The BorgThey assimilate systems, initially invading with small scout ships and moving up to Spheres, Cubes and Tactical Cubes. The only way to completely destroy them is to wipe out their systems. When the Borg appear, you will gain a new option in Diplomacy to set up an Anti-Borg Alliance with the other powers. The chances of this random event occurring increases the longer a game is played, and the higher your tech level is. The Borg will always attack the strongest players first; including the AI. Once the most powerful Empire is assimilated, the Borg will then move onto the second most powerful Empire, and so on. They will be a much bigger threat than in BOTF.
Sphere BuildersThe Sphere builders slowly make the space around them uninhabitable, causing the inhabitants in nearby systems to die. You need to reach a certain tech level before your ships can take out the Spheres in combat.
Species 8472They pour out of a fluidic gate and destroy everything within sight - including Planets themselves. You have to fight them to stop the invasion. Species 8472 will only appear once the Borg have invaded, although if/when they appear will otherwise be random.
PiratesComplete loss of trade in a system for a number of turns.
Alien ShipyardThe alien shipyard from Enterprise that repairs ships in exchange for resources and officers.
QA random ship is thrown to a random sector. The ship will have to attempt to make it home under its' own fuel reserves, so making alliances with the locals will be essential. The chances of contact with the Borg - irrelevant of where in the Galaxy the ship is sent - are greatly increased.
Caretaker ArrayA random ship is sent to the Ocampa system in the Delta Quadrant. Contact with the Ocampa is impossible until the Caretaker is destroyed, but the Ocampa will be defenceless and prone to attack if you do this. The Caretaker is a bit weaker than the Edo Guardian.
Subspace BubbleA random ship is destroyed. No salvaging of the debris is possible.
Subspace AnomalySame as BOTF, movement throughout the Galaxy is impossible for _____ turns. Affects ALL ships in the Galaxy.
Graviton EllipseMovement impossible for X number of turns in a small ring of sectors. Gain a large amount of research if you scan it, and you get an increase in Deuterium supplies since ships are not travelling at Warp, but there is a loss of trade in affected Star Systems.
Dark Matter NebulaDamages all ships in the sector, 25% to 66% of ships hit points per entrance. This event can only occur in open space, not in a system.
Ion StormsSeverely damages ships, stations, and structures in a system.
Solar FlareRenders ALL defences in a system inoperable, and significantly reduces energy output and morale in the system for a number of turns.
Positive Temporal DisturbanceIncreases all production, scientific output, and population growth in a random system for one turn.
Negative Temporal DisturbanceDecreases all production, scientific output, and population growth in a random system for one turn.
Hekaras Corridor IncidentCollapse of Subspace in a sector for at least 50 turns. This event cannot happen in a system. Travel through the affected sector is impossible, and the movement rate of ALL ships - irrelevant of the race or Empire - is halved until Propulsion 9 - Field Compression - is discovered. The likelihood of this event occurring increases with every turn, and once it has occurred once, it could cause a cascading effect causing it to happen again in multiple nearby sectors.
Unstable WormholeA Wormhole randomly shifts endpoints.
Wormhole DiscoveredA Wormhole is discovered by one of your ships.
*Note - this random may become an actual event rather than a random. The image will stil be used if possible.
Nebula FormationA Nebula forms in a random sector. Nebulas cause ships and stations in the sector to lose shields and halves sensor ranges and scan strengths. Some types of Nebula may also cause damage to ships that enter them. Damaged ships will be destroyed if their hull reaches zero. Stations in such sectors may also be destroyed, but science stations will be immune.
Nebula CollapseA random Nebula turns into a Star system over a number of turns. The system will be extremely rich in Deuterium and Raw Materials. (Gas Giants, Asteroids, and Crystalline Planets)
Solar Wind ChangeLarge increase in population growth for X number of turns. (Metaphasic radiation)
Nexus Energy RibbonShips "disappear" in a system/sector for a minimum of 120 turns. (10 years) There is slight damage to structures in the system, a small random change in system population, and a large increase in research output for several turns.
SupernovaA System with a Red Giant Star is completely destroyed; the planets will cease to exist. You get a warning approximately 12 turns (A year) before the event, giving you time to start an evacuation.
Part 1Part 2Comet StrikeA random Planet in a system becomes barren. Extreme decrease in system population, many system structures are destroyed, the chances of an Earthquake/Volcano/Storm/Climate shift occurring on that planet is greatly increased during the next 12 turns.
Asteroid ImpactSame as a Comet strike, but the devastation is somewhat reduced. Future Climate changes are more likely than with a Comet strike, but Volcanoes and Earthquakes are less likely. The Planet still becomes Barren, but can sustain a higher population than if a Comet had struck.
