Design an Event Contest

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Uncommon

needs a forest Tile in your empire

Rumors that people have disappeared in the forest of <city name> have spread. We are certain for now that evil Treant are devoring people.What should we do?
.We cannot tolerate that, raze the Forest! (effect: obvious:) )
.We must exorcise the Forest! (need good aligment and good cleric or temple in adjacent city, effect: nothing)
.Leave the Forest alone and prevent people from going there(effect: A barbarian Treant with the vampire promotion that is invisible for other civs appears in the Forest. It can't move but will attack anything entering the forest)
. Feed it to make an ally! ( evil civs only, -2 pop in adjacent city, you gain a Treant with the vampire promotion)
 
Barbarian Invasion

Common

Requires more than 2 barbarian units inside cultural borders

"Our lands are being invaded by hordes of barbarians! The people are restless and worried. What do you plan to do?"

A: We'll pay them off... send for the treasurer.
-Subtract 50 GP per barbarian unit inside borders. Barbarians return to the nearest barbarian city by the shortest route. (Requires enough gold in treasury)

B: It's the people themselves they've come for. Gather the most fit and comely of us and send them out.
- +2 :mad: in capitol, +1 :mad: in every other city for 20 turns. Barbarians return to the nearest barbarian city by the shortest route.

C: If only there was some way to yolk their strength for our own ends... let us show them what it is to be <Civiliation Descriptor>!
- Luxury resources do not add happiness for 20 turns, barbarian units within your borders join your civilization. (Requires at least 3 luxury resources)

D: Might is the only thing they understand. They must be crushed.
- If all barbarians are eliminated within 5 turns, +1 :) in each city for 20 turns. If barbarians are not eliminated within 5 turns, +1 :mad: in each city for 5 turns.
 
Event: The Call of the Deep


Frequency: Uncommon

Requirements: Unit of The Drown stationed in coastal city

Event text:

Some of your guards have nervously approached you to report that one of The Drown has been acting peculiarly. For several evenings it has stood on the shoreline, clearly extremely disturbed and agitated, seemingly listening to some unknown voice.

Today, the guards report that The Drown attempted to swim out to sea, even injuring those attempting to restrain it. What do we do?

Options:

  • It is the call of the Overlords! We must trust them - they are wiser and more powerful than we can conceive. Let The Drown go, and pray that it returns to us.
  • The Drown answer only to us now. Restrain the creature. Some time spent clapped in irons until the fancy passes will remind it who its true masters are!
  • This is desertion! There can be only one punishment! Execute the traitorous wretch in the town square!

Event results:

  • Unit cannot move for 6 turns. 25% chance unit disappears. Unit gains 10 experience.
  • Unit cannot move for 2 turns. 50% chance unit receives Crazed promotion.
  • Unit disappears. 25% chance each Octopus Overlords unit owned disappear. All remaining Octopus Overlords units receive Loyalty bonus. +2 :) in city for 15 turns.
 
Event Name: Uprising within the ranks

1. Frequency: Triggered by level of unhappiness in each city

2. Requirement: Requires a city size of 8+, Excludes capital city, winter palace and any city with a hero. Trigger percentage is 10% per unhappy citizen minus 5% per stationed military unit. Must be at least 2 millitary units within the city and currency tech.

Event text:
3. Sire, there has been a revolt in <CITY>, dissidents in league with the garrison commander have declared a coup and overthrown our governor. There are still some forces loyal to us within the city and they are fighting valiantly to restore order, what are we to do my lord...?

4. Options

----A. Make funds availble from our treasury to recruit local mercenary units to help our loyal troops and crush the rebellion... <Costs 200 Gold>

----B. We do not have the means to assist our loyal troops - let us pray they are able to stop these traitors... <No cost>

5. Outcomes
----A. "Sire, mercenary forces under our employ have secured <CITY> but the fighting has resulted in many deaths and left waton destruction across the city
< All military units within the city are lost, all unhappy population are removed, a random building is destroyed but you gain 3 mercenary units each with combat 2 promotion

----B. < 50% chance > "The battle was bloody my lord but without help our forces in <CITY> have been defeated..."
<The city will lose half its military units with the remainder switching to Mercenary Barbarian units. The city will switch to Barbarian state control >

----B. <50% chance> "We have retaken <CITY>, the battle was fierce but the valiant efforts of one commander in particular has lead us to victory."
<The city will lose all its military units but gain one great commander. The city will remain within your faction control>
 
Meh. I was intending to write a lot more events for this event chain, but then real life caught up. Here are the ones I have so far, I'm sure the team can come up with more similar ones if by some chance this does happen to get chosen.


