Option design
Options are the heart of every Stellaris event. They're the moment where the player stops reading and starts deciding — and the quality of that decision determines whether your event feels meaningful or forgettable.
This chapter covers how to design options that create genuine tension, avoid obvious "correct" choices, and connect mechanical effects to narrative action.
The three rules of option design
Before diving into patterns and templates, internalize these three rules. They apply to every option you'll ever write.
Rule 1: no obvious correct choice. Every option should have tradeoffs. If one option is clearly superior in all cases, the player isn't making a decision — they're clicking through a formality.
Rule 2: choices must flow from the story. The mechanical effects should make narrative sense. Don't bolt on "+200 minerals" to an option about studying an alien artifact — tie the reward to what the player is actually doing.
Rule 3: resource costs must match the narrative. If the event describes spending energy to power up ancient machinery, the cost should be energy credits, not research points. Players notice when the mechanics contradict the story.
Archetypes
Every option has an archetype that defines its narrative tone. This serves
two purposes: it helps maintain variety across your events, and it gives
generation tools context about the voice of each choice.
| Archetype | Tone | Example text |
|---|---|---|
scientific |
Rational, research-focused | "Conduct a detailed study of the anomaly." |
spiritual |
Mystical or faith-driven | "Meditate upon the phenomenon as a divine sign." |
militaristic |
Aggressive, force-oriented | "Destroy it before it becomes a threat." |
diplomatic |
Cooperative, consensus-based | "Request aid from our allies." |
curious |
Adventurous, risk-taking | "Send a science vessel immediately!" |
fearful |
Defensive, superstitious | "Evacuate the area." |
greedy |
Material, profit-driven | "Harvest any valuable elements before leaving." |
moralistic |
Ethical, altruistic | "Aid the colonists before studying the anomaly." |
balanced |
Analytical, neutral | "Assess the situation before taking action." |
Archetypes should be balanced across a release, not just within a single event. Over ten events, the fearful path should win sometimes. The spiritual path should win sometimes. No archetype should be consistently punished.
Intent
Each option also carries an intent — its design purpose. Where archetype
describes tone, intent describes what the option is trying to accomplish
mechanically.
Common intents include:
reward_curiosity— knowledge gain with some cost or riskreward_power— big immediate gain with visible downsiderisk_balance— safe, modest reward (the cautious path)penalty_fear— pure downside to avoid something worsesetup_followup— hooks into a later event in the chainmystery_escalation— raises stakes, often through uncertainty
Intent matters because it drives effect selection. A reward_curiosity option
should naturally pair with research progress and a small cost, while a
reward_power option pairs with large resource gains and significant penalties.
Three reliable patterns
Most well-designed options follow one of three patterns. Learn these and you can design options for any event.
Pattern 1: mixed outcome
Every option gives something good and something bad. The player chooses which tradeoff they prefer.
# Event: "Your science team discovers a pulsing alien artifact."
options:
- opt_key: display
text: Display it in the capital as a symbol of our reach.
effects:
- category: resource_gain
resource: unity
amount: 100
- category: modifier_add
modifier_name: unsettling_artifact
modifier_description: The alien artifact unnerves the populace.
duration_days: 360
- opt_key: study
text: Assign our best minds to study it intensively.
effects:
- category: modifier_add
modifier_name: intensive_research
modifier_description: Top scientists diverted to artifact analysis.
duration_days: 720
- category: resource_gain
resource: influence
amount: -50
- opt_key: sell
text: Sell it to a private collector.
effects:
- category: resource_gain
resource: energy
amount: 200
No option is strictly better. Unity vs. research vs. energy — the best choice depends on your empire's current needs.
Pattern 2: different flavors
All options are rewards (or all are penalties), but they affect different things. This works because different empires and strategies value different resources.
# Event: "The derelict ship's databanks are intact!"
options:
- opt_key: engineering
text: Give it to Engineering — reverse-engineer the hull.
effects:
- category: resource_gain
resource: alloys
amount: 200
- opt_key: science
text: Give it to Science — decode the navigation logs.
effects:
- category: modifier_add
modifier_name: stellar_data
modifier_description: New stellar cartography data accelerates research.
duration_days: 360
- opt_key: diplomacy
text: Give it to Diplomacy — trace the ship's origin.
effects:
- category: resource_gain
resource: influence
amount: 3
A tech-rush player picks science. A militarist picks engineering. A diplomat picks influence. All valid, all interesting.
Pattern 3: short-term vs. long-term
One option gives a big immediate reward. Another gives a smaller bonus that accumulates over time.
# Event: "Miners strike a rich vein in an unstable asteroid."
options:
- opt_key: extract
text: Extract it all now before the asteroid breaks apart.
effects:
- category: resource_gain
resource: minerals
amount: 300
- opt_key: station
text: Establish a permanent mining station.
effects:
- category: modifier_add
modifier_name: stable_mining_operation
modifier_description: Careful extraction yields steady mineral output.
duration_days: 1080
The right choice depends on game state. Early game, you need resources now. Late game, percentage modifiers on high base production are worth far more than a flat bonus.
Anti-dominance rules
These rules prevent any single option from being strictly better than the rest. Forge World's validator enforces them:
- One premium reward per option. Each option may have at most one of: tech unlock, follow-up event, or strong positive modifier (≥10%).
- Tech unlock parity. If any option has a tech unlock, every competing option must have a comparably valuable reward.
- Max two effects per option. Keep choices digestible.
- Dominance check. No option should have strictly more rewards and strictly fewer costs than every other option.
- Never penalize caution. The walk-away option must give a modest positive reward — never a negative modifier.
- Safe means modest, not best. The cautious option gets the smallest total reward.
Common mistakes
Watch for these — they're the most frequent problems in option design:
| Mistake | Why it's bad |
|---|---|
| One option is strictly better | Player has no real decision |
| An option has only downside | Nobody picks it unless forced |
| Wrong resource type for the narrative | "Costs energy" but subtracts research |
| Modifier name contradicts its effect | "Debt" modifier with positive bonuses |
| All options give the same resource type | Just picking the biggest number |
| Meaningless flavor text differences | Options sound different but do the same thing |
YAML format
In Forge World's YAML, options live inside interaction events:
options:
- opt_key: investigate
text: Conduct a detailed study of the Veil.
effects:
- category: resource_gain
resource: unity
amount: 150
- category: modifier_add
modifier_name: curious_scientists
modifier_description: Our scientists are energized by the discovery.
duration_days: 720
- opt_key: evacuate
text: Evacuate the area and mark it off-limits.
effects:
- category: modifier_add
modifier_name: cosmic_unease
modifier_description: The crew remains unsettled by what they witnessed.
duration_days: 1080
- opt_key: archive
text: Pay the energy cost to access the archive.
effects:
- category: resource_gain
resource: energy
amount: -500
- category: research_progress
tech_area: physics
progress: 0.15
Note how resource costs match the narrative (energy cost → resource: energy, amount: -500), modifier names match their effects (unease = negative, curiosity
= positive), and effects flow naturally from the option text.
Next steps
With option design covered, the next chapter dives into the effects system — the mechanical building blocks that make your options actually do things in the game.