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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:30
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In Morgan - What now? there is a discussion of the value of various facilites (or lack thereof) in mitigating the negative effects of some Random Events. It seems a reasonable topic for its own thread.
Here are the "Negative" Random Events, their effects, and the Facilities and/or Secret Projects that offset their effects. If the name of the Event is a Facility, it is the lack of that facility that allows the effect.
- Asteroid Strikes Base. No protection, but can hit only the Unsurpassed faction, whether player-controlled or computer-controlled. I've seen it both ways, in nearly every game, and more than once in some games.
- Biology Lab. Planet Blight destroys all Farms and Forests in base radius.
- Children's Creche. One extra Drone for 5 years.
- Energy Bank. Power Surge destroys all Mines in base radius.
- Energy Market Crash. If Energy Reserves are less than 1000, they are reduced by 75%. But, if Energy Reserves are more than 500 and faction is fourth place or lower, they are doubled.
- Existing Resource Peters Out. No protection.
- Famine. -1 Nutrient/square for 10 years. No protection.
- Hail Storms. Destroys all Solar collectors in base radius. No protection.
- Haze and Clouds. -1 Energy/square for 10 years. No protection.
- Industrial Collapse. -1 Mineral/square for 10 years. No protection.
- Network Node. Overload wipes out all accumulated research points.
- Prometheus Virus. Kills half population and spreads to all bases within the equivalent radius. (Details to follow.)
- Sea Beetles. Eat all Kelp in base radius. No protection.
- Tidal Wave. Destroys all Mining Platforms in base radius. No protection.
- Volcano. No protection, but always happens near the Unsurpassed or Mighty faction. Can happen more than once in a game.
- Asteroid Strikes Nessus Prime. Destroys all Nessus Mining Stations belonging to all factions. No protection.
- Solar Storm. Destroys all Orbital Power Transmitters and Orbital Defense Pods belonging to all factions. No protection.
Last edited by gwillybj on 10-09-2003 at 02:02
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:30
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IIRC, there are good versions of many (perhaps even all) of the lack-of-facility bad events. For example, a NetNode at Basename might be credited with a breakthrough (free tech) or a Creche with a sudden population increase. Perhaps the game randomly decides that a facility event is coming to a base, and it will be either good or bad depending on whether or not you have that facility there. Of course, it may also take other factors into account, such as the difficulty level, how you are doing in the game or whatever.
Similarly, there are good versions of the 10 year bummers where you get +1 of the various resources instead of the -1. Again, I don't know what determines whether you get the good or bad versions, but I suspect that it is not completely random.
Some of the nasties, like the Volcano or Asteroid, do not appear to have a good version, but I recall a thread where certain restrictions were laid out on some events - for example, perhaps it said that one of those things could only happen to the top player and/or only if there was a 4x4 area of dry land in your territory without a base, or something like that.
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:30
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quote: Sea Beetles. Eat all Kelp in base radius. No protection. |
quote: Lazerus wrote:
i have never once seen that  |
I've experienced every one of the Random Events, without exception, and have been thoroughly amused every time , even if I was the victim and it messed me up big-time .
quote: At the basic level, all events are "equally likely" except as marked, but in practice if you roll a really good event when you're already ahead or a really bad event when you're already behind, it will tend to ignore the event and do nothing instead. | The exceptions mentioned are: Asteroid Strikes Base and Volcano Erupts, which are dependent on faction dominance, and Asteroid Strikes Nessus Prime and Solar Storm/Flare, each of which has a 20% chance.
quote: If an event is picked which would have no effect (for example, "Asteroid Strikes Nessus Prime" when nobody has a Nessus Mining Station) then there is no event that turn. |
I neglected to mention that the quotes in my posts are from the Prima Guide, pages 15-16. That book has already been both praised and panned in this forum. I like it, have found it extremely useful, and would not have learned the game's nuances nearly as quickly without it .
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:30
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Here are the "Positive" Random Events, their effects, and the Facilities and/or Secret Projects that allow their effects. If the name of the Event is a Facility, it is the existence of that facility that allows the effect.
- Biology Lab. A beneficial bacterium is discovered, producing +1 Nutrient in each square worked (not crawled) by the base for 10 turns.
- Bumper Crops. +1 Nutrient in each square worked (not crawled) by the base for 10 turns.
- Children's Creche. The base experiences a major population surge, immediately growing to the maximum size it is able to feed with its current Nutrient intake.
- Energy Bank. Power Surge is absorbed, producing 50 Energy Credits.
- Energy Market Boom. If Energy Reserves are more than 500 and faction is fourth place or lower, they are doubled.
- Industrial Boom. +1 Mineral in each square worked (not crawled) for 10 years.
- Network Node. Free tech. Most often, but not always, simply completes the one you're researching.
- New Resource Discovered. New Resource Special is created. Not always within any base's production radius.
A general note about Random Events: If you "roll" a really good event when you're already ahead, or a really bad one when you're already behind, the algorithm will tend to ignore the event and do nothing instead.
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Guynemer
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I believe I've seen all of these except the asteroid striking a base (I have seen the satellite wipe-out events) and the volcano. I assume the random volcano event is something apart from the pod-popped volcano; is it triggered by ecodamage?
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Guynemer
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ooops, yes indeedy.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:30
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The good and the bad random events may very well be random, but I have noticed that on the standard map events such as climatic change (-1 nutrient next 10 turns) happen at the exact same place, although not at the exact time. I don't know who said it, but I agree that almost all events have opposites:
For example
(This is hard for me to explain, if someone would like to repost this and interpret it for eveyone else, my thanks)
In the year 2200, an event will happen at University Base
The above statement is predetermined by the random seed of the game.
If you have a biology lab at University Base at the 2200, then University base will discover a beneficial bacteria, if not, Planet Blight occurs.
Either way the event occurs, just depending on whether if you have a certain facility determines whether it is good or bad.
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All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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