns
No. I don't think so.

The last thing we need are a bunch of alien spies traveling through our space.

  • -1 Diplomacy to {PLAYERFACTION:1} for 48 Turns

The Ghastly Request


We, the {PLAYERFACTIONLONG:1}, are approaching a significant period in our lifecycle — our sacred mating ritual.For the ritual's success, we require sentients to feast upon. We would like you to provide these sentients. You can gather them from your prisons if that helps you justify it. But its importance to our kind cannot be overstated. Will you offer this gesture of goodwill?

Choice Outcome
Fine. Round up some criminals to feed to them.

The choice will surely cause unrest among our people. But it will improve relations at least. For now.

  • -5% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 20 Turns
Absolutely not.

They will be unhappy with this choice but our people will still respect you just as little tomorrow..

  • -2 Diplomacy to {PLAYERFACTION:1} for 20 Turns

The Bloody Proposal


We, the {PLAYERFACTIONLONG:1}, have a long-standing tradition of games that test the true capabilities of one's physique and mental prowess. For warm up, your weak species would be well advised to provide some specimens for our warriors to practice on.

Choice Outcome
Only if I get to watch.

Our people will likely be horrified by this decision, but it may prevent further conflict with the cruel {PLAYERFACTIONLONG:1}.

  • -6% Approval
  • +2 Diplomacy to {PLAYERFACTION:1} for 25 Turns
Refuse their vile proposal

While our people will be relieved, this might further sour our relations with them.

  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Deepwater Festival


The {PLAYERFACTIONLONG:1} cordially invites your people to join our Deepwater Festival, a celebration of our amphibious heritage. We request some of your best swimmers to experience the depth of our oceans. It's a unique, once-in-a-lifetime opportunity. But, we must admit, it comes with some risks. Will you accept?

Choice Outcome
We will send volunteers.

It's an opportunity for cultural exchange but also some risk if any of our swimmers die.

  • -2% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 30 Turns
This is too dangerous for us to participate in.

Even though we have some people who would jump at the chance to participate, the scandal if something went wrong would be a disaster.

  • -2 Diplomacy to {PLAYERFACTION:1} for 30 Turns

Deep Water


Our people, the {PLAYERFACTIONLONG:1}, have a profound connection to water. We wish to explore the depths of your oceans, study its inhabitants, and understand its mysteries.We assure you, our intentions are purely scientific. Would you permit us?

Choice Outcome
This sounds great.

It's a step towards interstellar cooperation, but our coastal communities are particularly wary.

  • -3% Approval
  • +1 Diplomacy to {PLAYERFACTION:1} for 30 Turns
No. Our worlds are not open for this.

We value our autonomy and the sentiments of our people. The seas remain ours alone.

  • -1 Diplomacy to {PLAYERFACTION:1} for 30 Turns

The Way


As you know, the {PLAYERFACTIONLONG:1} have been enlightened by The Way. We wish to bring you salvation by setting up shrines on your planets, teaching your people of our sacred beliefs. Embrace The Way and allow us to guide you to the true path. Do you accept?

Choice Outcome
Very well. Set up your shrines.

This will reduce our cultural influence growth for a time.

  • -10% Influence Per Turn
  • +1 Diplomacy to {PLAYERFACTION:1} for 25 Turns
Our people are not interested.

They may not take this rejection lightly, but our influence remains undiminished.

  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Dream Spies


We've been watching you. We know your people have been infiltrating the dreams of the {PLAYERFACTIONLONG:1}. We're not crazy. We demand 10 units of Antimatter to build a device to shield our minds from your prying.

Choice Outcome
You can have the Antimatter but I doubt it will help.

While the claims are baseless, this might be the way to keep the peace.

  • -10 Antimatter
  • +1 Diplomacy to {PLAYERFACTION:1} for 20 Turns
If you have to say you're not crazy...

They might be furious, but we won't be bullied based on delusions.

