Crises are dynamic events that can strike any colony. They range from biological outbreaks and geological disasters to political upheaval and cosmic threats. Each crisis demands a response within a limited number of turns.
How Crises Work
- Crises appear randomly as your empire grows. The chance increases over time.
- Each crisis targets a specific colony and has a severity level (Minor, Moderate, Major, Catastrophic).
- You have a limited number of turns to respond before the crisis resolves itself badly.
- Active crises appear in the top-left corner of the game screen.
Making Choices
Click an active crisis to open the detail panel. Each crisis presents 2-3 options with different tradeoffs. Some choices cost credits, some require a fleet in the system, and some carry a risk percentage that the approach backfires.
Outcomes
- Resolved: Crisis fully handled with minimal or no lasting damage.
- Mitigated: Damage reduced but some lingering effects remain (temporary penalties).
- Bonus: You turned the crisis into an opportunity (temporary boosts or resource gains).
- Failed: The deadline passed or a risky choice backfired. Full penalties applied.
Chain Events
Some choices lead to follow-up crises that continue the storyline. These chain events can result in even greater rewards or risks depending on how you navigate the sequence.
Severity Levels
- Minor (5 turns to respond): Small penalties on failure. Common early game.
- Moderate (4 turns): Significant penalties including population loss. Mid-game.
- Major (3 turns): Severe consequences. Buildings may be destroyed. Later game.
- Catastrophic (2 turns): Devastating. Immediate action required. Rare.