Difference between revisions of "Events at Cycle Change"

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m (Hunters, Navigation, and Communications: Confirmed some things, added new confirmation requests ofr others, fixed some stuff's order)
 
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This page attempts to list all '''game events that occur at cycle change'''.
+
This page attempts to make an extensive list of '''all game events that occur at cycle change'''.
  
 
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
 
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
  
{{Warn|This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!}}
 
  
 
==  General Character Resources ==
 
==  General Character Resources ==
Line 19: Line 18:
 
| {{Notification|Private}}
 
| {{Notification|Private}}
 
|
 
|
* [[Gravity Simulator]] is intact {{confirm|This happens after random equipment break down}}
+
* {{Equipment|Gravity Simulator}} is intact (or has just broken down)
 
| '''All characters''' gain 1 {{MP}}.  
 
| '''All characters''' gain 1 {{MP}}.  
 
|-
 
|-
Line 30: Line 29:
 
|
 
|
 
* Character is {{Status|Lying down}}
 
* Character is {{Status|Lying down}}
 +
* Character is {{Character|Mush}} or is not targeted with {{Skill|Nightmarish}}
 
| Character gains 1 {{AP}}.
 
| Character gains 1 {{AP}}.
 
|-
 
|-
Line 49: Line 49:
 
| {{Notification|Private}}
 
| {{Notification|Private}}
 
|
 
|
* Character is '''Human''' {{confirm|And not {{status|inactive}}}}
+
* Character is '''Human''' and not {{status|inactive}}
 
| Character gains 1 {{Glory}}.
 
| Character gains 1 {{Glory}}.
 
|-
 
|-
Line 75: Line 75:
 
* {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4)
 
* {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4)
 
* {{Skill|IT Expert}}: 2 {{AP|IT}} (up to 4)
 
* {{Skill|IT Expert}}: 2 {{AP|IT}} (up to 4)
 +
* {{Skill|Polymath}}: 1 {{AP|IT}} (up to 2)
 
* {{Skill|Nurse}}: 1 {{AP|Heal}} (up to 2)
 
* {{Skill|Nurse}}: 1 {{AP|Heal}} (up to 2)
 
* {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2)
 
* {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2)
Line 81: Line 82:
 
|}
 
|}
  
{{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}}
 
  
 
== Titles and Statuses ==
 
== Titles and Statuses ==
Line 143: Line 143:
 
|  
 
|  
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
| '''All characters''' loose 2 {{morale}}
+
| '''All characters''' lose 2 {{morale}}
 
* Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive.
 
* Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive.
 
* Additionally reduced by 1 for characters with {{Skill|The Optimist}}.
 
* Additionally reduced by 1 for characters with {{Skill|The Optimist}}.
Line 208: Line 208:
 
|-
 
|-
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
 +
(except for '''doors''')
 
|  
 
|  
 
* [[File:dice.png]] Random chance, never when GPU is active
 
* [[File:dice.png]] Random chance, never when GPU is active
(except for '''doors''')
 
 
| An equipment becomes [[file:broken.png]] damaged
 
| An equipment becomes [[file:broken.png]] damaged
 
|-
 
|-
Line 218: Line 218:
 
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
 
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
 
|-  
 
|-  
| {{todo|?}}
+
| {{Confirm|{{Notification|Announcement}}}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance, never when GPU is active
 
* [[File:dice.png]] Random chance, never when GPU is active
 
| '''Electrical spikes''':  
 
| '''Electrical spikes''':  
 
* All equipment of the room is [[file:broken.png]] damaged
 
* All equipment of the room is [[file:broken.png]] damaged
* All characters in the room loose 3{{hp}}
+
* All characters in the room lose 3{{hp}}
 
|-
 
|-
 
| {{Notification|Public}}
 
| {{Notification|Public}}
Line 229: Line 229:
 
* [[File:dice.png]] Random chance, never when GPU is active
 
* [[File:dice.png]] Random chance, never when GPU is active
 
| '''The room shakes''':  
 
| '''The room shakes''':  
* All characters in the room loose 1-3{{hp}}
+
* All characters in the room lose 1-3{{hp}}
 
