GenEngineer
Prince
- Joined
- Aug 24, 2014
- Messages
- 456
Hey everyone,
Just thought it might be a good idea to put all of the info that we know about the quests in one place, to get a better feel of the game (both flavor and mechanics).
Gifts From Home:
Our Sponsor had the foresight to send Resource Pods ahead of our expedition to be waiting when we arrived. Parts to a large research instrument have been found in this pod. The other pieces are probably around here somewhere…
Objective: Find 2 Resource Pods (number modified by gamespeed)
All pieces of the instrument are accounted for. Our scientists will make good use of this instrument sent from Earth.
Reward: +30 beakers
Found an Outpost:
For our Colony to prosper, we should consider expanding. We should focus our efforts on researching how to create new Outposts for the colony.
Objective: Research Pioneering
Research has completed, and we can now construct the mobile machinery needed to form an Outpost.
Objective: Build 1 Colonist
Reward: 1 Free Soldier unit
Station Charter:
Several new ventures wish to establish their operation near our territory. They provide different services that may be useful to us.
(Insert Text blurb for 2 different stations)
Which venture would you like to approve?
Objective: Quest decision
Pick between to randomly generated outposts to have one settle near you.
The charter was given to (???).
How We Remember:
Our Relic has provoked an ideological split among our citizens. Some believe the Old Earth Relic is instrumental as a source of solace for the grief people feel over their lost world. They want it left in reverent peace, as a shrine.
Other’s think it represents a valuable repository of traditional wisdom that must be studied and displayed publicly if humanity is to embrace their new home.
Objective: Quest Decision
Leave Old Earth Relics untouched: Maintenance reduced by 1 energy on all Relics.
Open Old Earth Relics to the public: Yield increased by 1 culture for all Relics.
Reward: none beyond decision effects.
Blood Bank:
Since opening our Clinic, the populace has been split by an ideological divide. Securing and improving our new territory has put great strain on both our military and civil work forces, and both contend that the hazards they face should be offset by state-sponsored health care. Our fledgling colony does not have the resources to do both. Which, then, has the greatest need of aid?
Objective: Quest Decision
Provide care for Defense Workers: Clinics provide +15 City HP
Provide care for Civil Workers: +1 Health from Clinics
Times of Plenty:
With the Depot now built, we’ve been able to amass an adequate surplus of resources. The question is: What to do with our abundance of goods? Do we send it to our factories, or allow our merchants freedom to trade with it?
Objective: Quest Decision
Resources will aid Production: Depots yield +1 production
Resources will be used for trade: Depots yield +1 Energy
ULTRASONIC FENCE QUEST:
Now that we’ve completed our Ultrasonic Fence, we’ve found a new application for the technology. AT the moment, the fences are static, with a reach that goes beyond what we originally predicted. However if we reverse the polarity, it will decrease the ultrasonic circumference, allowing the fence to become mobile, like a personal shield. Do we stick to the original design or embrace the unexpected and create something new?
Objective: Quest Decision
Keep original design: +1 repel range from Ultrasonic Fences
Reverse the polarity: Trade convoys will not be attacked by Alien units
THORIUM REACTOR QUEST:
Our colonial grid is now powered by a Thorium Reactor. Already, its people have grown accustomed to its gentle hum and glow. So efficient is the reactor, it’s barely working at capacity. If we pushed it further, we could divert the energy towards increased production speed, or we could use it to create new units and structures. Both would be of great benefit.
Objective: Quest Decision
Use it for new units and structures: +2 Energy from Thorium Reactors
Use it to increase production: +1 Production from Thorium Reactors
NETWORK QUEST:
????
Objective: Quest Decision
????: Networks cost no maintenance
????: Networks yield +1 Culture
LABORATORY QUEST:
????
Objective: Quest Decision
????: Explorer Units can carry 1 additional Expedition Module
????: Laboratories yield +1 Science
What goes Around (Recycler Quest):
????
Objective: Quest decision
???: +10% Worker Rate
???: + 1 Food from Recyclers
High quality goods can be used to harvest crops. The more food we produce, the more our people will grow. Stronger goods leads to stronger citizens.
AUTOPLANT QUEST:
????
Objective: Quest Decision
????: +1 Trade Routes available (NOTE: Uncertain if this is +1 globally, or +1 per autoplant)
????: Autoplants yield +1 Energy
INSTITUTE QUEST:
????
