Stupid Random Events...

Fundamentalists

Argh... Medium map, rare planets. I have 2 planets, Dregin and Yor have 1 each. Acreanwhatevers have 2 because the Alexian homeworld flipped to them. :( Altarians got two but ended up with three because a defensless minor spawned near them.

I've got insane tech, freighters running to each major-power, a half dozen starbases either boosting trades and either production or resource mining. I'm up to 11k credits with spending on 100% - And still gaining. I'm evil but have decent relations with everyone. :) I've decided to try a tech victory for once.

Then the fundamentalist event spawns. :( It takes both of my worlds. Game over!

Is their any way to avoid this (besides cheating or not being evil)? Anything in particular that can be done to lesson the amount of worlds they take?
573 views 19 replies
Reply #1 Top
Since I don't play with evil morality, I don't know.
But it sounds really evil to complains about the game not being fair with you, since your evil morality come from huge bonuses LOL
Joke aside, I understand that it is really annoying to have an event whose effect is game over. But when it happens to the AI, it another thing: one major AI has left :)

BTW, If you want tech victory, you should try with more planets (bigger map and/or abundant setting), since you will need lots of research power. And it could take forever with only 2 planets.
Reply #2 Top
The lower your morale on your planets, the more likely they are to go over, though it is possible for even a 100% morale Sol system to switch. So keep your morale up as best you can.
The only other way is to load the last save or autosave.
Reply #3 Top
"But when it happens to the AI, it another thing: one major AI has left"

Heh, thats true enough. I didn't complain at all in two other games where the Dregin's got ousted by the Fundamentalists taking their home-star while they only had one.

On the being evil and bonuses though: Without alot of planets to colonize it can be HARD just to get to be evil. I think in an hour or so of playing I had 4 or 5 events that game. Most of those were just + to credits type of things. Which I didn't realy need since I was going all-out tech/trader anyway.

Just seems harsh for an event to take 2 stars, when only one civ in the whole game has 3 and most have only 1.


"So keep your morale up as best you can"

Thanks. I thought morale might have made a difference, but I wasn't sure. Don't remember if morale was the best - but I did have a morale resource maxed (for my current tech)and all +morale structures built (again - all for my current tech). For all I knew the number of worlds they grabbed could have just been random. I've seen the Fundamentalists in a few games, just never seen them grab more than one world before.

Ah well, thanks again for the morale tip.
Reply #4 Top
Morale doesn't help much unfortunately - I've had 5 systems, all at 100% morale and the whole lot has flipped to the fundies as soon as they appear.

The only way to deal with this ridiculous event is load from an autosave - and is the only reason I have autosave switched on at all. >:(
Reply #5 Top
That is not the only "Stupid Random Event", I've lost count of the number of times I've seen the "All uninhabited planets in the xxxx system improved by yy PQ points" when the xxxx system has no uninhabited planets to improve. That is just the most obvious, other daft events include banning Terror Stars when their development is still a long way off, I'm sure all players have noticed similar doh! events.

It can't be that hard for the program to check to see if a random event is logical and if it's not to choose a different event.
Reply #6 Top
Don't forget the "your ambassador insulted xxxx" before you've even discovered xxxx. ;)

How about the Drengin deciding to convert to preaching good and kindness, or losing control of their senate... 5 years after you wiped them out. ;)
Reply #7 Top
I like the Fundimentalist event, but I do agree they should never be able to take every last planet. Evil gives you a lot of advantages, so be prepared for the risk!
Reply #8 Top
Haha...

Finished a new game. Will no longer complain about Fundamentalists. It may be stupid when they wipe you out but it added a whole new focus to my last game.

Same map specs (rare yellows, medium map, scattered, normal intelligent AIs). I do alot better than everyone else at the first. Even have more events. :) I luck out. Have 4 stars, 5 planets. No one else is even close. I reach a point where I have a freighter to all major civs.

Fundamentalists show up. They take 1 of 2 Dregin stars, 2 of 2 Yor stars, and 1 of my stars. Realising the Yor are gonna be gone I trade them my crappiest and most distant star for a bunch of techs.

