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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?action=history&amp;feed=atom&amp;title=TI_Space_Nations%2FEvents</id>
	<title>TI Space Nations/Events - Revision history</title>
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	<updated>2026-10-12T21:19:54Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=TI_Space_Nations/Events&amp;diff=12670&amp;oldid=prev</id>
		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Space Nations/Events --&gt; &#039;&#039;This page is part of the TI Space Nations mod.&#039;&#039;  TI Space Nations adds 16 narrative events for space bases, cities and colony nations. They can be switched off with the setting &#039;&#039;Random colony and space hazard events&#039;&#039;.  * Every event can repeat, with a cooldown of &#039;&#039;&#039;12 months&#039;&#039;&#039; between any two of them and &#039;&#039;&#039;48 months&#039;&#039;&#039; before the same target can be hit again. * The first option is always free. * Hazar...&quot;</title>
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		<updated>2026-10-12T17:04:05Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Space Nations/Events --&amp;gt; &amp;#039;&amp;#039;This page is part of the &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt; mod.&amp;#039;&amp;#039;  &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt; adds 16 &lt;a href=&quot;/Terra_Invicta/Events&quot; title=&quot;Events&quot;&gt;narrative events&lt;/a&gt; for space bases, cities and colony nations. They can be switched off with the setting &amp;#039;&amp;#039;Random colony and space hazard events&amp;#039;&amp;#039;.  * Every event can repeat, with a cooldown of &amp;#039;&amp;#039;&amp;#039;12 months&amp;#039;&amp;#039;&amp;#039; between any two of them and &amp;#039;&amp;#039;&amp;#039;48 months&amp;#039;&amp;#039;&amp;#039; before the same target can be hit again. * The first option is always free. * Hazar...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- Wiki page: TI Space Nations/Events --&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;This page is part of the [[TI Space Nations]] mod.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[TI Space Nations]] adds 16 [[Events|narrative events]] for space bases, cities and colony nations. They can be switched off with the setting &amp;#039;&amp;#039;Random colony and space hazard events&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* Every event can repeat, with a cooldown of &amp;#039;&amp;#039;&amp;#039;12 months&amp;#039;&amp;#039;&amp;#039; between any two of them and &amp;#039;&amp;#039;&amp;#039;48 months&amp;#039;&amp;#039;&amp;#039; before the same target can be hit again.&lt;br /&gt;
* The first option is always free.&lt;br /&gt;
* Hazards to habs hit human surface bases with crew &amp;#039;&amp;#039;&amp;#039;anywhere off Earth&amp;#039;&amp;#039;&amp;#039;, not only on colony worlds, unless the table says otherwise.&lt;br /&gt;
* &amp;quot;Research&amp;quot; means research points, scaled like vanilla event rewards.&lt;br /&gt;
* Vanilla events for nations (coups, secessions, storms and so on) never pick colony nations, colony provinces or unclaimed land.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Event !! Target !! Options&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Planetary Dust Storm&amp;#039;&amp;#039;&amp;#039; || bases on Mars&lt;br /&gt;
|&lt;br /&gt;
# wait it out - 40 % chance to lose a module&lt;br /&gt;
# 400 {{icon|money}} + 30 {{icon|ops}} - no damage&lt;br /&gt;
# 20 {{icon|metal}} + 10 {{icon|volatiles}} - no damage and 2 months of free mining&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Solar Flare Warning&amp;#039;&amp;#039;&amp;#039; || any base off Earth&lt;br /&gt;
|&lt;br /&gt;
# shelter - 50 % chance to lose a power module&lt;br /&gt;
# 80 {{icon|ops}} - lose 20 days of space income instead&lt;br /&gt;
# 15 {{icon|metal}} + 8 {{icon|nobles}} - no damage (needs the City Core project)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Meteorite Strike&amp;#039;&amp;#039;&amp;#039; || base&lt;br /&gt;
|&lt;br /&gt;
# dig out - lose 1 or 2 modules&lt;br /&gt;
# 300 {{icon|money}} + 40 {{icon|boost}} - no damage&lt;br /&gt;
# 200 {{icon|money}} - study the impact: +300 research&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magnetospheric Storm&amp;#039;&amp;#039;&amp;#039; || bases on Io, Europa, Ganymede, Callisto&lt;br /&gt;
|&lt;br /&gt;