  • -2 Diplomacy to {PLAYERFACTION:1} for 25 Turns

Weapons of War


We, the {PLAYERFACTIONLONG:1}, have come across some... extra military hardware. We thought you might be interested. These arms will significantly bolster your weapons capabilities. However, remember, such deals remain between us. Do we have an agreement?

Choice Outcome
Better weapons on our ships? Yes. Yes please.

These weapons will help but they will lower our overall diplomatic ability.

  • +1 Beam Attack
  • -1 Diplomacy
We must pass on this.

We are not in the habit of installing strange weapons from foreign governments.

  • -1 Diplomacy to {PLAYERFACTION:1} for 20 Turns

Special Offer


We, the {PLAYERFACTIONLONG:1}, have a limited time offer for you. A rare Harmony Crystal, known to enhance the wellbeing and productivity of colonies or something. All we ask for in return is a modest sum.

Choice Outcome
Take the deal

We can use this.

  • +1 Harmony Crystals
  • -100 Credits
We can't afford it right now.

Perhaps another time, when our coffers are more abundant.

Persuasion Workshop


Our traders have honed the art of persuasion through countless dealings across the galaxy. For a fee we'd be willing to share some of these trade secrets with you. This knowledge could greatly benefit your future negotiations. Interested?

Choice Outcome
Invest in the workshop

The art of persuasion is a valuable skill. We accept. We can use persuassion when trading to get better deals.

  • +10 Persuasion
  • -150 Credits
Decline the offer

We will rely on our own methods of negotiation.

Crystal Resonance


The {PLAYERFACTION:1} have come to you with a proposal. We can detect harmonics that are beyond your imagination. We are willing to share knowledge on how to detect these harmonics which should aid your science but in return we want access to some of your worlds that have unique crystalline formations.

Choice Outcome
Grant access.

The ancient knowledge of the universe is invaluable. We accept.

  • +50 Research Amount
  • -2% Approval
No thank you.

Our resources are for our own use. We cannot grant access. This may insult them.

  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Refugees


{PLAYERFACTION:1} refugees have fled into our borders and requested asylum. They claim they have been the victims of economic oppression that made them little more than slaves.The {PLAYERFACTION:1} have demanded their return. They make no comment about the refugees' claims, only stating that it is none of our concern.

Choice Outcome
Grant the refugees asylum.

Gain a Colony Ship-3 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Pacifism
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • Awards a colony ship with a Iridium colonist.
Return the refugees to the {PLAYERFACTION:1}.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +2 Ideology Traditionalism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
Stay out of it.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Collectivism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

Borderworld Crime


Pirates, smugglers and worse plague this sector.We are making a concerted effort to rid ourselves of these vermin, but our efforts are limited if they can simply escape into your borders.We need your efforts as well, for both of our interests.

Choice Outcome
I will allocate resources to stopping them.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Traditionalism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -200 Credits
I will allocate resources to stopping them. (lie)

+1 Relations with the {PLAYERFACTION:1} for 50 months

  • +4 Ideology Nihilism
  • +1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We have more pressing concerns.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Progressivism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +0.03 Crime

Culture Wars


Our citizens have become enamored of your trinkets and entertainment, leading to a new generation being born on our worlds with your ridiculous names.A few temporary restrictions will help bring order, and won't have significant impact on your long-term efforts.

Choice Outcome
We will accept limited restrictions for our common good.

+2 Relations with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Traditionalism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -10% Influence Per Turn
No changes will be made.

-1 Relations with the {PLAYERFACTION:1} for 50 months

  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns
We plan on giving your citizens more of what they want.

-3 Relations with the {PLAYERFACTION:1} for 50 months

  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -300 Credits

Illegal Cloning


Illegal Cloning

We have discovered an illegal cloning experiment on {PLANETNAME} that will, in short order, greatly increase our population.However, the DNA was taken from citizens without their permission.What are your orders?

Choice Outcome
Return the DNA to its owners and let them decide.
  • +3 Ideology Pacifism
  • +10% Approval
Promote the scientist behind these experiments.