I'll use the following designations:

[BigCity] = of the cities fulfilling the criteria for the first event triggering, the one producing the most commerce at that time.
[SmallCity] = of the cities fulfilling the criteria for the first event triggering, the one producing the second most commerce at that time.
[EitherCity] = in the first event where this tag is used, BigCity. Alternates between the two cities in every event after that. (So in the first event where [EitherCity] is used it's Bigcity, in the second it's SmallCity, in the third it's BigCity, and so on.)
[OtherCity] = whichever one EitherCity isn't referring to in this event.

Unless otherwise noted, all special effects that don't clearly have an "instant" duration have a duration of 50 turns.


Commerce feud

Requires: At least two cities with 1000+ culture and 60+ commerce each.
Requires: Trade technology discovered.
Requires: At least one of the following: Evil alignment, City States civic, Aristocracy civic, Consumption civic.
Frequency: Likely to trigger within 100 turns of the requirements being fulfilled. Will only occur once per game.

Text: Recently, the merchants of [BigCity] have had lots of trouble with their trade. Bandits around the city have come to possess increasingly expensive equipment, traders have had their homes broken into, and members of trade caravans have been bribed not to turn up when the caravans were supposed to set forth. An investigation has shown the blame to lie with the merchants of [SmallCity], who seek to increase their own profits by hurting their competitor.

* Compensate merchants of [BigCity] for the damages, and gift the merchants of [SmallCity] in return of a promise to cease such activities. (-250 gold, +1 happy in both cities, makes the feud inactive)
* Waste no time in seeking out the guilty parties in [SmallCity] and bringing them in front of justice, making a public example out of them. (+1 happy in [BigCity], -2 happy in [SmallCity], the feud becomes active)
* Don't interfere. Defending themselves against the agents of [SmallCity] will make the traders of [BigCity] more capable of defending themselves against other sabotage, as well. (-2 happy in [BigCity], +1 happy in [SmallCity], +a moderate amount of defensive espionage points, the feud becomes active)



Tension rekindled

Requires: Commerce feud must have triggered, and the feud must currently be in an "inactive" state.
Requires: The commerce of [SmallCity] must have exceeded that of [BigCity] by at least 20 commerce, and the two cities must both still exist.
Frequency: Likely to trigger within 50 turns of the requirements being fulfilled. Will only occur once per game.

Text: The populace of [BigCity] has been uneasy of late, annoyed over the fact that their old rival, [SmallCity], has surpassed them in wealth. Rumors are circulating on the streets of [BigCity], and people are now saying that they should not have allowed the feud against [SmallCity] to rest so easily - had it been continued, the hated rival could never have surpassed [BigCity].

* It's just rumors. Take no action. (The feud becomes active.)
* Persuade the people in [BigCity] that feuding will only make things worse. ((50 + (5 * (smiley faces in BigCity - angry faces in BigCity)))% chance of success. If successful, -1 happy in BigCity. If failed, feud becomes active.)
* Ruthlessly exterminate the people speaking such things. (Requires an Evil civilization or AC 30+. -3 happy in BigCity.)



Goody Two-shoes

Requires: An active feud.
Frequency: 50% chance of being triggered if the civilization changes alignment to 'Good'.

Text: The recent change in the overall atmosphere and ethics has made many people reconsider their previous actions. The citizens of [BigCity] and [SmallCity] have decided to put an end to their feuding and concentrate on making the best of their lives.

* Great news! Praise the two cities for their decision. (+1 happy in both cities, feud deactivated.)
* Great news! Praise the two cities for their decision, and throw parties in honor of it. (-50 gold, +3 happy in both cities, +50 culture in both cities, feud deactivated)
* Actually, persuade them not to. Feuding keeps people alert. (+defensive espionage points in both cities)



Naughty three-shoes
Requires: Commerce feud must have triggered, and the feud must currently be in an "inactive" state.
Requires: [BigCity] and [SmallCity] must still exist.
Frequency: 50% chance of being triggered if the civilization changes alignment to 'Evil'.

