Chapter 06
Events and disaster preparation
Read the warning and prepare for the turn when the event arrives.
Read warnings in Journal
On the horizon in Journal shows upcoming events and their scheduled times. An announced event arrives two turns after the announcement turn. For effects that last several turns, Active effects shows when they end.
Each turn has an 8% chance of announcing at most one future event. During a new island's first 24 turns, no new typhoon, fire, or drought warnings are issued. Other events can still occur.
Three disasters
| Disaster | Main effects | Preparation |
|---|---|---|
| Typhoon | Damages up to three facilities and causes food-stock and population losses. Fishing is capped at 50% for the turn. Facility damage on reclaimed land is multiplied by 1.2. | Evacuate on arrival, provide nearby disaster centers, and keep food and repair reserves. |
| Fire | Damages the facility on the announced tile, or removes woodland there. In the initial version, the fire ends during that same turn. | Use emergency response on arrival, provide disaster protection, and repair damage afterward. |
| Drought | Caps farm operation at 60% for four turns. Fishing harbors are unaffected. | Emergency response raises the farm cap to 80% on each turn it is used. Also use food reserves, imports, and fishing. |
Disaster centers reduce facility damage within two hex tiles by 20% per effective level, with combined protection capped at 60%. Damage and pausing reduce protection, so check your centers' condition as well as their location.
Evacuation, emergency response, and repair
| Response | Cost and slot | When to use it |
|---|---|---|
| Evacuate | 3 G, main action | Requires a typhoon or fire warning arriving that turn. Reduces human losses by 90%, with a 5% reduction in the turn's workforce. |
| Emergency response | 4 G + 1 material, support action | Responds to fire, drought, or food shortage that turn. It does not repair existing facility damage. |
| Repair facility | Cash and materials based on damage, support action | Fixes the selected facility's existing damage. It happens before disasters, so it cannot undo damage that arrives later in that same turn. |
Use Plan evacuation or Plan response from an event warning and match the arrival time. Automatic policies can also respond, but still require resources. Matching manual and automatic evacuation or emergency responses are charged only once per turn. Drought response is needed separately on each affected turn.
Opportunities and changes
| Event | Effect in the initial version |
|---|---|
| Bountiful harvest | +30% food output from farms and fishing harbors for four turns. |
| New arrivals | People hope to settle on the island. Acceptance depends on living conditions and spare housing. |
| Resource discovery | Adds an ore deposit to one land tile and grants 12 materials from exploration. |
| Trade opportunity | +15% to the normal material sale price for three turns. It does not add trade capacity. |
| Market changes | Food and material buying and selling prices both rise or both fall by 15% for four turns. |
Timed effects of the same type do not multiply together; a new occurrence refreshes the duration. Reloading does not reroll the events of the same turn.
