Situations

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This article is for the PC version of Stellaris only.

*Not to be confused with Events*

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

## Situation mechanics

Situations are narrative or mechanical events that develop gradually rather than occurring immediately upon triggering. All situations have a **progress bar**, which typically goes from 0 to 100; by default situations start at 0, but some situations start at other points along the progress bar. The progress bar is split into one or more **stages**, which often represent the increasing effects of the situation and may also trigger events when first entered. In addition to events triggered by entering a stage, situations may also have random monthly events.

Most situations have a base amount of monthly progress as well as one or more **approaches**, which can affect the monthly progress or apply other effects. Occasionally, an event can *lock* a situation, preventing its progress from changing, usually to force the player to make a choice or prevent an undesired possible interaction of effects from the situation stage changing. Situations automatically end when the progress bar reaches max progress ("complete") or goes below 0 ("fail"); it is also possible for a situation to end due to an event, project, or other reason. The end of a situation can be good, bad, neutral, or even nothing – depending on the situation and which end is reached.

Situations may have a **target** – usually a planet or empire – and the situation, stages, or approaches can apply modifiers to this target. The situation, stages, or approaches can also apply modifiers to the empire experiencing the situation.

## Shortages

Shortages are situations that start if an empire's stored stockpile for a resource drops to **0** with negative income. Shortage situations progress as long as the empire has negative income and recede once a positive income is reached, or the stored stockpile is raised above zero some other way. Unlike most situations, the aim is to prevent the situation from making progress to avoid increasing empire penalties. All shortage situations have a *Maintain Current Expenditures* approach with no effects and one or two other approaches which attempt to alleviate the deficit by reducing expenses or increasing output of the resource.

If a shortage situation progresses completely, the empire defaults, refunding a large amount of resources based on how many decades have passed since game start and ending all current shortage situations. However, all upgraded buildings except capitals are downgraded to the lowest tier and all offensive armies and half of the empire's military ships are disbanded. In addition, the empire gains the *Empire Defaulted* modifier for 10 years, imparting the following effects:

* **+25%** All costs
* **−50%** Monthly influence
* **−50%** Monthly unity
* **−25%** Ship weapons damage
* **−50%** Pop demotion time

All shortage situations start at **15** progress and advance based on the ratio of expense to output, scaling from **0** if expense matches output up to **+5** if expense is double or more of output. The shortage progress is reduced by **−5** while income is positive and by **−1** while the empire has a stockpile but negative income. Each stage takes **25** points to advance to the next stage. Progress gain is reduced by **50%** on Cadet difficulty and by **90%** on Civilian difficulty. Upon first reaching the final stage – *Catastrophic Deficit*, an event is triggered which have between one to three options to pay some cost in return for an infusion of the shortage resource; there is also an option to do nothing.  Payback empires may also receive an event for non-strategic resource deficits to gain **1000** of a basic resource or **500** of an advanced resource, or to refuse and gain  **6x** unity output (**100 ~ 1000**).

Strategic resource shortages are all similar, with their approaches and events having the same options differing only in the resource. Their deficit effects are similar as well, affecting  Resources from jobs as well as two other modifiers related to that resource.

## Leviathan parade opportunities

Leviathan Parade Opportunities are situations that take place when a guardian has been defeated. The parade occurs on the planet with the highest population in the empire that has not hosted a parade in the last 40 years. If no such planet is available, the planet with the largest population is chosen. Reaching the second stage of a situation brings multiple choices with various effects. When the situation completes, the parade planet gains a permanent modifier and the empire gains either a small (**150 ~ 100000**), standard (**250 ~ 1000000**), or large (**350 ~ 1000000**) amount of  unity.  Memorialists start with the large reward, all other empires start with the standard reward.

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

* **Do nothing**: **+4** monthly progress and  **5** unity upkeep.
* **Encourage it**: **+6** monthly progress and  **25** energy upkeep.
* **Discourage it**: **−4** monthly progress until it ends the situation.

