Tharsis

Tharsis

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Tharsis - Events
By gorans
A guide to Tharsis events.
   
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Events
The events themselves vary in type and range from disabling the module to actively hurting your ship or crew. Leaving or entering an event will damage your crewmember by 1 health regardless of the severity of the event. The events vary in type.
Event types
System event
This event is quite rare. It does nothing more but disables a system it is on. You can ignore this event if it happens in a module you're not using (like Flight Control, Operations or Laboratory). If this events happens in the middle section of the ship, you will need to take care of it as it will hurt your mobility. The same applies if the event is on a module whose special abilities are important to you.

Food event
This event is also rare. Depending on the severity it removes 1 or 2 food items from your pantry. You can ignore this event for a turn or two if you're not in possession or producing any food. The same caveats as for System events apply.

Dice event
This event is rare. Depending on the severity it removes 1 or 2 dice from each of your crewmembers. This as a high priority event.

Health event
This event is very common. Depending on the severity it removes 1 or 2 health form each of your crew-members. You can ignore this event for a turn if all your crew-members are very healthy. This is a high priority event.

Damage event
This event is very common. Depending on the severity it removes 1 to 3 health points from your ship. You can ignore a less severe version of this event for a turn or two if your ships has lots of health. Keep in mind that each week brings new events which will most likely be Damage events. This means damage per turn can escalate very quickly so treat this as a high priority event.
Negative dice effects
Negative dice effects
Events are associated with negative dice effects. Depending on the severity, an event can have 1 to 3 negative dice effects. Negative effects are activated if you roll the same dice value as depicted on the effect. These can be mitigated by Assists, Research effects or End of turn events.

The negative dice effects vary in type: Stasis (prevents the re-roll of the dice), Injury (injures the crew-member by 1 health per dice that activates the effect * number of negative dice effects with that value - the dice can be used or re-rolled provided the crew-member does not die) or void (removes the dice from play).
Event levels
Each event has a level represented by a number. To remove the event you have to spend dice with each dice removing its value from the event number. Once this reaches zero, the event is immediately removed.

Low event
A low event number would be 1 to 12. It should be easy to remove this event with a crew-member equipped with 3 dice.

Mid event
A mid event number would be 12 to 24. It should be easy to remove this event with two crew-member with 3 dice each.

High event
A high event number would be 24 to 36. You will need several crew-members/turns or a research effect to remove this event.
Schedule
In Tharsis the gameplay is divided into 10 turns or weeks. It is very important to know what type of events you can expect to be able to prepare your crew for what they will have to face in the future. So knowing the event schedule should help you a lot.

Normal mode

10 weeks
1 high event
1 low event

9 weeks
1 mid event
1 low event

8 weeks
1 high event
2 low event

7 weeks
2 mid events

6 weeks
1 high event
1 low event

5 weeks
2 high event
1 mid event

4 weeks
1 high event
1 low event

3 weeks
2 mid events
1 low event

2 weeks
1 high event
2 mid events

1 week
1 mid event

Hard mode

10 weeks
1 high event (meteroid strike)
1 low event

9 weeks
1 high event
1 mid event

8 weeks
2 mid events

7 weeks
1 high event
1 mid event
1 low event

6 weeks
2 high event
1 low event

5 weeks
1 mid event
1 low event

4 weeks
1 high event
2 mid events

3 weeks
1 high event
2 low events

2 weeks
1 high event
1 mid event

1 week
1 mid event

* Thanks to Kertan le gnome for corrections to Normal and full schedule for Hard mode!

The schedule is a rough guide. The events might vary in level but not in number. Also this applies for normal level only. There are some critical junctions namely 8, 5 and 3 weeks. You have to have sufficient dice to handle this increase in events to prevent events to pile up. It's quite alright to not replenish dice or grow food on those weeks as handling 3 events takes priority.

Hope this helps!
5 Comments
Kertan le gnome 28 Aug, 2016 @ 7:44am 
Hi Gorans,

I've found you mistakes pointed by velcrosneakers and I also find the schedule for hard mode.


6 weeks : 1 high and 1 low
4 weeks : 1 high and 1 low
2 weeks : 2 mid and 1 high

Hard mode:
10 weeks: 1 low and meteroid strike which can be considered a high
9 weeks: 1 mid and 1 high
8 weeks: 2 mid
7 weeks: 1 low, 1 mid and 1 high
6 weeks: 1 low and 2 high
5 weeks: 1 low and 1 mid
4 weeks: 2 mid and 1 high
3 weeks: 2 low and 1 high
2 weeks: 1 mid and 1 high
1 weeks: 1 mid
gorans  [author] 21 Jan, 2016 @ 11:14am 
Great - I thought the repair value level wasn't always the same. Thank you!
velcrosneakers 21 Jan, 2016 @ 10:12am 
We are actually considering building the event schedule information into the game. It's not necessary to know, but it's useful. The negative dice effects don't relate so much to the schedule as they do the event levels. Events will usually trade repair value for hazard dice, so a Hard event with a higher repair will have less impactful hazards.
gorans  [author] 20 Jan, 2016 @ 3:53pm 
6 & 7 were swapped I think. The rest is hard to tell :) I think I should include the negative dice effect in the schedule as well...
velcrosneakers 19 Jan, 2016 @ 12:51pm 
I don't want to give you the answers, however you've done good detective work. Two of your weeks are swapped and three other turns are off a little bit.