* The amount of {{hp}} lost is {{Privacy|Private}}
 
* The amount of {{hp}} lost is {{Privacy|Private}}
 
|-
 
|-
Line 244: Line 244:
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
|-   
 
|-   
| {{todo|?}}
+
| {{Notification|Announcement}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance (25%) when room is on [[file:Fire.png]] fire with {{Project|Automatic Sprinklers|long}}
 
* [[File:dice.png]] Random chance (25%) when room is on [[file:Fire.png]] fire with {{Project|Automatic Sprinklers|long}}
Line 258: Line 258:
 
|  
 
|  
 
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
| The fire does 2-3 points of damage directly to the {{Armor}} [[Ship Armor]]
+
| The DAEDALUS loses 2-3{{Armor}}
 
|-
 
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
Line 269: Line 269:
 
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
|  Character in the room loses 2 {{HP}}
 
|  Character in the room loses 2 {{HP}}
* {{confirm|the event is independent for each character in the room}}
+
* the event is independent for each character in the room
 
|}
 
|}
  
Line 279: Line 279:
 
!  Event
 
!  Event
 
|-   
 
|-   
| {{todo|?}}
+
| {{Notification|Public}}
 
|  
 
|  
 
*Always
 
*Always
 
| [[Support Drone|Drones]] do their actions: extinguish a [[file:Fire.png]] fire (only with ''firefighters'' upgrade), attempt a [[file:Pa_eng.png]] repair, or change room.
 
| [[Support Drone|Drones]] do their actions: extinguish a [[file:Fire.png]] fire (only with ''firefighters'' upgrade), attempt a [[file:Pa_eng.png]] repair, or change room.
 +
* Repairs happen before random equipment breakdown.
 
* {{todo|firefighter works before or after the fire starts / the damage is done?}}
 
* {{todo|firefighter works before or after the fire starts / the damage is done?}}
 
|-
 
|-
Line 288: Line 289:
 
|  
 
|  
 
* Always
 
* Always
| '''Charged''' items or equipments restore 1 [[file:Charge.png]]
+
| '''Charged''' items or equipments restore 1 [[file:Charge.png]]
 +
* Except in-flight '''[[Patrol Ship|patrol ships]]'''
 +
* With {{Project|Rerouted Charges|long}}, '''Turrets''' restore another 1 [[file:Charge.png]]
 +
* With {{Project|Hydroponic Incubator|long}}, [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore another 1 [[file:Charge.png]]
 
|-
 
|-
 
| {{Notification|None}}
 
| {{Notification|None}}
|
 
* With {{Project|Rerouted Charges|long}}
 
| '''Turrets''' restore 1 [[file:Charge.png]]
 
|-
 
| {{Notification|None}}
 
|
 
* With {{Project|Hydroponic Incubator|long}}
 
| [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore 1 [[file:Charge.png]]
 
|-
 
| {{todo|?}}
 
 
|
 
|
 
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default)
 
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default)
 
| '''Perishable food''' is destroyed.
 
| '''Perishable food''' is destroyed.
 
|-
 
|-
| {{todo|?}}
+
| {{Notification|None}}
 
|
 
|
 
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''off'''
 
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''off'''
Line 335: Line 329:
 
| The ship consumes 1{{O2}}
 
| The ship consumes 1{{O2}}
 
|-
 
|-
| {{Notification|Announcement}}
+
| {{Notification|None}}
 
|  
 
|  
* Always, {{confirm|even with active Oxygenated Ducts}}
+
* Always, even with active Oxygenated Ducts.
| Each '''broken oxygen tank''' makes the ship loose 1{{O2}}
+
| Each '''broken {{equipment|Oxygen Tank}}''' makes the ship lose 1{{O2}}
 
|-
 
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
Line 351: Line 345:
 
* [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold)
 
* [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold)
 
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
 
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
|-
 
| {{Notification|None}}
 
|
 
* [[File:dice.png]] Random chance (at most once per day per plant)
 
