Beecarbonize

Beecarbonize

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Full Events List
By Perfect Info
Contains major game spoilers!!! A data-mined list of all events in the game.
   
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Overview
This guide contains a data-mined list of events from the game. Naturally, this contains extreme gameplay spoilers! As a game that's primarily about discovery and learning, it would be much better to experience the game for yourself. The target audience for this guide are players who are speed-running the game, and therefore want insight into the event system of the game.

Because the content of this guide is basically machine-generated from the game data itself, I claim no copyright over this content. However, if you should wish to repost the content of this guide elsewhere, in whole or in part, I request that you include a link back to the original guide as a form of attribution.

Updated on 2023-08-08T01:00Z, to provide much more information on event triggers and influences.
Event System Basics
The event system in Beecarbonize, or perhaps "crisis" system as the game phrases it in places, is a mechanic where-in triggered or random events appear in the top right corner of your play area.

You have a specific Duration in which to solve the event, before effects trigger.

Some events are recurring, by which I mean they have an "Every Round Effect" in the list below. Recurring events will trigger the "Every Round Effect" once the timer expires, and then will reset the timer. Other events happen exactly once before disappearing, by which I mean they have an "Expiration Effect" in the list below. Expiring events trigger the "Expiration Effect" once the timer expires, and then disappear from your play area. While this is one way you could organize the events into categories, it's not the one I used for this guide.

If an event triggers a loss of resources as part of it's "Every Round Effect" or "Expiration Effect", then it may also have an "Effect if Resources Cannot Be Paid". Such events will deduct as many resources as they can for their normal effect, and if they could not deduct the full cost of their normal effect, they will also trigger the "Effect if Resources Cannot Be Paid". As far as I can tell from observing the game, if an event wanted to deduct 6 tokens, and you only had 5, you will still lose all 5 tokens and then also suffer the full consequences of failing.

On the other hand, if you solve an event, the "Effect of Solving" in the list below will trigger. These are generally beneficial, like rewarding cards or resources.

Each of those four effects may be of a certain type:
  • Gain resources
  • Lose resources
  • Destroy cards
  • Create cards or trigger events (the game actually seems able to do both at once)
  • Add or remove emissions
  • End the game (failure)

I've broken down the full event list based on how the events are triggered. Some events fall into multiple categories, if they have multiple ways to trigger. An explanation of each category will appear under its heading. But in addition to these broader trigger categories, you should be aware of two other modifiers:
  • Some events have an "Active Window", and will only occur while the emission level is between the min and max emissions
  • Some events will never activate before a certain number of "Rounds Before Activating"
Tipping Point Events
Tipping point events are triggered the first time you pass a given emissions threshold on the tracker. Once you do, an event from the pool for that threshold will trigger.

0.5 Degrees

Destructive hurricanes
Attribute
Value
Duration
70 seconds (1.75 rounds)
Solution Cost
0 Industry / 1 People / 3 Science
Expiration Effect
Lose 2 Industry / 2 People / 0 Science
Effect of Solving
Gain 0 Industry / 2 People / 0 Science

100 year floods
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
3 Industry / 2 People / 0 Science
Expiration Effect
Lose 1 Industry / 3 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Local protests"
Effect of Solving
Create card(s): "Nature engineers"

Heatwaves
Attribute
Value
Duration
130 seconds (3.25 rounds)
Solution Cost
4 Industry / 0 People / 0 Science
Expiration Effect
Lose 0 Industry / 3 People / 3 Science
Effect of Solving
Gain 0 Industry / 0 People / 2 Science

1.5 Degrees

Acidic oceans
Attribute
Value
Duration
220 seconds (5.5 rounds)
Solution Cost
2 Industry / 2 People / 3 Science
Expiration Effect
Trigger event(s): "Food chain disruption"
Effect of Solving
Create card(s): "Nature restoration"

Permafrost decay
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
4 Industry / 0 People / 3 Science
Expiration Effect
250 Emissions
Effect of Solving
Create card(s): "Amazon reforestation"

Coral die-off
Attribute
Value
Duration
110 seconds (2.75 rounds)
Solution Cost
3 Industry / 0 People / 4 Science
Expiration Effect
Trigger event(s): "Dead corals"
Effect of Solving
Create card(s): "Artificial corals"

2 Degrees

Marine life decline
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
5 Industry / 0 People / 4 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Coastal refugees"

Food conflicts
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
7 Industry / 0 People / 0 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Hunger strikes"

Pollinators extinction
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
4 Industry / 0 People / 4 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Agroecology", "Agroforestry", "Nature restoration"
Effect of Solving
Create card(s): "Robobees"

2.5 Degrees

Sea current disruption
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
5 Industry / 0 People / 6 Science
Every Round Effect
150 Emissions
Effect of Solving
Create card(s): "Carbon tax"

Boreal forest collapse
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
0 Industry / 7 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
300 Emissions
Effect of Solving
Create card(s): "Nature restoration"

Amazon forest collapse
Attribute
Value
Duration
220 seconds (5.5 rounds)
Solution Cost
0 Industry / 5 People / 7 Science
Expiration Effect
400 Emissions
Effect of Solving
Create card(s): "Amazon reforestation"
Tipping Point Events (continued)
3 Degrees

All wildlife extinct
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
10 Industry / 0 People / 8 Science
Expiration Effect
Lose the Game

Chaotic Monsoons
Attribute
Value
Duration
70 seconds (1.75 rounds)
Solution Cost
5 Industry / 5 People / 5 Science
Every Round Effect
Trigger event(s): "Massive migration"
Effect of Solving
Create card(s): "Meteorological models"

Antarctic collapse
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
10 Industry / 0 People / 7 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Biosphere collapse"

3.5 Degrees

No drinking water
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
10 Industry / 10 People / 0 Science
Expiration Effect
Trigger event(s): "Resource wars"
Effect of Solving
Create card(s): "Water desalination"

Dead oceans
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
12 Industry / 0 People / 12 Science
Expiration Effect
Lose the Game

50% land is dead
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
10 Industry / 15 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "World hunger"

4 Degrees

Mass flight to poles
Attribute
Value
Duration
30 seconds (0.75 rounds)
Solution Cost
10 Industry / 0 People / 20 Science
Every Round Effect
Lose 0 Industry / 4 People / 0 Science
Expiration Effect
Lose the Game
Effect of Solving
Create card(s): "30 by 30"

Chaos
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
10 Industry / 25 People / 0 Science
Expiration Effect
Lose the Game
Effect of Solving
Create card(s): "Decentralised economy"

Biosphere collapse
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
10 Industry / 0 People / 30 Science
Expiration Effect
Lose the Game
Effect of Solving
Create card(s): "Protected landscapes"