Objective: Quest Decision
????: Get a Free Tech
????: +5% Science (NOTE: Uncertain if Global Bonus, or bonus per Institute for a city)
PHARMALAB QUEST:
????:
Objective: Quest Decision
????: Pharmalabs Yield +1 Science
????: Pharmalabs Yield +1 Health
XENOSANCTUARY QUEST:
????
Objective: Quest Decision
????: Xenosanctuaries Yield +2 Culture
????: Xenosanctuaries Yield +2 Food
CYTONURSERY QUEST:
The Stewards at our Cytonursery are reporting a monumental discovery. Through study and hybridization of the indigenous fauna, we’ve managed to create a bio-organic mesh which mimics their cellular division. Integrating the mesh into our production would speed things tremendously. It unfortunately takes a rather long time to create, so there’s only so much to go around. We’ll have to decide how best to distribute it.
Objective: Quest Decision
Designate mesh to unit production: +5% production towards military units from Cytonurseries
Designate mesh to city production: +1 Production from Cytonurseries
REPAIR FACILITY QUEST:
????:
Objective: Quest Decision
????: Repair Facilities provide +1 Orbital coverage around the city they're in
????: Repair Facilities provide +5% production towards military units for the city they're in
OBSERVATORY QUEST:
????:
Objective: Quest Decision
????: Observatories yield +2 City Defense
????: Naval units have +2 Movement
ALIEN PRESERVE QUEST:
????:
Objective: Quest Decision
????: Units heal at an additional 5 health per turn
????: Alien Preserves Yield +1 Energy and +1 Science
ROCKET BATTERY QUEST:
????:
Objective: Quest Decision
????: Rocket Batteries Yield +5 City Defense
????: +1 Anti-Orbital Strike Range
MASS DIGESTER QUEST:
????:
Objective: Quest Decision
????: Mass Digesters Yield +1 Production
????: Mass Digesters Yield +1 Food
HOLOSUITE QUEST:
????:
Objective: Quest Decision
????: Holosuites Yield +2 Culture
????: Unlock a Free Virtue
GENE GARDEN QUEST:
????:
Objective: Quest Decision
????: Gene Gardens Yield +3 Energy
????: Gene Gardens Yield +1 Health
CLONING PLANT QUEST:
????:
Objective: Quest Decision
????: Cloning Plants cause 10% of Food to be carried over after population growth
????: Cloning Plants Yield +1 Health
XENOFUEL PLANT QUEST:
????
Objective: Quest Decision
????: Xenomass Wells Provide +3 Energy and +2 Production (NOTE: Edits the yield of a tile improvement, not the building itself)
????: Gain 1000 Energy
XENONURSERY QUEST:
????:
Objective: Quest Decision
????: Gain 450 Science
????: Gain 5 free Xenomass
LAUNCH COMPLEX QUEST:
This new Launch Complex is far more advanced than any we built on Earth. Not only is it sleek and efficient, but it can also perform its function without devastating the surrounding landscape. Now that it has been tested and proven, our engineers would like to make some additional modifications. If we wish, they can add a dual-launch protocol, increasing the size of orbital network. Or, they can install an automated production matrix, increasing production speed. Whichever we choose, they will surely benefit our orbital needs.
Objective: Quest Decision
Add the dual-launch protocol: +1 Orbital Coverage from Launch Complexes
Add the automated production matrix +10% Production for Orbital Units from Launch Complexes
GAIAN WELL QUEST:
????:
Objective: Quest Decision
????: Gaian Wells Yield +2 Energy
????: Gaian Wells Yield +1 Production
COMMAND CENTER QUEST:
????:
Objective: Quest Decision
????: Command Centers Yield +15 City Defense
????: Command Center Yield +1 Covert Agent (NOTE: Uncertain Whether this is a one time bonus, or +1 Agent per Command Center)
FEEDSITE HUB QUEST:
????:
Objective: Quest Decision
????: +1 Cover Agent
????: +10% Worker Speed
CEL CRADLE QUEST:
????:
Objective: Quest Decision
????: CEL Cradles cause 10% of Food to be carried over in a city after population growth
????: +1 Covert Agent
SURVEILLANCE WEB QUEST:
????:
Objective: Quest Decision
????: Covert Agents Advance in Rank Faster
????: Surveillance Webs Yield +10 City HP
ALLOY FOUNDRY QUEST:
????:
Objective: Quest Decision
????: Titanium Mines Yield +2 Production (NOTE: Affect Tile Improvement Yield, not Yield of the Building)
????: Gain 4 Free Titanium
VIVARIUM QUEST:
A scientist working at our Vivarium has made a profound discovery. The xenocyte cultures she has developed have unique reactions to tissue from Earth organisms, and she claims they could be used to make “Earth-alien” hybrid organisms.
