Rumors are temporary conditions that can exist in various locations on the map.
Keep an eye on the rumors summary panel whenever a new rumor is discovered, as the summary will tell you how many jumps away that rumor is, as well as what the rumor effects are and how they can benefit or harm you, your ship, and your crew. If you find rumors are expiring too quickly to take advantage of, consider investing in talents that uncover more rumors to give you a better feel of the big picture of what is happening in the galaxy overall. (Components that decrease Hyperwarp Jump time can also help a little here.)
Rumors can be triggered by Contact actions (Rumors purchased by contacts via Influence). An example might be a tariff rumor being purchased by a Contact you boosted up with some missions and intel, using their newly increased influence to smack down a rival Contact's zone.
Rumors are also caused by Conflicts. For instance, winning a Solar War can cause the winning faction to benefit from Mercenary and Starport Boosted rumors.
Some rumors can spawn other rumors as "echos" such as a Xeno Fleet causing Ion Storms and Shortages rumors on planets and zones within the impacted quadrant.
Types of Rumors
- Quadrant rumors impact an entire quadrant map as well as all of the planets and zones located within the quadrant.
- These are major events that can last years, and should be considered by all Star Traders in the area.
- List of Quadrant Rumors
- Planet rumors impact an entire planet and all of the zones located on it.
- List of Planet Rumors
Some talents reveal rumors, shown below:
|Alert Scanner||Electronics Tech||1||ORBIT||Upon entering the orbit of a new system, 10% + Electronics Skill chance to learn a Rumor||9 weeks Cooldown
|Dubious Handshake||Smuggler||1||ENCOUNTER||When encountering a Smuggler Captain, a subtle greeting among criminals ends the encounter in a peaceful Draw; 30% + Negotiate Skill chance to learn a new Rumor||12 weeks Cooldown
|Static Talks||Electronics Tech||5||SPY||When Spying in the orbit of a system, learn a Rumor when scoring a positive result||9 weeks Cooldown
|Talk in the Hall||Crew Dog||5||SPICE||When passing the Spice plate in the Hall, affable talk uncovers a new Rumor||3 weeks Cooldown
|Empirical Tell||Scientist||1||WILD||When landing in a Wild Zone, 10% + Explore Skill chance of discovering a previously unknown Rumor||9 weeks Cooldown
|Underground Whispers||Smuggler||1||SMUGGLE||When accessing a Black Market, replace a risk card with a Learn Rumor card||3 weeks Cooldown