Fainthearted Backwater selected as civilization origin.
Primitives on the target planet must be machine age or higher.
Detection Event:
[Science Ship] has just surveyed what is rightfully our planet in the [name] system. Upon scanning the surface, we've come upon several very well-maintained and seemingly active structures. It would seem as if somebody has moved into our old home at some point! The architecture looks very familiar to the pre-Vazuran designs we used before though...
Investigate Event:
It was a relatively simple task for [Scientist] to get in touch with the inhabitants. Horrifyingly, they've slaughtered our away team and they are now hailing us...
"Answer the hail" (begins dialogue)
"So, just how are things going at the rebel outpost?"
Answer: "We are not the rebels you seek. This is [Scientist] of the [Empire Name]. Please tell us why you have slaughtered our brethren? "
there is a long silence _"Haha! 'Pleeeeease!!! s/he says! I've got a better one for you: why, after so long, do you think you even have a right to an orbit above our planet?!"_
Answer: "...I beg your pardon?"
_"In all this time, we never forgot, even though you obviously managed to somehow. The first decade was spent fruitlessly trying to somehow break through the jammers you set up on [home planet] and get in touch with you. For over a decade we believed it had been 'just some kind of mistake.' After that, panic and subsequently untold hundreds of years of barbarism, shame, and degradation. You made sure to take all the 'best minds' and equipment. A millennium of that and people started worshiping the last few working pieces of tech. You know, even through all the barbarism, the infighting and the eventual wars as we built up to what we are now...we made sure to never forget that day: 'Leave Day'. A lot of us might have lost ourselves, but we never lost the point of blame. Even as we hurt each other, descended into one war after another, we remembered the primary point of blame. We remember it now. We remember you."
Answer: "You're...surely you can't be..."
_"Well, there certainly is a family resemblance now, isn't there? That said, you certainly showed us what family meant to you after all your talk of it."
Answer: "...we have no records of anybody being left behind or anybody even active here during the evacuation. They...would have told me before I left if anything like this had occurred or if there was the faintest chance that had happened."
"Did you develop blindness in all those years spent cowering under the ground? Surely you can see me, one of your so-called 'precious lives'? I assure you we never forgot. We've reformed around the truer all-consuming manner of how life actually works throughout the universe. There were so few of us, the invaders never picked up on our presence, but not so few that we couldn't build a better world that the one in which you rot! A world in which we lock arms to defend against evil and lies. It took us ages, but we got there. One fortress city at a time."
Answer: "We have resources...supplies, we can help if..."
"Oh, don't you dare. Don't you DARE! You won't be getting this planet back with your backhanded coddling. You want it back, you'll be taking it back from us. We might have regressed without you, but we'll show you what a fight looks like. You will REMEMBER what a fight looks like! In the last century, when we united, you didn't just become a distant deity of anger and spite. You became a target! The only favor you've done is arriving for us"
End Transmission (Note: The "Remnants" civilization should now appear in the contact list, but if you try to click it, it will only result in static and no response. Text should read "As cold as their final word, the one we spoke to previously offers no ear to our talk.")
Two options:
"We have left them. Let them be as they've become for we have no right to call them our brothers and sisters." (+250 Influence, the civilization will be left to grow and establish as per normal for primitives. If they achieve spaceflight, they should have a -1000 relations modifier to the parent civilization. "The Forgotten" modifier is added to the parent civ granting -5% happiness for 240 months)
"We must bring them back into the fold. They know not what they do and say and should be protected from themselves!" (-100 Influence, spawns 15 defensive armies at highest possible primitive strength (regardless of relative tech level of the primitives if at all possible))
The Battle (Two Possible Outcomes)
Victory: The planet is taken, and the defenders submit to rule, however they all have the militarist ethic and carry a 0% approval rating for the next 120 months, then this debuff disappears and they revert to normal happiness mechanics. Planet comes with a stronghold pre-built to help mitigate this. Empire gets a "Peace at any Cost" modifier for 120 months which carries a -15% ethics attraction and a -10% happiness penalty. 5 random pops in the mother civilization get the militarist ethic. Planetary feature added: "Old National Bunker", which adds +2 defensive armies and 1 soldier job. +250 Engineering research.
Dialogue Box: "After all this time, we finally managed to storm the mountain holdout that carries the high command of our breakaway brothers and bring them to heel. The impressive structure is largely intact. We have lost much to get this far, and it's going to be a long road to show our brothers and sisters how much we care." Button Text: "Was it worth it?"