Her colleagues condemn her work as dangerous and unethical, meddling in alien biology before we fully understand the consequences. They are threatening to shut the project down.
Objective: Quest Decision
Continue the Research: +1 Beakers from Vivariums
Stop the Project: +1 Food from Vivariums
LEV PLANT QUEST:
????:
Objective: Quest Decision
????: LEV Plants Yield +2 Production
????: LEV Plants Yield +2 Energy
BIONICS LAB QUEST:
????:
Objective: Quest Decision
????: Bionics Labs Yield +1 Science
????: Bionics Labs Yield +1 Culture
BIOFUEL PLANT QUEST:
????:
Objective: Quest Decision
????: Biofuel Plants Yield +1 Energy
????: Biofuel Plants Yield +1 Production
For Your Eyes Only:
A mysterious encrypted transmission was received from an unknown origin. After some considerable effort, it has been decoded. The cleartext reads: “The Culper Cell requires infrastructure for covert operations. Should you choose to accept, you will be rewarded in time.”
Objective: Research Computing
Familiar Exotics:
When we came to this planet, we brought a large number of plants from old Earth. Somehow, one of the plants has taken root outside of CAPITAL and turned invasive. If left unchecked, it could convert the local environment into a more Earth-like ecosystem. Whether or not that is a good thing, must be decided.
Objective: Quest Decision.
Contain it: (Aligned with Harmony)
Ignore it: Continues to Purity, Continues to Supremacy), leads to Chapter 2
(If Contained) We still know so little about our new planet. If we allow this plant to spread, it could threaten our entire ecosystem. We will have to contain the outbreak.
Objective: Build Xeno Sanctuary in CITY.
(If Ignored) If this world were more like old Earth, we might find it easier to tame. We should let the outbreak spread and see where it leads…
Reward: +5 Culture
Familiar Exotics (Chapter 2):
The invasive plant has begun to spread, eliminating other resources from the surrounding land. However, the species has shown to be a great potential crop, as it grows faster and larger than it ever did on old Earth. Our scientists believe that through low-level genetic modification, the plant could be made to serve as either food or energy. We simply must decide which is more beneficial…
Objective: Quest Decision (possibly more???)
Engineer Food Crop: Aligned with Purity,+1 food in all tiles that could be improved by plantation.
Engineer Energy Crop: Aligned with Supremacy,+1 energy in all tiles that could be improved by plantation.
“Our primary goal has, and always will be, survival. Our people will welcome this new food into their homes, glad to experience the tastes of old Earth.”
Objective: ???
Cultural Burden:
Our scientists have detected a weak radio signal nearby. Its signature is definitely human. We should investigate the signal’s source. There’s no telling what we may find.
Objective: ?????
We have located the signal’s origin - a probe belonging to the FACTION crashed in a swamp of Xenomass. The FACTION never reached our new planet and their status remains a mystery. Recovering the probe may provide answers to their ultimate fate. However, doing so will likely contaminate the xenomass, making the rare material unfit for use. Leaving the probe undisturbed will protect the potentially valuable resource.
Objective: Quest Decision
Don’t Risk Contamination. Leave the Probe Behind. (Harmony)
Recover the Probe, the Xenomass doesn’t matter. (Purity, Supremacy)
(If probe is left behind) Our Expedition managed to save the Xenomass, though at the cost of the Probe. Unexpectedly, the Xenomass seems to have absorbed certain microbes from the Probe and can now mimic the effects of its fuel. This newfound trait will have great effects on our research.
(Reward): +12 points towards Harmony
Occupational Hazard:
It’s clear that the indigenous species of this planet may pose a threat to our growth. Though we cannot determine their intelligence, their hostility has been documented. Moving forwards, we must decide how to deal with them. Do we attempt to domesticate the local wildlife or exterminate it?
Objective: Quest Decision
Domesticate Wildlife: (Harmony, Supremacy)
Eradicate: (Purity)
(If Domesticate) We should not be so quick to destroy that which we do not understand. Instead, let us build an Alien Preserve that we may study them and better understand their needs.
