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events [2026/01/08 23:43] joergevents [2026/01/09 12:48] (current) joerg
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 ======Event Type Index====== ======Event Type Index======
-{{ :fermiparadoxgame_artwork_01_thesolarage.jpg?nolink |}}+{{ :fermiparadoxgame_artwork_20_globalprotest.png?nolink |}}
    
-^ Event Type ^ Info ^ Trigger +^ Event Type ^ Effect / Choices ^ Trigger 
-| [[events:New Species]] | New [[Tech_Level:Stone Age]] [[Species]] evolves in an empty [[System]] | Exponential Delay | +| [[events:New Species]] | New [[Tech_Level:Stone Age]] [[Species]] evolves in an empty [[System]] |Exponential Delay after last [[events:New Species]] event 
-| [[events:Second Chance]] | New [[Tech_Level:Stone Age]] [[Species]] evolves in an empty [[System]] where the native [[Species]] went extinct | Fixed Delay | +| [[events:Second Chance]] | New [[Tech_Level:Stone Age]] [[Species]] evolves in an empty [[System]] where the native [[Species]] went extinct |Fixed Delay | 
-| [[events:New Techlevel]] | Wisdom, Advancement or Power |  100% [[Gameplay:Research]] reached |     +| [[events:New Techlevel]] | Wisdom, Advancement or Power | 100% [[Gameplay:Research]] reached |     
-| [[events:Knowledge]] | Gain [[Gameplay:Research]] |  Random |     +| [[events:Final Technology]] | Postive, Ambivalent or Negative Ending depending on various society values  | 100% [[Gameplay:Research]] reached and a certain number of high [[Tech Level]] societies exist |      
-| [[events:Growth]] | Gain [[Gameplay:Population]] Growth |  Random |     +| [[events:Knowledge]] | Gain [[Gameplay:Research]] | Random |     
-| [[events:Depopulation]] | Reduce [[Gameplay:Population]] Growth |  Random |     +| [[events:Growth]] | Gain [[Gameplay:Population]] Growth | Random |     
-| [[events:Enlightenment ]] | Gain [[Gameplay:Ethics]]  Random |     +| [[events:Depopulation]] | Reduce [[Gameplay:Population]] Growth | Random |     
-| [[events:Injustice]] | Reduce [[Gameplay:Ethics]] |  Random |   +| [[events:Enlightenment ]] | Gain [[Gameplay:Ethics]]  | Random |     
-| [[events:Power]] | Gain [[Gameplay:Harm Potential]] |  Random |   +| [[events:Injustice]] | Reduce [[Gameplay:Ethics]] |Random |   
-| [[events:Disarmament]] | Gain [[Gameplay:Harm Potential]] |  Random |  +| [[events:Power]] | Gain [[Gameplay:Harm Potential]] |Random |   
-| [[events:War]] | Lose [[Gameplay:Population]] relative to [[Gameplay:Harm Potential]] |  Random |  +| [[events:Disarmament]] | Gain [[Gameplay:Harm Potential]] |Random |  
-| [[events:Exctinction]] | Lose 90% [[Gameplay:Population]] or go extinct |  Random |  +| [[events:War]] | Lose [[Gameplay:Population]] relative to [[Gameplay:Harm Potential]] |Random |  
-| [[events:Send Signal]] | Send [[Gameplay::Signals]] in one direction or everywhere |  Random |  +| [[events:Exctinction]] | Lose 90% [[Gameplay:Population]] or go extinct |Random |  
-| [[events:Pickup Signal]] | Enthusiasm, Ignorance or Hostility |  Signal reaches Society | +| [[events:Send Signal]] | Send [[Gameplay::Signals]] in one direction or everywhere |Random |  
-| [[events:Answer Signal]] | Send [[Gameplay::Signals]] back or everywhere|  Signal reaches Society | +| [[events:Pickup Signal]] | Enthusiasm, Ignorance or Hostility |Signal reaches Society | 
-| [[events:Send Ship]] | Send [[Gameplay::Starship]] or a [[Status::Fleet]] |  Random |  +| [[events:Answer Signal]] | Send [[Gameplay::Signals]] back or everywhere|Signal reaches Society | 
-| [[events:Build Colony]] | Establish Colony or go Extinct  [[Gameplay::Starship]] reaches an empty system |  +| [[events:Send Ship]] | Send [[Gameplay::Starship]] or a [[Status::Fleet]] |Random |  
