View Full Version : Events, or Living World in particular


Vittra
Jan 18, 2008, 06:47 AM
Is there a way to make it so that the frequent events are different?

I've gotten the enchanter event the ninth time now at turn 511 for the exact same unit, as well as three times on a different unit.

Having had about 50-55 events at this point is nice, twelve of them being the same event for two different units is not.

woodelf
Jan 18, 2008, 06:55 AM
We need more Events. Start brainstorming. :)

Short of diluting the existing pool I'm not sure what checks need to be put in place so this doesn't happen.

it-ogo
Jan 18, 2008, 07:02 AM
We had a vast event contest... But now the most annoying issues on events are missed Circle of Galean and bugged and boring Guild of the Nine. :(

Vittra
Jan 18, 2008, 07:06 AM
We need more Events. Start brainstorming. :)

Short of diluting the existing pool I'm not sure what checks need to be put in place so this doesn't happen.

Will do, then! I certainly enjoy FFH enough, I suppose it's about time I start giving back.

OzzyKP
Jan 18, 2008, 07:18 AM
Even with living world checked the events seem to sharply trail off around mid-game.

woodelf
Jan 18, 2008, 07:22 AM
We had a vast event contest... But now the most annoying issues on events are missed Circle of Galean and bugged and boring Guild of the Nine. :(

It's obviously a WIP and events aren't as high on the list as CTDs and such. But as Shadow settles in I'm sure more cosmetic changes can slowly be added.

I'm not advocating another contest, but just that if people have good ideas for events they should jot them down. Not all will be implemented, but the more the merrier so you don't get them same one 9 times.

woodelf
Jan 18, 2008, 07:25 AM
Even with living world checked the events seem to sharply trail off around mid-game.

This is because we need more Events that will only start happening in midgame. The ones that can only happen once are long used up by then or else seem redundant if they occur multiple times. Civic based, religion based, tech level based, ect are all needed to ensure new events later in the game.

OzzyKP
Jan 18, 2008, 08:56 AM
A few events ideas (some borrowed from elsewhere):

The Buccaneers (Any one or more players must know Astronomy).
1.) Group of Barbarian buccaneers appear on civ's shore. Total number depends on map size.
2.) Pay 100 gold, no barbarians appear.
3.) Pay 200 gold, barbarians go after another civ.

Blackbeard (Any one or more players must know Astronomy; must have fewer than ten (10) combat ships)
1.) Group of barbarian Frigates and Privateers appears in ocean near player's borders. Total number depends on map size.
2.) Pay 100 gold, no barbarians appear.
3.) Pay 200 gold, barbarians go after another civ.

I dunno how this one would work, since it would require a user action instead of just happening randomly at the beginning of the turn, but if a unit uses an obsidian gate have an event that pops up and says the gate misfired or something and sent the unit to some random location.

Avalanche, (Affecting one 1 or 2 level unit near mountains)
1.) Rocks fall, everyone dies.

Poison (if Poisons tech invented), some random unit (or an assassin/poison user specifically) is playing with poison and accidentally poisons him/herself and gets diseased promotion.

I like the Bannor/Ashen Veil conflict events. Maybe have more events where Bannor is driving out other religions. Starting at fanaticism and frequency dependent on how bad the religion is (more often for OO, less for Empyrean).

An event in a city with Ashen Veil (or OO?) but where the civ isn't AV. People have been disappearing mysteriously, rumors are circulating that AV cultists are doing experiments on people, do you:
1.) Ignore the rumors, surely there isn't a problem. (-1 population, +1 AV Savant)
2.) Investigate the rumors (25 gold, one unit is busy for X turns, +1 happy for X turns)
3.) Start a massive investigation and respond swiftly to those responsible (50 gold, 2 units busy X turns, AV religion removed, +3 happy for X turns) (or WLTKD for X turns, does that still exist in Civ4? I have no idea).
4.) Help continue the experiments (75 gold, -2 population, +50% science in city for X turns, +1 AV savant)

Elohim Quest - control all the unique features (this is obvious, i'm sure you guys are already planning on doing this anyhow, so I won't add detail)

Corrupt Official - (city must have gambling house, player must have 100 gold or more)
A city official has been stealing from the treasury to feed his gambling habit! Unfortunately he is also one of the most efficient managers we have.
1.) There is no excuse for stealing. Send him to the dungeon! (-20 gold, +20% maintenance in city (permanent))
2.) Surely our esteemed city manager was led astray by that foul den of sin, we must shut it down (-20 gold, lose gambling house, -20% maintenance in city (perm))
3.) Oh he'll be disciplined, but first he has to win back the money he lost! (40% chance to lose 40 gold, 40% chance to break even, 20% chance to gain 20 gold, and -10% maintenance in city)

TravellingHat
Jan 18, 2008, 09:24 AM
Some ideas that (hopefully) would occur around mid-game, all based around sieges.