GFX_evt_mem_victory
Defeat: Either the invasion force is destroyed, or a retreat is called by the player. In either case, the cycle repeats and the planet can be invaded again, with the following caveats:
The target civilizations armies are increased from 15 to 25 (minus the number of defeated armies in the initial invasion, however these build up at a rate of 1 every 3 months until the next invasion is launched).
The target advances their primitive state by 1 level (due to destroyed tech left by mother civ) and the traps that were previously mentioned are reset to run again on the next invasion (with a 50% chance to trigger this time at any given point due to the fact that the mother civ would be somewhat more aware of the potential). IF they are already a late space age empire, then they will automatically become a star-faring civ and fully active in the game, gaining independent control of their system, retaining all their defensive armies which will subsequently advance to standard space empire defensive armies.
-Choosing not to invade means that the defensive armies will remain and will accompany the breakaway civ through their advancement into the space age, becoming normal space empire defensive armies.
Additionally, the mother civ gets a "Humiliated and Discouraged" modifier which grants -10% happiness for 120 months, -15% ethics attraction, and +35% military ethics attraction.
Finally, the mother civ leader is forced to abdicate, triggering an election or the next in line rule to step forward.
GFX_evt_mem_mecha
Dialogue Box: "Against all expectations, our brothers and sisters have managed to defeat us. Worse still, they have repurposed the vile machines we were forced to leave behind and learn from them to fortify themselves even further. Our population squabbles back and forth with what to do." Button text: "We are shamed."
Post-Battle
There will be two terrorist/insurgency attacks that happen during occupation, along with mitigation measures. These will be MTTH events and both are guaranteed to happen within the first 5 years of occupation. If they are not dealt with, they repeat until they are.
Scenario One
A hidden base in a mountain redoubt spills out a squadron of jet fighters that damage armies and civilian targets alike.
GFX_evt_mem_pre_space_fighters_03
Text Box: "A sobering start to our attempt to bring our former brothers back to peace and prosperity. As it turns out, a heavy emphasis has been place on jet propulsion and airborne warfare on [planet] leading to a very robust air force that has managed to catch our brave sentries unawares. While we encountered them during the initial battle, we had no idea they would manage to hide multiple squadrons inside of a base built into a mountain range. Button text: "We should have re-conned this more thoroughly!"
Results: +10% unhappiness (reason: "Insurgency!") for 120 months. -10% army morale. +10% devastation and damage occupying armies (the latter more for flavour/immersion than anything else).
Immediately afterwards, the mitigation event appears.
Text Box: "The base wasn't particularly hard to find once we realised what we were looking for. Local atmospherics detected the jet fuel and a deep tomographic scan has located the remnant force. A special operation has been drawn up to try and clear them out with the least amount of life loss possible. However, given the situation, there is only so far we can keep the causalities down.
We don't have any guarantee that this is the last of the insurgency however."
Button Text: "Regrettable, but necessary."
The special project is launched and requires at least one troop ship in orbit. One-week turnaround on time to finish.
Completion Text: "The complex has been raided and secured. It's fairly large and surprisingly well-equipped. It should be no trouble to use it for our needs along with what we originally thought was the last redoubt.
Results: "Insurgency!" modifier replaced by "Insurgents Raided" which reduces the penalties to -5% unhappiness and -5% army morale. Planetary feature added "Mountain Airbase" which provides +1 soldier jobs.
Scenario Two
A very coordinated series of insurgency attack on mobile vehicles and civilian infrastructure takes place.
GFX_evt_mem_disabled_mech
Dialogue box text: "Again, we have underestimated our brothers. Just as we lowered our alert level and our air recon scans indicated safety, we were beset by countless two-person anti-armor units armed with primitive rockets and missiles. The hunting and destruction caused such confusion that they were able to launch quick counter attacks with smaller and lighter fast attack armored units managed to quickly obliterate a good portion of our hunter units. We are quite unsure as yet where the attacks originated." Button text: "Disaster!"
Results: +20% unhappiness (reason: "Insurgency: Second Wave!") for 120 months. -20% army morale. +15% devastation and damage occupying armies (the latter more for flavour/immersion than anything else).
Special Project Available: "Searching for the insurgents", requiring a troopship in orbit. Completes in about one month.