Objective: Build 2 Alien Preserves (number possibly modified by gamespeed)
Our research shows that the Aliens can not only be trained to perform complex tasks, but can even show affection. How will this information affect our future relationship with these creatures? Should we put them to work on our farms or give them peaceful homes with our families?
Objective: Quest Descision
Adopt Wildlife: (Harmony)
(BLAH)
Reward: Gives 50(? Enough for 3.75 levels) points towards Harmony
Train for Labor: (Supremacy)
(BLAH)
Reward: Presumably gives 50 points towards Supremacy, but this is unverified by any video.
(If Eradicate)
Objective: Clear 2 Alien Nests
???
Reward: 30 Points towards Purity
Solid State Citizen:
A spacecraft plummeted thought the atmosphere and crashed not far away. Where did it come from? Who built it? What was their intention? We will find out in time, once we have investigated the wreckage more fully.
Objective: Build an Expedition at the Crash Site
There were survivors aboard the spacecraft! They were human once, but now thay are something different. We are calling them “the Augmented.” Like us, they settled a new planet. But were our world sustains life, their world was harsh and violent. They tried to adapt by incorporating technology in their flesh, but in the end even technology would not let them thrive in their new home.
The Augmented wish to live on our world. Shall we grant them refuge in our cities? Or shall we let them fend for themselves on this new world?
Objective: Quest Decision
Grant Them Refuge: (Purity, Supremacy)
Let Them Settle On Their Own: (Harmony, continues to next decision)
(Apparently will settle a Station near you?)
It would seem our business with the Augmented is not yet over…
They’ve sent word, requesting a trade. Apparently they managed to build shelter from the wreckage of their ship. By all accounts, it is sufficient. But in order to build a life here, they will need resources – Resources we can give them in exchange for materials. Establishing trade beneftis both groups, but the Augmented have their own ideals and visions for the future. Will it be compatible with ours?
Objective: Quest Decision
Accept: (Energy, Science)
Decline: (Harmony, Energy)
Worm Killing:
I traded my life for my leg when I met the Great Worm. Now, with all the fury and courage this cripple can bear, I hunt. I hunt the Earth Drinker. I hunt the Worm.
Objective: Kill 1 Siege Worm
Just thought it might be a good idea to put all of the info that we know about the quests in one place, to get a better feel of the game (both flavor and mechanics).
Gifts From Home:
Our Sponsor had the foresight to send Resource Pods ahead of our expedition to be waiting when we arrived. Parts to a large research instrument have been found in this pod. The other pieces are probably around here somewhere…
Objective: Find 2 Resource Pods (number modified by gamespeed)
All pieces of the instrument are accounted for. Our scientists will make good use of this instrument sent from Earth.
Reward: +30 beakers
Found an Outpost:
For our Colony to prosper, we should consider expanding. We should focus our efforts on researching how to create new Outposts for the colony.
Objective: Research Pioneering
Research has completed, and we can now construct the mobile machinery needed to form an Outpost.
Objective: Build 1 Colonist
Reward: 1 Free Soldier unit
Station Charter:
Several new ventures wish to establish their operation near our territory. They provide different services that may be useful to us.
(Insert Text blurb for 2 different stations)
Which venture would you like to approve?
Objective: Quest decision
Pick between to randomly generated outposts to have one settle near you.
The charter was given to (???).
How We Remember:
Our Relic has provoked an ideological split among our citizens. Some believe the Old Earth Relic is instrumental as a source of solace for the grief people feel over their lost world. They want it left in reverent peace, as a shrine.
Other’s think it represents a valuable repository of traditional wisdom that must be studied and displayed publicly if humanity is to embrace their new home.
Objective: Quest Decision
Leave Old Earth Relics untouched: Maintenance reduced by 1 energy on all Relics.
Open Old Earth Relics to the public: Yield increased by 1 culture for all Relics.
Reward: none beyond decision effects.
Blood Bank:
Since opening our Clinic, the populace has been split by an ideological divide. Securing and improving our new territory has put great strain on both our military and civil work forces, and both contend that the hazards they face should be offset by state-sponsored health care. Our fledgling colony does not have the resources to do both. Which, then, has the greatest need of aid?