BETRAYED 1
Your city was attacked last turn, and still has enemy units adjacent.
Either you or your attacker know Deception and Warfare.
A traitor has opened the gates to the enemy. For one turn, your city has no defense modifier except for terrain.

BETRAYED 2
You attacked a city last turn but failed to take it, and still have units adjacent.
Either you or your opponent know Deception and Warfare.
A traitor offers to open the gates for x gold. For one turn, the city has no defense modifier except for terrain.

STALWARTS 1
Your city was attacked last tgurn, and still has enemy units adjacent.
Either you or your attacker know Honour and Warfare.
Citizens inspired by patriotism have volunteered to assist in the defense of your city. Pay x gold to equip them, and gain a warrior with City Garrison I and II (yep, a means of getting a melee unit with CG).

STALWARTS 2
You attacked a city last turn but failed to take it, and still have units adjacent.
Either you or your opponent know Honour and Warfare.
Citizens inspired by patriotism have volunteered to assist in the defense against you. City gains a warrior with City Garrison I and II.

felwar
Jan 18, 2008, 10:13 AM
Actually, I'd like to see the main problem with the current events addressed before coming up with new ones. That problem being the fact that they all seem to happen to your capital or the exact same unit 99% of the time. That other 1% does happen, sure, but the vast majority of them hit the same mine/warrior/farm/city over and over. It makes the spread of certain guilds extremely limited.

Spreading them around might help a lot.

MagisterCultuum
Jan 18, 2008, 10:51 AM
There needs to be an event (or multiple events) that allow civs with the Barbarian trait to regain their peace with the barbs.

skallben
Jan 18, 2008, 12:10 PM
More of those event-chains would be great. Actually, the random events are one of my favourite aspects of FFH!

xienwolf
Jan 18, 2008, 02:49 PM
Current problem where the event will happen to the same location multiple times is (from what I have read) tied to the way in which random events are selected.

The check is done for if the event is POSSIBLE. Then a check is done for if the event will HAPPEN. Then there is no check done for WHERE it will happen (location will be the flag popped up at the start to say it is possible. Thus, for example, the first farm you built, each time).

To fix it, I suppose that either:

1. The chances of happening could be toned down a bit and it could check every location where the event is viable (so for instance, every single farm would get a check for bandits raiding the farm). This would have the benefit of making it so that the more farms you have, the more likely you see bandits in them, and if you saturate your empire with nothing but farms, you may eventually hit a point where you are guaranteed 1 or 2 bandits per turn.

or

2. Introduce a selection process to an event so that if one is supposed to trigger it will go through your civilization and find all viable targets, then select one randomly. This will of course cause for processor time to increase, and could cause events to go to the wrong location somewhat easily, unless the selection criteria is overly complex (and thus slower). For example, if you trigger an event in your capitol, the HQ of Ratcatcher's, that requires a crime rate of 90%, but it sees that the required target is a city, and randomly selects the city you JUST built with a crime rate of 0%... Bad example since this one you could easily set the criteria to get around it... but all I could think of at present.

slithy
Jan 18, 2008, 05:13 PM
Some ideas for events:

Prophets of Ragnarok: Give heed, for the end times are at hand! Change your ways now, or all may be lost!

3-5 of your cities gain either the Order (if you are Evil) or the Ashen Veil (if you are Good or Neutral) religion, and you are given the option to convert to the religion immediately; if you do so you gain 4-6 Confessors (Order) or Ritualists (AV).

Pre-requisites: Order and AV founded in game, civ is neither AV nor Order, civ is not agnostic.


South Sea Bubble: Foolish investors in the city of (random) have been victimized by the shady characters behind the rise and fall of the South Sea Trading Company! Choose one of the following:

1) Investigate and arrest the instigators, return the money (+1 Happiness in city, requires Courthouse, costs 50 gold)

2) Not *my* problem (+1 unhappiness in city for 10 turns, 10% chance of unrest per turn for 10 turns)

3) What? Am I getting my cut? Send in the tax-collectors! (Gain 20-50 gold per population point in city, +2 unhappiness in city for 10 turns, 20% chance of unrest per turn for 10 turns)

4) Hey, those shady guys sound like financial wizards! Hire 'em! (Costs 120 gold, Gambling House built in city, requires Neutral or Evil, +2 unhappiness in city for 10 turns)

Pre-requisites: None.


Volunteers for the Cause: An eccentric nobleman has decided to recruit a private army from the citizens of (random city) and present it to you, his beloved leader, to use as you will.

You are allowed to draft up to 3 units from (random city), with no unhappiness penalty.

Prerequisites: Must have a city of size 8 or greater.


A Wolf at the Door: Peasants flee the countryside, telling tales of evil creatures that hunt the night.