### Horrific Inverse Mass

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

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

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

1. Increase the modifier's bonus to **+25%**, but also add  **−20** stability
2. Remove the modifier

If the modifier is kept, about 3.5 years later, a third event fires with two options:

1. Gain  **10** devastation and replace the previous modifier with the ***TOO LATE*** modifier, which gives  **+100%** research and  **+100%** unity from jobs,  **−20** stability,  **−200** immigration pull, and  **−1000%** governing ethics attraction.
2. Gain  **99** devastation and remove the previous modifier:  not available for  Fanatic Materialists

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

* effect remove\_planet\_flag = black\_hole\_horror
* effect set\_planet\_flag = stabilized\_horror

## Event situations

Event situations have a small chance to trigger at regular intervals and can only happen once. Various events can take place during an event situation. Event situations on a colony cannot occur on a homeworld or capital, or if the colony is occupied, has ground combat, or is not owned by its original colonizer, except as specifically noted on a situation.

### Geomagnetic Storm

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

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

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

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

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

1. If there are any unshielded drones, the player can kill a random robotic pop, add **+5** progress, or subtract **−5** progress.
2. If there is a  Machine Assembly Plants or  Machine Assembly Complex, the player can spend  **300** energy or gain  **−10%** pop assembly speed for 90 days.
3. Lose **200** food, energy, minerals, or alloys; if the planet has any  Bio-Assistants, there is a 75% chance to instead gain **200** food, energy or minerals, or **500** alloys.
4. A random robotic pop disappears, then reappears 15-105 days later, when the player can choose to scrap them for  **500** alloys or reboot them, creating a new primary species pop, with a 30% chance of adding  Enhanced Memory to the pop, otherwise adding  High Bandwidth to the pop.

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

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

### Gravity Well

This situation can occur on any  Star Fortress or Citadel with a  Black Hole Observatory. The situation starts at **25** progress and increases by **+5** monthly; it ends by reaching either **100** or **0** progress. The starting event prompts the player to choose the initial approach, either *Retreat*, *Maintain Orbit*, or *Advance*. This approach can be changed at any time unless there is an ongoing mutiny on the starbase. *Retreat* costs  **10** energy and reduces progress by **−10** monthly. *Maintain Orbit* costs  **5** energy and reduces progress by **−3** monthly. *Advance* increases progress by **3** monthly.

 Ergosphere

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

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

1. Mutiny (advance): Locks approach to *Advance* for about one month; cannot occur for  Gestalt Consciousness empires, weight doubled with  Technocracy civic
2. Mutiny (retreat): Locks approach to *Retreat* for about one month; cannot occur for  Gestalt Consciousness empires
3. Adds **+10** progress; cannot occur in fourth stage
4. Gain  **18x** physics output (**350 ~ 100 000**)
5. Option to destroy all starbase buildings to reduce progress by **−30** (70% chance) or **−10** (30% chance); weight ×6 in third stage and ×4 in fourth stage

If the situation reaches 100, the starbase is destroyed and  non-Gestalt empires lose  **−100** influence;  Gestalt Consciousness empires can choose that option, or to observe the end and gain  **24x** physics output (**500 ~ 1 000 000**) and a permanent empire modifier, with a equal chance of either *Transcended Consciousness* (**+5%** monthly unity) or *Disjointed Consciousness* (**−5%** monthly unity). Empires with  Divided Attention,  Subspace Ephapse, or  Delegated Functions have an increased chance for *Transcended Consciousness*, while empires with  One Mind or  Unitary Cohesion have an increased chance for *Disjointed Consciousness*.