War with Fundies. Dregin, Yor, Acrean, as well as the Alexians and Carinoids join in. I get my planet back. Torian, Altarian, and Fundamentalists form alliances. Yor surrenders thier lone star back to me. Fundy people ask for peace. I agree, however, the Fundy fleet is suddenly made up of Dreadnaughts. Dregin empire doesn't die, but never recovers either. (NOTE: At the end of the game I kill them off out of spite - their planet is still building a colony ship.)

Torian world gets 2??? precurser events that raise the habitability of planets for 2 sectors. Land-grab is on again. My range+speed techs let me claim 5 of 8 or so of the affected stars. Others went to Fundies, Torians, or Altarians. Fundy-n-Friends declare war because of this. By the time I can get my own Dreadnaughts I've lost all but one of these bonus stars to the Torians. The whole game the Fundy fleet never used any transports - I wouldn't have won if they did.

To balance things I give dreadnaught tech to anyone who is at war with the Fundy-n-Friends. For the next 4 or so hours of gaming we slug it out and slowly wear them down. Some stars changed hands several times. Of course it got easier when I realised the Fundies themselves weren't building transports.

Was one heck of a game. While I still think any civ losing all its planets to an event is cheesy, it makes such a 'different' challenge I won't complain anymore. LOL
Reply #9 Top
"Same map specs (rare yellows, medium map, scattered, normal intelligent AIs)."

Oops, the new game wasn't same specs either. Was a large map, not medium.
Reply #10 Top
I always save the turn before the UP meets, ever since they once voted to send everyone to Imperial govt for 2 years. Uh uh, no way, not happenin'.
Reply #11 Top
Why shouldn't the Drengin start preaching goodness and kindness. The slaves just had a revolution.
Reply #12 Top
Why shouldn't the Drengin start preaching goodness and kindness. The slaves just had a revolution.
End of quote


Not when you've already terror starred their asses into oblivion they didn't. ;)
Reply #13 Top
I am wondering if cultural resist improvement can help evil civ against Fundies.
Reply #14 Top
Good point PP, I never build them so that could explain it. :)
Reply #15 Top
How about the Drengin deciding to convert to preaching good and kindness, or losing control of their senate... 5 years after you wiped them out.
End of quote


Why shouldn't the Drengin start preaching goodness and kindness. The slaves just had a revolution.
End of quote

I guess the point was about receiving a message on a civ that no longer exists.
Reply #16 Top
"I am wondering if cultural resist improvement can help evil civ against Fundies."

Hmmm... I hadn't thought of that. Usually my culture is the dominant one where I have planets, so I never built the culture-resist buildings.

Any way to find out for sure? Seems hard to check since you can't even tell for sure if the Fundamentalists will/would-have shown up, muchless which planets they would/wouldn't have taken.


"Was a large map, not medium."
Gah, I'm an idiot. I 'corrected' myself and was wrong in the correction. :( Was still a medium map, a large map would have had alot more stars and planets.
Reply #17 Top
Hmm... odd.

I was wiped out again by fundamentalists (took all my planets), but this time I had transports at my worlds. On the turn that the Fundies took my planets I took them back. However, it still made me lose the game. :(

Anyone know if that is intentional?

Reply #18 Top
I was wiped out again by fundamentalists (took all my planets), but this time I had transports at my worlds. On the turn that the Fundies took my planets I took them back. However, it still made me lose the game.
End of quote


I have seen something like this. I had a race that was down to one planet "flip" the planet to me. I was trying to drag the game out, so I gave it back before the end of turn. The game ended anyway. I think it must have to do with when the game checks for end of game conditions. Since you were eliminated, it ended the game, even though by the end of turn, you recovered. On the other hand, I have had a game go an extra turn after all AIs were elminated, so I'm not sure... :notsure:
Reply #19 Top
The Drengin, although having all their worlds destroyed, would still exist. They would just be a broken race with no center.