1) Werewolves? Love to help ya, but I'm in middle of redecorating the palace. (Each Farm in your borders has a 5% chance of 1-2 barbarian ravenous werewolves spawning from it for 10 turns)

2) Send out the werewolf hunters! (Costs 20 gold per Farm, 15% chance of 1 Axeman spawning from each farm)

3) Oh, the farm is too scary for you? How about the chain-gang? (Gain 2-4 Slaves, 5% chance that each Farm in your borders is destroyed, each Farm has a 5% chance of 1-2 barbarian ravenous werewolves spawning from it for 10 turns, requires Evil or Neutral)

4) Sounds like a good time! Where are the furry lil fellas? We'll invite them to dinner! (50% chance of losing 1 population per city, 50% chance of +2 unhappiness per city for 10 turns, 30% chance of 1-2 Ravenous Werewolves under your control spawning in each city. Requires Evil.)

5) Must be the work of the dark powers! Root out the villains behind this! (Costs 100 gold, 50% chance of +1 unhappiness per city OR +1 happiness per city for 10 turns. Requires Good)

Prerequisites: Agriculture

Rex rgis of Ter
Jan 19, 2008, 10:19 AM
Name: Gifts of the Hidden Elves
Requirments: FoL state religion, not Ljo or Svart
A group of strange elves have appeared in our capital, asking for a meeting with you. They claim to have a reward for your devotion too the forest.
Options:
1- Send the elves away, we have no need of their help.
2- Throw a lavish feast for them, and I will meet them. Give them all they want.
3- Take what they have and enslave them. We cannot have false prophets in my land.
Effects:
1- No effect
2- costs 200 gold, recieve two elven Priest of Leaves
3- Recieve two elven slaves, costs 150 gold

--------------------------------------------------------------------------

Name: Demonic Ceasfire
Requirments: Neutral Alignment, AC at least 50
A demon faction has offered peace with you, they do not wish to harm your people. Will you accept the treaty?
Options:
1- Kill the Demons, we must save Erebus!
2- Accept the peace, leave the wars to the crusaders.
3- Accept the peace, and place spies amongst their ranks. I must know all I can about the demonic ranks. (Requires Infernals to be in the game)
Effects:
1- +2 diplomacy with all good leaders
2- Peace with barbarians for 15 turns
3- 50% chance of peace with barbarians for 15 turns & vision of Infernal cities for 3 turns
50% chance of nothing

Mewtarthio
Jan 19, 2008, 12:56 PM
How do you place spies in the ranks of demons? Wouldn't the whole "not wreathed in hellfire" problem give them away instantly?

3nigm4
Jan 19, 2008, 02:42 PM
Call from the deep
Requirement : OO religion, shore city with 10 pop. min. 1 cultist in city.

At first only the weaks, olds and the sicks disapeared but rumors says that now common citizen are afraid to be offered to the Ancients who waits in the abyss.

1) Stop this madness!
-1 pop, -1cultist, +1happyness for 20 turns, +120 culture.

2) This is nothing but streets tales
-2 pop, +1 drown, -1happyness for 20 turns, +240 culture.

3) Fund the experiment
-3 pop, -75gold, +1 sea serpent, +1 drown -2happyness for 20 turns, +360 culture.

kumquatelvis
Jan 21, 2008, 10:44 AM
Brewery (requires a brewery, at least two of corn, wheat, and rice).
- Your brewery has created a new type of ale that's attracting attention from all over
a) Excellent. This should bring in much commerce (brewery provides +1 gold)
b) This new drink must be shared with the people! Drinks are on us (-75 gold, brewery provides +1 happiness)
c) Recruit some of the forest friends that have been lured in by the drinking and carousing (requires Fellowship of the Leaves, gain two fauns).

Full Moon (requires a werewolf)
- The full moon causes one of your werewolves to lose control.
a) This is awful. Send out the hunters (lose werewolf unit)
b) Good. We could always use more recruits (requires non-good. Lose 1 population, gain 2-4 ravenous werewolves).

Bounty of the Overlords (requires Octopus Overlords)
- The Masters Below have send forth their bounty to one of your cities (a random empty sea tile in target city gains either fish, clams, crabs, or whales).

Fire (requires fire node)
- One of your fire nodes flares up and sets fire to lands/forests around it.

oyzar
Jan 21, 2008, 10:52 AM
Is it just me or do everyone get the event with rare plants potentially giving +2 health in all cities every game with this option checked? This is so sily after seeing it for the 100th time and the event is so overpowered in the first 20 turns of the game...

thomas.berubeg
Jan 21, 2008, 11:46 AM
no, i've gotten it every game, too...

oyzar
Jan 21, 2008, 12:05 PM
That wasn't a question :p.

jimi12
Jan 21, 2008, 12:16 PM
Event Req- Must be evil or neutral civ. Must have one city connected via river to another player's city.

Sire! the people of (enemy city) are growing ever more numerous. perhaps we should poison the river to thin the herd?