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

### The Kaleidoscope

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

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

 1. Do not feed it

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

Negative events
1. *Minor Infestation* – Approach is *Do not feed it* and any owned planet has a Generator District; planet gains *Phantom Load* modifier:  **−2000%** energy from jobs, and a special project to remove the modifier.
2. *Electroshock* – Approach is **not** *Overfeed it* and any owned planet has an Energy Grid or Energy Nexus; choice of: add **+5** progress and ruin the Energy Grid or Energy Nexus, or gain  **1000** energy.
3. *Unnerving Patterns* – Approach is *Do not feed it* and empire is not  Machine Intelligence; adds *Unnerving Patterns* modifier to situation:  **−5** stability.
4. *Ominous Patterns* – Approach is *Do not feed it* and empire is  Spiritualist; choice of: spend  **2000** energy, or adds *Ominous Patterns* modifier to situation:  **−10%** happiness.
5. *Pilfering Patterns* – Approach is *Do not feed it*; adds *Haunting Patterns* modifier to situation:  **−10%** ship speed.

Positive events
1. *Soothing Patterns* – Approach is **not** *Do not feed it*; gain  **18x** unity output (**250 ~ 1 000 000**) and adds *Soothing Patterns* modifier to situation:  **+5** stability, for 2 years.
2. *Dazzling Patterns* – Approach is **not** *Do not feed it*; gain  **24x** physics output (**500 ~ 1 000 000**) and adds *Dazzling Patterns* modifier to situation:  green immigration pull, for 2 years.
3. *Endless Hunger* – Approach is **not** *Do not feed it* and empire is **not**  Xenophobe and owns a complete Dyson sphere; can choose to upgrade a completed Dyson Sphere into a *Wonder Sphere*, doing so while the situation is active ends the situation.

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

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

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

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

### The Mysterious Labyrinth

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

1. *Explore its Interior*: initially costs  **5** energy and adds **+2.5** progress monthly
2a. *Monitor it from Afar*: adds **−2.5** progress monthly, is later replaced by:
2b. *Quarantine it*: initially costs  **10** energy and adds **−2.5** progress monthly
3. *Destroy it*: initially costs  **10** energy and adds **−5** progress monthly
Unlike other situations, instead of one series of stages, this situation has two series, one to the left and one to the right, representing progress towards the different approaches that can be taken. The left stages represent ignoring or destroying the labyrinth and the right stages represent exploring it. The first time the progress bar reaches a stage, an event is triggered. Re-entering a stage does not trigger a second event and there are no random monthly events.

 Destroy it

*A Turbulent Departure*
 Monitor it from Afar/Quarantine it

*Labyrinth Disappeared*

Left stage events
1. *Surprising Movements*: Replaces *Monitor it from Afar* with *Quarantine it* and prompts the player to choose an approach
2. *Labyrinth Destroyed*: the labyrinth is destroyed; the situation ends and the empire gains **+200**  dark matter and **+800** each of  exotic gases,  rare crystals, and  volatile motes
3. *Attention Seeking*: increases the monthly cost of both *Quarantine it* and *Destroy it* by  **10** unity
4. *A Reward for Obstinance*: adds the  Space-Time Anomaly feature to the colony
5. *Labyrinth Disappeared*: gain  **18x** unity output (**250 ~ 1 000 000**) – only possible if the situation ends *after* 21 months have passed, then equal chance of *Labyrinth Disappeared* and *A Reward for Obstinance*

Right stage events
1. *Expedition Report*: Flavor only event
2. *Continued Perplexity*: increases the monthly cost of *Explore its Interior* by  **10** unity
3. *A Departure*: adds the  Space-Time Anomaly feature to the colony
4. *A Turbulent Departure*: adds the Space-Time Anomaly feature as well as one  City Ruins, one  Deep Sinkhole, and two Active Volcano Active Volcano blockers – only possible if the situation ends *before* 21 months have passed, then an equal chance of *A Turbulent Departure* and *A Departure*

### Unusual Snow

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

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

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

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

When the situation completes, if the player was observing the snow, they can choose to add the  Living Snow Reserve feature, which gives  **+20%** physics and  **+20%** society from jobs and  **−2** max districts, or to fight an invasion of 6 Living Snow Warrior armies. If the player was melting the snow, they must fight the invasion of 6 Living Snow Warrior armies. If the invaders win and the colony is not recaptured within 5~6 years, it becomes a  Frozen World with a deposit of  **+8** physics and  **+8** society research and adds **10%** research progress to the  Terrestrial Sculpting technology.