Objective: Quest Decision
Provide care for Defense Workers: Clinics provide +15 City HP
Provide care for Civil Workers: +1 Health from Clinics
Times of Plenty:
With the Depot now built, we’ve been able to amass an adequate surplus of resources. The question is: What to do with our abundance of goods? Do we send it to our factories, or allow our merchants freedom to trade with it?
Objective: Quest Decision
Resources will aid Production: Depots yield +1 production
Resources will be used for trade: Depots yield +1 Energy
ULTRASONIC FENCE QUEST:
Now that we’ve completed our Ultrasonic Fence, we’ve found a new application for the technology. AT the moment, the fences are static, with a reach that goes beyond what we originally predicted. However if we reverse the polarity, it will decrease the ultrasonic circumference, allowing the fence to become mobile, like a personal shield. Do we stick to the original design or embrace the unexpected and create something new?
Objective: Quest Decision
Keep original design: +1 repel range from Ultrasonic Fences
Reverse the polarity: Trade convoys will not be attacked by Alien units
THORIUM REACTOR QUEST:
Our colonial grid is now powered by a Thorium Reactor. Already, its people have grown accustomed to its gentle hum and glow. So efficient is the reactor, it’s barely working at capacity. If we pushed it further, we could divert the energy towards increased production speed, or we could use it to create new units and structures. Both would be of great benefit.
Objective: Quest Decision
Use it for new units and structures: +2 Energy from Thorium Reactors
Use it to increase production: +1 Production from Thorium Reactors
NETWORK QUEST:
????
Objective: Quest Decision
????: Networks cost no maintenance
????: Networks yield +1 Culture
LABORATORY QUEST:
????
Objective: Quest Decision
????: Explorer Units can carry 1 additional Expedition Module
????: Laboratories yield +1 Science
What goes Around (Recycler Quest):
????
Objective: Quest decision
???: +10% Worker Rate
???: + 1 Food from Recyclers
High quality goods can be used to harvest crops. The more food we produce, the more our people will grow. Stronger goods leads to stronger citizens.
AUTOPLANT QUEST:
????
Objective: Quest Decision
????: +1 Trade Routes available (NOTE: Uncertain if this is +1 globally, or +1 per autoplant)
????: Autoplants yield +1 Energy
INSTITUTE QUEST:
????
Objective: Quest Decision
????: Get a Free Tech
????: +5% Science (NOTE: Uncertain if Global Bonus, or bonus per Institute for a city)
PHARMALAB QUEST:
????:
Objective: Quest Decision
????: Pharmalabs Yield +1 Science
????: Pharmalabs Yield +1 Health
XENOSANCTUARY QUEST:
????
Objective: Quest Decision
????: Xenosanctuaries Yield +2 Culture
????: Xenosanctuaries Yield +2 Food
CYTONURSERY QUEST:
The Stewards at our Cytonursery are reporting a monumental discovery. Through study and hybridization of the indigenous fauna, we’ve managed to create a bio-organic mesh which mimics their cellular division. Integrating the mesh into our production would speed things tremendously. It unfortunately takes a rather long time to create, so there’s only so much to go around. We’ll have to decide how best to distribute it.
Objective: Quest Decision
Designate mesh to unit production: +5% production towards military units from Cytonurseries
Designate mesh to city production: +1 Production from Cytonurseries
REPAIR FACILITY QUEST:
????:
Objective: Quest Decision
????: Repair Facilities provide +1 Orbital coverage around the city they're in
????: Repair Facilities provide +5% production towards military units for the city they're in
OBSERVATORY QUEST:
????:
Objective: Quest Decision
????: Observatories yield +2 City Defense
????: Naval units have +2 Movement
ALIEN PRESERVE QUEST:
????:
Objective: Quest Decision
????: Units heal at an additional 5 health per turn
????: Alien Preserves Yield +1 Energy and +1 Science
ROCKET BATTERY QUEST:
????:
Objective: Quest Decision
????: Rocket Batteries Yield +5 City Defense
????: +1 Anti-Orbital Strike Range
MASS DIGESTER QUEST:
????:
Objective: Quest Decision
????: Mass Digesters Yield +1 Production
????: Mass Digesters Yield +1 Food
HOLOSUITE QUEST:
????:
Objective: Quest Decision
????: Holosuites Yield +2 Culture
????: Unlock a Free Virtue
GENE GARDEN QUEST:
????:
Objective: Quest Decision
????: Gene Gardens Yield +3 Energy
????: Gene Gardens Yield +1 Health
CLONING PLANT QUEST:
????:
Objective: Quest Decision
????: Cloning Plants cause 10% of Food to be carried over after population growth
????: Cloning Plants Yield +1 Health
XENOFUEL PLANT QUEST:
????