The Final Threshold

The End
Attribute
Value
Duration
0 seconds (0.0 rounds)
Solution Cost
30 Industry / 40 People / 0 Science
Every Round Effect
Lose 6 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Lose the Game
Triggered Events (part 1)
This category includes any events that are:
  • Triggered by another event's effect
  • Triggered by the destruction of a card, in Hardcore mode

50% land is dead
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
10 Industry / 15 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "World hunger"
Triggered by Events
Widespread cancer

Biodiversity breakdown
Attribute
Value
Duration
150 seconds (3.75 rounds)
Solution Cost
0 Industry / 5 People / 4 Science
Expiration Effect
Trigger event(s): "Biosphere collapse"
Effect of Solving
Create card(s): "Protected landscapes"
Active Window
Between 1000 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Massive mining" changes by 4.00%, "Deep sea mining" changes by 5.00%, "Giant hydro plants" changes by 1.00%, "Coral restoration" changes by -1.00%, "Artificial ecosystems" changes by -1.00%
Triggered by Events
Deep see fishing

Biosphere collapse
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
10 Industry / 0 People / 30 Science
Expiration Effect
Lose the Game
Effect of Solving
Create card(s): "Protected landscapes"
Triggered by Events
Antarctic collapse, Gulf stream slowdown, Kelp forest breakdown, No arctic reflections, Biodiversity breakdown

Boreal forest collapse
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
0 Industry / 7 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
300 Emissions
Effect of Solving
Create card(s): "Nature restoration"
Triggered by Cards (Hardcore Mode)
Destroy "Water desalination"

Climate apathy
Attribute
Value
Duration
150 seconds (3.75 rounds)
Solution Cost
2 Industry / 3 People / 0 Science
Every Round Effect
Lose 0 Industry / 0 People / 2 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Carbon Storage ", "Research centers"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 500 and 2000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Carbon Storage " changes by 1.00%, "Research centers" changes by 1.00%, "Artificial ecosystems" changes by -1.00%, "Moon commuting" changes by 1.00%, "Departure of some" changes by 2.00%, "VR utopia" changes by 2.00%
Triggered by Events
Last elephants, Youth revolt

Climate refugees
Attribute
Value
Duration
120 seconds (3.0 rounds)
Solution Cost
6 Industry / 0 People / 3 Science
Every Round Effect
Lose 3 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Resource wars"
Effect of Solving
Create card(s): "Mass airconditioning"
Active Window
Between 1000 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Loss & Damage Aid" changes by -1.00%, "Refugee integration" changes by -2.00%, "Laboratory food" changes by -1.00%
Triggered by Events
Deadly heatwaves

Coastal countries sunk
Attribute
Value
Duration
170 seconds (4.25 rounds)
Solution Cost
3 Industry / 0 People / 4 Science
Expiration Effect
Trigger event(s): "Coastal refugees"
Effect of Solving
Create card(s): "Coastal barriers"
Active Window
Between 500 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Mangroves planting" changes by -1.00%, "Coastal barriers" changes by -1.00%
Triggered by Events
Rising ocean levels

Coastal refugees
Attribute
Value
Duration
170 seconds (4.25 rounds)
Solution Cost
2 Industry / 4 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Local hunger revolutions"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 500 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Coastal barriers" changes by -1.00%
Triggered by Events
Marine life decline, Coastal countries sunk
Triggered Events (part 2)
Crumbling infrastructure
Attribute
Value
Duration
250 seconds (6.25 rounds)
Solution Cost
5 Industry / 0 People / 5 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Poverty protests"
Effect of Solving
Create card(s): "Energy-efficient cities"
Initial Probability
0.00%
Triggered by Cards (Hardcore Mode)
Destroy "Industry 20th century", Destroy "Coal power plants"

Dead corals
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
10 Industry / 0 People / 15 Science
Every Round Effect
Lose 1 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Dead oceans"
Effect of Solving
Create card(s): "Artificial corals"
Initial Probability
0.00%
Triggered by Events
Coral die-off

Dead oceans
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
12 Industry / 0 People / 12 Science
Expiration Effect
Lose the Game
Triggered by Events
Dead corals

Financial crisis
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
0 Industry / 2 People / 0 Science
Every Round Effect
Lose 0 Industry / 0 People / 1 Science
Active Window
Between 0 and 900 Emissions
Initial Probability
2.00%
Triggered by Cards (Hardcore Mode)
Destroy "Coal power plants"

Food chain disruption
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
6 Industry / 6 People / 0 Science
Expiration Effect
Trigger event(s): "World hunger"
Effect of Solving
Gain 0 Industry / 3 People / 0 Science
Active Window
Between 1500 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Massive mining" changes by 4.00%, "GMO" changes by -1.00%, "Hydropony" changes by -1.00%
Triggered by Events
Acidic oceans, Nitrogen run-off

Hunger strikes
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
0 Industry / 4 People / 0 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Poverty protests"
Effect of Solving
Create card(s): "Agroecology"
Initial Probability
0.00%
Triggered by Events
Food conflicts

Local hunger revolutions
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Expiration Effect
Lose 5 Industry / 0 People / 0 Science
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 600 and 1500 Emissions
Initial Probability
2.00%
Probability Modifiers
"Loss & Damage Aid" changes by -1.00%, "GMO" changes by -1.00%, "Hydropony" changes by -1.00%, "Controlled weather" changes by -1.00%, "VR worlds" changes by -1.00%, "VR utopia" changes by -2.00%
Triggered by Events
Agricultural calamity, Coastal refugees

Local protests
Attribute
Value
Duration
50 seconds (1.25 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Mass protests"
Initial Probability
0.00%
Probability Modifiers
"VR worlds" changes by -1.00%, "VR utopia" changes by -2.00%, "Atmospheric aerosols" changes by 2.00%, "Space mirrors" changes by 1.00%
Triggered by Events
Regional clima collapse, 100 year floods

Mass ecoterorism
Attribute
Value
Duration
140 seconds (3.5 rounds)
Solution Cost
0 Industry / 6 People / 3 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Industry 20th century", "Coal power plants", "Fracking", "Fossil power", "Massive mining", "Deep sea mining"
Effect of Solving
Gain 3 Industry / 0 People / 0 Science
Active Window
Between 900 and 3000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Fracking" changes by 2.00%, "Massive mining" changes by 3.00%, "Deep sea mining" changes by 2.00%, "VR utopia" changes by -3.00%
Triggered by Events
Garbage landslides
Triggered Events (part 3)
Mass protests
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
0 Industry / 8 People / 0 Science
Expiration Effect
Lose 5 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Geoengineering", "Atmospheric aerosols", "GMO", "Humankind engineering"
Rounds Before Activating
30
Initial Probability
0.00%
Probability Modifiers
"VR utopia" changes by -2.00%
Triggered by Events
Local protests