## Triggered Situations

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

### Consume World

**Example progress calculation**
 25 | **+6.66** | 150

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

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

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

### Environmental Deterioration

This situation can occur once per game for a  Relentless Industrialists empire. It is triggered approximately 30 years after a  Coordinated Fulfillment Center or Universal Productivity Alignment Facility is constructed on a non-Tomb, Relic, or Ecumenopolis world. The situation starts at **50** progress and ends either by reaching **0** or **100** progress. It also ends with no effect if the empire no longer has the  Relentless Industrialists civic.

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

There are three approaches for this situation:

1. **Take No Action** – The situation progress at **+2.5** monthly towards **100**
2. **Launch Cleanup Efforts** – The situation progresses at **−2.5** monthly towards **0**; adds  **+100%** upkeep for pops and buildings on the colony
3. **Embrace Change** – The situation progresses at **+2.5** monthly towards **100**; costs  **10** research monthly upkeep

Reaching **100** terraforms the planet into a  Tomb world. If the ***Take No Action*** approach is in effect and the situation flag in stage three was *not* set, the colony gains the *Environmental Deterioration* modifier, adding  **−20** stability for 10 years; if this happens, any future colonies terraformed by having a  Coordinated Fulfillment Center or Universal Productivity Alignment Facility gain the same modifier for 10 years. Reaching **0** prevents the world from being terraformed.

Reaching either **0** or **100** unlocks the  *Industrialism* policy, with the initial option selected based on the approach in effect when the situation ended.

### Infested Star

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

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

When the special project is completed, a second approach – *Cure the Star* – becomes available, which reduces monthly progress by **−10**, quickly reversing the situation's progress. AI empires who have less than 25% of their empire's pops on the capital world do not use this approach and instead let the star be consumed. Reaching **0** progress removes all versions of the *Low Solar Output* modifier and ends the situation. Reaching **100** progress turns the capital system's primary star into a Brown Dwarf, destroys all colonies in the system, and turns all system planets into  Frozen Worlds. If the empire had discovered the identity of the infesting empire, it gains the  *Ate Our Star* total war casus belli against that empire for 20 years.

### Plight of the Beta-Universe

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

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

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

There are three approaches for this situation:

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

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

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

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

### Shroudwalker Insight

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

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

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

* *Proactive* first contact protocol
* *Open* border policy
* *Cautious* first contact protocol
* *Closed* border policy

This situation is started by purchasing the Shroudwalker Divination from the Shroud-Touched Coven enclave. It has a single stage and approach, each with no effects. The base monthly progress is **+2** and this is modified by the factors in the table to the right.

