Implementing temporary effects for "dangerous" technologies

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SeraphAscending

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Instead of having dangerous technology only influence on the galactic level, maybe short-term localised dangers would work better and actually make them "dangerous" to the person researching them.

For example, researching Psi Jump Drives could have a chance to spawn a hostile psionic avatar in your space within 5 years of researching it (or after starting researching it). This would simulate the consequences of toying with dangerous technology, but at the same time still give you the option to "stabilize" these dangerous tools, so you have a safe long-term use.

At the same time, I think making more technologies "dangerous" (to varying degrees) would add a lot of subtle flavour.
  • Neural Implants technology allows you to subdue slaves better, but it could come with a very difficult implementation period. (i.e. 10 years of increased unrest by slaves until the tech is fully implemented and perfected)
  • Morphogenetic Field Mastery technology could have a chance to randomly spawn a small rogue xenomorph army on one of your planets with a science lab
  • Genetic Tailoring and Genetic Resequencing technologies could randomly mutate a few really pops on your science planets (with unique bad traits, making them unproductive or unhappy and potentially spread a lot if not "fixed")
  • Wormhole Stabilization could randomly swallow the first few vessels that pass through wormholes, severely damage them or make them go missing. (also time-limited, of course)
  • Researching weapons of mass destruction could lead to temporary unrest/unhappiness of non-militarist (and especially pacifists)
  • Researching the highest tier resource gathering (e.g. Mineral Isolation) could randomly spawn (weighted by mining job count) temporary planetary modifiers of extraction catastrophies reducing mining output for a certain time or adding a job upkeep.
These things should not be huge disruptive events, but amplify problems, if you have them already. If your slaves are already on the verge of rebellion, maybe neural implants gives the final push - it shouldn't be able start rebellions on it's own.

EDIT:
This was written before the Situations system, so i might add this in here.
With the Situations system it might be a good way to deal with dangerous technologies. Every single one could have a chance of spawning a situation (somewhat randomized in effects, to avoid repetitive gameplay), allow you to choose an approach and react to events accordingly.
This way it might be significantly easier to keep an eye on the effects of these technologies.
 
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HFY

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Neural Implants technology allows you to subdue slaves better, but it could come with a very difficult implementation period. (i.e. 10 years of increased unrest by slaves until the tech is fully implemented and perfected)

Could also just randomly kill a few slave pops.

Morphogenetic Field Mastery technology could have a chance to randomly spawn a small rogue xenomorph army on one of your planets with a science lab

Honestly building Xenomorph armies is much too easy. They should definitely have a chance to break free and devastate a colony or two.

Genetic Tailoring and Genetic Resequencing technologies could randomly mutate a few really pops on your science planets (with unique bad traits, making them unproductive or unhappy and potentially spread a lot if not "fixed")

Might be a good opportunity to re-write the Self-Modified event chain.
 
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NotAYakk

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Feb 26, 2021
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Xenomorphs should require a Xenomorph Lab building and Reckless Geneticist jobs. Reckless Geneticists produce research and spawn Xenomorph defensive armies and add to the XP of Xenomorph armies spawned. Maybe even subtract from species modification cost on the planet (!).

They can then be the basis of your situations.
 
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Yeah if you're building Xenomorphs that should mean you're risking a colony.

Habitats should be good choices for Xenomorph recruitment -- lose a hab and it's not as big a deal as losing that size 25 Relic World you just found.
 
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