Adding a plague, which reduces stability, and if not taken care of , can destroy a colony, leaving a decivilized sub population , apears on terran / tundra / jungle worlds , 1/5 chance every 5 months, to eliminate a plague ther must be a structure called research center, which can create bio weapons and also find cures,the cure progress funding apears close to the growth incentives, with an alpha core, the cure can be found in 1/3 of the time.
Bio weapons: can be made in the research center, can be deployed in a planet without the faction of said planet knowing for 2 weeks, when that time is up, said faction will investigate the origins of the virus.
Bio weapon variations:
H : Discourages the user of comsuming basic needs such as food
K: Causes Paranoia and allucinations, making the user attack nearby citizens (Theres a chance of infecting colony fleets, making them Hostile to all factions:
T : Causes canibal behavior, agressive behavior, mutations ( literally a zombie virus) , can be countered by ground forces , disrupting them can cause devastating effects
Happy: happy pills for everyone! exept they induce a spike in demand for drugs.
Hungry: Hunger pills, population feels hungry, more than usual, rises demand for food
NATURAL PLAGUES
y_122 : A deadly fast spreading flu present on jungle worlds
O_232 : A non letal but really annoying plague that no one wants to get, reduces accessibility by 30%
P_124: present on any world that contains life, not deadly, but reduces stability by 1 and access by 10 because the fear of contraction of a disease that gives you intense Diarrea.
G_12 : Causes 1 point unrest because of the aggreassive behavior it causes on the user, and diarrea, available in any planet with life.
Ligma: balls.