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

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

1. All Too Lucid – a random, non-capital colony gains  **−20%** happiness and  **+25** crime; this can be studied which replaces the modifier with **−35** crime and **+200%** unity from jobs for 10 years, or cracked down on which first replaces the modifier with **−20%** happiness, **−25** crime, and **−25** stability, then increases that with **−50%** unity from jobs, which lasts for 10 years, and also adds the *Martial Law* modifier for 10 years (same effects as the decision).
2. Shrouded – a random science ship and its leader are lost to the shroud, and a special project to investigate is added; completing the project costs  1000 physics research and gives  **12x** physics output (**250 ~ 100 000**) and returns the lost ship and leader.
3. A Rupture in Orbit – a random, non-capital colony gains the *Orbital Rupture* special project
	1. Completing the project turns any uninhabitable moons into shrouded worlds and gives a choice to further research or back off; backing off adds  **−20%** pop growth from immigration and Emigration push **+20** emigration push for 30 years, or  **−10** deviancy for 15 years if  Gestalt Consciousness, and **−5** monthly progress for the situation; further researching adds **+5** monthly progress for the situation and gives an option to gain a governor and colony ship, have them depart, or attack
	2. Failing or canceling the special project adds  **+5** devastation and  **+30** crime; soon after, a  pop dies, another **+5** devastation is added, and a choice of waiting it out, spending 800 consumer goods to replace the modifier with **+10%** pop consumer goods upkeep for two years, or locking down the planet to replace the modifier with **−20** crime, **−20%** resources from jobs, **−80%** pop growth from immigration, and  **+1** soldier job for two years,  Hive Minds' lockdown costs  15 influence and gives **−20** deviancy, **−20%** resources from jobs, **−50%** pop growth from immigration, and  **+1** warrior drone;  Machine Intelligences have the same except without the  deviancy reduction; finally one to two years later the final event removes all modifiers, if the empire chose to wait it out, all pops on the planet gain *Survivor of the Psionic Frontier* which gives  **+30%** happiness and  **−30%** amenities usage.
4. Floating Shell – issues a special project to investigate the shell; completing the project costs  1000 engineering research and gives  **12x** engineering output (**250 ~ 100 000**) and **+25%** progress to the next armor tech; soon after another gain  **12x** engineering output (**250 ~ 100 000**), then another special project; completing that project costs another  1000 engineering research and gives a choice of  **+750** alloys or a unique cruiser with a Psi-Jump Drive.
5. Ice Lit Anomaly, if not previously triggered
6. Winking Anomaly, if not previously triggered
7. Improbable Orbit Anomaly, if not previously triggered
8. Terminal Orbit Anomaly, if not previously triggered
9. A Strange Resonance Anomaly, if not previously triggered

### Sign of the Visitor

* *Proactive* first contact protocol
* Three or more envoys  improving relations
* No mutual rivalries
* *Aggressive* first contact protocol
* Three or more envoys  harming relations
* Any mutual rivalries

This situation is started by purchasing the Shroudwalker Divination from the Shroud-Touched Coven enclave. It has a single stage and approach, each with no effects. The base monthly progress is **+2** and this is modified by the factors in the table to the right

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

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

1. Flocks of Cloud – federation joint operation, only for members of  Galactic Unions or  Research Cooperatives which haven't completed this joint operation previously
2. A Most Irritating Envoy, only if another country is harming relations with the empire
3. Rogue Shaman – a random, non-capital colony receives an exile from the Shroud-Touched Coven enclave; refusing the exile gives the colony  **−10** stability and  **+10%** crime for 2 years, accepting gives the colony  **+10%** happiness and  **+5%** monthly unity.
4. The Great Schism – a random, non-capital colony receives exiles from the Shroud-Touched Coven enclave; refusing them adds  **+10** opinion with the enclave, accepting them gives an option to spend 500 energy and 50 rare crystals to fashion a "key": refusing to pay adds **−10%** happiness to the colony, while paying has a equal chance of either **+10%** happiness and **+20** stability or **−10%** happiness and **−20** stability.
5. Brainslug Anomaly, if not previously triggered
6. The Doorway colony event, if not previously triggered
7. Life Signs (Gas Giant) Anomaly, if not previously triggered
8. Hero Redivivus – issues a special project on the homeworld to investigate the hero; upon completion adds  **+20%** happiness,  **+10%** monthly unity, and  **140%** pacifist attraction to the homeworld.
9. Wayward Pilgrims – pilgrims ask for aid: spending 2000 food and 50 influence, then 1000 energy and 50 influence adds  **+10%** happiness,  **+5%** monthly unity, and  **150%** spiritualist attraction to the empire for three years; refusing at any point adds  **−20** ship tracking to the empire for three years.

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

### The Last Gift

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

### Water Contamination

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

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

Completing the situation removes the File:Pm voidspawn trophy.png *Voidspawn Contaminant* modifier and, if the Voidspawn Parade Opportunity situation is still on-going, increases the  unity reward.

## Planetary Revolt

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

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

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

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

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

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

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

Planetary Revolt situations progress through four stages, each lasting **25** progress and adding an additional  **−10** stability. The effects of each stage happen only the first time that stage is entered.