# ride it out - 50 % chance to lose a module and stop mining&lt;br /&gt;
# 250 {{icon|money}} + 60 {{icon|ops}} - no damage&lt;br /&gt;
# 25 {{icon|metal}} - no damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cryovolcanic Vent&amp;#039;&amp;#039;&amp;#039; || hab sites with icequakes on colony worlds&lt;br /&gt;
|&lt;br /&gt;
# note it - +200 research&lt;br /&gt;
# 500 {{icon|money}} + 20 {{icon|boost}} - +800 research&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ground Tremor&amp;#039;&amp;#039;&amp;#039; || base&lt;br /&gt;
|&lt;br /&gt;
# repair - 70 % chance to lose a module&lt;br /&gt;
# 350 {{icon|money}} + 10 {{icon|metal}} - no damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dome Breach&amp;#039;&amp;#039;&amp;#039; || cities only&lt;br /&gt;
|&lt;br /&gt;
# seal by hand - lose 2 modules or a hab sector&lt;br /&gt;
# 600 {{icon|money}} + 60 {{icon|ops}} - lose 1 module&lt;br /&gt;
# 20 {{icon|water}} + 20 {{icon|volatiles}} - no damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Life Support Crisis&amp;#039;&amp;#039;&amp;#039; || cities only&lt;br /&gt;
|&lt;br /&gt;
# ration - 40 % chance to lose a module&lt;br /&gt;
# 30 {{icon|water}} + 20 {{icon|volatiles}} - no damage&lt;br /&gt;
# 300 {{icon|money}} + 60 {{icon|boost}} - no damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rich Seam&amp;#039;&amp;#039;&amp;#039; || bases with a mine&lt;br /&gt;
|&lt;br /&gt;
# 2 months of free mining&lt;br /&gt;
# 400 {{icon|money}} - free mining plus 25 {{icon|metal}} and 12 {{icon|nobles}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Supply Run Lost&amp;#039;&amp;#039;&amp;#039; || base&lt;br /&gt;
|&lt;br /&gt;
# do without - 60 % chance to lose 20 days of space income&lt;br /&gt;
# 80 {{icon|boost}} - no loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Colony nations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Event !! Target !! Options&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Colonial Unrest&amp;#039;&amp;#039;&amp;#039; || colony nation&lt;br /&gt;
|&lt;br /&gt;
# wait - 50 % chance of more unrest&lt;br /&gt;
# 400 {{icon|money}} + 20 {{icon|influence}} - less unrest&lt;br /&gt;
# send the garrison (needs the Garrison Citadel project) - 60 % calm, 40 % more unrest and a cohesion hit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Autonomy Movement&amp;#039;&amp;#039;&amp;#039; || nation with 2 or more provinces&lt;br /&gt;
|&lt;br /&gt;
# ignore - unrest or a cohesion hit&lt;br /&gt;
# 300 {{icon|money}} + 40 {{icon|influence}} - calm and growth&lt;br /&gt;
# 100 {{icon|ops}} - calm, or unrest and the loss of an undefended control point&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Colonial Summit&amp;#039;&amp;#039;&amp;#039; || nation on a world with 2 or more colony nations&lt;br /&gt;
|&lt;br /&gt;
# observe&lt;br /&gt;
# 50 {{icon|influence}} - calm and education&lt;br /&gt;
# 800 {{icon|money}} - +500 research (needs the Planetary Union project)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Settler Influx&amp;#039;&amp;#039;&amp;#039; || colony nation&lt;br /&gt;
|&lt;br /&gt;
# more population growth&lt;br /&gt;
# 500 {{icon|money}} + 15 {{icon|water}} + 15 {{icon|volatiles}} - growth and calm&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frontier Claim Dispute&amp;#039;&amp;#039;&amp;#039; || settled province on a world that still has unclaimed land&lt;br /&gt;
|&lt;br /&gt;
# wait - 50 % chance of −5 % GDP&lt;br /&gt;
# 350 {{icon|money}} + 15 {{icon|influence}} - +6 % population&lt;br /&gt;
# 70 {{icon|ops}} - 40 % chance of −4 % population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Colonial Scandal&amp;#039;&amp;#039;&amp;#039; || colony nation where you hold a control point&lt;br /&gt;
|&lt;br /&gt;
# say nothing - 50 % chance of unrest&lt;br /&gt;
# buy the story: 250 {{icon|money}} + 30 {{icon|influence}} - no change&lt;br /&gt;
# prosecute the officials: 60 {{icon|ops}} - less unrest, more democracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Events]] and [[Narrative Event List]] - vanilla events&lt;br /&gt;
* [[TI Space Nations/Colony Nations]]&lt;br /&gt;
&lt;br /&gt;
{{TI Space Nations Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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