A new Leader joins us

  • +3 Ideology Progressivism
  • +1 Unassigned Leader
  • -25% Approval
These clones have no rights. Hatch them immediately.

+2 Free Clone citizens

  • +3 Ideology Totalitarianism
  • Awards a Colonist
  • Awards a Colonist
  • -10% Approval

The Ysengard


The Ysengard

We have captured the famed mercenary Mirazu Ysen. Our people cry for justice in response to his history of theft and banditry. But he might be better put to another use.What are your orders?

Choice Outcome
Imprison the mercenary, he will pay for his crimes.
  • +3 Ideology Pacifism
  • +25% Approval
Rebuild his ship if he agrees to join you.

Unlock the Ysengard ship

  • Unlock Ysengard Ship
We could use someone like him in our government.

A new Leader joins us

  • +3 Ideology Egalitarianism
  • +1 Unassigned Leader Mirazu Ysen Race_ Altarian

Precursor Probe


Precursor Probe

We have uncovered a Precursor probe orbiting {PLANETNAME}. We are not sure why it was sent here or how long it has been here, but the technology is advanced.What are your orders?

Choice Outcome
Let's study this and see what we can learn.
  • +3 Ideology Progressivism
  • +1 Sensor Power
Repair the Probe and see what it does.

Unlock the Stargazer ship

  • +3 Ideology Progressivism
  • Unlock Stargazer Ship
Sell the Probe to the highest bidder.
  • +3 Ideology Egalitarianism
  • +500 Credits

Precursor Artifact


Precursor Artifact

We have come across an ancient artifact near {PLANETNAME}, believed to have come from an ancient Precursor civilization. Upon activating it, it has evaluated our status and offered to aid us.What are your orders?

Choice Outcome
Rebuild it as a ship.

Unlock the Nail ship in your shipyard

  • +3 Ideology Progressivism
  • Unlock Nail Ship
Convert it into an army of synthetic citizens.

Gain a Yor colonist

  • +3 Ideology Egalitarianism
  • Awards a Yor Colonist
Study the artifact.
  • +3 Ideology Progressivism
  • +1 Technology

The Interview


The Interview

During an interview, you are asked what you feel your citizens need to succeed in a time when we are exploring the galaxy and encountering alien species.What would you like to promote?

Choice Outcome
Cunning.

This will make additional event choices available later.

  • +15 Deception
  • Deception
  • +10 Culture Points
Understanding.

This will improve our persuassion technique during trade negotiations.

  • +5 Ideology Egalitarianism
  • +10 Persuasion
  • Understanding
Strength.

This will let us get more when we use our intimidation technique during trade negotiations.

  • +5 Intimidation
  • Intimidation

Abandoned Device


Abandoned Device

We have come across an ancient terraforming device near {PLANETNAME}. Upon activating, it tells us that there was once a great war between the crafters and a powerful enemy. This device was left to help protect future civilizations from predation in the event they lost.It offers us three options.

Choice Outcome
Use it to improve the world's biomes.
  • +3 Ideology Pacifism
  • +1 Fertility
Use it to produce raw minerals in the planet's crust.
  • +3 Ideology Progressivism
  • +1 Minerals
Use it to fabricate rare resources.
  • +3 Ideology Egalitarianism
  • +1 Wealth

Precursor Relic


Precursor Relic

Near {PLANETNAME} we have discovered an ancient recording device that appears to have been drifting for centuries. The technology is delicate, but incredibly advanced.What are your orders?

Choice Outcome
Let's use its recordings to make our world a center of influence.
  • +3 Ideology Individualism
  • +1 Persuasion
  • +500 Influence
Use it to help us increase our planet's development.

Finish current construction project

  • +3 Ideology Progressivism
  • Finish Nearest Planet Project|-
Weaponize it into a ship.