Dialogue Box: "We have found the source (or rather sources) of the latest waves of insurgency. It is—unfortunately—not centralized. The insurgents are people we see everyday, many of whom smile and greet our street patrols. By day, they run the shops, clean the roads, and fuel vehicles, only at night retreating into basements and supposedly abandoned buildings to plot and plan reprisal attacks. This isn't something we're used to at all, but we've drawn up a plan to root out the largest cells at least and keep the smaller ones pinned down. It will involve carefully coordinated This will however require a troop surge on the surface." Button Text: "Such Treachery!"
Special Project Available: "Counter Insurgency Operation, requiring 3 troopships in orbit. Requires one year to complete.
Results: "Insurgency: Second Wave" modifier replaced by "Occupation for Peace" which reduces the penalties to -5% unhappiness and -5% army morale. No further attacks, but this base state remains until the final event.
Final Event
Should launch about a year or so after the counterinsurgency is completed.
Dialogue Box: "The situation on [planet] while relatively stable, is not acceptable as a long term dynamic. We have been aware of this for some time, however were unsure as to how to proceed. Our universities have collaborated and are ready to launch a special study in order to attempt to offer a comprehensive plan as to how to proceed." Button Text: "Perhaps in wisdom we will find salvation from the hell we've made!"
Special Project Launched "[Planet] Sociological Study Task Force", requires 10,000 society research. Upon completion, offers two possible options.
Dialogue Box Preceding Options Text Box: "The debate is still ongoing, and may very do so well after the fact and throughout history. However, two broad approaches to this have been drawn up. In the first, we take draconian measures to educate the masses on [planet], especially targeting children and younger citizens as to the merits of peace and harmony at any cost and censoring dissident material. This will of course have the effect of creating a precedent for such heavy-handed measures in other situations.
The other option is a path of appeasement. We make [planet] the proximate military capital of our nation, accepting some of their ideas into wider society. This will however make war a viable alternative in the minds of a sizeable population of our citizens, which some of our educators find loathsome.
Regardless of which path we choose, it will almost certainly change who we are as a people, but we will still be brothers and sisters in some light." Button Text: "This will take some consideration."
Two Special Projects Launched:
Crackdown
Requires a military troopship in orbit and 2 years to complete.
Results: Two pops on every planet gain the authoritarian ethic. +30% empire-wide authoritarian ethics attraction. "Occupation for Peace" modifier removed and replaced by "Character from Struggle" granting +15% unity production.
Cultural Diffusion
Society research project requiring 8000 society points.
Results: Two pops on every planet gain the militarist ethic. +30% empire-wide militarist ethics attraction. "Occupation for Peace" modifier removed and replaced by "Character from Struggle" granting +15% unity production.
https://github.com/MoreEventsMod/More_Events_Mod_Beta/issues/535
Level 1 Anomaly
Conditions
Fainthearted Backwater selected as civilization origin. Primitives on the target planet must be machine age or higher.
Detection Event:
[Science Ship] has just surveyed what is rightfully our planet in the [name] system. Upon scanning the surface, we've come upon several very well-maintained and seemingly active structures. It would seem as if somebody has moved into our old home at some point! The architecture looks very familiar to the pre-Vazuran designs we used before though...
Investigate Event:
It was a relatively simple task for [Scientist] to get in touch with the inhabitants. Horrifyingly, they've slaughtered our away team and they are now hailing us...
"Answer the hail" (begins dialogue)
"So, just how are things going at the rebel outpost?"
Answer: "We are not the rebels you seek. This is [Scientist] of the [Empire Name]. Please tell us why you have slaughtered our brethren? "
there is a long silence _"Haha! 'Pleeeeease!!! s/he says! I've got a better one for you: why, after so long, do you think you even have a right to an orbit above our planet?!"_
Answer: "...I beg your pardon?"
_"In all this time, we never forgot, even though you obviously managed to somehow. The first decade was spent fruitlessly trying to somehow break through the jammers you set up on [home planet] and get in touch with you. For over a decade we believed it had been 'just some kind of mistake.' After that, panic and subsequently untold hundreds of years of barbarism, shame, and degradation. You made sure to take all the 'best minds' and equipment. A millennium of that and people started worshiping the last few working pieces of tech. You know, even through all the barbarism, the infighting and the eventual wars as we built up to what we are now...we made sure to never forget that day: 'Leave Day'. A lot of us might have lost ourselves, but we never lost the point of blame. Even as we hurt each other, descended into one war after another, we remembered the primary point of blame. We remember it now. We remember you."
Answer: "You're...surely you can't be..."
