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The Hunt for the Hyacinth

The "The Hunt for the Hyacinth" event in Stellaris — flavor, choices, and how to trigger it with the event console command.

The Hunt for the Hyacinth

The Hunt for the Hyacinth event picture
Country eventMean time: 1 month

We have found no traces of the four ark ships that passed through the wormhole before the Chrysanthemum arrived at …. One ship, the Hyacinth, was scheduled to make the passage after us, and the Chrysanthemum's long-range sensors reported a brief energy spike from the wormhole shortly before it destabilized and vanished. Assuming the Hyacinth survived the passage and made it to our galactic neighborhood, the ark ship has so far failed to establish contact with us. It might be a good idea to search nearby systems for signs of its presence.

The command below will trigger the "The Hunt for the Hyacinth" event in Stellaris:

Player choices

When this event fires, you can choose between these 2 options:

  • Indeed. Make it so.
  • A wild goose chase we can ill afford.

Firing conditions

Conditions the game checks before this event can fire:

  • Must not have origin: Broken Shackles
Show raw conditions
is_ai = no
has_country_flag = human_2
NOT = { has_origin = origin_broken_shackles }
NOT = { has_country_flag = hyacinth_started }
any_system = {
  is_surveyed = {
    who = root
    status = no
  }
  distance = {
    source = root.capital_scope
    use_bypasses = no
    min_jumps = 2
    max_jumps = 5
  }
  NOT = { has_star_flag = hostile_system }
  has_owner = no
  any_system = {
    is_surveyed = {
      who = root
      status = no
    }
    distance = {
      source = root.capital_scope
      use_bypasses = no
      min_jumps = 2
      max_jumps = 5
    }
    NOR = {
      has_star_flag = hostile_system
      is_same_value = prev
    }
    has_owner = no
    any_system = {
      is_surveyed = {
        who = root
        status = no
      }
      distance = {
        source = root.capital_scope
        use_bypasses = no
        min_jumps = 2
        max_jumps = 5
      }
      NOR = {
        has_star_flag = hostile_system
        is_same_value = prev
        is_same_value = prevprev
      }
      has_owner = no
    }
  }
}