Events

**Events** occur at random as the colony grows and represent the various obstacles and opportunities that stand before colonists in the post-apocalyptic world. You, the leader, decide what action to take, but be advised, not every action has or can have a positive outcome.

## Event list

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### Poor Foundations

Not everybody is equally skilled in the art of building, but one of the colonists seems extraordinarily bad at it. His tent looks like it could collapse at any moment, as the poorly sewed traps slowly rip apart. Regardless, the colonist insists he knows what he is doing.

1. *Improve the tent:* Cost = **-12 Plastic**
	* Result = **+1 happiness per colonist**
2. *Leave it be*
	* Result = *-Unknown result*

### Men Before Us

A group of colonists have found something "extraordinary" in the nearby forest. They bring out a beautiful relic, sparkling gold in the light. The colonists are convinced that this is a sign of good fortune, and they want to have a ceremony in its honor.

1. Allow the worship:
	* Most of the colonists see no harm in allowing the relic and it's brought in. However, not everyone agrees. Almost instantly, a quarrel breaks out over wasting materials on the ceremony. Working hard for everything and then spending those resources like this was not with understanding. Fists fly and objects swing through the air, as do equally painful insults. After dragging people off each other's threats, the idol is then melted for resources.
	* Result = **{x} Happiness, and colonist {x} injuries.**
2. Melt the statue down*:*
	* A strange deity figure in the colony is bound to bring nothing but harm. Resources are a lot more useful at this time. To everyone's surprise, the idol does not melt down to gold, but instead the foul smell of burning paint and plastic fills the air. Coughing and holding their noses, the colonists discard what remains of the statue.
	* Result = **-25 happiness / +13 plastics**

### Brotherly Love

Two men approach the gate, arms on each other's shoulders. One is limping badly, practically dragging his foot across the dirt. "We need medicine! Please. he won't survive like this much longer!" the other man shouts frantically. "He stepped in a trap. I didn't think it'd get this bad."

1. Give them some medicine
	* *-Unknown result*
2. Decline the brothers' request
	* *-Unknown result*

### Mystery Flora

A strange, gleaming plant has been found in the woods. The leaves are perfectly square and red lines cover most of the stem. The person who found it is convinced it's some kind of miracle plant that can help with all sorts of things. What should be done with it?

1. Found out if it's edible
	* The plant is ground and mixed with food. The colonist who found the flower volunteers to eat it. After gobbling the meal down, it hardly takes a minute for the immediate stomach ache. The colonist doubles up in pain and is taken to see a medic. Whatever the plant was, it wasn't edible.
	* Result = **1 Colonist Infected.**
2. Found out if it's medicinal
	* The plant is ground up with water and tested on superficial wounds and rashes. The plant has no effect on anything and is soon used up. If there was a use for it, it wasn't medicinal.
	* Result = **No effect**
3. 3. Compost it to use as fertilizer
	* The plant is placed in a compost and after it’s decayed, it’s used as a fertilizer on some plants around the colony to see what happens. The plants do indeed grow substantially faster and the insight is written down in the colony’s research notes. However, as there’s no more flowers to be found, the reward is purely scientific.
	* Result = **+ 198 Science Points**
4. Throw it away
	* *-Unknown result*

### Fascinating Fungus

Some colonists have found an odd, bright-red fungus that seems to be resistant to the effects of the pollution deposits near it. Some resources could be used to cultivate the fungus in a controlled environment and see if it can be used to help with radiation sickness.

1. *Use plenty of resources.* Cost: ***-30 Parts / -7 Tools / -15 Antiobiotics***
	* Some fungus is planted and grown in one of colonist's home. When ground into herbal medicine and tested internally and externally on patients with radiation sickness, they seem to offer a noticeable, albeit marginal boost. The aid is so small that farming this fungus is hardly worth it but the findings nonetheless offer the colony a nugget of knowledge
	* Result = **+10 Medicine, +120 Research**
2. 2. Use some resources. *Cost: **-6 Tools / -6 Parts***
	* Result = No rewards. Failed experiment*. **-6 Tools for repairs***
3. Do nothing
	* Result = *Unknown results*

### Treasure Map

A colonist has spotted a bottled message on a riverbank. It seems to have streamed down the river. The handwriting is hard to make out, but it seems to say the following: "Where the ever-running snake makes it's turn, go year's worth to the old man of the forest. My time is running out, you can have what I left behind." Where should an expedition be sent?