EarthquakeMany structures destroyed, large decrease in population.
Supermassive Volcanic EruptionDecrease in population, some buildings damaged, chances of a climate change random event are greatly increased.
Radioactive ExplosionX number of energy and research structures are destroyed, population is killed off at an increasing rate for X number of turns, decrease in energy research.
Weather System BreakdownDecrease in population, many structures are destroyed. If the system has a charge collector, the system gets an energy bonus for X number of turns and the damage is reduced.
Atmospheric DisturbanceA random planet becomes uninhabitable.
Climate ChangeSame as in BOTF, a random Planet randomly shifts from one class to another.
Ice AgeExactly as it sounds, a random planet shifts to a polar planet. A moderate amount of population is killed by the sudden and unexpected change in planetary conditions.
Polar ShiftBuildings damaged, decrease in population, Planet changes to "opposite" class; Volcanic to Barren, Barren to Desert, Desert to Terran/Jungle/Oceanic, Terran to Arctic. Rogue and Demon class Planets are not affected.
Unstable OrbitThe population growth and/or food production of a random system randomly fluctuates.
TribblesPopulation decrease, food production facilities destroyed, starvation in system.
Neural ParasitesA random colony is wiped out. If the system is recolonised - by ANY race - the existing structures will be available to the new colony, except for any race-specific structures, eg. Federation Replicator.
Geological SurveyPermanent increase in Dilithium/Raw Material output from a random system.
Archaeological Dig SuccessLarge increase in system research production for 5 turns, small but permanent increase in system trade.
Advanced Starship DiscoveredLarge increase in all areas of research.
Advanced Starship CapturedSmall increase in all areas of research, large increase in diplomatic ties with another random Empire.
DefectorLarge increase in research in a random field.
Alien FossilsReceive a small Biology research bonus.
MutationReceive a large Biology research bonus.
Lab ExplosionReceive a small Energy research bonus.
Subspace ReactionReceive a large Energy Research bonus.
New SubroutinesReceive a small Computer research bonus.
Discovery of DataReceive a large Computer research bonus.
Engine MalfunctionReceive a small Propulsion research bonus.
Student ProdigyReceive a large Propulsion research bonus.
Geographical ExpeditionReceive a small Construction tech bonus.
Architectural SymposiumRecieve a large Construction tech bonus.
Weapon MisfireRecieve a small Weapons tech bonus.
WargamesRecieve a large Weapons tech bonus.
Scientific BreakthroughSmall increase in research Empire-Wide for a long time.
Discovery of the Dyson SphereReceive a large increase in all areas of research.
Influx of ScientistsLarge increase in a random tech area for _____ number of turns.
Encounter the CytheriansA random ship is dragged to the Cytherian system. Receive a large bonus in all areas of research, and relations with the Cytherians is opened.
Encounter the Omega ParticleYou are given the option to either research the Omega Particle, or destroy it. If you destroy it, there is a minimal chance that it will explode, destroying Subspace in the surrounding sectors, permanently halving movement rates in the three surrounding sectors and permanently causing the loss of trade in all systems in the surrounding area. If you decide to research it, you will get a 50% Empire-Wide research bonus to Energy for 10 turns, but the chances of Omega Exploding are considerably increased.
Encounter the Think TankIn exchange for a random amount of resources, the Think Tank will provide you with a 50% Empire-Wide research bonus for 5 turns.
Test BedsYou are asked to provide resources towards a new scientific project. The more resources you commit, the greater the reward and the higher the chances of success.
Data LostDecrease in amount of research gained in a particular field for 1 turn.
Covert ScansGain info on enemy starships - future combat effectiveness increase.
Fuel LeakA random ship takes a small amount of damage and loses 50% of its fuel reserves.
Salvage OperationGain _____ units of Dilithium\Deuterium\Raw Materials.
Perfect Growing Conditions+100% Food in a random system for 10 turns.
Negative Growing Conditions-25% Food in a random system for 20 turns.
Famine/Drought-100% Food in system for 10 turns.
New Mining Methods+100% Raw Materials production in a random system for 10 turns.
Catastrophic Mining AccidentA random moon or asteroid field is destroyed. Permanently lose 10% raw material gain in system.
New Operating ProtocolsRepair rate of damaged ships in system increased by 25%.
Artificial IntelligenceThe game AI takes control of a random ship, which will then attack any nearby ships, stations, and worlds - irrelevant of who controls them - until you regain control of the ship or it is destroyed. Foreign Empires will take any attacks extremely seriously.
Galactic Trade SummitRelations improve with a random Empire/Minor race. Any Trade routes with this race permanently generate an extra 25% income.