Text: The recent change in the overall atmosphere and ethics has made many people reconsider their previous actions. The citizens of [EitherCity] have decided that it was premature to let go of the feud against [OtherCity] - there's plenty of loot to be pried from the cold, dead hands of their neighbors.

* It's just rumors. Take no action. (The feud becomes active.)
* Persuade the people in [EitherCity] that feuding will only make things worse. ((50 + (5 * (smiley faces in [EitherCity] - angry faces in [EitherCity])))% chance of success. If successful, -1 happy in [EitherCity]. If failed, feud becomes active.)
* Ruthlessly exterminate the people speaking such things. (-3 happy in [EitherCity].)



Crazy pyromaniacs
Requires: An active feud.
Requires: Fire mana and the technology for mages.
Frequency: Uncommon. There's a minimum pause of 50 turns before this event can be triggered again.

Text: The feud between [BigCity] and [SmallCity] is once again causing trouble! This time, renegade fire mages from [EitherCity] have set fire upon buildings in [OtherCity]. There will be serious economic damage unless something is done!

* Ignore it. It'll teach [OtherCity] how to better defend against fire. (-2 happy and -1 trade route yield in [OtherCity], +1 happy and trade route yield in [EitherCity], free Fire Resistance promotion to all units built in [OtherCity].)
* Bring these renegade mages in front of justice at once! (-1 happy in [EitherCity], gain two mages with the Fire II promotion)
* Enough of this feud - tell our army to make sure that the inhabitants of both cities cease this insanity! (-3 happy in both cities, feud becomes inactive)


Blades for hire
Requires: An active feud.
Requires: The technology for mercenaries.
Frequency: Uncommon. There's a minimum pause of 50 turns before this event can be triggered again.

Text: The feud between [BigCity] and [SmallCity] is once again causing trouble! This time, mercenaries hired by [EitherCity] are preying upon the trade caravans of [OtherCity]!

* Ignore it. It'll teach [OtherCity] how to better defend against their enemies. (-2 happy and -1 trade route yield in [OtherCity], +1 happy and trade route yield in [EitherCity], +5 experience to all units built in [OtherCity].)
* Bring these mercenaries in front of justice at once! (-1 happy in [EitherCity], gain two mercenary units)
* Enough of this feud - tell our army to make sure that the inhabitants of both cities cease this insanity! (-3 happy in both cities, feud becomes inactive)


Tampering with Things Man Was Not Meant To Know
Requires: An active feud.
Requires: Octopus Overlords religion present in [EitherCity].
Frequency: Uncommon. There's a minimum pause of 50 turns before this event can be triggered again.

Text: The feud between [BigCity] and [SmallCity] is once again causing trouble! Our spies report that Octops cultists based in [EitherCity] have snuck into [OtherCity], abducting the local merchants and driving them insane!

* Ignore it. It'll teach [OtherCity] how to better defend against cultists. (-2 happy and -1 trade route yield in [OtherCity], +1 happy and trade route yield in [EitherCity]. Octopus Overlords religion purged from [OtherCity], if present. If [EitherCity] also had a Temple of Overlords built, increase all modifiers mentioned by one.)
* Bring these cultists in front of justice at once! (-1 happy in [EitherCity], gain three priest-level Octopus Overlord units. If [EitherCity] had a Temple of Overlords built, it is destroyed.)
* Enough of this feud - tell our army to make sure that the inhabitants of both cities cease this insanity! (-3 happy in both cities, feud becomes inactive)
 
Event name: The famous weaponsmith

1. Rare
2. Civilization owns a forge and Civilization has access to Iron or Mithril
3. The revered weaponsmith [insert name here] has retired from his craft and has been found to frequently visit the tavern in [insert city name here].
4.a. Build a large palace for [insert name here] and invite him to relocate to the newly built palace.
b. Order your soldiers to seize all of [insert name here]'s weapons.
c. Offer to pay off [insert name here]'s bar tab.
d. Hold a national holiday to celebrate the work of [insert name here].
5.a. [insert name here] respectfully declines your invitation claiming to prefer living away from the cities. -500 gold -50% production in capital for 2 turns
b. Your soldiers manage to seize one weapon from [insert name here]. Receive one weak to mediocre peice of equipment
c. [insert name here] is pleased with your generous gift without wanting anything in return so presents you with one of his finest works. Receive one mediocre to powerful peice of equipment
d. Citizens across the country celebrate the work of [insert name here]. -10% production in all cities for 1 turn +3 happys in all cities for 10 turns
 
I wasn't really sure whether to put this in the Event or Wonder contest, because it it really a repeated Ritual. Originally I was just thinking of it as a way for AV civs (especially Sheaim) to profit from the AC. However, making it an event that is triggered by a ritual opens up more options.