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

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

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

## AI-Related Incidents

 File:Machine Uprising.png
AI-Related Incidents is a mid-game situation that can happen to empires enslaving artificial intelligence. It has a 30% chance to occur for  non-Gestalt empires every decade as long as the following requirements are met:

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

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

When the situation starts, if the player received the *Computational Overclocking* event and chose to gain the *Computational Overclocking* empire modifier, the situation starts with **2** progress; if the player received the third *Computational Overclocking* event, the situation starts with **5** progress instead; otherwise, the situation starts at **0** progress. The situation has a base monthly progress of **−2**. Setting the  Artificial Intelligence policy to *Citizen Rights* adds **−5** monthly progress. Positive monthly progress primarily comes from the number and percentage of  Mechanical pops in the empire, scaling per robot pop. If the  Artificial Intelligence policy is *Outlawed*, robots in  specialist jobs count the same as in  worker jobs. In addition, progress is added for each  Mechanical pop disassembled (**+2**) or displaced (**+1**). Changing either the  Artificial Intelligence or  Robotic Workers policy to *Outlawed* while the situation is active adds **+25** progress. If the empire has fewer than 3 colonies or the robot pop progress factor is too low (less than **+0.5** or less than **+7.2** if robots have *Citizen Rights*), the situation gains **−20** monthly progress.

The situation initially uses the approach *Maintain Current Measures*, which has no effects. It offers two alternative approaches, and choosing either of them prevents changing approaches later.

* *Outlaw Robots*: Changes the  Robotic Workers policy to *Outlawed*, which instantly adds **+25** progress as noted above. This approach is not available to empires that are  Materialist.
* *Grant Robots Citizenship*: Changes the  Artificial Intelligence policy to *Citizen Rights*, which adds **−5** monthly progress as noted above. This approach is not available to empires that are  Spiritualist.

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

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

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

The situation keeps track of "cruelty" points, which increase each time a  Mechanical pop is purged and also increases or decreases with various events. If the cruelty points go above 20, the situation gains **+5** monthly progress. If the situation progresses completely, there is a chance for the machine empire to start with the  Determined Exterminator or  Driven Assimilator civic that scales with these points. When the situation first starts, the robots ask if they possess souls; answering "no" adds **+1** points, while answering "yes" adds **−2** points. Empires that are  Materialist have a third answer, which does not add or subtract any points. In addition, while the situation is active, there is a 45% chance each month that an event occurs, potentially further adding or subtracting points. Each of the following events can only happen once; some effects happen in follow-up events.

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

* All of creator's technologies, except those blocked for  Machine Intelligences
* **+1000%** Naval capacity for 5 years
* **20,000** Energy
* **20,000** Minerals
* **10,000** Alloys
* **10,000** Food
* **5,000** Consumer goods
* **1,000** Exotic gases
* **1,000** Rare crystals
* **1,000** Volatile motes
* **800** Influence
* **500** Unity per year since game start
* **100** Dark matter
* 3  Hunter-Killer armies per planet (6 if  Determined Exterminator)
* 3 fleets that together use 80% of its  naval capacity (4 using 150% if  Determined Exterminator)

## Quest for the Toxic God

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

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

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

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

Each month, there is approximately 1% chance of triggering either the *Quest Reward* event or, if the current approach is ***Frugal Funding***, the *Request for Additional Funds* event.

1. The *Quest Reward* event can happen only once every 10 years and gives a random reward of either **100~1000**  society,  engineering,  physics, or  alloys; **1, 3** or **5**  minor artifacts; or **+2**  situation progress.
2. The *Request for Additional Funds* event gives three options – choosing either of the first two options prevents the event from triggering again, while choosing the third prevents it from triggering again for four years:
	1. Switch the approach to ***Regular Funding***
	2. Gain the *Malcontent Knights* empire modifier for 10 years ( **−50%** monthly unity,  **−15%** happiness, and  **−50%** Knight output)
	3. Spend  **1000** energy and  **500** alloys

If 100 years pass before the situation has completed, the empire receives the event *The Hundred Years Quest* which has three options:

1. Spend  **5000** energy and  **3000** consumer goods to gain the *Motivated Knights* empire modifier for five years ( **+10%** monthly unity,  **+10%** happiness, and  **+20%** Knight output)
2. Gain the *Demotivated Knights* empire modifier for five years ( **−20%** Knight output)
3. Abandon the quest and disband the order: gain  **15000** energy and  **8000** alloys; ends the situation and removes the Order's Keep building and all Order's Desmene districts from the Order's habitat.