Gain a Gunboat

  • +3 Ideology Totalitarianism
  • +1 Intimidation
  • +1 Gunboat

Mysterious Outpost


Mysterious Outpost

We discovered a hidden outpost occupied by a single alien. He claims that he was sent to observe us, and that he has peaceful intentions.What are your orders?

Choice Outcome
Convert the outpost to a colony.

Gain Class 5 planet

  • +3 Ideology Pacifism
  • Spawn Planet Near Us|-
Invite the alien to join our government.

Gain a Diplomat

  • +3 Ideology Egalitarianism
  • +1 Persuasion
  • +1 Unassigned Leader Gibble Lynn Race_ Navigators
Force the alien to tell us everything he knows.
  • +3 Ideology Nihilism
  • +1 Intimidation
  • +50 Research

Message


Message

Our people would like to send a beacon out into the universe, a message to the other starfaring races we will one day meet.What would you like this message to be?

Choice Outcome
Send a message of peace and hope.
  • +3 Ideology Traditionalism
  • +3 Persuasion
  • +1 Diplomacy
  • -0.1 Soldiering
It is a waste of time. Put the resources toward more practical measures.
  • +3 Ideology Progressivism
  • +100 Credits
Send a message telling them to prepare for their eventual enslavement.
  • +3 Ideology Nihilism
  • +1 Intimidation
  • -1 Diplomacy
  • +0.1 Soldiering

Famine


Famine

A blight has affected {PLANETNAME}. Your administrators warn that there won't be enough food for all of your citizens. The wealthy have already begun stockpiling food, and the desperate have begun raiding those stockpiles.What are your orders?

Choice Outcome
Share with the less fortunate. We will suffer together.
  • +3 Ideology Pacifism
  • -50% Growth
  • -50% Colony Gross Income
Distribute the goods to our leaders. We will need their strength to survive.
  • +5 Ideology Totalitarianism
  • +5 Loyalty
  • -50% Growth
  • -10% Approval
Stage a war among our people. Let them turn on each other.

Deception check: {STATCHANCE}% chance of success

  • +5 Ideology Nihilism
  • +1 Deception

Performs a Deception stat check

Famine - Success


Famine - Success

Just as you hoped, the citizens on {PLANETNAME} have turned on each other. None of them blame you for the famine.

Choice Outcome
Done
  • +1 Deception
  • +25% Approval

Famine - Fail


Famine - Fail

You plan backfires and your citizens blame you for the famine.

Choice Outcome
Done
  • -10% Approval
  • -25% Growth
  • -25% Colony Gross Income

New Generation


New Generation

A new generation has been born on {PLANETNAME}, the first that are likely to live and die on distant worlds.How should we best prepare them for their future?

Choice Outcome
Our military always needs new recruits.

Gain a Soldier citizen

  • +3 Ideology Totalitarianism
  • Awards a Defender
Our most brilliant thinkers will lead us forward.

Gain a Scientist citizen

  • +3 Ideology Progressivism
  • Awards a Scientist
Allow them to pursue their dreams, we need more artists.

Gain an Entertainer citizen

  • +3 Ideology Individualism
  • Awards a Celebrity

The Legacy


The Legacy

We have discovered the remnants of one of our first space vessels. Evidence of a time when we stepped nervously beyond {PLANETNAME}.What should we do with this piece of history?

Choice Outcome
Put it in a museum so it may inspire future generations.
  • +3 Ideology Traditionalism
  • +5% Research
There is no value in nostalgia, scrap it for parts.
  • +3 Ideology Nihilism
  • +250 Credits
Put it back into service.

Free Probe

  • +3 Ideology Egalitarianism
  • +1 Probe

The Cult


The Cult

A new cult has begun to grow in number on {PLANETNAME}. The cult has grown wealthy by convincing rich members to make substantial donations.The followers believe that we were given life by an alien species, and they predict that these creators will soon return to lead us.What are your orders?

Choice Outcome
They offer a unique insight, invite their leader to join us.

