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For extra content since it's unlikely to happen:
If your <span class="mu-s">Water</span> Gauge got too low under habitation, you would experience an instant negative flip/to 0 growth rate until amended.
If your <span class="mu-s">AI Cycle</span> Gauge got too low under habitation, you would lose a choice on the next "how to improve the colonies" minigame, since the AI is less able to keep up with the administrative calculations of having so many people.
If your <span class="mu-s">Security</span> Gauge got too low under habitation, a pirate base would appear stealing 5% of a random Gauge every 5 year plan, essentially cancelling out a fleet and requiring a fleet to destroy. Fleets would have a 1/3 chance to be destroyed (thus wasting 20% Materials), but upgraded fleets are never destroyed. Originally sending multiple fleets upgraded or not would result in a complex calculation of chance of success vs chance of coming back damaged but was too complicated and unnecessary given it never happened.
Finally, If your <span class="mu-s">Materials</span> Gauge got too low under habitation, you would need to ship in materials from the homeland. This was a "Expensive" choice/consequence of this thread, meaning it has no negative repercussions if it just happens once, but would make you unprepared for future expensive choices (like the Battleship prototype) or would cause an economic downturn negative choice (like during Hass's reign).
Originally, each Gauge reaching 50% would offer a new bonus or upgrade, such as weakening pirates for security, increasing options for AI cycles, etc. but once again the thread was dense enough as is without it. Water was always supposed to be difficult to fill UNTIL you got to high habitation where you can just recycle everything. I have a lot more to say about the minigame at the end of the thread.