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''
 
 
|-
 
|-
 
| {{Notification|None}}
 
| {{Notification|None}}
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* '''At Cycle 1'''
 
* '''At Cycle 1'''
 
* Plant is neither [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
 
* Plant is neither [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
* Plant '''is not held'''  in a character's inventory
 
 
| Each plant produce 1{{O2}}  
 
| Each plant produce 1{{O2}}  
 
* This happens ''after'' asphyxiation
 
* This happens ''after'' asphyxiation
* {{confirm|This happens after the [[Image:Plant_youngling.png]] '''Younglings''' have become adult, but before they become [[Image:Plant_diseased.png]] '''Diseased''' }}
 
 
|-
 
|-
 
| {{Notification|Public}}
 
| {{Notification|Public}}
Line 370: Line 357:
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
 
* Plant is neither [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
 
* Plant is neither [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
* Plant '''may be held'''  in a character's inventory
 
 
| Plant produces '''1 fruit'''
 
| Plant produces '''1 fruit'''
 
|-
 
|-
Line 378: Line 364:
 
* Plant is in '''Hydrophonic Garden''' and has already produced 1 fruit
 
* Plant is in '''Hydrophonic Garden''' and has already produced 1 fruit
 
| Plant produces '''1 fruit'''
 
| Plant produces '''1 fruit'''
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* [[File:dice.png]] Random chance
 +
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''
 
|-
 
|-
 
| {{Notification|None}}
 
| {{Notification|None}}
Line 411: Line 402:
 
|  
 
|  
 
* [[file:hunter_icon.png]] '''[[Hunters]]''' surround the DAEDALUS
 
* [[file:hunter_icon.png]] '''[[Hunters]]''' surround the DAEDALUS
* For a '''Hunter:''' unless it arrived at this or last cycle, and unless the ship has moved  
+
* For a '''Hunter:''' unless it arrived at this cycle change or last cycle, and unless the ship has moved  
* For a '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this or last cycle
+
* For a '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this cycle change or last cycle
 
* For an '''Asteroid:''' this happens only once after a certain amount of cycles
 
* For an '''Asteroid:''' this happens only once after a certain amount of cycles
| '''Hunters''' attack and deal damage (mainly to the {{Armor}} [[Ship Armor]] or [[Plasma Shield]]).
+
| '''Hunters''' try to attack and damage the {{Armor}} [[Ship Armor]] (or the [[Plasma Shield]] instead if it is built)
* Each D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
+
Each D1000 tries to attack and deal damage 3 times during the cycle change.  
 +
*They have aproximately a 50% chance of firing doing around 1-3 damage {{Confirm|numbers}}
 
|-
 
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
Line 422: Line 414:
 
| A '''[[Trading|Transporter]]''' arrives
 
| A '''[[Trading|Transporter]]''' arrives
 
|-  
 
|-  
| {{todo|?}}
+
| {{Notification|Announcement}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| A '''[[Trading|Transporter]]''' leaves
 
 
* Always if it has been shot at during last cycle
 
* Always if it has been shot at during last cycle
 +
| A '''[[Trading|Transporter]]''' leaves
 
|-
 
|-
 
| {{Notification|None}}
 
| {{Notification|None}}
 
|  
 
|  
 
* With {{Project|Plasma Shield|long}}
 
* With {{Project|Plasma Shield|long}}
* {{todo|unless it has been hit this cycle? or before the attack?}}
 
* {{todo|even if not activated at the BIOS terminal?}}
 
 
| The [[Plasma Shield]] gains 5hp
 
| The [[Plasma Shield]] gains 5hp
 
|-
 
|-
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| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
|  
 
|  
* Contact with Sol is established
+
* Contact with Sol is established {{Confirm|does it really need to be contacted at least once?}}
 
* Once a day on days 2-7
 
* Once a day on days 2-7
* Always the same cycle (random, but not Cycle 8)
+
* Always the same cycle, but randomized between ships
 
| [[file:comm icon.png]] '''Communication attempt''' from a [[Rebel Base]]
 
| [[file:comm icon.png]] '''Communication attempt''' from a [[Rebel Base]]
 
|-  
 
|-  
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| The communication attempt from a [[Rebel Base]] '''times out'''
 
| The communication attempt from a [[Rebel Base]] '''times out'''
 
|}
 
|}
 
 
{{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}}
 
  
 