Massive migration
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
5 Industry / 5 People / 0 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "The End"
Active Window
Between 1800 and 3000 Emissions
Initial Probability
2.00%
Triggered by Events
Chaotic Monsoons, Greenland on fire, Gas shortage

No arctic reflections
Attribute
Value
Duration
230 seconds (5.75 rounds)
Solution Cost
3 Industry / 0 People / 7 Science
Expiration Effect
Trigger event(s): "Biosphere collapse"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Initial Probability
0.00%
Probability Modifiers
"Reflective sheets" changes by -100.00%
Triggered by Events
Melting arctic ice

Non-regulated pollutants
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
0 Industry / 2 People / 3 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
100 Emissions
Effect of Solving
Create card(s): "Pollution regulation"
Rounds Before Activating
30
Active Window
Between 0 and 1500 Emissions
Initial Probability
0.00%
Probability Modifiers
"Industry 20th century" changes by 2.00%, "Fracking" changes by 1.00%, "Fossil power" changes by 1.00%, "Pollution regulation" changes by -5.00%, "Mass forestation" changes by -1.00%, "Meteorological models" changes by -1.00%, "Controlled weather" changes by -2.00%, "VR utopia" changes by -2.00%
Triggered by Events
Anti enviro movement

Nuclear clean-up
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
5 Industry / 0 People / 5 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect of Solving
Create card(s): "Nature restoration"
Initial Probability
0.00%
Triggered by Cards (Hardcore Mode)
Destroy "Nuclear energy", Destroy "Nuclear energy 2.0", Destroy "Safer nuclear energy"

Poverty protests
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
0 Industry / 6 People / 0 Science
Every Round Effect
Lose 3 Industry / 0 People / 2 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "World hunger"
Effect of Solving
Create card(s): "Agroforestry"
Initial Probability
0.00%
Triggered by Events
Crumbling infrastructure, Hunger strikes
Triggered by Cards (Hardcore Mode)
Destroy "Industry 20th century", Destroy "Coal power plants"

Resource wars
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
0 Industry / 10 People / 0 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Lose the Game
Active Window
Between 2400 and 3000 Emissions
Initial Probability
2.00%
Triggered by Events
No drinking water, Climate refugees

Social withdrawal
Attribute
Value
Duration
130 seconds (3.25 rounds)
Solution Cost
0 Industry / 5 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Initial Probability
0.00%
Triggered by Cards (Hardcore Mode)
Destroy "Lifestyle changes"

The End
Attribute
Value
Duration
0 seconds (0.0 rounds)
Solution Cost
30 Industry / 40 People / 0 Science
Every Round Effect
Lose 6 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Lose the Game
Triggered by Events
Massive migration
Triggered Events (part 4)
World hunger
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
13 Industry / 0 People / 0 Science
Every Round Effect
Lose 0 Industry / 3 People / 0 Science
Effect if Resources Cannot Be Paid
Lose the Game
Active Window
Between 2500 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Laboratory food" changes by -2.00%
Triggered by Events
Poverty protests, Equatorial famine, Tragic harvest, Food chain disruption, 50% land is dead

Youth revolt
Attribute
Value
Duration
210 seconds (5.25 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Expiration Effect
Trigger event(s): "Climate apathy"
Effect of Solving
Create card(s): "Decentralised economy"
Active Window
Between 400 and 1500 Emissions
Initial Probability
1.00%
Probability Modifiers
"Moon commuting" changes by 2.00%, "Departure of some" changes by 3.00%, "VR utopia" changes by -2.00%, "Designer babies" changes by -1.00%, "Genetic utopia" changes by -1.00%
Triggered by Events
Wave of protectionism
Card-Modified Events (part 1)
The probability of these events occurring are all influenced by cards in your play area.

Aging demographic
Attribute
Value
Duration
220 seconds (5.5 rounds)
Solution Cost
4 Industry / 4 People / 4 Science
Every Round Effect
Lose 0 Industry / 6 People / 0 Science
Effect if Resources Cannot Be Paid
Lose 6 Industry / 0 People / 0 Science
Rounds Before Activating
70
Initial Probability
2.00%
Probability Modifiers
"Designer babies" changes by -2.00%

Agricultural calamity
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
5 Industry / 5 People / 0 Science
Every Round Effect
Trigger event(s): "Local hunger revolutions"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Rounds Before Activating
20
Initial Probability
0.00%
Probability Modifiers
"Agroecology" changes by -1.00%, "Aquaponics" changes by -1.00%, "GMO" changes by -1.00%, "Hydropony" changes by -1.00%, "Atmospheric aerosols" changes by 2.00%

Amazon forest collapse
Attribute
Value
Duration
220 seconds (5.5 rounds)
Solution Cost
0 Industry / 5 People / 7 Science
Expiration Effect
400 Emissions
Effect of Solving
Create card(s): "Amazon reforestation"

Anti enviro movement
Attribute
Value
Duration
160 seconds (4.0 rounds)
Solution Cost
2 Industry / 1 People / 0 Science
Every Round Effect
Lose 0 Industry / 0 People / 1 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Non-regulated pollutants"
Active Window
Between 400 and 700 Emissions
Initial Probability
2.00%
Probability Modifiers
"Ecocentrism" changes by -1.00%, "Biophilic approach" changes by -2.00%, "VR worlds" changes by -1.00%, "VR utopia" changes by -2.00%

Anti-monoculture laws
Attribute
Value
Duration
190 seconds (4.75 rounds)
Solution Cost
1 Industry / 2 People / 0 Science
Effect of Solving
Create card(s): "Nature restoration"
Active Window
Between 100 and 800 Emissions
Initial Probability
2.00%
Probability Modifiers
"Nature restoration" changes by -2.00%

Asteroid swarm
Attribute
Value
Duration
130 seconds (3.25 rounds)
Solution Cost
3 Industry / 0 People / 5 Science
Every Round Effect
Lose 0 Industry / 0 People / 5 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Space mirrors", "Moon commuting"
Effect of Solving
Create card(s): "Miracle enzyme"
Rounds Before Activating
20
Initial Probability
0.00%
Probability Modifiers
"Space mirrors" changes by 2.00%

Biodiversity breakdown
Attribute
Value
Duration
150 seconds (3.75 rounds)
Solution Cost
0 Industry / 5 People / 4 Science
Expiration Effect
Trigger event(s): "Biosphere collapse"
Effect of Solving
Create card(s): "Protected landscapes"
Active Window
Between 1000 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Massive mining" changes by 4.00%, "Deep sea mining" changes by 5.00%, "Giant hydro plants" changes by 1.00%, "Coral restoration" changes by -1.00%, "Artificial ecosystems" changes by -1.00%
Triggered by Events
Deep see fishing

