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Crises

Crises

Random events that threaten your colonies and demand quick decisions.

Crises are dynamic events that can strike any colony. They range from biological outbreaks and geological disasters to political upheaval and cosmic threats. Each crisis demands a response within a limited number of turns.

How Crises Work

  • Crises appear randomly as your empire grows. The chance increases over time.
  • Each crisis targets a specific colony and has a severity level (Minor, Moderate, Major, Catastrophic).
  • You have a limited number of turns to respond before the crisis resolves itself badly.
  • Active crises appear in the top-left corner of the game screen.

Making Choices

Click an active crisis to open the detail panel. Each crisis presents 2-3 options with different tradeoffs. Some choices cost credits, some require a fleet in the system, and some carry a risk percentage that the approach backfires.

Outcomes

  • Resolved: Crisis fully handled with minimal or no lasting damage.
  • Mitigated: Damage reduced but some lingering effects remain (temporary penalties).
  • Bonus: You turned the crisis into an opportunity (temporary boosts or resource gains).
  • Failed: The deadline passed or a risky choice backfired. Full penalties applied.

Chain Events

Some choices lead to follow-up crises that continue the storyline. These chain events can result in even greater rewards or risks depending on how you navigate the sequence.

Severity Levels

  • Minor (5 turns to respond): Small penalties on failure. Common early game.
  • Moderate (4 turns): Significant penalties including population loss. Mid-game.
  • Major (3 turns): Severe consequences. Buildings may be destroyed. Later game.
  • Catastrophic (2 turns): Devastating. Immediate action required. Rare.

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