Yeah lets get them!- enemy city loses 3 pop. 50% they find out and get -2 dilpo, closest of your cities connected by river loses 20% food store

Ok but not too much- enemy city loses 2 pop. 25% chance they find out and get -1 diplo, closest of your city connected by river loses 20% food store.

No, let our warriors handle that later...- nothing

thomas.berubeg
Jan 21, 2008, 12:37 PM
Drums in the deep-

Requires city on hill.

"our builder have dug foundations tto deeply... they have reached a network of tunnels from the age of magic. Drums sound in the darkness."

1) send an expedition down there, maybe we can recover some lost knowledge. (requires a unit in city) (25% chance lose unit, 25% chance new tech discovered, 25% chance XP uis given to said unit, 15% nothing happens 10% barbarian orcs spawn around city)

2) be careful... mount an expedition of our most adventurous citizens. (cost 20 gold, at least 2 pop) (25% chance pop-1, 25% cahnce new tech is dicsovered, 25% chance of getting some supre specialists, 25% chance of barbarian orcs spawing around city)

3) wall the tunnels... it isn't safe. nothing from that age is safe. (5% cahnce barbarian orcs are spawned around city)

Mesix
Jan 22, 2008, 12:11 AM
Is it just me or do everyone get the event with rare plants potentially giving +2 health in all cities every game with this option checked? This is so sily after seeing it for the 100th time and the event is so overpowered in the first 20 turns of the game...

I get it every game too. When I play multiplayer with my friend, we both get it.

TheCowSaysMoooo
Jan 22, 2008, 01:02 PM
First, a couple questions about events:

Can events be triggered during times other than between turns? For example, I have a pirate-flavored event idea (below) that would work well to be triggered when a privateer or Black Wind destroys a barbarian vessel. Is this currently possible? If not, is it something that would be worth making possible? Some of the current events could be triggered in such a way as well... off the top of my head, the "change unit to a hero" quest could be triggered when a unit defeats a more powerful unit, etc. [Answered by Kael, thanks! I suspected they could, but wasn't sure... I'm showing my lack of play time, I suppose =)]

Also, I remember reading in some thread that events didn't have a "where" function, meaning that if the conditions of the event are met, the event occurs at the first instance of the conditions, rather than at any of the locations the conditions are met. Therefore, events like "truffles," "prairie dogs," and "bandits on farm" almost always happen in the capital, because it's the first place examined and the neccessary land is found there. Would it be feasible and desirable to share the wealth a bit, and add some sort of "where" function, even if it's very primitive and just searches for a couple instances of the conditions being met and randomly choosing one, and maybe just being called for a few events (like those named above)?


Anyway, a couple of my ideas:


Treasure Map
Event, Step 1:
Trigger:
When your privateer or Black Wind that is carrying a land unit destroys a barbarian ship
Fluff:
In exchange for allowing the captain and crew of the vessel to live, the captain offers you a piece of parchment with what appears to be some sort of treasure map. He claims that it marks the location of the famed Dread Pirate Robert's hidden stash! However, it is encoded or in a language he doesn't understand.
Options/Effects:
-Take the map, and let the crew go. (gives treasure map promotion to land unit on privateer)
-Kill the captain and crew. Pirates go down with their ship! ARRRR! (nothing)
Event, Step 2:
Trigger:
A unit has the treasure map promotion.
Fluff:
The map is very confusing, and you are unable to read the writing. Perhaps you could learn more from a sage or at a library.
Options/Effects:
The unit with the map promotion is granted an ability called "Research" which can only be used in a city with either a library, a settled great sage, or a sage specialist. When clicked, the research ability is removed, and the unit gains a promotion called "Researching." Each turn, "Reasearching" has a 10% chance of wearing off.
Event, Step 3:
Trigger:
When "Researching" wears off a unit with Treasure Map promotion.
Fluff:
You've figured out the map!
Options/Effects:
Create a 2-tile island in an unoccupied, uncultured ocean square. One is the location of the treasure, the other is a Pirate Cove. Reveal the island to the player either with a Orthus/Acheron-like pointer (if you want to make them search), or by just revealing the two plots.
75% chance: Though the map does not lead to the Dread Pirate Robert's stash, it does show the location of another pirate's buried booty! (Adds a Dig for Booty ability: only usable on the land tile of the newly created island)
25% chance: The map DOES show the location for the Dread Pirate Robert's hidden booty! AND you think you know where it is! (Removes Treasure Map promotion, adds Robert's Treasure Map promotion. Adds a Dig for Booty ability: only usable on the land tile of the newly created island)
Special condition: If the land unit is Guybrush Threepwood, the chance to get Dread Pirate Robert's map is 100%
Event, Step 4:
Trigger:
When the Dig for Booty ability is used on the land tile of the newly created island.
Options/Effects:
If the unit digging has a Treasure Map promotion:
75% You find a buried chest filled with dubloons, gems and other riches! (gain gold equal to 100+2x the current turn)
25% You find a buried chest filled with dubloons, gems and an unusual, magical sextant! (gain gold equal to 100+the current turn, Magical Sextant promotion: grants +1 movement to ships that the unit is riding in)
If the unit digging has a Robert's Treasure Map promotion:
50% You find several buried chest filled with enough dubloons, gems and other riches to make you wealthy beyond your wildest imaginations. In one of the chests is an unusual, magical sextant! (gain gold equal to 200+4x the current turn, Magical Sextant promotion: grants +1 movement to ships that the unit is riding in)
25% You find a buried chest filled with dubloons, gems, and another map! This map leads to a secret sea cave that is hiding Robert's famed vessel, Revenge! (gain gold equal to 100+2x the current turn, Revenge [comparable to The Black Wind] is created in the pirate's cove under your control)
25% You find a buried chest filled with dubloons, gems, and other riches! Along side the chest is a magical carved figurehead of a tentacled beast. (gain gold equal to 100+2x the current turn, Magical Figurehead promotion [can be transferred from the land unit only to boats, grants the boat +2 attack strength and immunity from barbarian attacks (though the boat can attack barbarians normally)])