Climate apathy
Attribute
Value
Duration
150 seconds (3.75 rounds)
Solution Cost
2 Industry / 3 People / 0 Science
Every Round Effect
Lose 0 Industry / 0 People / 2 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Carbon Storage ", "Research centers"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 500 and 2000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Carbon Storage " changes by 1.00%, "Research centers" changes by 1.00%, "Artificial ecosystems" changes by -1.00%, "Moon commuting" changes by 1.00%, "Departure of some" changes by 2.00%, "VR utopia" changes by 2.00%
Triggered by Events
Last elephants, Youth revolt

Climate change denial
Attribute
Value
Duration
70 seconds (1.75 rounds)
Solution Cost
0 Industry / 2 People / 0 Science
Every Round Effect
30 Emissions
Active Window
Between 0 and 900 Emissions
Initial Probability
2.00%
Probability Modifiers
"Industry 20th century" changes by 2.00%, "Ecosystems approach" changes by -1.00%, "Ecocentrism" changes by -1.00%, "Biophilic approach" changes by -2.00%
Card-Modified Events (part 2)
Climate refugees
Attribute
Value
Duration
120 seconds (3.0 rounds)
Solution Cost
6 Industry / 0 People / 3 Science
Every Round Effect
Lose 3 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Resource wars"
Effect of Solving
Create card(s): "Mass airconditioning"
Active Window
Between 1000 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Loss & Damage Aid" changes by -1.00%, "Refugee integration" changes by -2.00%, "Laboratory food" changes by -1.00%
Triggered by Events
Deadly heatwaves

Coastal countries sunk
Attribute
Value
Duration
170 seconds (4.25 rounds)
Solution Cost
3 Industry / 0 People / 4 Science
Expiration Effect
Trigger event(s): "Coastal refugees"
Effect of Solving
Create card(s): "Coastal barriers"
Active Window
Between 500 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Mangroves planting" changes by -1.00%, "Coastal barriers" changes by -1.00%
Triggered by Events
Rising ocean levels

Coastal refugees
Attribute
Value
Duration
170 seconds (4.25 rounds)
Solution Cost
2 Industry / 4 People / 0 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Local hunger revolutions"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 500 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Coastal barriers" changes by -1.00%
Triggered by Events
Marine life decline, Coastal countries sunk

Coral die-off
Attribute
Value
Duration
110 seconds (2.75 rounds)
Solution Cost
3 Industry / 0 People / 4 Science
Expiration Effect
Trigger event(s): "Dead corals"
Effect of Solving
Create card(s): "Artificial corals"

Crop failure
Attribute
Value
Duration
140 seconds (3.5 rounds)
Solution Cost
3 Industry / 0 People / 0 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Agroecology", "Amazon reforestation", "Nature restoration"
Effect of Solving
Gain 0 Industry / 0 People / 1 Science
Active Window
Between 400 and 900 Emissions
Initial Probability
2.00%
Probability Modifiers
"Precision agriculture" changes by -1.00%, "Meteorological models" changes by -1.00%, "Controlled weather" changes by -1.00%

Deadly heatwaves
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
3 Industry / 0 People / 3 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Climate refugees"
Effect of Solving
Create card(s): "Mass airconditioning"
Active Window
Between 750 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Mass airconditioning" changes by -100.00%, "Controlled weather" changes by -1.00%, "Designer babies" changes by -2.00%, "Genetic utopia" changes by -2.00%

Deep see fishing
Attribute
Value
Duration
70 seconds (1.75 rounds)
Solution Cost
0 Industry / 2 People / 2 Science
Expiration Effect
Trigger event(s): "Biodiversity breakdown"
Effect of Solving
Create card(s): "Protected landscapes"
Active Window
Between 700 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Deep sea mining" changes by 5.00%, "Protected landscapes" changes by -2.00%

Desinformation campaign
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
2 Industry / 0 People / 2 Science
Expiration Effect
Destroy card(s): "Renewables"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 250 and 1200 Emissions
Initial Probability
0.00%
Probability Modifiers
"Renewables" changes by 1.00%, "Solar subsidies" changes by 1.00%, "Ecocentrism" changes by -1.00%, "Biophilic approach" changes by -2.00%, "VR utopia" changes by -2.00%
Card-Modified Events (part 3)
Desinformation campaign
Yes, this shows up twice. Read carefully, the destroyed card is different.
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
2 Industry / 0 People / 2 Science
Expiration Effect
Destroy card(s): "Carbon tax"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 250 and 1201 Emissions
Initial Probability
0.00%
Probability Modifiers
"Sahara solar field" changes by 2.00%, "Solar energy 2.0" changes by 2.00%, "Ecocentrism" changes by -1.00%, "Biophilic approach" changes by -2.00%, "VR utopia" changes by -2.00%

Ecological disbalance
Attribute
Value
Duration
160 seconds (4.0 rounds)
Solution Cost
4 Industry / 0 People / 6 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Nature Conservation", "Carbon storing pasture", "Nature restoration", "Amazon reforestation", "Agroecology"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Rounds Before Activating
25
Initial Probability
0.00%
Probability Modifiers
"Atmospheric aerosols" changes by 2.00%, "Radiative cooling" changes by 2.00%

Ecoterorism
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Expiration Effect
Destroy card(s): "Coal power plants", "Fracking", "Fossil power"
Effect of Solving
Gain 1 Industry / 0 People / 0 Science
Active Window
Between 300 and 1000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Fracking" changes by 2.00%, "VR utopia" changes by -4.00%

Energy shortage
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
3 Industry / 1 People / 0 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Research centers", "Emission cleaning", "Science incubator", "Carbon Storage "
Effect of Solving
Gain 0 Industry / 0 People / 1 Science
Active Window
Between 250 and 1200 Emissions
Initial Probability
2.00%
Probability Modifiers
"Coal power plants" changes by -1.00%, "Nuclear energy" changes by -1.00%, "Nuclear energy 2.0" changes by -2.00%, "Gas power plants" changes by -1.00%, "Modular nuclear reactor" changes by -2.00%, "Giant hydro plants" changes by -2.00%, "Modular fusion reactors" changes by -2.00%, "Decentralised power grid" changes by -1.00%

Equatorial famine
Attribute
Value
Duration
170 seconds (4.25 rounds)
Solution Cost
6 Industry / 0 People / 0 Science
Expiration Effect
Trigger event(s): "World hunger"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 1200 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Coral restoration" changes by -1.00%, "Aquaponics" changes by -1.00%

Food chain disruption
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
6 Industry / 6 People / 0 Science
Expiration Effect
Trigger event(s): "World hunger"
Effect of Solving
Gain 0 Industry / 3 People / 0 Science
Active Window
Between 1500 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Massive mining" changes by 4.00%, "GMO" changes by -1.00%, "Hydropony" changes by -1.00%
Triggered by Events
Acidic oceans, Nitrogen run-off

