Difference between revisions of "Condition causer"
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(Created page with "<noinclude>'''Condition causers''' are stuctures that create a variety of effects on a given map tile or on the world map at large. They are generally associated with either a...") |
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− | <noinclude>'''Condition causers''' are stuctures that create a variety of effects on a given map tile or on the world map at large. They are generally associated with either a [[Quest]] or a [[Mechanoid cluster]] {{RoyaltyIcon}} where they serve as both a threat and a call to action. The player must endure their effect until they are destroyed. In this way they are similar to [[psychic | + | <noinclude>'''Condition causers''' are stuctures that create a variety of effects on a given map tile or on the world map at large. They are generally associated with either a [[Quest]] or a [[Mechanoid cluster]] {{RoyaltyIcon}} where they serve as both a threat and a call to action. The player must endure their effect until they are destroyed. In this way they are similar to [[psychic ship]]s. |
If the player can endure their effects, they can be left alone however some quests may require them to be killed with a timelimit and some progressively get worse. | If the player can endure their effects, they can be left alone however some quests may require them to be killed with a timelimit and some progressively get worse. |
Revision as of 04:44, 10 December 2020
Condition causers are stuctures that create a variety of effects on a given map tile or on the world map at large. They are generally associated with either a Quest or a Mechanoid cluster where they serve as both a threat and a call to action. The player must endure their effect until they are destroyed. In this way they are similar to psychic ships.
If the player can endure their effects, they can be left alone however some quests may require them to be killed with a timelimit and some progressively get worse.
They can spawn on the map with the players colony, or in a settlement on the world map that must be caravaned to. In either case they will usually be guarded.