== Miscellaneous ==
 
== Miscellaneous ==
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!  width="35%" | Condition
 
!  width="35%" | Condition
 
!  Event
 
!  Event
 +
|-
 +
|  {{Notification|Announcement}}
 +
|
 +
* All '''humans''' are [[file:Dead.png]] dead {{todo|(or out of the ship?)}}
 +
* This happens before asphyxiation
 +
| A-True protocol: the DAEDALUS is '''destroyed''', {{status|Mush}} win.
 
|-
 
|-
 
| {{Notification|None}}
 
| {{Notification|None}}
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** Limit shared between all characters
 
** Limit shared between all characters
 
|-
 
|-
| {{confirm|{{Notification|None}}}}
+
| {{Notification|None}}
 
|
 
|
 
* With {{project|NERON Participation}}
 
* With {{project|NERON Participation}}
| All {{project|NERON Projects}} with at least 1% '''progress by 5%'''
+
| The {{project|NERON Project}} which has been advanced last (in green) '''progress by 5%'''
 
|}
 
|}
  
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|   
 
|   
 
* A character dies (by anything ''except ''fatal depression)  
 
* A character dies (by anything ''except ''fatal depression)  
| All characters loose 1{{morale}}  
+
| All humans lose 1{{morale}}  
{{todo|does this also happen before fatal depression?}}
+
{{confirm|this seems to happen before fatal depression.}}
 
|-  
 
|-  
| {{todo|?}}
+
| {{Notification|None}}
 
|   
 
|   
 
* Character has 5 {{morale}}  
 
* Character has 5 {{morale}}  
 
| Character becomes {{Status|demoralized}}
 
| Character becomes {{Status|demoralized}}
 
|-  
 
|-  
| {{todo|?}}
+
| {{Notification|None}}
 
|   
 
|   
 
* Character has 1 {{morale}}  
 
* Character has 1 {{morale}}  
 
| Character becomes {{Status|suicidal}}
 
| Character becomes {{Status|suicidal}}
 
|-  
 
|-  
 +
| Irrelevant?
 +
|
 +
* DAEDALUS has 0 {{Armor}}
 +
| The DAEDALUS is '''destroyed''', {{status|Mush}} win.
 +
|-
 
|}
 
|}

Latest revision as of 12:24, 9 April 2020

This page attempts to make an extensive list of all game events that occur at cycle change.

Note that the majority of events are triggered by certain conditions, and, in many cases, chance.


General Character Resources

More info Main article: Resources.

Notification Condition Event
Icon Private log
  • Always
All characters gain 1 Action Point.
Icon Private log All characters gain 1 Movement Point.
Icon Private log
  • Always
All characters gain 1 XP.
Icon Private log Character gains 1 Action Point.
Icon Private log Character gains 1 Action Point.
Icon TODO: ? Character gains 1 Action Point.
Icon Private log Character gains 1 XP.
Icon Private log Character gains 1 Glory.
Icon Private log Character loses 2 Glory (Mush).
Icon Private log
  • Character has Icon Panic and half the crew is Icon Mush
Character gains 1 Action Point and 1 Movement Point.
Icon Private log
  • At Cycle 1
Icon Chun gains 1 Glory.
Icon Private log
  • At Cycle 1
Characters with the following skills gain skill-specific Action Points:


Titles and Statuses

More info Main article: Titles. More info Main article: Status.

Notification Condition Event
Icon Public log
  • Character has full Action Point and Movement Point gauges Icon TODO: after getting this cycle's points?
Character becomes Icon Inactive
  • Character has been inactive for 48 hours
Character becomes Icon Highly Inactive
None Character loses 1 Satisfaction
None
  • Character drops to 2 Satisfaction
Character loses status Icon Full Stomach
None
  • After 24 cycles with 0 Satisfaction
Character becomes Icon Starving
Icon Private log Character loses 1 Health Point
Icon Announcement A-True adjustment: Title Icon Commander, Icon Communications Officer or Icon NERON Administrator is assigned to a new character

Health and Morale

More info Main article: Health.