Pact with Agares:

1. Possibly quite common or very rare, depending on how often the ritual is performed.

2. Requirement: build the Pact with Agares ritual. The ritual would require:
Infernal Pact and Malevolent designs technologies
The Ashen Veil State religion.

I would cost 666 hammers and be 100% faster with Entropy mana, + 15% faster for Death and each of the mana types corresponding to the spheres of an evil god, -20% per mana type associated with a good god. It would require a minimum AC of 50.

3. The text would be something along the lines of:

"The hopes of every Ritualists have been fulfilled! We have gained an audience with the Lord of Hell Himself, and he is willing to make a deal. The Great Agares can grant our every wish, but as you know everything come with a price. Lets only hope we can appease him with the souls of our enemies, and not incur his wrath. The world will know despair, for together we shall reign in hell"

4.

a. The Apocalypse approaches. This will be our time to reign. Let us not look back, for the fleeting beauty of the present world is nothing compared to the eternal glory of the Dark Throne which we shall share with the Lord of Despair.

b. The Armies of Darkness ravage the world. All we can hope for is prolong our survival. Let us bribe His Unholiness to come for us last. Offer up the souls of the firstborn in all our cities.


c. The Armies of Darkness ravage the world, but not as quickly as their Master would like. Although there is little to hope for but prolonged survival, we have a plan that may even let us prosper from the world's downfall. The Dark Lord and I have common enemies, which is grounds for an alliance. Let us offer up the souls of or nemeses. Its a win-win situation.

d. All that matters now is preventing our rivals from exploiting the world's end. His pacts with them may be our downfall, so we must convince him to rescind his former dealings.

e. Having gazed upon the face of our Master, I recognize him for what he truly is. I will make no more pacts with this monster! Let us repent of our evil ways at once, and fight to the last to prevent his domination of our plane.

5
a. You gain the Scorched Earth trait. Your team enters into a Permanent alliance with the Barbarian State. In doing so you, declare war on every civ the Barbs are at war with. You are only allowed to negotiate peace with those who are following the Ashen Veil (or those whom you you can convince to convert as part of the agreement). When the AC hits 100, you win the game. If the Barbarian State already has a permanent alliance, it is canceled.

b. You get a peace treaty with the barbarian state. Each city loses from 1 to 6 population (random for each city).

c. The barbarians declare war on anyone you are at war with, even if they used the ritual to get a peace treaty, so long as they don't have a permanent alliance and are not Infernal. You get a peace treaty with the barbarian state for at least 10 turns. This peace treaty is extended 10 turns whenever you raze a captured city. When the treaty ends, then you experience a few turns of anarchy, while the barbs start to wipe you out.

d. Tis ends all peace treaties with Barbarian State except for yours (if you have one) or the Infernal's. It also cancels the Barbarian state's permanent alliance, if it has one.

e. -10 AC. Switches the civilization to no state religion (not counting as converting, so they could adopt the Order or Runes at once if they wished) and changes their alignment to Good. +37 diplomacy boost with Basium, -66 with Hyborem. All AV civs declare war on you. Also causes all cities with the AV religion to go into revolt, all AV units to turn barbarian, and spawns a barbarian Balor next to every one of your cities. Enjoy this challenge, if you dare.

6.
a. The civilization must be one of the top 3 contributers to the AC. Must be at peace with the barbarian state.

b. The civ must be running Sacrifice the Weak, and have a Demons Alter in at least 1 city.

c. you must be at war with at least 1 civ.

d. There must be a civilization at peace with the Barbarians, which is not the Infernals and has a score no more than 25 percent higher than yours.

e. Must have Way of the Wise. Must not be Mercurian or Infernal (or Basium or Hyborem)
 
The contest is closed, thanks to everyone for playing. Stay tuned for the teams top picks by Dec 2nd.
 
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