Objective: Quest Decision
????: Xenomass Wells Provide +3 Energy and +2 Production (NOTE: Edits the yield of a tile improvement, not the building itself)
????: Gain 1000 Energy
XENONURSERY QUEST:
????:
Objective: Quest Decision
????: Gain 450 Science
????: Gain 5 free Xenomass
LAUNCH COMPLEX QUEST:
This new Launch Complex is far more advanced than any we built on Earth. Not only is it sleek and efficient, but it can also perform its function without devastating the surrounding landscape. Now that it has been tested and proven, our engineers would like to make some additional modifications. If we wish, they can add a dual-launch protocol, increasing the size of orbital network. Or, they can install an automated production matrix, increasing production speed. Whichever we choose, they will surely benefit our orbital needs.
Objective: Quest Decision
Add the dual-launch protocol: +1 Orbital Coverage from Launch Complexes
Add the automated production matrix +10% Production for Orbital Units from Launch Complexes
GAIAN WELL QUEST:
????:
Objective: Quest Decision
????: Gaian Wells Yield +2 Energy
????: Gaian Wells Yield +1 Production
COMMAND CENTER QUEST:
????:
Objective: Quest Decision
????: Command Centers Yield +15 City Defense
????: Command Center Yield +1 Covert Agent (NOTE: Uncertain Whether this is a one time bonus, or +1 Agent per Command Center)
FEEDSITE HUB QUEST:
????:
Objective: Quest Decision
????: +1 Cover Agent
????: +10% Worker Speed
CEL CRADLE QUEST:
????:
Objective: Quest Decision
????: CEL Cradles cause 10% of Food to be carried over in a city after population growth
????: +1 Covert Agent
SURVEILLANCE WEB QUEST:
????:
Objective: Quest Decision
????: Covert Agents Advance in Rank Faster
????: Surveillance Webs Yield +10 City HP
ALLOY FOUNDRY QUEST:
????:
Objective: Quest Decision
????: Titanium Mines Yield +2 Production (NOTE: Affect Tile Improvement Yield, not Yield of the Building)
????: Gain 4 Free Titanium
VIVARIUM QUEST:
A scientist working at our Vivarium has made a profound discovery. The xenocyte cultures she has developed have unique reactions to tissue from Earth organisms, and she claims they could be used to make “Earth-alien” hybrid organisms.
Her colleagues condemn her work as dangerous and unethical, meddling in alien biology before we fully understand the consequences. They are threatening to shut the project down.
Objective: Quest Decision
Continue the Research: +1 Beakers from Vivariums
Stop the Project: +1 Food from Vivariums
LEV PLANT QUEST:
????:
Objective: Quest Decision
????: LEV Plants Yield +2 Production
????: LEV Plants Yield +2 Energy
BIONICS LAB QUEST:
????:
Objective: Quest Decision
????: Bionics Labs Yield +1 Science
????: Bionics Labs Yield +1 Culture
BIOFUEL PLANT QUEST:
????:
Objective: Quest Decision
????: Biofuel Plants Yield +1 Energy
????: Biofuel Plants Yield +1 Production
For Your Eyes Only:
A mysterious encrypted transmission was received from an unknown origin. After some considerable effort, it has been decoded. The cleartext reads: “The Culper Cell requires infrastructure for covert operations. Should you choose to accept, you will be rewarded in time.”
Objective: Research Computing
Familiar Exotics:
When we came to this planet, we brought a large number of plants from old Earth. Somehow, one of the plants has taken root outside of CAPITAL and turned invasive. If left unchecked, it could convert the local environment into a more Earth-like ecosystem. Whether or not that is a good thing, must be decided.
Objective: Quest Decision.
Contain it: (Aligned with Harmony)
Ignore it: Continues to Purity, Continues to Supremacy), leads to Chapter 2
(If Contained) We still know so little about our new planet. If we allow this plant to spread, it could threaten our entire ecosystem. We will have to contain the outbreak.
Objective: Build Xeno Sanctuary in CITY.