Gain a Leader

  • +3 Ideology Individualism
  • +1 Unassigned Leader
Tax them, heavily.
  • +3 Ideology Totalitarianism
  • +5% Colony Gross Income
Unique voices should be protected, not constrained.

Gain two free Citizens

  • +3 Ideology Collectivism
  • Awards a Citizen
  • Awards a Citizen

The Protest


The Protest

A group has begun to protest the resources that are being spent exploring the galaxy. They argue that those resources are better spent improving the lives of those on {PLANETNAME}.What are your orders?

Choice Outcome
Allow them to present their opinions before the budget committee.
  • +3 Ideology Egalitarianism
  • -5% Max Manufacturing
  • +3% Approval
They can protest, but arrest anyone who goes beyond that.
  • +3 Ideology Totalitarianism
If they want to improve the planet, put them to work doing exactly that.
  • +3 Ideology Nihilism
  • +1 Intimidation
  • +5% Manufacturing

Biographer


Biographer

A biographer is interviewing you so that he can write a book about your rise to power. He asks what motivated you to lead the drive from your homeworld and into the unknown reaches of space.

Choice Outcome
We have achieved greatness, and now it is our responsibility to share that with the galaxy.
  • +3 Ideology Pacifism
  • +1 Culture Points
  • Pacificism
We have only seen a tiny fraction of what the universe offers. So much more awaits.
  • +3 Ideology Progressivism
  • +1 Culture Points
  • Explorer
I am seeking new worlds to conquer.
  • +3 Ideology Totalitarianism
  • +1 Culture Points
  • Conquerer

The Museum


The Museum

A museum is opening a display about your life. They would like to know what you feel your greatest accomplishment has been.

Choice Outcome
I alone have done nothing. Together, we have done everything.
  • +3 Ideology Collectivism
  • +3 Culture Points
My greatest accomplishment is yet to come.
  • +3 Ideology Progressivism
  • +3 Culture Points
The graves of my enemies.
  • +3 Ideology Nihilism
  • +3 Intimidation
  • +3 Culture Points

Dig Deep


Dig Deep

Economic advisors on {PLANETNAME} discovered rare resources under the planet's most fertile region. They want permission to excavate the land to reach these resources.They promise to set up a small exhibit for all the species they exterminate.

Choice Outcome
Go ahead.
  • +3 Ideology Nihilism
  • +1 Wealth
  • -1 Fertility
Absolutely not.
  • +3 Ideology Pacifism
Invest in improving the fertile region instead.
  • +3 Ideology Collectivism
  • +1 Fertility
  • -500 Credits

Super Bacteria


Super Bacteria

An attempt to create an improved antibiotic has instead produced a bacteria that is immune to our treatments. It has escaped the lab and your scientists warn that it is spreading on {PLANETNAME}.It can be fatal to infants and the elderly.What are your orders?

Choice Outcome
Quarantine the sick, by force if need be.
  • +3 Ideology Totalitarianism
  • -25% Approval
Prioritize health care and make sure the infected get treatment.
  • +3 Ideology Pacifism
  • -25% Manufacturing
Warn the citizens and allow them to respond as they want.
  • +3 Ideology Individualism
  • -25% Growth

Request for Support


There is a growing dislike for the {PLAYERFACTION:1} among our people. The {PLAYERFACTION:1} have requested that we attempt to curb this disapproval by releasing a public statement supporting them.What are your orders?

Choice Outcome
We will issue a statement of support

+2 Diplomacy with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Totalitarianism
  • +2 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • -4% Approval
Condemn the {PLAYERFACTION:1} for attempting to influence your people.

-3 Diplomacy with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Egalitarianism
  • -3 Diplomacy to {PLAYERFACTION:1} for 50 Turns
  • +4% Approval
Stay out of it.

