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