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Special Events |
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This section lists all special event types. For the game mechanics of special events see [MECH:GNN & Special Events].
Event | Epidemic | Baby Boom |
Scope (spatial) | Planet (random from Top 25 or due to TSS bodypart trade) | Planet (random from Top 25-40) |
Scope (temporal) | 6 - 9 days | 6 - 9 days |
Restrictions | Only possible on planets where no epidemic or baby boom active | Only possible on planets where no epidemic, baby boom, or asteroid event active |
Effects | - Additional daily loss of population unless medicine upkeep is provided; if provided only small additional loss
- Black market shortage of medicines in cluster
| - Additional daily increase of population in case medicine upkeep is provided; if not provided only small additional increase
- Black market shortage of medicines in cluster
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Event | Space Flux | Magnetic Storm |
Scope (spatial) | Cluster (random from all) | Cluster (random from all) |
Scope (temporal) | 6 - 9 days | 6 - 9 days |
Restrictions | Only possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux active | Only possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux active |
Effects | | - All player-ships appear as cloaked
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Event | Pulsar Flares | Time Flux |
Scope (spatial) | Cluster (random from all) | Cluster (random from all) |
Scope (temporal) | 2 - 7 days | 1 - 8 days |
Restrictions | Only possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux active | Only possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux active |
Effects | - 25% armor loss every hour (rounded down), including docked ships
| - +120 APs regenerating every hour
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Event | Wormhole Storm | Wormhole Stasis |
Scope (spatial) | Cluster (random from all) | Cluster (random from all) |
Scope (temporal) | 6 - 9 days | 6 - 9 days |
Restrictions | Only possible in clusters where no wormhole storm or wormhole stasis active | Only possible in clusters where no wormhole storm or wormhole stasis active |
Effects | - Probability for receiving hull damage when jumping through wormholes or x-holes significantly increased
| - Probability for receiving hull damage when jumping through wormholes or x-holes significantly decreased
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Event | Asteroid Impact | Sectorbloom |
Scope (spatial) | Planet (random from Top 30 of Class M, I, and A planets) | Sector (random from all) |
Scope (temporal) | 6 - 9 days (fixed) | 3 - 5 days |
Restrictions | Only possible on planets where no baby boom active, planets need to have a high enough population, only one asteroid event possible at a time | Only possible in sectors where no sector bloom active |
Effects | - Planet needs to naturally consume 40000 tons of energy, 350 tons of electronics, 250 tons of radioactive cells, 500 tons of optical components within the given timeframe, for building a tractor array to divert the asteroid
- If this fails, an asteroid impact happens, resulting in a substantial population loss
- Black market shortages of the needed commodities in cluster
| - Highly increased regeneration of field resources
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Event | Diplomatic Improvement | Diplomatic Decline |
Scope (spatial) | Two factions (random from all) | Two factions (random from all) |
Scope (temporal) | 3 - 4 days | 3 - 4 days |
Restrictions | Only possible between factions which have faction commands and are not at war with each other, and have no good relationship with the other faction. Relations must be better than 50 points before a war would start. | Only possible between factions which have faction commands and are not at war with each other and have not been for at least 4 weeks. Relations must be better than 50 points before a war would start. |
Effects | - Additional daily improvement of faction relations by 10 points
| - Additional daily decline of faction relations by 10 points
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Event | Meteor Shower | Wormhole monsters |
Scope (spatial) | Sector (random from all) | Cluster (random from all neutral ones and Pardus clusters) |
Scope (temporal) | 4 - 10 days (fixed) | 2 - 4 days |
Restrictions | Only possible in sectors where no meteor shower active, two times as likely as other special events | Only possible in clusters where no wormhole monsters event active |
Effects | - Hourly deterioration of player-building conditions (on average ~0.3 points per hour, with a high variation between different buildings)
| - Wormhole monsters, indistinguishable from wormholes, spawn around wormholes
The pilot who kills the most wormhole monsters per event receives a medal. |
Event | Exocrabs | Exotic Crystal Generation |
Scope (spatial) | Sector (random from all with exotic matter sources) | Sector (random from all with exotic matter sources) |
Scope (temporal) | 8 - 13 days | 4 - 5 days |
Restrictions | Only one exocrabs event possible at a time, only possible in sectors where no exotic suspension or cataclysm event active | This event takes place once every 3 to 7 weeks |
Effects | The pilot who kills the most exocrabs per event receives a medal. | |
Event | Exotic Suspension | Exotic Cataclysm |
Scope (spatial) | Exotic matter source (random) | Exotic matter source (random) |
Scope (temporal) | 6 - 14 days | 6 - 14 days |
Restrictions | Only possible in sectors where no exocrabs or exotic cataclysm event active | Only possible in sectors where no exocrabs or exotic suspension event active |
Effects | - No exotic matter regeneration
| - Exotic matter regeneration doubled
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Event | Neural Burst | Neural Chill |
Scope (spatial) | Whole region of a faction or of neutral space, excluding Pardus cluster (random) | Whole region of a faction or of neutral space, excluding Pardus cluster (random) |
Scope (temporal) | 16 - 20 days | 16 - 20 days |
Restrictions | Only possible in region where no neural burst or neural chill event active | Only possible in region where no neural burst or neural chill event active |
Effects | - Doubled efficiency levels of Neural Laboratories
| - Efficiency level of Neural Laboratories set to zero (= 50% production, 60% upkeep of base level)
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Event | Pirate Invasion |
Scope (spatial) | Cluster (Randomly selected from those with a critical crime level) |
Scope (temporal) | Until the pirates leading the invasion have been killed. |
Restrictions | Only occurs in clusters with a critical crime rate. |
Effects | - Pirates invade - and the longer the invasion continues the more pirates who will seize the opportunity to claim their own cluster.
- Pirate Captains tend to besiege buildings and misappropriate the production.
The pilot who kills the last pirate captain in an invasion receives a medal. |
Last modification on this page: 2017-08-13
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