-1 Diplomacy with the {PLAYERFACTION:1} for 50 months

  • +3 Ideology Collectivism
  • -1 Diplomacy to {PLAYERFACTION:1} for 50 Turns

The Sabre


The Sabre

A ship of unknown origin has appeared on our borders. It has weaponry so advanced our scanners are unable to classify it. We receive one message from it: pay up or those weapons will be turned against us.What are your orders?

Choice Outcome
We will not bend to threats.

Spawn an enemy pirate ship

  • +3 Ideology Individualism
  • +1 Intimidation
  • Sabre To Pirates
Paying him off is the most reasonable option.
  • +3 Ideology Pacifism
  • -300 Credits
Offer to build him an even better ship if he joins us.

Unlock the Sabre ship

  • +3 Ideology Egalitarianism
  • -1200 Credits
  • Unlock Sabre Ship

Pirates


Pirates

Reports are coming in from multiple sources of increased pirate activity. Our people demand that we do something to keep our worlds safe.What are your orders?

Choice Outcome
Increase defense of our planets.
  • +3 Ideology Traditionalism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +10% Approval
  • +0.1 Resistance Bonus
Recruit a military advisor to counter the threat.

A new Leader joins us

  • +3 Ideology Pacifism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +1 Unassigned Leader
Warn our citizens of the threat, they may help.

Gain a Warship

  • +3 Ideology Traditionalism

Spawns the following Pirate Ships near the player

  • +1 Defender
  • +1 Cutter
  • +1 Gunboat
  • +1 Paladin

Recruitment Drive


A rush of excitement in our space program has spurred a lot of new candidates applying for critical positions. We should take advantage of this situation while it lasts.

Choice Outcome
We should take advantage of this
  • -0.2 Leader Cost Modify

Upcoming Election


An election to reform our government will happen in five weeks. It will be based on the Approval of our citizens.Anything we can do to improve our citizen's Approval will help our reform pass. Or we could simply adjust the results to ensure the measure passes.What would you like to do?

Choice Outcome
We will let the results speak for themselves.
  • +3 Ideology Traditionalism
We should "adjust" the results.
  • +3 Ideology Nihilism
  • +10% Approval
  • -10 Control

Pandemonium


A covert message is sent to all telepaths in the empire, they are to begin an exhausting and costly ritual to amplify their power. As they concentrate, their minds begin to merge, forming a collective consciousness that reaches out across the vast expanse of space. They search for any sentient beings on {PLANETNAME} and begin to probe their mind. Their psychic connection remains steadfast, enabling them to subtly implant thoughts and manipulate their targets without detection, at least for the present.What should we make the citizens of {PLANETNAME} believe?

Choice Outcome
Convince them they are on fire.
  • -50% Planetary Defenses MaxHP
Make them believe that every conversation is argument to be won.
  • -25% Influence Per Turn
  • -20% Approval
Make them hear an annoying beep they cannot find the source of.
  • -25% Max Manufacturing
  • -25% Research

Serenity


A covert message is sent to all telepaths in the empire, they are to begin an exhausting and costly ritual to amplify their power. As they concentrate, their minds begin to merge, forming a collective consciousness that reaches out across the vast expanse of space.They search for any sentient beings on {PLANETNAME} and begin to probe their mind. Their psychic connection remains steadfast, enabling them to subtly implant thoughts and manipulate their targets without detection, at least for the present.What should we make the citizens of {PLANETNAME} believe?

Choice Outcome
Make them fall in love at first sight.
  • +50% Growth
Make them believe that every meal is the best they ever had.
  • +50% Approval
Convince them to celebrate every single achievement. No matter how small.
  • +20% Influence Per Turn
  • +20% Tourism

Government Reformed!


The election has passed to reform the government to an Imperial government by a popular vote of {LASTELECTIONVOTES:1}%!Imperial governments are more efficient and boost our Policy Slots and Manufacturing, as well as expanding our Ship Range considerably.But, as our government advances, so will the Expectations of our citizens. We must keep them happy if we are to be successful in future elections.

Choice Outcome
Excellent.
  • +10% Approval

Government Reformed!