1. 365 steps from river bend to an old tree.
	* The colonists decipher the message and send a party to investigate the are. They return a while later. The cave the instructions were pointing to had already been scavenged but some notes about tracking and hunting were left behind, which prove to be of use to the colony's research efforts.
	* Result = **+30 Parts / +42 Fuel / +35 Components**
2. *365 steps from road bend to an old tree*
3. *Twelve steps from the riverbend to an old rock*
	* The colony sends a party to where they conclude the message must be pointing towards. They're not back until nightfall and when they return, they do so empty-handed. Apparently there was nothing to be found there. The colony discards the bottle, deeming it's message faulty.
	* Result = **No Rewards**
4. *Ignore the message*

### Rotten Rations

A weary colonist reports grave news. Some of the food rations appear to have gone bad. Somebody had forgotten to shield them properly, allowing rain and bugs to get into the containers.

Bickering about whose fault the situation quickly evolves into a different discussion, as the hungry colonists begin to argue if they can afford to throw away precious food, even if a little past its prime.

1. *Throw the food out* Cost = **-20 Food**
	* The food is promptly thrown out as nobody knows what kind of sickness could have gotten into the rations and if the colony would even have had the capability to deal with the consequences.
	Few colonists mutter in objection, but most seem to agree that this was the right decision to make.
	* Result = **+ 10 Happiness**
2. *Keep the food*
	* Result = *-Unknown result*

### Stray Sister

The colonists are taken aback as an unfamiliar face appears in the middle of the colony seemingly out of the blue. Before the colonists have tome to raise their pitchforks, the woman speaks up.

"Lower your weapons, I am no intruder but just looking for food and shelter. We had a small camp to the north of here but got separated while running away from those space rocks. Is my brother already here by any chance? He can certainly vouch for us."

1. *Take them in*
	* There is always a need for helping hands, especially those who already know the area.
	The grateful few are taken in without any further questions. Regardless, the colony defenses should perhaps be updated.
	* Result:**+3 Colonist(s)**
2. *Kick them out*
	* Result = *-Unknown result*

### Stray Brother

A strange man dressed in a clear raincoat has sneakily make his way into the middle of the colony. He does not seem hostile, but the colonists are baffled by how he managed to get through their defenses so easily.

"Take it easy, we mean no harm. We are just looking for some warm clothes and shelter, our small group used to live in the forest up north but got separated. We are good folk, and if you have met my sister by any chance, she'll tell you that this is true. please, let us stay."

1. *Take them in*
	* The strangers are welcomed in and they quickly rush to meet everybody. The newest members of the colony seem to have been through some rough times, but hopefully the colony proves to be safer than the wilderness.
	* Result = **+2 Colonists(s)**
2. *Deny the request*
	* Result = *- +175 Research*

### Breeding Vermin

Turns out a colonist has been secretly feeding Rat Beetles in the colony. The feeder is surrounded by an angry flock of people demanding answers. The feeder tries to explain that rat beetles are actually misunderstood creatures, gentle and even intelligent by nature. They beg to keep the beloved pets, but the other colonist are worried things might go south quickly if these pets are allowed to live.

1. *Nothing alarming here*
	* He is happy and share some knowledge
	* Result = **+173 science**
2. *Get rid of the animals*
	* The other colonists try to confiscate the vermin and exterminate them. The feeder, however, is not too keen on the idea. "These are my babies! You can have them over my dead body!" they scream while unleashing the animals' fury on the colony

### Issues of Faith

Two scavengers are bickering. One of them has decided to start fasting for spiritual reasons, but the other doesn't think that's fair toward the colony. He claims that the spiritual man has become slow and sluggish, falling behind on his workload.

1. *Side with the accuser*
	* Result = **-10 Happiness**
2. *Side with the spiritual man*
	* Result = **-12 Happiness**
3. *The spiritual man should work more later.*
	* Aiming to find a compromise, other colonists approach the pair and suggest the spiritual man is allowed to continue his fast. However, should his work slow down, he would have to compensate for that later by doing extra work once his fast is over.
	* Result = **+20 Happiness**
4. *Ignore the dispute*
	* Result = **-15 Happiness**

### Common Capital

Two colonists are arguing over a rusty metal box which lays on the ground between them. They both claim ownership over the coins inside; the man for finding the box, and the woman for getting the lock open. There are plenty of coins inside, enough to considerably help the entire colony if needed.