Positive Foreign Government ChangeRelations with a random Empire or Minor Race improve.
Negative Foreign Government ChangeRelations with a random Empire or Minor Race worsen.
Points Of Opportunity+5% Espionage/Sabotage against a random rival Empire for 50 turns.
Enemy Spy Defection+20% Espionage/Sabotage against a random rival Empire for 20 turns.
Compromising Material UncoveredSmall improvement in relations with another Empire.
Enemy Leader Assassinated, Relations ImproveRelations with a random Empire/Minor Race considerably improve, small increase in morale Empire-wide.
Enemy Leader Assassinated, Relations WorsenRelations with a random Empire/Minor Race considerably suffer, small drop in morale Empire-wide.
Popular Advisor DiesEmpire-wide drop in morale for 10 turns.
Diplomat RescuedRelations with a random Empire/Minor Race improve.
Highway RobberyRelations with a random Empire/Minor Race worsen.
No image yet available.Diplomatic SuccessRelations with a random Empire/Minor Race significantly improve.
Diplomatic FailureRelations with a random Empire/Minor Race significantly worsen.
Pro-Empire SpeechRelations with a random Empire/Minor Race significantly improve, all trade routes with the Empire/Minor race permanently generate +10% income.
Anti-Empire SpeechRelations with a random Empire/Minor Race significantly worsen, all trade routes with the Empire/Minor race generate -10% income.
Undercover ReporterRelations with a random Empire/Minor Race take a massive hit.
Commercial Terrorism-40% credits Empire-wide for 5 turns.
Domestic TerrorismRelations with a random Empire/Minor Race worsen, -40% trade on trade routes with that race.
PropagandaMorale randomly fluctuates for x turns.
Terrorist BombingA random building in a random system is destroyed.
Terrorist Bombing Of Ship ProductionA ship that is in production is destroyed.
Religious HolidayComplete loss of production in a random system for one turn, +1 morale in system.
Warp Core BreachA random ship is destroyed.
Manned Station LostA random station is destroyed.
Enlistments BoostOnly occurs after war is declared, 25% increase in personnel gain for a long time.
Academy Enlistments Record50% increase in personnel gain for a short time.
Officer Exchange ProgramIncrease in available officers for _____ turns.
Dishonourable Discharge25% loss in personnel gain for _____ turns, small decrease in morale Empire-wide.
Academy Disaster50% loss in personnel gain for 5 turns, large decrease in morale Empire-wide.
Computer HackPropaganda in your Empire - empire-wide morale and Internal Security takes a hit.
Terrorists CapturedIncrease in morale, chances of terrorism decreased, enemy intelligence in your Empire suffers a small setback.
Defector CapturedMorale boost empire-wide, enemy intelligence in your Empire suffers a major setback.
Donation_____ credits added to treasury.
Embezzlement_____ credits lost from treasury.
Trade Guild StrikesTrade from all trade routes ceases for _____ number of turns.
PlagueX population per turn in a random system die until the plague is eradicated. You will need to send a medical ship to save your people. If you send a medical ship to a plagued enemy/minor race world, relations with the race will greatly improve.
RefugeesGain an alien Colony Ship.
Splinter ColoniesA system breaks away from your Empire. You can regain control by either subjugating it or through diplomacy. Other Empires can also gain control of it in the same way, so you'll have to establish Diplomatic relations quickly!
Conspiracy UncoveredLarge increase in morale Empire-wide, enemy intelligence in your Empire suffers a major long-term setback.
Ext. Affairs BreakthroughIncrease in external affairs effectiveness for _____ turns.
Ex. Affairs CrisisLoss of external affairs effectiveness for _____ turns.
No image yet available.First Contact DisasterMinor Races become less sympathetic towards you.
Severe SetbackEmpire-wide drop in morale.
Devastating War AvertedEmpire-wide Morale increase.
Civil WarContact impossible with a minor race for 50 turns.
Encounter With The Mirror Universe+1 Morale Empire-wide and a small increase in research output Empire-wide.
Guardian of the T'KonA random ship becomes trapped in a system for _____ turns. Players will be given a series of tasks to complete. Depending on a players ability to complete the tasks, the guardian will decide whether to allow your ship to continue in its mission, or will destroy it.
Encounter with the TravellerA random ship disappears for _____ turns. When it returns, it brings a large propulsion research bonus with it.
No image yet available.Starship LostA random ship is permanently lost without trace.
Encounter the Suliban CabalYou gain some Biotech research points.
Encounter the Guardian of ForeverConsequences still under discussion.
Encounter the Earth AugmentsConsequences still under discussion.
Encounter the Kelvan EmpireConsequences still under discussion.
Encounter Gamesters of TriskelionYou lose a random "hero"