The election has passed to reform the government to a Republic government by a popular vote of {LASTELECTIONVOTES:1}%!Republic governments are more efficient and boost our Income and Logistics substantially.But, as our government advances, so will the Expectations of our citizens. We must keep them happy if we are to be successful in future elections.

Choice Outcome
Excellent.
  • +10% Approval

Government Reformed!


The election has passed to reform the government to a Federation by a popular vote of {LASTELECTIONVOTES:1}%!Federations are the envy of other civilizations and boost our Influence considerably.But, as our government advances, so will the Expectations of our citizens. We must keep them happy if we are to be successful in future elections.

Choice Outcome
Excellent.
  • +10% Approval

Election Lost!


The election has voted against reforming the government to {WANTEDGOVERNMENTNAME:1}. Those in favor only made up {LASTELECTIONVOTES:1}% of the vote.

Choice Outcome
This loss will cost us.
  • -10% Approval

Cosmic Eye Failure


Our cosmic eye has gazed upon the {PLAYERFACTION:1}. Although no new technolgies were observed, we have gathered some insights on reseach methods different from our own.

Choice Outcome
Unfortunate, but useful.

+25% Research

No Planets Observed


No inhabited celestial bodies are here. Use caution when gazing into the abyss, some say it gazes back.

Choice Outcome
Noted.

Breakaway Colony


Traitors within our own colonization program have been secretly planning against us for months. They found and kept secret a high quality world and took some of your most hated rivals and settled it.They have no interest in relations with us but rather intend to actually bring down our government if they can. We have no choice but to go to war with them.

Choice Outcome
Very well. War it is.

There is now a nearby new civilization made up of our own people seeking our destruction.

Spawns a Player faction nearby

  • Class 32 Planet
  • +5 Population
  • At War with the player

Nocturnal: Season of Waking


Nocturnal: Season of Waking

The Nocturnal cycle continues as the Season of Waking begins. The Season of Waking is associated with natural light and bright days and relates to physical labor and social gatherings. Celebrations heralding the seasonal shift often involve extravagant dinners and raucous dances.Manufacturing and Growth are boosted for every colony during the Season of Waking. It's best to leverage the new focus to complete more complex constructions and raise new citizens during this time.

Choice Outcome
Understood.

Every Colony recieves a boost to Manufacturing and Growth.

Nocturnal: Season of Dreaming


Nocturnal: Season of Dreaming

The Nocturnal cycle continues as the Season of Dreaming begins. During the Season of Dreaming, respect is held for the dimmer lights of life -encompassing everything from the moon and magma to lightbulbs and flares. The reserved season is marked with art shows, the start of the academic calendar, and personal growth.Research and Influence are boosted for every colony during the Season of Dreaming. It's best to leverage the new focus to expand borders, annex territory, and research more complex technologies.

Choice Outcome
Understood.

Every Colony recieves a boost to Research and Influence.

Unexpected Flora


Unexpected Flora

The residents of {PLANETNAME} have discovered local fauna that when used, increases their intelligence sharply.However, it is also highly addictive and results in reckless behavior which leads to crime.What do you think we should do about it?

Choice Outcome
Outlaw it.

Outlawing the plant will result in making people very unhappy for awhile.

  • +3 Ideology Totalitarianism
  • -10% Approval
Encourage its use. We will deal with the crime later.

Our research on this planet will benefit from this but we will also see a rise in crime.

  • +3 Ideology Individualism
  • +0.05 Crime
  • +1 Research
  • Rise Of A Crime Lord

Primitive Species Discovered


Primitive Species Discovered

The inhabitants of {PLANETNAME} have come across a primitive sentient species. They possess incredible strength and are exceedingly trusting. How should we proceed?

Choice Outcome
So the planet came with slaves? Excellent.

Enslaving this species will lead to a significant increase in planetary output but at a moral cost.

  • +10% Max Manufacturing
  • +3 Ideology Nihilism
  • Enslaved Natives
Leave them in peace and learn from them.