Phylactery
Requirements: Knowledge of the Ether, at least 1 Mage Guild and arcane-type unit
Event, Step 1:
Trigger:
When one of your units destroys a barrow.
Options/Effects:
While destroying the defiled lands of the barrow, your <unit> discovers a strange gem. It is cold to the touch, and strikes fear into the heart of the <unit>. Unit gains Phylactery promotion (+2 defense strength to undead, -1 att/def strength to living units, no effect on other non-living units. Can only be transferred to arcane-type units or undead).
Event, Step 2:
Trigger:
Living unit has Phylactery promotion.
Fluff:
The gem you found is sapping the life of your <unit>.
Options/Effects:
-It clearly is powered by death magic. Destroy the evil gem! (+2 relations with good teams)
-Perhaps it could be useful, maybe someone more knowledgable in the arcane arts can figure out something to do with it. (-1 relations with good teams)
Event, Step 3:
Trigger:
Living arcane-type unit has Phylactery promotion.
Fluff:
The strange gem is very interesting, with further research in a mage guild, you may be able to unlock some of its power.
Options/Effects:
The arcane-type unit with the Phylactery promotion gains an ability called "Research" which can only be used in a city with a mage guild. When clicked in a city with a mage guild, the arcane-unit loses the ability and gains the "Researching" promotion. Each turn, "Researching" has a 10% chance of wearing off.
Event, Step 4:
Trigger:
When Researching promotion wears off the arcane-type unit with the Phylactery promotion.
Fluff:
You have determined a few possible uses for the Phylactery.
Options/Effects:
-The gem would aid in studies of necromantic arts. Leave it in the mage guild. (Any unit created in city that begins with Death 1, 2, or 3 promotions gains bonus xp equal to 2+2x# of death mana controlled by player)
-The gem could be used as a source of necromantic magic. Allow the mage guild to tap into its power (Mage guild in the city now grants 1 Death mana)
-The gem could be used to create undead minions. (Create skeletons/shades/whatever undead under control of the player)
-The gem could be used in a ritual to transform an archmage into a lich. (Only usable if arcane unit is an archmage, grants the death 3 spell to the archmage, allowing him to change to a lich)
-Leave the gem intact. (Phylactery promotion remains on unit, can be transferred to any arcane-type unit or undead)

Kael
Jan 22, 2008, 02:35 PM
Yeah, and event can be called at any time. The patritians event in BtS (rebels are spawned when you raze a city) is one example. The Hyborem's Whisper spell in FfH is actully a triggered event too.

marioflag
Jan 22, 2008, 03:45 PM
what about stickying a thread where people brainstorm events and FfH2 team pick the ones they find interesting?

3nigm4
Jan 24, 2008, 11:30 AM
Really nice events TheCowSaysMoooo. :)

Xuenay
Jan 24, 2008, 02:20 PM
I still don't see why all the events that got to the final round of the Event Contest couldn't be added. (In fact, it seems a bit unfair for those contestants if we now have an open thread for brainstorming event ideas - if the team will just implement whatever events they like from here, that means that it'll be much easier for people submitting their event ideas here to get them implmeneted.)

xienwolf
Jan 24, 2008, 04:13 PM
Well, I think the primary reason for many of them is either 1) Ability to implement in the game mechanics, and 2) Didn't fit one of the 7 Theme's for events.

Besides, this isn't an officially sanctioned thread by the team, and there was never anything to keep us from starting such a thread long ago. Plus they already said that chances are pretty good they'll use many events that were proposed other than the winning event anyway.

Think of the contest more as a "Personal Goal" that you sometimes set that is arbitrary and possibly even silly, but it is something to aim for and thus something to keep you working hard. The winning entries were items which the team is now motivated to implement, no matter what obstacles they run into along the way. Any change that they intend to make but have not announced can easily be dropped because it is "Too Hard" or just frustrating them. But this one has been announced to the whole community, so they have friendly pressure to make certain that it happens.