Forest fires
Attribute
Value
Duration
40 seconds (1.0 rounds)
Solution Cost
2 Industry / 2 People / 0 Science
Every Round Effect
20 Emissions
Effect of Solving
Gain 0 Industry / 1 People / 0 Science
Active Window
Between 0 and 1000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Protected landscapes" changes by -1.00%

Fossil backed dezinfo
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
0 Industry / 2 People / 2 Science
Expiration Effect
Create card(s): "Fracking"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 400 and 1100 Emissions
Initial Probability
2.00%
Probability Modifiers
"VR utopia" changes by -2.00%
Card-Modified Events (part 4)
Fringe research
Attribute
Value
Duration
160 seconds (4.0 rounds)
Solution Cost
0 Industry / 0 People / 3 Science
Effect of Solving
-90 Emissions
Active Window
Between 300 and 25000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Science funding" changes by 1.00%

Gas shortage
Attribute
Value
Duration
150 seconds (3.75 rounds)
Solution Cost
6 Industry / 7 People / 0 Science
Expiration Effect
Trigger event(s): "Massive migration"
Effect of Solving
Create card(s): "Fracking"
Rounds Before Activating
70
Initial Probability
0.00%
Probability Modifiers
"Fracking" changes by -3.00%, "Gas power plants" changes by 1.00%

Groves and pools
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
1 Industry / 1 People / 0 Science
Effect of Solving
Create card(s): "Groves and pools"
Active Window
Between 100 and 800 Emissions
Initial Probability
1.00%
Probability Modifiers
"Groves and pools" changes by -100.00%

Intense drought
Attribute
Value
Duration
110 seconds (2.75 rounds)
Solution Cost
0 Industry / 0 People / 3 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Lose 0 Industry / 2 People / 0 Science
Effect of Solving
Gain 0 Industry / 1 People / 0 Science
Active Window
Between 100 and 2000 Emissions
Initial Probability
3.00%
Probability Modifiers
"Rainwater harvest" changes by -1.00%, "Groves and pools" changes by -2.00%, "Nature engineers" changes by -1.00%, "Protected landscapes" changes by -1.00%, "30 by 30" changes by -2.00%

Kelp forest breakdown
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
5 Industry / 0 People / 5 Science
Expiration Effect
Trigger event(s): "Biosphere collapse"
Effect of Solving
Create card(s): "Kelp plantations"
Active Window
Between 1400 and 2500 Emissions
Initial Probability
2.00%
Probability Modifiers
"Kelp plantations" changes by -2.00%

Kessler syndrome
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
7 Industry / 0 People / 7 Science
Expiration Effect
Destroy card(s): "Space research", "Space mirrors", "Departure of some", "Moon commuting", "Controlled weather", "Precision agriculture"
Effect of Solving
Create card(s): "Space research"
Rounds Before Activating
20
Initial Probability
0.00%
Probability Modifiers
"Space mirrors" changes by 3.00%

Lack of coffee
Attribute
Value
Duration
120 seconds (3.0 rounds)
Solution Cost
0 Industry / 0 People / 3 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect of Solving
Gain 2 Industry / 0 People / 0 Science
Active Window
Between 400 and 2000 Emissions
Initial Probability
2.00%
Probability Modifiers
"GMO" changes by -2.00%, "Hydropony" changes by -2.00%, "Designer babies" changes by -2.00%, "Genetic utopia" changes by -2.00%

Lack of fossil fuels
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
6 Industry / 5 People / 0 Science
Expiration Effect
Destroy card(s): "Coal power plants", "Cleaner fossil energy"
Effect of Solving
Create card(s): "Massive mining"
Rounds Before Activating
70
Initial Probability
0.00%
Probability Modifiers
"Massive mining" changes by -5.00%

Lack of rare minerals
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
10 Industry / 0 People / 10 Science
Expiration Effect
Destroy card(s): "Sahara solar field", "Solar energy 2.0", "Advanced robotics", "Space mirrors"
Effect of Solving
Create card(s): "Deep sea mining"
Rounds Before Activating
80
Active Window
Between 900 and 3000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Deep sea mining" changes by -5.00%, "Carbon tax" changes by 2.00%, "Polluters pay" changes by 2.00%, "Advanced robotics" changes by 1.00%, "Space mirrors" changes by 1.00%
Card-Modified Events (part 5)
Lack of uranium
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
10 Industry / 5 People / 0 Science
Expiration Effect
Destroy card(s): "Nuclear energy", "Nuclear energy 2.0", "Modular nuclear reactor"
Rounds Before Activating
90
Initial Probability
0.00%
Probability Modifiers
"Nuclear energy" changes by 1.00%, "Nuclear energy 2.0" changes by 2.00%, "Massive mining" changes by -2.00%

Last elephants
Attribute
Value
Duration
130 seconds (3.25 rounds)
Solution Cost
3 Industry / 0 People / 2 Science
Expiration Effect
Trigger event(s): "Climate apathy"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 300 and 1100 Emissions
Initial Probability
2.00%
Probability Modifiers
"Artificial ecosystems" changes by -2.00%

Local conflicts
Attribute
Value
Duration
40 seconds (1.0 rounds)
Solution Cost
3 Industry / 0 People / 0 Science
Every Round Effect
10 Emissions
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 400 and 1500 Emissions
Initial Probability
1.00%
Probability Modifiers
"Massive mining" changes by 4.00%, "Loss & Damage Aid" changes by -1.00%, "VR utopia" changes by -2.00%

Local hunger revolutions
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Expiration Effect
Lose 5 Industry / 0 People / 0 Science
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 600 and 1500 Emissions
Initial Probability
2.00%
Probability Modifiers
"Loss & Damage Aid" changes by -1.00%, "GMO" changes by -1.00%, "Hydropony" changes by -1.00%, "Controlled weather" changes by -1.00%, "VR worlds" changes by -1.00%, "VR utopia" changes by -2.00%
Triggered by Events
Agricultural calamity, Coastal refugees

Local protests
Attribute
Value
Duration
50 seconds (1.25 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Mass protests"
Initial Probability
0.00%
Probability Modifiers
"VR worlds" changes by -1.00%, "VR utopia" changes by -2.00%, "Atmospheric aerosols" changes by 2.00%, "Space mirrors" changes by 1.00%
Triggered by Events
Regional clima collapse, 100 year floods

Mass ecoterorism
Attribute
Value
Duration
140 seconds (3.5 rounds)
Solution Cost
0 Industry / 6 People / 3 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Industry 20th century", "Coal power plants", "Fracking", "Fossil power", "Massive mining", "Deep sea mining"
Effect of Solving
Gain 3 Industry / 0 People / 0 Science
Active Window
Between 900 and 3000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Fracking" changes by 2.00%, "Massive mining" changes by 3.00%, "Deep sea mining" changes by 2.00%, "VR utopia" changes by -3.00%
Triggered by Events
Garbage landslides

