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Planet Events

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Planet Events

Planet events are short, optional decisions that your colonies offer from time to time: a solar flare hits your Solar Farms, surveyors find buried ruins, a stranded convoy calls for help. Each event has two or three choices, and every choice has a trade-off. Choosing well gives a temporary bonus or a reward. Ignoring an event is always fine; nothing is lost.

How events arrive

  • Every colony you own gets events on its own schedule. Roughly once a week per planet an event is offered at a random time, between 4 and 10 days after the previous one. A new colony gets its first event within its first week.
  • A planet has at most one open event at a time.
  • An offered event stays open for 24 hours. The planet card in the planet panel shows an amber warning marker while an event is waiting, and a green sparkle marker while one of its effects is active.
  • Open the planet's Overview page to read the event, compare the exact costs and rewards (they are fixed when the event is offered) and choose.
  • An event you do not answer in time expires with no effect. Nothing decays and you lose nothing by being offline.

Costs are paid and rewards received the moment you choose. Timed effects start immediately. The Overview also lists the active effects of the current planet and keeps a log of your last 5 events across all colonies (the log shows each event, what you chose and the outcome, or "Missed" for an expired one).

The events

Amounts marked "hours of production" are scaled by the planet's own output, with a minimum, so rich planets pay and earn more.

Seismic surge

Needs a planet with a bonus resource.

  • Tap the surge: the planet's bonus resource production is +40% for 12 hours, but the planet is unstable for 6 hours.
  • Calm the crust: you receive 10–25 Artifacts. No other effect.

Ancient dig site

Can appear on any planet.

  • Excavate: costs 3 hours of the planet's Aslit production (at least 2,000) and 3 hours of its Crlit production (at least 1,000). You receive 30–60 Artifacts and a 20% chance of a relic: 85% Common, 15% Uncommon. The relic only comes if Archeotech is researched and you have a free collection slot; without them you still get the Artifacts.
  • Leave it buried: nothing happens.

Solar flare

Needs a Solar Farm on the planet.

  • Harness the flare: the planet's energy is +25% for 8 hours, but its Shield Emitter is offline during that time, so it adds no shield recharge in a battle.
  • Shelter the grid: nothing happens.

Stranded convoy

Needs a Trade Union Hub on the planet.

  • Rescue: costs 2 hours of the planet's SEM production (at least 200 SEM). You receive 1,000–3,000 G.E.L.D..
  • Salvage: you receive 3 hours of the planet's Crlit production (at least 1,000 Crlit), at no cost.
  • Ignore: nothing happens.

Void echo

Can appear on any planet.

  • Attune: costs 30–80 VXP. You receive 60–150 Xenogen.
  • Ignore: nothing happens.

Rich ore vein

Can appear on any planet.

  • Rush it: all mine output is +25% for 8 hours, but energy is -10% for those 8 hours.
  • Mine as usual: nothing happens.

Notes and tips

  • Production bonuses from events only raise what mines produce. They never raise the SEM burned by a Fusion Reactor.
  • Check your stock before choosing: an option you cannot afford is refused.
  • An unstable planet from a seismic surge is a temporary penalty; compare it with the bonus before tapping a surge on a planet you rely on. See Planets for what instability means.
  • The Shield Emitter downside of a solar flare matters most on planets that are likely to be attacked.
  • Dig sites are a source of relics, along with Excursions and creating them yourself in Archeotech.
  • Colonies run by bots do not receive events.

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