Notification Condition Event
Icon Private log
  • At Cycle 1
All characters gain 1 Health Point
Icon Private log
  • At Cycle 1
All characters lose 2 Morale
Icon Private log
  • Character is in the same room as a crewmate
Icon Antisocial character (Icon Raluca) loses 1 Morale
Icon Private log Icon Germaphobe character (Icon Finola) loses 1 Morale
Icon Private log
  • Character is Laid.png lying down in the same room as a Icon Shrink
Character gains 1 Morale.
Icon Private log
  • Character is Human
  • Dice.png Random chance
Character gets a Icon Disease or a Icon Disorder (see Illnesses)
(Varies) Symptoms of the illness: may include loss of Health Point, Morale, Action Point etc. (see Illnesses)
Icon Private log Character is cured.
Icon Public log
  • Character with Icon Disorder is Laid.png lying down in the same room as a Icon Shrink
  • Even if the shrink is also lying down
Character gets therapy.
  • The log shows whether the disorder is actually cured.
Icon Announcement
  • Character has 0 Morale
Dead.png Fatal depression: character dies.
  • With Icon Self-sacrifice, character loses 1 Health Point instead. Icon TODO: notification in this case?

Icon Note: this happens only at cycle change, but after morale loss: statuses Icon Demoralized and Icon Suicidal give warnings.

Hazards

More info Main article: Dangers.

Notification Condition Event
Icon Announcement General Patching Up (GPU) is activated for this cycle
Icon Announcement

(except for doors)

  • Dice.png Random chance, never when GPU is active
An equipment becomes Broken.png damaged
Icon Announcement An electrical equipment becomes Broken.png damaged
Icon Confirm: Icon Announcement
  • Dice.png Random chance, never when GPU is active
Electrical spikes:
  • All equipment of the room is Broken.png damaged
  • All characters in the room lose 3Health Point
Icon Public log
  • Dice.png Random chance, never when GPU is active
The room shakes:
  • All characters in the room lose 1-3Health Point
  • The amount of Health Point lost is Icon Private
Icon Public log
  • Dice.png Random chance, never when GPU is active
Metal plates:
  • One character in the room loses 4-6Health Point
  • The amount of Health Point lost is Icon Private
Icon Announcement
  • Dice.png Random chance, never when GPU is active
Fire.png A fire starts.
Icon Announcement A fire is extinguished automatically before it does any damage
Icon Public log
  • Dice.png Random chance when room is on Fire.png fire
Broken.png The fire damages equipment (except doors) and breaks/destroys items in the room.
  • Items held in a character's inventory are protected
Icon Public log
  • Dice.png Random chance when room is on Fire.png fire
The DAEDALUS loses 2-3Armor
Icon Announcement
  • Dice.png Random chance when room is on Fire.png fire
The fire spreads to an adjacent room.
Icon Private log
  • Dice.png Random chance when room is on Fire.png fire
Character in the room loses 2 Health Point
  • the event is independent for each character in the room

Items and Equipment

More info Main article: Inventory.More info Main article: Equipment.

Notification Condition Event
Icon Public log
  • Always
Drones do their actions: extinguish a Fire.png fire (only with firefighters upgrade), attempt a Pa eng.png repair, or change room.
  • Repairs happen before random equipment breakdown.
  • Icon TODO: firefighter works before or after the fire starts / the damage is done?
None
  • Always
Charged items or equipments restore 1 Charge.png
None Perishable food is destroyed.
None Perishable food decays one step in the series Food unstable.png Unstable, Food hazardous.png Hazardous, Food decaying.png Decomposing
None Coffee.png The coffee machine becomes available again

Oxygen and Plants

More info Main article: Oxygen.More info Main article: Gardening.