(*For this event, you have the ability to interview the man or woman before rendering judgement.*)

1. *Interview the man*
	* Result = Unknown result
2. *Interview the woman*
	* Result = Unknown result
3. *Render judgement*
	* Who should get their way?
		+ *A. Agree with the man*
			- Unknown result
		+ *B. Agree with the woman*
			- Unknown result
		+ *C. Confiscate one third of the coins, split the rest evenly.*
			- One of the more diplomatic colonists steps up and suggests a third of the coins is given to the colony while the pair share the rest evenly. The suggestion is met with widespread support. The neighbors complain a little but seem content to have resolution. (**+20 Silver, +10 Happiness**)
		+ *D. Confiscate all the coins*
			- Unknown result

### Brawl

A fight suddenly breaks out in the colony. The two colonists are swiftly separated and questioned about the disagreement. Apparently, one colonist has constantly provoked the other, who finally snapped and threw the first punch. The colonists, even though bloodied and bruised, wont stop glaring at each other.

1. *Punish the instigator*
	* Result = Unknown Result
2. *Punish the aggressor*
	* Result = Unknown Result
3. *Give them medicine* Cost: **-2 Medicine**
	* Result = Unknown result
4. *Let them fight*
	* The colonists can't keep them back for long and eventually, their verbal attacks again escalate into physical ones. The rest of the colonists watch them brawl it out. They're visibly unhappy, yet no one dares step in.
	* Result = **-25 Happiness, 2 colonists Injured**

### Source of Sickness

A delirious colonist is carried into the camp. Something seems to have poisoned him, but he's unable to say what. Should the colony be willing to take the risk and try an experimental and intensive treatment to get the colonist healed enough to say what might have caused these symptoms?

1. *Take the risk*
	* The man is taken away to a medical tent. The next hours are intense and grueling on both him and the medical staff, but he responds to the treatment and comes to. Following his instructions, the colonists find a strange-looking rodent in the nearby woods. This was the first time anyone in the colony encountered anything like this, so the gamble was worth the risk, this time.
	* Result = +100 to 200 science points
2. *Take things slow and steady* Cost:**-1 Medicine**
	* It's not worth it to gamble with people's lives. The man is taken into treatment and carefully nursed back to health. When he finally wakes up, he is unable to recall what happened. The source of his condition remains a mystery, but at least he's safe.

### Ghost Town

A recently arrived survivor has been plagued by nightmares. He says he's been having dreams of a ghost town that he passed by to get here. All of the inhabitants had perished, and he took a few heirlooms with him as a souvenir. Now, however, he's convinces he's haunted by these artifacts and asks a small party be sent out to return the memorabilia back to the town. He insists the spirits can only be calmed this way. There are dark circles around his eyes and he looks to be on the verge of collapsing from exhaustion.

1. *Take a pragmatic approach*
	* Obviously, the ghosts aren't to blame for the man's sudden nightmares. The man is sent to the medic to overgo an evaluation and afterwards, another colonist who used to be a councilor volunteers to help out the man. After a few sessions of talking about things that have happened to him as well as his anxieties, his sleep begins to improve. After a few weeks, the nightmares seem to have all but disappeared. Happy, the colonist willingly hands over the things he took from the town as well as some of his personal belongings to pay back for the help.
	* Result = **+14 Tools, +12 Parts**
2. *Appease the restless spirits*
	* Result = Unknown result
3. *There is no time for this nonsense*
	* Result = 1 injury/infected

### Carnival of Chaos

Strange, colorful lights have been spotted in the sky during at night. Their origin has been pinpointed, and a party could be sent to take a look. Question is, should the expeditioners arm themselves and prepare for the worst or travel light so they can take advantage of whatever opportunity they might find?

1. *Send a party focusing on security*
	* The party leaves, armed and ready. They trek through the forest and find a small, abandoned amusement park. As they're focusing on scavenging Components off a Ferris wheel, they're attacked. A group of bandits jump from the ruins but are eventually pushed back as the party manages to escape safely.
	* Result = **+8 Components**
2. *Send a party focusing on investigation*
	* The party leaves, lightly-armed. They trek through the forest and find a small, abandoned amusement park. As they're finishing up gathering Parts from the Ferris wheel, they are attacked. A group of bandits emerge from the ruins and injure one colonist. The party barely escapes with no casualties.
	* Result = **+15 Parts, 1 colonist injured**
3. *Ignore the lights*
	* Result = Unknown result

### Desperate Times

These people have clearly been through a lot. They look frail and are likely easy to overpower, but the look on their faces makes it clear they're desperate enough to do anything. At the front, a weary woman speaks up. "Please. We won't last for much longer. Could you spare a little food?"

1. *Give a lot of food: - 30 food*
	* Result = + 300 Currency
2. *Give a little of food: - 15 food*
	* Result = Unknown result
3. *We got nothing for you*
	* Result = Unknown result