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

)
-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 ;-)