Seventh Star
Jan 24, 2008, 09:51 PM
The backstory on the AoI heros, Belenus in particular, always struck me as very interesting, so i thought I'd throw in a reference to it.

Step 1
Trigger: Unit defeats a fire-resistant unit in combat.
Description: Your unit has found glowing shards of metal on a fallen foe.
Effect: Unit gains the Glowing Shards equipment. (+15% ice resistance, +5% magic resistance)

Step 2
Trigger: Unit with Glowing Shards enters a city with a mages guild.
Description: Your mages have identified the Glowing Shards as the remains of the flaming sword of a legendary amurite hero, Belenus, from the war against Mulcarn in the age of Ice.
Options.
<Always available> Leave them with the unit. (Nothing happens)
<Contact With Amurites, not playing Illians> Give the Shards to the Amurites as gesture of goodwill. <Huge bonus to relations, +1 beaker at mages guild>
<always available> Study the Shards at the guild <Mages guild gives +4 beaker and +1 xp to arcane units in city can take the shards, removing the bonus, see step 3>
<Requires playing as Illians> Enshrine the shards as a relic of our glorious past and future. <-15 relations with amurites, -5 relations with all but Infernal, Dovillio and Sheiam, Creates Monument to Everice (+1 xp to all new arcane, disciple and melee units in all cities, all cities get +5% bonus cultural defense and magic resistance)

Step 2a
Trigger: Unit with Shards enters Amurite city with mages guild or palace.
Description: Your mages have identified the Glowing Shards as the remains of the flaming sword of the hero Belenus from the war against Mulcarn in the age of Ice.

<Always available> Leave them with the unit. (Nothing happens)
<Always available> Enshrine a replica and study the Shards. (creates Shrine of Belenus (+1 happy, not kept on conquest) Mages guild gives +4 beaker and +1 xp to arcane, units in city can take the shards, removing the bonus, see step 3>
<Requires Palace> Enshrine the real shards as a monument to the fallen in the war against Mulcarn <Creates Monument to the Fallen (+1 happy to all cities, +1 beaker, -15 war wearyness everywhere, -15 war wearyness here) -10 relations with illians, -5 relations with dovellio)

Step 3
Trigger: Random after sending shards to be studied in step 2
Our mages have developed several uses for the shards
<Always available> Keep them at the guild (No effect, event may recurr)
<Requires fire or enchantment mana, Forge and iron, mithral or earth mana, sorcery) Reforge the sword of Belenus <Sword of Belenus Equipment created in city, guild loses bonuses>
<Requires two of (enchantment mana, earth mana, ice mana when implimented), sorcery, elementalism, forge and iron or mithral and illian civ) Invert the swords magic to form the Blade of Tanaris. <Blade of Tanaris equipment created in city, guild loses bonuses, -5 relations with amurites, -1 relations with all but sheaim, infernal and dovillio>
<Always available> Use them as a teaching tool <+5% beakers to guild, +1 xp to arcane and melee units, shards can no longer be removed>
<Requires fire, enchantment, or earth mana or forge> Create a lesser flaming sword. (create flametounge Equipment, guild loses bonuses)

Flametounge (+1 fire strength, +20% fire resist, +5% magic resist)
Sword of Belenus (+2 fire strength, +75% cold resist, +10% magic resist)
Blade of Tanaris (+2 cold strength, -35% fire resist, +100% cold resist, immune first strike)

Mesix
Jan 24, 2008, 10:23 PM
I know that the raceslaying promotions were removed for lack of usefullness (elf/dwarf) and for being overpowered (orc), but I think that they could be implemented nicely as events and not available to units as standard promotions.

Trigger: Level 6+ unit is killed by a barbarian orc unit.
Description: A powerful (insert unit type here...i.e. warrior, axeman, etc.) has fallen in battle to the barbarian hoard. Survivors from the bloody battle return with tales of his heroic death.
<Always Available> Give him a proper funeral (+1 happy in capital city)
<Requires another unit of the same type> Vendetta (Unit promoted to Orc Slaying, -1 diplomacy with Clan of Embers)
<Requires Shrine of the Champion> We'll remember his sacrifice with that of *civ hero name* (Shrine of the Champion gives +2 xp for units built)

The other options could be tweeked a bit. The Vendetta option could be modified to be dwarves or elves as well (with a diplomacy penalty for the appropriate civs). Perhaps limit the event to melee and recon units so that you don't end up with a mage that has orc slaying.

Since the orc slaying promotion is only given to one unit, I do not think that it is overpowered. It would also give that unit a purpose. It would be cool if the unit that gets promoted would also have a popup to rename him (like naming a city) to add a uique, quasihero flavor to him. The naming popup would also be nice if added to the Heroes of the Sword event.

