TI Space Nations/Events

From Terra Invicta Official Wiki

This page is part of the TI Space Nations mod.

TI Space Nations adds 16 narrative events for space bases, cities and colony nations. They can be switched off with the setting Random colony and space hazard events.

  • Every event can repeat, with a cooldown of 12 months between any two of them and 48 months before the same target can be hit again.
  • The first option is always free.
  • Hazards to habs hit human surface bases with crew anywhere off Earth, not only on colony worlds, unless the table says otherwise.
  • "Research" means research points, scaled like vanilla event rewards.
  • Vanilla events for nations (coups, secessions, storms and so on) never pick colony nations, colony provinces or unclaimed land.

Hazards

Event Target Options
Planetary Dust Storm bases on Mars
  1. wait it out - 40 % chance to lose a module
  2. 400 money + 30 ops - no damage
  3. 20 base metals + 10 volatiles - no damage and 2 months of free mining
Solar Flare Warning any base off Earth
  1. shelter - 50 % chance to lose a power module
  2. 80 ops - lose 20 days of space income instead
  3. 15 base metals + 8 noble metals - no damage (needs the City Core project)
Meteorite Strike base
  1. dig out - lose 1 or 2 modules
  2. 300 money + 40 boost - no damage
  3. 200 money - study the impact: +300 research
Magnetospheric Storm bases on Io, Europa, Ganymede, Callisto
  1. ride it out - 50 % chance to lose a module and stop mining
  2. 250 money + 60 ops - no damage
  3. 25 base metals - no damage
Cryovolcanic Vent hab sites with icequakes on colony worlds
  1. note it - +200 research
  2. 500 money + 20 boost - +800 research
Ground Tremor base
  1. repair - 70 % chance to lose a module
  2. 350 money + 10 base metals - no damage
Dome Breach cities only
  1. seal by hand - lose 2 modules or a hab sector
  2. 600 money + 60 ops - lose 1 module
  3. 20 water + 20 volatiles - no damage
Life Support Crisis cities only
  1. ration - 40 % chance to lose a module
  2. 30 water + 20 volatiles - no damage
  3. 300 money + 60 boost - no damage
Rich Seam bases with a mine
  1. 2 months of free mining
  2. 400 money - free mining plus 25 base metals and 12 noble metals
Supply Run Lost base
  1. do without - 60 % chance to lose 20 days of space income
  2. 80 boost - no loss

Colony nations

Event Target Options
Colonial Unrest colony nation
  1. wait - 50 % chance of more unrest
  2. 400 money + 20 influence - less unrest
  3. send the garrison (needs the Garrison Citadel project) - 60 % calm, 40 % more unrest and a cohesion hit
Autonomy Movement nation with 2 or more provinces
  1. ignore - unrest or a cohesion hit
  2. 300 money + 40 influence - calm and growth
  3. 100 ops - calm, or unrest and the loss of an undefended control point
Colonial Summit nation on a world with 2 or more colony nations
  1. observe
  2. 50 influence - calm and education
  3. 800 money - +500 research (needs the Planetary Union project)
Settler Influx colony nation
  1. more population growth
  2. 500 money + 15 water + 15 volatiles - growth and calm
Frontier Claim Dispute settled province on a world that still has unclaimed land
  1. wait - 50 % chance of −5 % GDP
  2. 350 money + 15 influence - +6 % population
  3. 70 ops - 40 % chance of −4 % population
Colonial Scandal colony nation where you hold a control point
  1. say nothing - 50 % chance of unrest
  2. buy the story: 250 money + 30 influence - no change
  3. prosecute the officials: 60 ops - less unrest, more democracy

See also