Mass protests
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
0 Industry / 8 People / 0 Science
Expiration Effect
Lose 5 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Geoengineering", "Atmospheric aerosols", "GMO", "Humankind engineering"
Rounds Before Activating
30
Initial Probability
0.00%
Probability Modifiers
"VR utopia" changes by -2.00%
Triggered by Events
Local protests

Massive flood
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
2 Industry / 0 People / 5 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Coal power plants", "Cleaner fossil energy", "Nuclear energy"
Active Window
Between 1200 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Mangroves planting" changes by -100.00%
Card-Modified Events (part 6)
Mega-drought
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
4 Industry / 0 People / 7 Science
Expiration Effect
Destroy card(s): "Renewables", "Nuclear energy", "Nuclear energy 2.0", "Safer nuclear energy"
Effect of Solving
Gain 0 Industry / 4 People / 0 Science
Active Window
Between 1000 and 2500 Emissions
Initial Probability
0.00%
Probability Modifiers
"Kelp plantations" changes by -1.00%, "30 by 30" changes by -1.00%

Melting arctic ice
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
3 Industry / 0 People / 5 Science
Expiration Effect
Trigger event(s): "No arctic reflections"
Effect of Solving
Gain 0 Industry / 0 People / 2 Science
Active Window
Between 1000 and 2200 Emissions
Initial Probability
2.00%
Probability Modifiers
"Reflective sheets" changes by -100.00%

Nitrogen run-off
Attribute
Value
Duration
130 seconds (3.25 rounds)
Solution Cost
5 Industry / 0 People / 5 Science
Expiration Effect
Trigger event(s): "Food chain disruption"
Effect of Solving
Create card(s): "Regenerative agriculture"
Rounds Before Activating
55
Active Window
Between 0 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Agroecology" changes by -1.00%, "Regenerative agriculture" changes by -1.00%, "Carbon agriculture" changes by -1.00%

No arctic reflections
Attribute
Value
Duration
230 seconds (5.75 rounds)
Solution Cost
3 Industry / 0 People / 7 Science
Expiration Effect
Trigger event(s): "Biosphere collapse"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Initial Probability
0.00%
Probability Modifiers
"Reflective sheets" changes by -100.00%
Triggered by Events
Melting arctic ice

No to consumerism
Attribute
Value
Duration
110 seconds (2.75 rounds)
Solution Cost
0 Industry / 2 People / 0 Science
Effect of Solving
Create card(s): "Lifestyle changes"
Active Window
Between 300 and 1000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Lifestyle changes" changes by -2.00%

Non-regulated pollutants
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
0 Industry / 2 People / 3 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
100 Emissions
Effect of Solving
Create card(s): "Pollution regulation"
Rounds Before Activating
30
Active Window
Between 0 and 1500 Emissions
Initial Probability
0.00%
Probability Modifiers
"Industry 20th century" changes by 2.00%, "Fracking" changes by 1.00%, "Fossil power" changes by 1.00%, "Pollution regulation" changes by -5.00%, "Mass forestation" changes by -1.00%, "Meteorological models" changes by -1.00%, "Controlled weather" changes by -2.00%, "VR utopia" changes by -2.00%
Triggered by Events
Anti enviro movement

Nuclear catastrophe
Attribute
Value
Duration
80 seconds (2.0 rounds)
Solution Cost
0 Industry / 3 People / 4 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Lose 3 Industry / 0 People / 0 Science
Active Window
Between 100 and 2000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Nuclear energy" changes by 1.00%, "Nuclear energy 2.0" changes by 4.00%, "Safer nuclear energy" changes by -6.00%

Oil rig explosion
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
0 Industry / 1 People / 3 Science
Every Round Effect
40 Emissions
Effect of Solving
Create card(s): "Pollution regulation"
Active Window
Between 300 and 3000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Industry 20th century" changes by 2.00%, "Fossil power" changes by 3.00%, "Pollution regulation" changes by -4.00%, "Massive mining" changes by 2.00%, "Deep sea mining" changes by 2.00%
Card-Modified Events (part 7)
Pandemic
Attribute
Value
Duration
45 seconds (1.12 rounds)
Solution Cost
0 Industry / 1 People / 5 Science
Expiration Effect
Lose 0 Industry / 10 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Lifestyle changes", "Decentralised economy", "Doughnut economy"
Rounds Before Activating
80
Initial Probability
2.00%
Probability Modifiers
"Genetic utopia" changes by -2.00%

Peatland drying up
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
0 Industry / 2 People / 4 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
250 Emissions
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 700 and 1900 Emissions
Initial Probability
2.00%
Probability Modifiers
"Carbon storing pasture" changes by -1.00%, "Artificial ecosystems" changes by -1.00%

Pollinators extinction
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
4 Industry / 0 People / 4 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Agroecology", "Agroforestry", "Nature restoration"
Effect of Solving
Create card(s): "Robobees"

Private space travels
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
0 Industry / 10 People / 0 Science
Every Round Effect
70 Emissions
Effect of Solving
Create card(s): "Voluntary frugality"
Rounds Before Activating
70
Active Window
Between 0 and 1000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Voluntary frugality" changes by -2.00%

Radioactive leak
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
3 Industry / 0 People / 2 Science
Every Round Effect
Lose 0 Industry / 1 People / 0 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Nuclear energy", "Nuclear energy 2.0"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 200 and 1700 Emissions
Initial Probability
0.00%
Probability Modifiers
"Nuclear energy" changes by 1.00%, "Nuclear energy 2.0" changes by 2.00%, "Safer nuclear energy" changes by -3.00%, "Modular nuclear reactor" changes by 2.00%

Regional clima collapse
Attribute
Value
Duration
50 seconds (1.25 rounds)
Solution Cost
4 Industry / 0 People / 0 Science
Every Round Effect
Trigger event(s): "Local protests"
Effect of Solving
Create card(s): "Groves and pools"
Rounds Before Activating
30
Active Window
Between 500 and 3000 Emissions
Initial Probability
1.00%
Probability Modifiers
"Atmospheric aerosols" changes by 2.00%, "Space mirrors" changes by 2.00%

Rising ocean levels
Attribute
Value
Duration
130 seconds (3.25 rounds)
Solution Cost
2 Industry / 0 People / 3 Science
Expiration Effect
Trigger event(s): "Coastal countries sunk"
Effect of Solving
Create card(s): "Coastal barriers"
Active Window
Between 500 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Mangroves planting" changes by -1.00%, "Coastal barriers" changes by -2.00%