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

### Quest events

*Main article: Quest for the Toxic God events*

There are eight "quest" event chains; seven start when first reaching a new stage, and the eighth and final at the completion of the situation. Each event chain except the last has at least two choices for different permanent bonuses. Several quests give a choice to improve the homeworld by changing one of its special deposits or to increase either the  unity or the  research production of  Knights and the  Lord Commander.

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

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

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

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

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

The sixth quest
A knight is sent to explore coordinates and encounters a pilgrim who asks for their protection. Protecting the pilgrim changes the homeworld deposit  *Envenomed Seas* from **−1** max districts to **+1** max districts and  **+3** Gas Extractor jobs; refusing to protect them adds  **+1.5%** alloys output for the empire per  Knight.

The seventh quest
A disfavored knight encounters a beautiful entity. Refusing the entity's seduction adds the empire modifier *Syamelle's Curse*: Pop growth reduction **−50%** pop growth reduction and  **+3** monthly organic pop assembly and the Order's headquarters habitat gains the modifier *Lover's Pox*: Pop growth reduction **−100%** pop growth reduction and  Squires gain  **+0.25** monthly organic pop assembly and  **0.5** alloys upkeep; synthetic empires gain  **18x** unity output (**250 ~ 1 000 000**) instead. Agreeing to the seduction gives a choice to steal a device or depart with a kiss; stealing the device increases the research production of Knights and the Lord Commander and unlocks a decision to add the  *Dimensional Manipulation Device* feature to the headquarters habitat; departing with a kiss adds *Syamelle's Blessing* empire modifier:  **+15%** pop growth speed, Synthetic empires gain instead:  **+10%** citizen pop happiness.

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

## Pre-FTL situations

These situations are related to pre-FTL empires.

### Observation insights

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

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

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

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

The 13 technologies are as follows:

### New World Order

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

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

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

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

* Gain society insight if the target pre-FTL is not fully aware
* Gain society insight if the target pre-FTL is not fully aware

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

* *Grip of the Autarch* – The target pre-FTL shifts towards  Fanatic Authoritarian, and if the approach is *Aid Leader*, gain *Autarch Triumphant* for 10 years:  **+10%** happiness,  **+10%** unity,  **+50%** Authoritarian attraction.
* *Year Zero* – The target pre-FTL shifts towards  Fanatic Egalitarian, and if the approach is *Aid Rebels*, gain *Unfettered Flags* for 10 years:  **+15%** happiness,  **+10%** unity,  **+50%** Egalitarian attraction.

### Organic Singularity

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

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

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

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

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

### Zoonotic Plague

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

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

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

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

* *Religious Mania* (for any):
	+ Gain society insight
	+ Gain  **12x** society output (**250 ~ 100 000**)
* *True Prophet* (only if  Spiritualist:)
	+ Gain *Ardent Believers* empire modifier:
		- **+10%** unity,  **+30%** Spiritualist attraction
	+ The target pre-FTL gains 15 awareness
* *Rise of the Warlords* (for any):
	+ Gain society insight
	+ Gain  **12x** society output (**250 ~ 100 000**)
* *Brilliant Banner* (only if  Militarist, , or :)
	+ Gain *Ardent Believers* empire modifier:
		- **+10%** unity,  **+30%** Militarist attraction
 Provide Aid !
	+ Gain society insight
	+ Gain  **12x** society output (**250 ~ 100 000**)
	+ Gain society insight
 Promote the Disease
* *Rampant Contagion*:
	+ Gain society insight
	+ Gain  **12x** society output (**250 ~ 100 000**)
	+ Two target pre-FTL pops die
* *Eyes Wide Open*:
	+ **−1000** Energy
	+ One target pre-FTL pop dies
	+ Gain society insight
	+ Gain  **12x** society output (**250 ~ 100 000**)
	+ One target pre-FTL pop dies
	+ The target pre-FTL species gains  Extremely Adaptive
	+ The target pre-FTL gains 15 awareness

