Nuclear Missile Strike
The event gives you 10 seconds to pack up and leave, before the map and every tile in a 5 tile radius is incinerated. Nothing will remain but radioactive roaches and green mutants.
Anything else?
Can i think of something more that your colony is still standing rather than turned to ruins from missiles falling from the sky?
Mad Thrumbos
The event throws in manhunter Thrumbos that will seek and kill every person in the map. You can get lots of horns and silver or they will just slaughter you and don't forget there could be 3 or 9 of them. :P
maybe dust storm, which will slow down plants grow, stop solar panels destroy break climatization give colonist respiration problems
Sleeping gas fall every colonist is getting tired faster
lepra infection, infected colonist slowly looses limbs and then die, spread to colonist who treat them eat with them
Well, the planet could just explode.
Or you could be caught in a pyroclastic flow from a volcano. Any colonists out in the open are scalded to death almost instantly; anything that survives will be buried in a thick layer of ash.
Or a pirate warship shows up and orbitally bombards you until you give them all your cash.
Neutral Event - It's Raining Potato
Pros:
- Free food from the heavens
Cons:
- Serious injuries to anyone who walks outside during the storm
I was going to put this in suggestions, but I thought nobody would like them.
Cataclysms.
Crazy things - like that WOW expansion - that completely change how you interact with your world. Of course, these would have to be opt-in, otherwise nobody'd like them. What kind of events? Earth quakes that split ravines through the map that work like deep water. You'd need a series of bridges or new routes to navigate around/over them. Is that not enough to screw you over? Polar shift. Your deserts turn to sandy tundras, your jungles overheat and burst into once-green flames, etc.
I always liked the idea of abandoning a colony and being forced to set-up shop elsewhere, but I've never had the need to. I can't pack-up the benches I spent so much time an resources making, I can only carry so many resources, weapons, and food, and people are going to lose it out on the road. If I was forced to, I could probably enjoy trying to figure out what's more important than anything else.
termites(eating wooden components, walls, beds workbenches) fire ants(breaking down electric circuits slowly) would be pretty annoying or cockroach infestation(mood debuff for seeing them near kitchen, food stockpile) clouds of grasshoppers which would eat everything green(like stronger alpha beavers) also would eat natural fabric colonist apperal but you can catch them and make tasty insect meal from them
How about fallout of luciferium based gas (just like toxic fallout), which will cover some areas (or even entire map) and develop addiction? And what if this event will be global? Luciferium will become rare and expensive, many raiders with addiction will assault your colony just to steal another dose...
The potato storm sounds hilarious!
OK, my ridiculous awful suggestion: Creeping Death. Every colonist except your oldest male suddenly explodes in a giant spray of blood. The lone survivor goes mad immediately from the shock, and some time later after returning to sanity tries to single-handedly rebuild the colony.
Quote from: Shurp on April 25, 2018, 10:23:05 PM
OK, my ridiculous awful suggestion: Creeping Death. Every colonist except your oldest male suddenly explodes in a giant spray of blood. The lone survivor goes mad immediately from the shock, and some time later after returning to sanity tries to single-handedly rebuild the colony.
Why hello Lovecraft, how are you?
Actually sounds kinda interesting, like if it was set to happen every couple of rim-years or so. Sure would light a fire under someone's ass to get them working on those Cryptosleep Caskets faster than normal, trying to preserve their colonists.
Because you mentioned fire...
Boomrat tide
You know how lemmings go on mating driven migrations?
Like 500 of them in a group?
But now they're explosive
And if you have any chemfuel...
They get... Excited
And may combust
pretty neet would be pimp caravan, all male colonist would pay your silver for some lovin and after some time pandemy of syfilis or some other STD might occur
Raining Drop pod Bomb - it will land random location and explodes at 5 radius
Death Mark - One of your colonist must die before your planet EXPLODE in 5 seconds
Terraform Wood - All your walls and floors turn to wood
YOU SHALL NOT EXIT - You cannot leave your community or your Land eternity
Combine boomrat tide with epic dry thunderstorm.
(Damn I'm glad I usually play on tundra or desert maps)
Some volcano eruption nearby and lava/magma flowing slowly into the map, burning everything. Dependent on where your 'colony' is you either are lucky or just doomed.
Earthquakes.
Negative Event - "We Give Up"
Every colonist on the map simultaneously decides to leave the colony.
Game over.
Tsunami: a giant wall of water blasts through your base, destroying everything except stone and steel walls. Your pawns are washed to the far corner of the map and suffer grievous injuries (with many dying). When the water recedes they crawl naked back to base and try to rebuild.
Charles Whitstone gets tired of waiting for you, and just flies on over to your colony, instantly activated. The thing that's bad about this event is that it's basically just an instant win, which you don't earn. Thus, it is unsatisfying.
Quote from: Names are for the Weak on April 27, 2018, 07:03:27 PM
Charles Whitstone gets tired of waiting for you, and just flies on over to your colony, instantly activated. The thing that's bad about this event is that it's basically just an instant win, which you don't earn. Thus, it is unsatisfying.
Holy shit that's devious. I'm not even joking, I've never thought of an easy victory as a loss before outside of, like One Punch Man. I kinda like it. . .
Yeah, instant unearned win that ends the game is almost as bad as losing, heh.
Anyway, I thought of another awful event:
Nuclear Fallout: an ancient decaying nuclear power plant erupts, spewing 10,000 rads/hr on your colony. You get a 6 hour advance alert as you see the steam cloud in the distance. Then any colonist not underneath Overhead Mountain gets hit with a Toxic Fallout like event but 1000 times stronger (fatal dose accumulated within an hour).
The event weakens over time and ends after two weeks. But all terrain is permanently turned into unfarmable toxic sludge. You have to survive on hydroponics after that.
War- two allied factions fight, putting you in the middle. your colony becomes a battleground a few times as the two sides fight over territory, neither one acknowledging the off-worlders as an actual faction. You'd be nothing more than a spectator, collateral damage. Unless you join in.
Mutiny- one of your pawns (preferably with high social) convinces a large group of about half your pawns that the loyalists are evil, and must be purged so they can create a New Colony Order. You are unable to control these rogue pawns, with no choice but to fight them off to stay alive. If they loose, you can either banish, execute, or imprison them with hopes of winning their trust again.
Quote from: thewraithplayer on April 29, 2018, 11:50:49 AM
War- two allied factions fight, putting you in the middle. your colony becomes a battleground a few times as the two sides fight over territory, neither one acknowledging the off-worlders as an actual faction. You'd be nothing more than a spectator, collateral damage. Unless you join in.
Mutiny- one of your pawns (preferably with high social) convinces a large group of about half your pawns that the loyalists are evil, and must be purged so they can create a New Colony Order. You are unable to control these rogue pawns, with no choice but to fight them off to stay alive. If they loose, you can either banish, execute, or imprison them with hopes of winning their trust again.
To be honest, I don't think either of those suggestions are half bad.
Well I like the war idea but Mutiny-since you are not one of the colonist but more like their daimonion telling them what they should do and what not how to approach prisoners, animals etc. it doesnt make sense more if two colonist both with high social want to promote to leader of your faction and split their followers and they would just attack each other so you would have to split colony in two
Planet collision
It makes a volcanic Winter for the rest of the game, changes the mapp and the climatics and may destroy the colony instantli
(of course this woud be game breaking)
Interior Crocodile Alligator-
In random rooms, a horde of both crocodiles and gators will spawn. They are hostile, ranging in group size from 50 to 500
God help you