Notification Condition Event
Icon Announcement Oxygenated Ducts are activated for this cycle
None
  • Always, unless Oxygenated Ducts are active
The ship consumes 1Oxygen
None
  • Always, even with active Oxygenated Ducts.
Each broken Oxygen Tank makes the ship lose 1Oxygen
Icon Announcement
  • The ship has 0Oxygen
Dead.png Asphyxiation: a random character dies.
  • Characters without Icon Oxygen Capsule are selected first
  • If the selected character is holding an oxygen capsule, then that is used up instead. Icon TODO: (Lack of) announcement in this case?
None
  • Plant youngling.png Young plant is mature (reaches its Charge.png threshold)
Plant youngling.png Young plant becomes adult
None
  • At Cycle 1
  • Plant is neither Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
Each plant produce 1Oxygen
  • This happens after asphyxiation
Icon Public log
  • At Cycle 1
  • Plant is neither Plant thirsty.png Thirsty, Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
Plant produces 1 fruit
Icon Public log
  • At Cycle 1: Dice.png 50% chance with NERON project Heat Lamps
  • Plant is in Hydrophonic Garden and has already produced 1 fruit
Plant produces 1 fruit
None
  • Dice.png Random chance
Plant becomes Plant diseased.png Diseased
None
  • At Cycle 1
A plant becomes Plant thirsty.png Thirsty, or Plant dry.png Dried Out (if already thirsty), or dies (if already dried out) Icon TODO: no log, even if the plant dies?

Hunters, Navigation, and Communications

More info Main article: Hunters.More info Main article: Navigation.More info Main article: Communications.

Notification Condition Event
Icon Announcement
  • Dice.png Random chance
A wave of new Hunter icon.png hunters arrives
Icon Announcement The DAEDALUS reaches its destination
Icon Announcement A fraction of the Hunters and all Traxes catch up with the DAEDALUS
  • The announcement is the same as when new hunters arrive
None
  • Hunter icon.png Hunters surround the DAEDALUS
  • For a Hunter: unless it arrived at this cycle change or last cycle, and unless the ship has moved
  • For a Trax, an Arack or a D1000: unless it arrived at this cycle change or last cycle
  • For an Asteroid: this happens only once after a certain amount of cycles
Hunters try to attack and damage the Armor Ship Armor (or the Plasma Shield instead if it is built)

Each D1000 tries to attack and deal damage 3 times during the cycle change.

  • They have aproximately a 50% chance of firing doing around 1-3 damage Icon Confirm: numbers
Icon Announcement
  • Dice.png Random chance
A Transporter arrives
Icon Announcement
  • Dice.png Random chance
  • Always if it has been shot at during last cycle
A Transporter leaves
None The Plasma Shield gains 5hp
Icon Announcement
  • Dice.png Random chance
  • The risk is lower as the signal strengthens
Rebellion.png Signal loss: The connection with Sol has been lost
Icon Announcement
  • Contact with Sol is established Icon Confirm: does it really need to be contacted at least once?
  • Once a day on days 2-7
  • Always the same cycle, but randomized between ships
Comm icon.png Communication attempt from a Rebel Base
Icon Confirm: None
  • Dice.png Random chance
  • Icon TODO: how is the time chosen/known?
The communication attempt from a Rebel Base times out

Miscellaneous

Notification Condition Event
Icon Announcement
  • All humans are Dead.png dead Icon TODO: (or out of the ship?)
  • This happens before asphyxiation
A-True protocol: the DAEDALUS is destroyed, Icon Mush win.
None
  • At Cycle 1
Actions with a daily limit become available again:
None The NERON project NERON Project which has been advanced last (in green) progress by 5%


As a consequence of events listed so far, the following can be triggered at cycle change. Those events may also happen at any time.

Notification Condition Event
Icon Announcement
  • Character has 0 Health Point
Dead.png Character dies.
Icon Private log
  • A character dies (by anything except fatal depression)
All humans lose 1Morale

Icon Confirm: this seems to happen before fatal depression.

None
  • Character has 5 Morale
Character becomes Icon Demoralized
None
  • Character has 1 Morale
Character becomes Icon Suicidal
Irrelevant?
  • DAEDALUS has 0 Armor
The DAEDALUS is destroyed, Icon Mush win.