The rules talk briefly of players compelling multiple targets and how they have to pay a fate point for each one. Similarly, it makes sense that if the GM wished to, say, knock the entire party out with Sleeping Curse, they'd each get a fate point. But what about event compels?
To provide an example from the game I'm currently running, one of the setting aspects we have is The Great Convergence is Coming - without going into details that would be spoiler-y for my players, a trans-dimensional catastrophe. It has its own prophet of sorts, Celestial Geometer. He can show up wherever and whenever he wishes. Rather than just declaring he appears out of thin air (as is his wont), I want to offer it as a compel. Obviously, the entire party would be affected. Should the entire party get fate points?
While that seems to follow from the cited rules, and this question agrees, that many fate points can offset a lot of nastiness the villain could bring about. That's not necessarily a problem, and I have no issues with heroes winning the day, but I don't want it to be an easy win, either. Instead of sweetening a bad situation or offering a chance to avoid it, such group compel becomes an overwhelming advantage.
A similar situation which is also about to come up in the game: PCs have an ally, who could show up to help but is being compelled not to. As this indirectly affects the party, I'm inclined to consider it a compel against them, even though it's NPC's aspect that is being compelled: "Wouldn't it be unfortunate if X chose their career over you? He would have been so useful right about now." But once again it doesn't feel like it's worth 4 fate points - going either way!
Both of these cases could be solved by only having a single fate point tied to the compel, but there's no clear single character being affected, so no way to assign the fate point.
So how should I handle event compels which affect the entire party?