_"Well, there certainly is a family resemblance now, isn't there? That said, you certainly showed us what family meant to you after all your talk of it."
Answer: "...we have no records of anybody being left behind or anybody even active here during the evacuation. They...would have told me before I left if anything like this had occurred or if there was the faintest chance that had happened."
"Did you develop blindness in all those years spent cowering under the ground? Surely you can see me, one of your so-called 'precious lives'? I assure you we never forgot. We've reformed around the truer all-consuming manner of how life actually works throughout the universe. There were so few of us, the invaders never picked up on our presence, but not so few that we couldn't build a better world that the one in which you rot! A world in which we lock arms to defend against evil and lies. It took us ages, but we got there. One fortress city at a time."
Answer: "We have resources...supplies, we can help if..."
"Oh, don't you dare. Don't you DARE! You won't be getting this planet back with your backhanded coddling. You want it back, you'll be taking it back from us. We might have regressed without you, but we'll show you what a fight looks like. You will REMEMBER what a fight looks like! In the last century, when we united, you didn't just become a distant deity of anger and spite. You became a target! The only favor you've done is arriving for us"
End Transmission (Note: The "Remnants" civilization should now appear in the contact list, but if you try to click it, it will only result in static and no response. Text should read "As cold as their final word, the one we spoke to previously offers no ear to our talk.")
Two options:
"We have left them. Let them be as they've become for we have no right to call them our brothers and sisters." (+250 Influence, the civilization will be left to grow and establish as per normal for primitives. If they achieve spaceflight, they should have a -1000 relations modifier to the parent civilization. "The Forgotten" modifier is added to the parent civ granting -5% happiness for 240 months)
"We must bring them back into the fold. They know not what they do and say and should be protected from themselves!" (-100 Influence, spawns 15 defensive armies at highest possible primitive strength (regardless of relative tech level of the primitives if at all possible))
The Battle (Two Possible Outcomes)
Victory: The planet is taken, and the defenders submit to rule, however they all have the militarist ethic and carry a 0% approval rating for the next 120 months, then this debuff disappears and they revert to normal happiness mechanics. Planet comes with a stronghold pre-built to help mitigate this. Empire gets a "Peace at any Cost" modifier for 120 months which carries a -15% ethics attraction and a -10% happiness penalty. 5 random pops in the mother civilization get the militarist ethic. Planetary feature added: "Old National Bunker", which adds +2 defensive armies and 1 soldier job. +250 Engineering research.
Dialogue Box: "After all this time, we finally managed to storm the mountain holdout that carries the high command of our breakaway brothers and bring them to heel. The impressive structure is largely intact. We have lost much to get this far, and it's going to be a long road to show our brothers and sisters how much we care." Button Text: "Was it worth it?"
GFX_evt_mem_victory
Defeat: Either the invasion force is destroyed, or a retreat is called by the player. In either case, the cycle repeats and the planet can be invaded again, with the following caveats:
Additionally, the mother civ gets a "Humiliated and Discouraged" modifier which grants -10% happiness for 120 months, -15% ethics attraction, and +35% military ethics attraction.
Finally, the mother civ leader is forced to abdicate, triggering an election or the next in line rule to step forward.
GFX_evt_mem_mecha
Dialogue Box: "Against all expectations, our brothers and sisters have managed to defeat us. Worse still, they have repurposed the vile machines we were forced to leave behind and learn from them to fortify themselves even further. Our population squabbles back and forth with what to do." Button text: "We are shamed."
Post-Battle
There will be two terrorist/insurgency attacks that happen during occupation, along with mitigation measures. These will be MTTH events and both are guaranteed to happen within the first 5 years of occupation. If they are not dealt with, they repeat until they are.
Scenario One
A hidden base in a mountain redoubt spills out a squadron of jet fighters that damage armies and civilian targets alike.
GFX_evt_mem_pre_space_fighters_03
Text Box: "A sobering start to our attempt to bring our former brothers back to peace and prosperity. As it turns out, a heavy emphasis has been place on jet propulsion and airborne warfare on [planet] leading to a very robust air force that has managed to catch our brave sentries unawares. While we encountered them during the initial battle, we had no idea they would manage to hide multiple squadrons inside of a base built into a mountain range. Button text: "We should have re-conned this more thoroughly!"
Results: +10% unhappiness (reason: "Insurgency!") for 120 months. -10% army morale. +10% devastation and damage occupying armies (the latter more for flavour/immersion than anything else).
Immediately afterwards, the mitigation event appears.