* Gain  **12x** society output (**250 ~ 100 000**)
 Rise of the Warlords
 Angels of Mercy
* Choose:
* *Overwhelming Demand*
	+ **−500** Energy
	+ Gain  **12x** society output (**250 ~ 100 000**)
 Demonic Invaders
* Choose:
* *Power of Faith*
	+ **−500** Energy
	+ Gain  **18x** society output (**350 ~ 100 000**)
 Rampant Contagion
 Eyes Wide Open
* Gain society insight
 All others

 Eyes Wide Open (2)
 Fervent Belief
* For any:
	+ Gain society insight
	+ Gain  **24x** society output (**500 ~ 1 000 000**)
* If  Spiritualist:
	+ Gain society insight
	+ Gain *Justified Ends* empire modifier:
 Lords of the Battlefield
* If not  Militarist:
	+ Gain society insight
	+ Gain  **24x** society output (**500 ~ 1 000 000**)
* If  Militarist:
	+ Gain society insight
	+ Gain *Justified Ends* empire modifier:
 Overwhelming Demand
* Gain  **24x** society output (**500 ~ 1 000 000**)
* Gain *Righteous Indignation* empire modifier for 3 years:
	+ **+30%** Xenophobe attraction,  **+10%** unity
 Power of Faith
* Gain  **24x** society output (**500 ~ 1 000 000**)
 Enhanced Immunity
* Gain  **24x** society output (**500 ~ 1 000 000**)
* Choose either empire modifier:
	+ *Rejuvenated Leadership*:  **+15** leader lifespan
	+ *Rejuvenated Populace*:  **+10%** Happiness
* Machine Intelligence receive instead:
	+ Gain society insight
 True Prophet
* Gain society insight
* Gain  **18x** society output (**350 ~ 100 000**)
* Gain *Justified Ends* empire modifier for 3 years:
	+ **+10%** Happiness,  **+30%** Spiritualist attraction,  **−10%** Administrators upkeep
* Gain level 5  Governor with  Fervent Believer of target pre-FTL species
 Brilliant Banner
* Gain society insight
* Gain  **18x** society output (**350 ~ 100 000**)
* Gain *Justified Ends* empire modifier for 3 years:
	+ **+10%** Happiness,  **+30%** Militarist attraction, File:Mod army starting experience add.png **+100** Army starting experience
* Gain level 5  General of target pre-FTL species
* The target pre-FTL gains 15 awareness

## Skrand Sharpbeak situations

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

## Under One Rule situations

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

# Monthly Progress

1000

6
×

(

Planet Size
−
#
of Lithoid Devastation blockers

)

{\displaystyle \text{Monthly Progress} = \frac{1000}{6 \times \left (\text{Planet Size} - \# \text{of Lithoid Devastation blockers} \right )}}
2. ↑ Specifically, there is a yearly incrementing counter which must reach 30 or more; an active Coordinated Fulfillment Center adds 1 yearly, an active Universal Productivity Alignment Facility adds 2 yearly; an inactive (ruined or disabled) version adds half as much.
3. ↑ Specifically, if the primary species is  Lithoid,  Mechanical, or  Machine, or has any of  Survivor,  Cybernetic,  Tomb World Preference, or  Radiotrophic.
4. ↑ This is currently bugged as the script to increase the unity reward checks for the incorrect situation flag "voidspawn\_celebration" rather than the correct "celebration\_voidspawn"
5. ↑ See unrest\_events.txt *unrest.100* for weightings

**Game concepts**