Rogue AI
Attribute
Value
Duration
300 seconds (7.5 rounds)
Solution Cost
0 Industry / 6 People / 12 Science
Expiration Effect
Destroy card(s): "Science funding", "Science incubator", "Research centers", "Precision agriculture", "Hydropony", "Geoengineering", "High-capacity batteries", "Meteorological models", "Controlled weather", "Robobees", "Space research", "New habitable planet", "Advanced robotics", "Massive automation", "Humankind engineering", "Space mirrors"
Effect of Solving
Create card(s): "Humankind engineering"
Rounds Before Activating
80
Active Window
Between 0 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Humankind engineering" changes by -2.00%, "Designer babies" changes by -2.00%
Card-Modified Events (part 8)
Stop wasting food
Attribute
Value
Duration
140 seconds (3.5 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Effect of Solving
Create card(s): "Permaculture"
Active Window
Between 0 and 1000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Designer babies" changes by -2.00%, "Genetic utopia" changes by -2.00%

SuperBacteria
Attribute
Value
Duration
250 seconds (6.25 rounds)
Solution Cost
0 Industry / 5 People / 10 Science
Expiration Effect
Destroy card(s): "Societal change", "Idea incubator", "Circular economy", "Guerrilla gardening", "Loss & Damage Aid", "Refugee integration", "Decentralised economy", "Doughnut economy", "Degrowth"
Rounds Before Activating
80
Initial Probability
2.00%
Probability Modifiers
"Humankind engineering" changes by -1.00%

Tragic harvest
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
1 Industry / 0 People / 3 Science
Every Round Effect
Lose 0 Industry / 2 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "World hunger"
Effect of Solving
Gain 2 Industry / 0 People / 0 Science
Active Window
Between 500 and 2500 Emissions
Initial Probability
1.00%
Probability Modifiers
"Precision agriculture" changes by -1.00%, "GMO" changes by -1.00%, "Laboratory food" changes by -2.00%, "Atmospheric aerosols" changes by 2.00%

Unpredictable weather
Attribute
Value
Duration
100 seconds (2.5 rounds)
Solution Cost
2 Industry / 0 People / 5 Science
Every Round Effect
Lose 2 Industry / 0 People / 0 Science
Effect of Solving
Create card(s): "Meteorological models"
Active Window
Between 900 and 1900 Emissions
Initial Probability
2.00%
Probability Modifiers
"Artificial corals" changes by -2.00%, "Meteorological models" changes by -1.00%, "Controlled weather" changes by -2.00%, "Atmospheric aerosols" changes by 2.00%

War On science
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
0 Industry / 10 People / 10 Science
Expiration Effect
Destroy card(s): "Science funding", "Science incubator", "Research centers", "GMO", "Geoengineering", "High-capacity batteries", "Meteorological models", "Robobees", "Space research", "New habitable planet", "Massive automation", "Humankind engineering", "Space mirrors"
Effect of Solving
Gain 0 Industry / 4 People / 0 Science
Initial Probability
0.00%
Probability Modifiers
"Tribal culture" changes by 50.00%, "VR worlds" changes by -1.00%, "VR utopia" changes by -2.00%, "Atmospheric aerosols" changes by 2.00%

Widespread cancer
Attribute
Value
Duration
330 seconds (8.25 rounds)
Solution Cost
4 Industry / 0 People / 2 Science
Every Round Effect
Lose 0 Industry / 3 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "50% land is dead"
Effect of Solving
Gain 0 Industry / 1 People / 0 Science
Active Window
Between 600 and 3000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Emission cleaning" changes by 1.00%, "Laboratory food" changes by 1.00%, "Geoengineering" changes by 1.00%, "Controlled weather" changes by 1.00%, "Designer babies" changes by -2.00%, "Genetic utopia" changes by -2.00%, "Atmospheric aerosols" changes by 2.00%

Wild deforestation
Attribute
Value
Duration
40 seconds (1.0 rounds)
Solution Cost
3 Industry / 0 People / 1 Science
Every Round Effect
10 Emissions
Effect of Solving
Create card(s): "Mass forestation"
Active Window
Between 0 and 1000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Agroforestry" changes by -1.00%, "Amazon reforestation" changes by -1.00%, "Mass forestation" changes by -1.00%, "Greening deserts" changes by -1.00%

Windless dark winter
Attribute
Value
Duration
160 seconds (4.0 rounds)
Solution Cost
0 Industry / 0 People / 3 Science
Expiration Effect
Lose 6 Industry / 0 People / 0 Science
Effect of Solving
Create card(s): "Geothermal wells"
Active Window
Between 300 and 3000 Emissions
Initial Probability
0.00%
Probability Modifiers
"Renewables" changes by 2.00%, "Wind energy" changes by 1.00%, "Solar energy" changes by 2.00%, "Solar subsidies" changes by 2.00%, "Decentralised power grid" changes by -2.00%, "High-capacity batteries" changes by -2.00%, "Meteorological models" changes by -1.00%, "Controlled weather" changes by -1.00%, "Geothermal wells" changes by -1.00%
Card-Modified Events (part 9)
World hunger
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
13 Industry / 0 People / 0 Science
Every Round Effect
Lose 0 Industry / 3 People / 0 Science
Effect if Resources Cannot Be Paid
Lose the Game
Active Window
Between 2500 and 3000 Emissions
Initial Probability
2.00%
Probability Modifiers
"Laboratory food" changes by -2.00%
Triggered by Events
Poverty protests, Equatorial famine, Tragic harvest, Food chain disruption, 50% land is dead

Youth revolt
Attribute
Value
Duration
210 seconds (5.25 rounds)
Solution Cost
0 Industry / 3 People / 0 Science
Expiration Effect
Trigger event(s): "Climate apathy"
Effect of Solving
Create card(s): "Decentralised economy"
Active Window
Between 400 and 1500 Emissions
Initial Probability
1.00%
Probability Modifiers
"Moon commuting" changes by 2.00%, "Departure of some" changes by 3.00%, "VR utopia" changes by -2.00%, "Designer babies" changes by -1.00%, "Genetic utopia" changes by -1.00%
Triggered by Events
Wave of protectionism
Other Events
"Boring" events that didn't fit into the other, special categories.