-| [[events:Colony Split]] | Establish Colony and/or Split Fleet or go Extinct  [[Status::Fleet]] reaches an empty system |  +| [[events:Build Colony]] | Establish Colony or go Extinct  |[[Gameplay::Starship]] reaches an empty system |  
-| [[events:Colony Plunder]] | Establish Colony, Gain [[Resources]] and/or Retreat  [[Gameplay::Starship]] reaches an empty system with [[Status:Ruins]] |  +| [[events:Colony Split]] | Establish Colony and/or Split Fleet or go Extinct  |[[Status::Fleet]] reaches an empty system |  
-| [[events:Contact]] | Choice between 3 Options depending on [[Gameplay:Contact_Level]] \\ Starts [[events:Contact]] event chain  |  [[Gameplay::Starship]] reaches an inhabited system |  +| [[events:Colony Plunder]] | Establish Colony, Gain [[Resources]] and/or Retreat  |[[Gameplay::Starship]] reaches an empty system with [[Status:Ruins]] |  
-| [[events:Last People Lost Tech]] | Stabilize, Lose [[Gameplay:Tech_Level]] or go Extinct  [[Gameplay:Population]] falls below 100 |  +| [[events:Contact]] | Choice between 3 Options depending on [[Gameplay:Contact_Level]] \\ Starts [[events:Contact]] event chain  |[[Gameplay::Starship]] reaches an inhabited system |  
-| [[events:Last People Send Signal]] | Stabilize, Send a [[Gameplay:Signal]] and/or go Extinct  [[Gameplay:Population]] falls below 100 |  +| [[events:Last People Lost Tech]] | Stabilize, Lose [[Gameplay:Tech_Level]] or go Extinct  |[[Gameplay:Population]] falls below 100 |  
-| [[events:Last People Build Ship]] | Stabilize, Build Exodus [[Starship]] go Extinct  [[Gameplay:Population]] falls below 100 |  +| [[events:Last People Send Signal]] | Stabilize, Send a [[Gameplay:Signal]] and/or go Extinct  |[[Gameplay:Population]] falls below 100 |  
-| [[events:Resource Scarcity]] |  Precaution, Crisis or War] \\ Followup Events depend on [[Gameplay:Ethics]] and [[Gameplay:Harm Potential]] |  [[Gameplay::Resources]] falls below 100 years |  +| [[events:Last People Build Ship]] | Stabilize, Build Exodus [[Starship]] go Extinct  |[[Gameplay:Population]] falls below 100 |  
-| [[events:Resource Exhaustion]] |  Regress, Collapse or Exctinction \\ Followup Events depend on [[Gameplay:Ethics]] and [[Gameplay:Harm Potential]] |  [[Gameplay::Resources]] depleted | +| [[events:Resource Scarcity]] |Precaution, Crisis or War] \\ Followup Events depend on [[Gameplay:Ethics]] and [[Gameplay:Harm Potential]] |[[Gameplay::Resources]] falls below 100 years |  
 +| [[events:Resource Exhaustion]] |Regress, Collapse or Exctinction \\ Followup Events depend on [[Gameplay:Ethics]] and [[Gameplay:Harm Potential]] |[[Gameplay::Resources]] depleted |  
 +| [[events:Synthetic Uprising]] | New [[Gameplay:Synthetics]] [[Species]] evolves and battles the existing biological society  | Fixed number of turns after receiving any of these status effects \\ [[Status:Machine Dependence]] \\ [[Status:Unethical Machines]] \\ [[Status:Weird Machines]] \\ [[[[Status:Rapid Replication]]  \\ [[Status:Machine Represion]] | 
 +| [[events:Synthetic Contact Hostile]] | Synthetic Species fights against biological Species  | A dystopic synthetic starship with encounters a biological system or vice versa  |  
 +| [[events:Synthetic Contact Friendly]] | Feedback Loop,  Involuntary Interface or War | A utopic synthetic starship with encounters a biological system or vice versa  |  
 +| [[events:Synthetic Contact Friendly]] | Feedback Loop,  Involuntary Interface or War | A utopic synthetic starship with encounters a biological system or vice versa  |  
 +| [[events:Synthetic Signal]] | Synthetic Society sends out a [[Gameplay:Starship]] to [[Gameplay:Signal]] sender | A synthetic system that has not the status [[status:Passive Idle]] recieves a signal  |  
 +| [[events:Synthetic Upgrade]] | Stasis Analysis or Incrementation | A synthetic society just evolved,  via Upgrade Flare, a synthetic starship receives a signal