Text Box: "The base wasn't particularly hard to find once we realised what we were looking for. Local atmospherics detected the jet fuel and a deep tomographic scan has located the remnant force. A special operation has been drawn up to try and clear them out with the least amount of life loss possible. However, given the situation, there is only so far we can keep the causalities down.
We don't have any guarantee that this is the last of the insurgency however."
Button Text: "Regrettable, but necessary."
The special project is launched and requires at least one troop ship in orbit. One-week turnaround on time to finish.
Completion Text: "The complex has been raided and secured. It's fairly large and surprisingly well-equipped. It should be no trouble to use it for our needs along with what we originally thought was the last redoubt.
Results: "Insurgency!" modifier replaced by "Insurgents Raided" which reduces the penalties to -5% unhappiness and -5% army morale. Planetary feature added "Mountain Airbase" which provides +1 soldier jobs.
Scenario Two
A very coordinated series of insurgency attack on mobile vehicles and civilian infrastructure takes place.
GFX_evt_mem_disabled_mech
Dialogue box text: "Again, we have underestimated our brothers. Just as we lowered our alert level and our air recon scans indicated safety, we were beset by countless two-person anti-armor units armed with primitive rockets and missiles. The hunting and destruction caused such confusion that they were able to launch quick counter attacks with smaller and lighter fast attack armored units managed to quickly obliterate a good portion of our hunter units. We are quite unsure as yet where the attacks originated." Button text: "Disaster!"
Results: +20% unhappiness (reason: "Insurgency: Second Wave!") for 120 months. -20% army morale. +15% devastation and damage occupying armies (the latter more for flavour/immersion than anything else).
Special Project Available: "Searching for the insurgents", requiring a troopship in orbit. Completes in about one month.
Dialogue Box: "We have found the source (or rather sources) of the latest waves of insurgency. It is—unfortunately—not centralized. The insurgents are people we see everyday, many of whom smile and greet our street patrols. By day, they run the shops, clean the roads, and fuel vehicles, only at night retreating into basements and supposedly abandoned buildings to plot and plan reprisal attacks. This isn't something we're used to at all, but we've drawn up a plan to root out the largest cells at least and keep the smaller ones pinned down. It will involve carefully coordinated This will however require a troop surge on the surface." Button Text: "Such Treachery!"
Special Project Available: "Counter Insurgency Operation, requiring 3 troopships in orbit. Requires one year to complete.
Results: "Insurgency: Second Wave" modifier replaced by "Occupation for Peace" which reduces the penalties to -5% unhappiness and -5% army morale. No further attacks, but this base state remains until the final event.
Final Event
Should launch about a year or so after the counterinsurgency is completed.
Dialogue Box: "The situation on [planet] while relatively stable, is not acceptable as a long term dynamic. We have been aware of this for some time, however were unsure as to how to proceed. Our universities have collaborated and are ready to launch a special study in order to attempt to offer a comprehensive plan as to how to proceed." Button Text: "Perhaps in wisdom we will find salvation from the hell we've made!"
Special Project Launched "[Planet] Sociological Study Task Force", requires 10,000 society research. Upon completion, offers two possible options.
Dialogue Box Preceding Options Text Box: "The debate is still ongoing, and may very do so well after the fact and throughout history. However, two broad approaches to this have been drawn up. In the first, we take draconian measures to educate the masses on [planet], especially targeting children and younger citizens as to the merits of peace and harmony at any cost and censoring dissident material. This will of course have the effect of creating a precedent for such heavy-handed measures in other situations.
The other option is a path of appeasement. We make [planet] the proximate military capital of our nation, accepting some of their ideas into wider society. This will however make war a viable alternative in the minds of a sizeable population of our citizens, which some of our educators find loathsome.
Regardless of which path we choose, it will almost certainly change who we are as a people, but we will still be brothers and sisters in some light." Button Text: "This will take some consideration."
Two Special Projects Launched:
Crackdown
Requires a military troopship in orbit and 2 years to complete.
Results: Two pops on every planet gain the authoritarian ethic. +30% empire-wide authoritarian ethics attraction. "Occupation for Peace" modifier removed and replaced by "Character from Struggle" granting +15% unity production.
Cultural Diffusion
Society research project requiring 8000 society points.
Results: Two pops on every planet gain the militarist ethic. +30% empire-wide militarist ethics attraction. "Occupation for Peace" modifier removed and replaced by "Character from Struggle" granting +15% unity production.