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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].


EventEpidemicBaby Boom
Scope (spatial)Planet
(random from Top 25 or due to TSS bodypart trade)
Planet
(random from Top 25-40)
Scope (temporal)6 - 9 days6 - 9 days
RestrictionsOnly possible on planets where no epidemic or baby boom activeOnly 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


EventSpace FluxMagnetic Storm
Scope (spatial)Cluster
(random from all)
Cluster
(random from all)
Scope (temporal)6 - 9 days6 - 9 days
RestrictionsOnly possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux activeOnly possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux active
Effects
  • +3 to movement cost
  • All player-ships appear as cloaked


EventPulsar FlaresTime Flux
Scope (spatial)Cluster
(random from all)
Cluster
(random from all)
Scope (temporal)2 - 7 days1 - 8 days
RestrictionsOnly possible in clusters where no space flux, magnetic storm, pulsar flares, or time flux activeOnly 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


EventWormhole StormWormhole Stasis
Scope (spatial)Cluster
(random from all)
Cluster
(random from all)
Scope (temporal)6 - 9 days6 - 9 days
RestrictionsOnly possible in clusters where no wormhole storm or wormhole stasis activeOnly 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


EventAsteroid ImpactSectorbloom
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
RestrictionsOnly possible on planets where no baby boom active, planets need to have a high enough population, only one asteroid event possible at a timeOnly 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


EventDiplomatic ImprovementDiplomatic Decline
Scope (spatial)Two factions
(random from all)
Two factions
(random from all)
Scope (temporal)3 - 4 days3 - 4 days
RestrictionsOnly 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


EventMeteor ShowerWormhole 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
RestrictionsOnly possible in sectors where no meteor shower active, two times as likely as other special eventsOnly 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.


EventExocrabsExotic Crystal Generation
Scope (spatial)Sector
(random from all with exotic matter sources)
Sector
(random from all with exotic matter sources)
Scope (temporal)8 - 13 days4 - 5 days
RestrictionsOnly one exocrabs event possible at a time, only possible in sectors where no exotic suspension or cataclysm event activeThis event takes place once every 3 to 7 weeks
Effects
  • Exocrabs spawn
The pilot who kills the most exocrabs per event receives a medal.
  • Exotic crystals spawn


EventExotic SuspensionExotic Cataclysm
Scope (spatial)Exotic matter source
(random)
Exotic matter source
(random)
Scope (temporal)6 - 14 days6 - 14 days
RestrictionsOnly possible in sectors where no exocrabs or exotic cataclysm event activeOnly possible in sectors where no exocrabs or exotic suspension event active
Effects
  • No exotic matter regeneration
  • Exotic matter regeneration doubled


EventNeural BurstNeural 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 days16 - 20 days
RestrictionsOnly possible in region where no neural burst or neural chill event activeOnly 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)


EventPirate Invasion
Scope (spatial)Cluster
(Randomly selected from those with a critical crime level)
Scope (temporal)Until the pirates leading the invasion have been killed.
RestrictionsOnly 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.



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Last modification on this page: 2017-08-13

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