By respecting their sovereignty and peaceful nature, we improve our own societal values and approval.

  • +3 Ideology Individualism
  • +2% Approval
  • Helped Natives

A world under Siege by Storms


A world under Siege by Storms

{PLANETNAME} is enshrouded in fierce tempests that light up its skies with electric brilliance.Whirlwinds, charged with raw cosmic energy, disrupt both nature and the colony's daily life. Biodomes tremble, and distress signals pierce through the storm's roar.The settlers urgently seek guidance. How shall we protect them from this unyielding planetary wrath?

Choice Outcome
Invest in storm-resistant infrastructure.

This will protect the citizens from the ravages of the storms, but the infrastructure will come with increased planetary maintenance costs.

  • +3 Maintenance
I really wish I could help. But I just don't want to.

While this will save on infrastructure costs, the people will be displeased by the continued destruction and danger.

  • -5% Approval

Colonial Dissonance


Colonial Dissonance

The planet {PLANETNAME} is ablaze. Not with the radiance of its sun, but with the fires of civil strife.The colonists, torn apart by old feuds and new animosities, skirmish beneath alien skies.The unsettled atmosphere grows thick with tension, while reports of skirmishes and civil unrest flood the communication channels.Do we intervene to restore order, or let them murder each other until the problem solves itself?

Choice Outcome
Restore law and order.

Establishing order will certainly quell the turmoil, but the heavy hand of law might stifle the colony's spirit.

  • -5% Approval
Let them fight.

Entrusting the colonists to find their own harmony could either lead to unity or deepen the rifts.

  • +0.1 Crime

Return of the Slyne


Return of the Slyne

Word has reached us that the gelatinous species known as the Slyne have returned to our area of space.Something has changed in them. It was well known that they experimented with cybernetic implants to enhance themselves but now they appear mad.Reports indicate that they are on a rampage across the galaxy. They must be stopped!

Choice Outcome
Understood.

We will keep an eye out for them.

Spawns a Slyne faction nearby

  • Class 32 Planet
  • +5 Population
  • At War with the player

Whispers of the Furry Menace


Whispers of the Furry Menace

Intergalactic channels are abuzz with disconcerting rumors. Hailing from the hidden reaches of the cosmos, the Snathi, cosmic squirrels with a lust for domination, have made their ominous presence known.Once thought to be mere space legends, whispered in hushed tones, these squirrels aren't here to hoard nuts. They've harnessed the energy of the stars, equipped their ships with weapons of unparalleled fury, and are now plotting their rapid expansion.

Choice Outcome
We will stay alert.

We must prepare for the squirrelly onslaught.

Spawns a Snathi faction nearby

  • Class 32 Planet
  • +10 Population
  • At War with the player

The Xendar Resurgence


The Xendar Resurgence

Galactic archives tell tales of the Xendar, a mighty civilization whose luminescence was extinguished by humans during the early years of exploration. The stars bore silent witness to their apparent end. But nothing in space remains hidden forever.A force, pulsing with malice, has emerged from the void. The Xendar have returned, not as the pawns they once were, but as avatars of vengeance.

Choice Outcome
We must get ready!

We will not go quietly into the night.

Spawns a Xendar faction nearby

  • Class 32 Planet
  • +10 Population
  • At War with the player

Visitors from a Doomed Tomorrow


Visitors from a Doomed Tomorrow

Subspace communication has brought us knowledge that confirms our worst fears: Time travel is possible, and the users of it mean to expunge us from the timeline!The Thalan, a civilization from an alternative, crumbling future, have arrived. In their timeline, the actions of our present civilizations lead to a future calamity that engulfs all. Now, they've embarked on a desperate mission: to save their own people, even if it means erasing us from existence.

Choice Outcome
Defend the Present!

We will not be erased. Probably.

Spawns a Thalan faction nearby

  • Class 32 Planet
  • +10 Population
  • At War with the player