MagisterCultuum
Jan 24, 2008, 10:57 PM
Once I figure out how to add events, I'm planning on adding multiple race-slaying events. In one of them, I'm thinking of giving you a choice between giving all of a certain unitclass (or even all a civ's units, very rarely and/or at a huge price) a race-slaying promotion (~+25% vs race), or giving one unit a race-bane promotion (+100% vs race)

Nikis-Knight
Jan 24, 2008, 11:46 PM
Seventh Star, I like, especially reference to the AoI scenario. But, you have some options which requiring being in a city with a mage guild, which is also a trigger for the event, so that's a little redundant.

Caradoc
Jan 25, 2008, 12:01 AM
Would it be feasible to restructure the Event Manager in such a way as to acquire events from a separate directory where each entry implements a single event? With a few templates, that would allow unskilled programmers like me to code events and to let players decide which ones they want. (However, as an unskilled programmer, I realize I am not up to the task, but hope someone else might look into it)

TheCowSaysMoooo
Jan 27, 2008, 09:11 PM
I woke up well before my alarm this morning, and as I lay there staring at the ceiling trying to fall asleep again... what pops into my head? Freakin' FfH event ideas.


Mason or Treason?
Event, Step 1:
Prerequisites:
A city with both a wall and an obelisk
Fluff:
A city guard reported that he's seen a young boy looking at the city wall while drawing and writing. Upon hearing this, another guard reported that he's seen the same youth doing similar things in front of the obelisk. They had him arrested and questioned. They suspect the youth is some sort of spy, though he suggests that he's simply interested in stonework.
Options:
-(1.1)Nurture the boy's interest in stonecraft by paying his way as an apprentice mason. (-50 gold) [75% Mason, 25% Spy in step 2]
-(1.2)Set the boy free. He's only a child, what harm can he do? [25% Mason, 75% Spy in step 2]
-(1.3)He's a spy, I'm sure of it. Lock him up! (-1 happy for 10 turns) [Ends Event Chain, 10% chance of triggering Traitorous Literature]
Event, Step 2:
Mason
Fluff:
The lad with the interest in masonry has grown up to be a fine stonesmith! He offers his services to the city.
Options:
-(2m.1)Set him to work on the city walls. (adds +25% defense to walls)
-(2m.2)Set him to work on the obelisk. (adds +1 happy to obelisk)
Spy
Trigger:
When an enemy unit is within the cultural bounadries of the city.
Fluff:
An explosion rocks the city! The city walls have been destroyed. Witnesses report seeing a man lurking around, and his description sounds vaguely familiar... that child, long ago. Certainly it couldn't have been him?
Special condition: If the you opted to pay for the child, he's a better spy and destroys both the obelisk and the city walls.
Options:
-(2s.1)Hang "Wanted" signs for the spy and get on with your life.
-(2s.2)Offer a reward for information as to the spy's whereabouts.
Event, Step 3:
Mason (only occurs if 1.1)
Trigger:
When you have at least 500 gold
Fluff:
The now-famous mason returns to again offer his services to the city that so kindly nurtured his love of stonework.
If (2m.1): The great artisan offers to build a great plaza around the obelisk with a statuary, but needs sponsorship to afford the great work.
If (2m.2): The great engineer offers to build a great series of defenses for the city, but, naturally, it would need to be funded.
Options:
Pay the man! (-150 gold, +4 culture, +1 gold to the obelisk, or +100% defense, city acts as a citadel, defending the surrounding lands)
Pay the man, and offer to hire him full-time! (-500 gold, same effects as above plus add a great artist/engineer to city)
I don't want to pay that much! (nada)
Spy
Trigger:
If the Ratcatcher's Guild ever comes to the city or crime rate is 25% or higher... and you have 500+ gold.
Fluff:
If (2s.2): A seedy-looking woman approaches you explaining that she's a member of the "seamstress' guild" and has overheard infomation about the spy who destroyed parts of the city. She offers the information for 500 gold.
Options:
-Send her away (50% she reports to her bosses and they up the corruption and crime +50% maintenance, lose gambling house if there is one, Ends Event Chain)
-Pay the "seamstress" what she wants. (-500 gold, haven't decided exactly what I'd do here... leaning to a hidden unit controlled by the AI team who likes you least, can hire an assassin from Ratcathers to kill, or just go kill... don't know what kind of reward to give. I decided to stop lying there and just get up :-P)
-Offer her 150 gold for the information (25% she accepts, 25% she declines & reports to her bosses, 50% she declines)