(If Ignored) If this world were more like old Earth, we might find it easier to tame. We should let the outbreak spread and see where it leads…
Reward: +5 Culture
Familiar Exotics (Chapter 2):
The invasive plant has begun to spread, eliminating other resources from the surrounding land. However, the species has shown to be a great potential crop, as it grows faster and larger than it ever did on old Earth. Our scientists believe that through low-level genetic modification, the plant could be made to serve as either food or energy. We simply must decide which is more beneficial…
Objective: Quest Decision (possibly more???)
Engineer Food Crop: Aligned with Purity,
Engineer Energy Crop: Aligned with Supremacy,
“Our primary goal has, and always will be, survival. Our people will welcome this new food into their homes, glad to experience the tastes of old Earth.”
Objective: ???
Cultural Burden:
Our scientists have detected a weak radio signal nearby. Its signature is definitely human. We should investigate the signal’s source. There’s no telling what we may find.
Objective: ?????
We have located the signal’s origin - a probe belonging to the FACTION crashed in a swamp of Xenomass. The FACTION never reached our new planet and their status remains a mystery. Recovering the probe may provide answers to their ultimate fate. However, doing so will likely contaminate the xenomass, making the rare material unfit for use. Leaving the probe undisturbed will protect the potentially valuable resource.
Objective: Quest Decision
Don’t Risk Contamination. Leave the Probe Behind. (Harmony)
Recover the Probe, the Xenomass doesn’t matter. (Purity, Supremacy)
(If probe is left behind) Our Expedition managed to save the Xenomass, though at the cost of the Probe. Unexpectedly, the Xenomass seems to have absorbed certain microbes from the Probe and can now mimic the effects of its fuel. This newfound trait will have great effects on our research.
(Reward): +12 points towards Harmony
Occupational Hazard:
It’s clear that the indigenous species of this planet may pose a threat to our growth. Though we cannot determine their intelligence, their hostility has been documented. Moving forwards, we must decide how to deal with them. Do we attempt to domesticate the local wildlife or exterminate it?
Objective: Quest Decision
Domesticate Wildlife: (Harmony, Supremacy)
Eradicate: (Purity)
(If Domesticate) We should not be so quick to destroy that which we do not understand. Instead, let us build an Alien Preserve that we may study them and better understand their needs.
Objective: Build 2 Alien Preserves (number possibly modified by gamespeed)
Our research shows that the Aliens can not only be trained to perform complex tasks, but can even show affection. How will this information affect our future relationship with these creatures? Should we put them to work on our farms or give them peaceful homes with our families?
Objective: Quest Descision
Adopt Wildlife: (Harmony)
(BLAH)
Reward: Gives 50(? Enough for 3.75 levels) points towards Harmony
Train for Labor: (Supremacy)
(BLAH)
Reward: Presumably gives 50 points towards Supremacy, but this is unverified by any video.
(If Eradicate)
Objective: Clear 2 Alien Nests
???
Reward: 30 Points towards Purity
Solid State Citizen:
A spacecraft plummeted thought the atmosphere and crashed not far away. Where did it come from? Who built it? What was their intention? We will find out in time, once we have investigated the wreckage more fully.
Objective: Build an Expedition at the Crash Site
There were survivors aboard the spacecraft! They were human once, but now thay are something different. We are calling them “the Augmented.” Like us, they settled a new planet. But were our world sustains life, their world was harsh and violent. They tried to adapt by incorporating technology in their flesh, but in the end even technology would not let them thrive in their new home.
The Augmented wish to live on our world. Shall we grant them refuge in our cities? Or shall we let them fend for themselves on this new world?
Objective: Quest Decision
Grant Them Refuge: (Purity, Supremacy)
Let Them Settle On Their Own: (Harmony, continues to next decision)
(Apparently will settle a Station near you?)
It would seem our business with the Augmented is not yet over…
They’ve sent word, requesting a trade. Apparently they managed to build shelter from the wreckage of their ship. By all accounts, it is sufficient. But in order to build a life here, they will need resources – Resources we can give them in exchange for materials. Establishing trade beneftis both groups, but the Augmented have their own ideals and visions for the future. Will it be compatible with ours?
Objective: Quest Decision
Accept: (Energy, Science)
Decline: (Harmony, Energy)
Worm Killing:
I traded my life for my leg when I met the Great Worm. Now, with all the fury and courage this cripple can bear, I hunt. I hunt the Earth Drinker. I hunt the Worm.
Objective: Kill 1 Siege Worm