Concrete recycling
Attribute
Value
Duration
90 seconds (2.25 rounds)
Solution Cost
0 Industry / 0 People / 7 Science
Expiration Effect
-150 Emissions
Active Window
Between 1300 and 3000 Emissions
Initial Probability
2.00%

Decadent lifestyles
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
7 Industry / 7 People / 0 Science
Every Round Effect
50 Emissions
Rounds Before Activating
70
Active Window
Between 0 and 800 Emissions
Initial Probability
2.00%

Fake Eco-Labels
Attribute
Value
Duration
40 seconds (1.0 rounds)
Solution Cost
0 Industry / 0 People / 2 Science
Expiration Effect
10 Emissions
Effect of Solving
Gain 2 Industry / 0 People / 0 Science
Active Window
Between 100 and 700 Emissions
Initial Probability
2.00%

Fall of civilization
Attribute
Value
Duration
0 seconds (0.0 rounds)
Solution Cost
40 Industry / 40 People / 0 Science
Every Round Effect
Lose 0 Industry / 70 People / 0 Science
Expiration Effect
Lose the Game
Effect if Resources Cannot Be Paid
Lose the Game
Initial Probability
0.00%

Fossil lobby campaing
Attribute
Value
Duration
50 seconds (1.25 rounds)
Solution Cost
6 Industry / 0 People / 0 Science
Every Round Effect
40 Emissions
Effect of Solving
Gain 0 Industry / 3 People / 0 Science
Active Window
Between 400 and 1100 Emissions
Initial Probability
0.00%

Garbage landslides
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
10 Industry / 0 People / 10 Science
Every Round Effect
Trigger event(s): "Mass ecoterorism"
Effect of Solving
Create card(s): "Nature engineers"
Rounds Before Activating
60
Active Window
Between 0 and 3000 Emissions
Initial Probability
1.00%

General strike
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
6 Industry / 6 People / 0 Science
Every Round Effect
Lose 1 Industry / 1 People / 0 Science
Effect of Solving
Create card(s): "Transition from fossils"
Initial Probability
0.00%

Greenland on fire
Attribute
Value
Duration
110 seconds (2.75 rounds)
Solution Cost
0 Industry / 0 People / 4 Science
Every Round Effect
50 Emissions
Expiration Effect
Trigger event(s): "Massive migration"
Effect of Solving
Gain 0 Industry / 2 People / 0 Science
Active Window
Between 900 and 1500 Emissions
Initial Probability
2.00%

Greenwashing
Attribute
Value
Duration
140 seconds (3.5 rounds)
Solution Cost
3 Industry / 0 People / 0 Science
Every Round Effect
40 Emissions
Effect of Solving
Gain 0 Industry / 1 People / 0 Science
Active Window
Between 100 and 1200 Emissions
Initial Probability
2.00%

Gulf stream slowdown
Attribute
Value
Duration
320 seconds (8.0 rounds)
Solution Cost
0 Industry / 0 People / 15 Science
Every Round Effect
Lose 4 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Biosphere collapse"
Effect of Solving
Gain 0 Industry / 6 People / 0 Science
Active Window
Between 1600 and 3000 Emissions
Initial Probability
2.00%

Invasive weeds
Attribute
Value
Duration
330 seconds (8.25 rounds)
Solution Cost
7 Industry / 0 People / 9 Science
Expiration Effect
Destroy card(s): "Agroecology", "Agroforestry", "Carbon storing pasture", "Mangroves planting", "Nature engineers", "Nature restoration", "Protected landscapes", "30 by 30", "Regenerative agriculture"
Effect of Solving
Create card(s): "Ecocentrism"
Rounds Before Activating
70
Active Window
Between 0 and 3000 Emissions
Initial Probability
1.00%
Other Events (continued)
Melting permafrost
Attribute
Value
Duration
60 seconds (1.5 rounds)
Solution Cost
4 Industry / 0 People / 4 Science
Every Round Effect
10 Emissions
Effect of Solving
Create card(s): "Reflective sheets"
Active Window
Between 900 and 1700 Emissions
Initial Probability
2.00%

New climatic deal
Attribute
Value
Duration
180 seconds (4.5 rounds)
Solution Cost
4 Industry / 0 People / 0 Science
Effect of Solving
-150 Emissions
Active Window
Between 300 and 1000 Emissions
Initial Probability
0.00%

People starving
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
0 Industry / 2 People / 0 Science
Expiration Effect
Lose the Game
Initial Probability
0.00%

Private geoengineering
Attribute
Value
Duration
210 seconds (5.25 rounds)
Solution Cost
5 Industry / 0 People / 0 Science
Effect of Solving
-250 Emissions
Active Window
Between 700 and 1600 Emissions
Initial Probability
2.00%

Radical clima deal
Attribute
Value
Duration
200 seconds (5.0 rounds)
Solution Cost
6 Industry / 0 People / 3 Science
Effect of Solving
-250 Emissions
Active Window
Between 900 and 2000 Emissions
Initial Probability
1.00%

Solar storm
Attribute
Value
Duration
70 seconds (1.75 rounds)
Solution Cost
0 Industry / 0 People / 4 Science
Expiration Effect
Lose 5 Industry / 0 People / 5 Science
Effect if Resources Cannot Be Paid
Destroy card(s): "Research centers", "Massive automation", "VR worlds", "VR utopia"
Rounds Before Activating
60
Initial Probability
2.00%

Wave of protectionism
Attribute
Value
Duration
50 seconds (1.25 rounds)
Solution Cost
0 Industry / 2 People / 0 Science
Every Round Effect
Lose 1 Industry / 0 People / 0 Science
Effect if Resources Cannot Be Paid
Trigger event(s): "Youth revolt"
Active Window
Between 100 and 1000 Emissions
Initial Probability
1.00%
6 Comments
Perfect Info  [author] Mar 1, 2024 @ 4:34am 
Regarding scripted triggers, this data was collected by examining the code for the events and cards themselves.

There may be code elsewhere in the code base that is scripted to trigger an event (People Starving being the obvious example), but I'm not really in a position to read through the entire code base looking for possible triggers.

While I haven't refreshed this content in ages, the goal was to have something that could be quickly regenerated if subsequent patches to the game made balance changes.
friendly neighborhood gigachad Feb 29, 2024 @ 3:23pm 
could you include the things that cause a card to happen like i know that the people starving card is triggered when your industry is not good enough for your people so other cards i dont know how fall of civilization happens
Perfect Info  [author] Oct 29, 2023 @ 11:51am 
Hey there! Been a while since I worked on this project.

My old data shows Amazon Forest Collapse is modified by Massive Mining (+4%) and Agroforestry (-1%). Sorry! I wrote different rendering code for the tipping point events, before I learned some of them also showed up in the other categories.

As for cards with seemingly no triggers, that does seem to be the case! I think certain mechanics were tried out, and then removed from later versions of the game.
Netbean Oct 29, 2023 @ 9:42am 
Do you have any figures for when Amazon Forest Collapse appears randomly?
Netbean Oct 29, 2023 @ 9:40am 
It appears that Lack of Fossil Fuels and Mega-drought will never appear in game as their probability does not go above 0. Weird that they are listed in the encyclopedia.
Netbean Oct 29, 2023 @ 9:38am 
Thanks for putting this together, I've been finding it really useful