There Goes the Judge
Event, Step 1:
Prerequisite:
City has a courthouse, but no dungeon
Fluff:
An up-and-coming magistrate has some unusual ideas about attempting to reform criminals, instead of the simply punishing them. However, he needs a building to keep prisoners.
Options:
-Build the man a dungeon and let's see what he can do! (-100 gold)
-I don't have time to contemplate the fate of criminals. (Ends event chain)
Event, Step 2:
Fluff:
The former magistrate, now a well-known judge, proposes a criminal work program to better reform captured criminals. Many people dislike the idea of allowing the prisoners to leave their cells, even to do work, but the choice is yours.
Options:
-No! Prisoners aren't prisoners if they're not imprisoned! (no effect)
-(2.1)Let the man see what he can do. (-1 happiness for 10 turns, 50% chance success, 50% no effect)
-(2.2)Dip into the coffers, and help fund the criminal work program. (-2 happiness for 10 turns. -100 gold. 100% success)
Event, Step 3:
Trigger:
When happiness from 2.1 or 2.2 wears off, only if successful
Fluff:
The work program was a raving success. Former criminals have reformed themselves through an honest day's work, and the city is able to use their efforts to produce more!
Effects:
Dungeon gets +1 happiness (negating the standard -1), and adds +10% production to city


Baby Mill
(OK, so this one is maybe a bit over the line... I blame waking up 2 hours before my alarm and having frickin' FfH events start popping in my head.)
Event, Step 1:
Prerequisite:
contact with Calabim, you have Slavery civic or are Balseraphs with slave cages
Fluff:
An emisarry from the Calabim empire approaches you with a lucritive and "savory" proposition... he would like to purchase some of your slaves as feed stock.
Options:
-By all means! We have more slaves then we know what to do with anyway. (+2 relations with Calabim, -2 relations with good teams, +50 gold)
-What? We've enslaved these people for a reason you know... to, uhh, do work and look pretty, and stuff. Sorry, but no. (Ends event chain)
Event, Step 2:
Prerequisite:
Balseraphs with at least 2 slave cages
Fluff:
The Calabim come a-knockin' again. They look hungry. It seems they need some more "food." They're recommending you attempt to breed your slaves, and selling them the extra "product."
Options:
-Brilliant! (+2 relations with Calabim, -2 relations with good teams, +50 gold, all slave cages produce +1 gold)
-No thank you. We'll keep our pretties locked up for our own amusement.
You could probably reverse this event as well... playing the Calabim and being contacted by Balseraphs or slave traders to boost populations, etc. *shrug*
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I'd also like to suggest some changes to a couple of the new events... as it is they seem overpowered, depending on when they occur. These suggestions are an attempt to reduce the inital effects, but allow for the same (or similar) results at a later time.

Khazad Forge - proposed changes
Event, Step 1:
Prerequisite:
A city with an unmined hill
Fluff:
A dwarven prospector claims to have found some rare minerals in the hills surrounding <city>. He seeks your permission to mine them.
Options:
-We don't want a large mine that close to the city, however, allow him to excavate on his own if he shares some of the loot. (+10-30 gold, Ends event chain)
-Allow him to mine the hill, but only if he allows the city to reap the gains as well. (Builds mine on hill)
Event, Step 2:
Prerequisite:
City with the "dwarven" mine doesn't have forge.
Fluff:
The dwarven prospector returns. He suggests that a forge would increase the purity of the minerals found in the mine, and offers to build one if you split the cost with him.
Options:
-Sounds fair enough! (-50 gold, add forge to city, plot with mine gets +1 commerce)
-No can do, little man. Sorry! (Ends event chain)
Event, Step 3:
The dwarven prospector approaches again. He's decided that he's interested in working under the sun, rather than under the ground. He offers to work the forge for you, at a reasonable price.
Options:
-Sounds fair enough! (-50 gold, +2 hammer to forge)
-No can do, little man. Sorry!


Balseraph Carnival - proposed changes
OK, not going to format this one...
It should cost something to help then set up a permanent carnival (25-50 gold). A free early carnival means more than just the little happiness/culture, it also allows you to cage any captured animals very early as well - meaning even more happines and culture, potentially very powerful in the early game.
I also think this should be non-repeatable if you set up the carnival... or maybe with a 2nd step that costs a bit but boosts the culture/happines of the carnival.


Hunter with Animals - proposed changes
This one should be non-repeatable if you hire the hunter, or maybe just much less likely each successive time you get it... perhaps I was lucky, but I got it 3 times in about 80 turns, which made the great carnival too easy (IMO)
The animals seem too cheap, but that might just be me ;-)

TheCowSaysMoooo
Jan 27, 2008, 09:12 PM
Would it be feasible to restructure the Event Manager in such a way as to acquire events from a separate directory where each entry implements a single event? With a few templates, that would allow unskilled programmers like me to code events and to let players decide which ones they want. (However, as an unskilled programmer, I realize I am not up to the task, but hope someone else might look into it)

If this is possible/feasible, it would be awesome. I'd love to try adding little things like events here and there without having to try to figure it all out... I, too, am a highly unskilled programmer :-P

Nikis-Knight
Jan 28, 2008, 11:15 PM
Solver was making an event editor in Beta, I dunno if he finished it or not, but I assume it is possible.