z0wb13
undead
- Joined
- Feb 9, 2009
- Messages
- 657
update to 3.17
comments welcome. i like random events and always play with them on. for those that dislike random events due to barbarian uprisings, i address this concern in the barbarians section.
the gambits, for the most part, are common enough events that, with a little forward planning, you can expect to contend for most them in about 80% of your games.
furthermore, good and bad events have been separated for convenience, as have events dealing with unit promotions.
credits to moderator ori, et al, for mining all of this data, ShannonCT who knows more about maths than i do, and PieceOfMind for helping me to think some of this stuff out.
if you need more general information on how all of the active/weight scores works, scroll down.
gambits
barbarians
comments welcome. i like random events and always play with them on. for those that dislike random events due to barbarian uprisings, i address this concern in the barbarians section.
the gambits, for the most part, are common enough events that, with a little forward planning, you can expect to contend for most them in about 80% of your games.
furthermore, good and bad events have been separated for convenience, as have events dealing with unit promotions.
credits to moderator ori, et al, for mining all of this data, ShannonCT who knows more about maths than i do, and PieceOfMind for helping me to think some of this stuff out.
if you need more general information on how all of the active/weight scores works, scroll down.
gambits
Spoiler :
these seemed like the best events that you might have some effect on triggering using a few gambits. all of these events have a relatively high likelihood of occurring sometime in your game. however, this is a first draft and not meant to be the final word on anything; comments are welcome.
credits to ori, et al. all of this info has been ripped straight from him.
*keep forest/jungle
**take relations hit
***event disabled
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
it is always a good idea to let any ruins stand.
Event6
At the Sword
Prereq: 1 damaged Swordsman
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 100/500
Result:
1.the chosen Swordsman gains 3 XP
since you can get it in all games, you might as well throw in a shock swordsman for barbarian defense.
Event7:
Man named Jed
Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit (i.e. the scout or explorer) on this plot
Obsolete: None
Active/Weight: 75/5000
Result:
1.Nothing
2.you pay 10 gold and Oil is revealed
i'm sure that many thoughtful people will disagree that this one is practical. however, the high weight, the highest of all events, makes it interesting to me.
Event12:
Slave Revolt
Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 80/500
Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND chance of looping to 3
2.you pay 10 gold AND -1 population AND 1 turn revolt AND chance of looping to 3
3.1 turn revolt
the best example of why you should keep at least 10 gold on hand at all times, it is a much maligned event on these boards. however, if you study its prereqs you can see that there are a few ways to protect against it. if spiritual, plan your whips so that you only have to spend 5 turns at a time under the slavery civic. or, if you plan on staying in slavery for a long time, you can use the whip unsparingly so that your cities don't spend that much time above pop 4.
*Event17:
Horticulture
Prereq: Forest OR Jungle tile under your control AND CALENDAR
Obsolete: None
Active/Weight: 80/200
Result:
1.The tile yields +1 commerce
2.you pay 100 gold, the tile yields +1 commerce, chance for 3
3.+3 health AND 1 free scientist in nearby city
a good reason not to clear cut jungles; you can leave 2 jungles in a city without suffering any negative effects. if you have roads or other improvements around the jungles, they can't spread.
*Event25
Spicy
Prereq: Forest tile under your control AND CALENDAR AND 4 or less happy resources AND no spices
Obsolete: None
Active/Weight: 50/100
Result:
1.The tile gains Spices
2.You pay 20 gold, the tile gains Spices, the Forest is removed and a road and plantation is build
not very likely to happen in a typical game, but another compelling reason to keep some forests.
**Event29
Looters
Prereq: at least one angry in neighboring AI's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you loose 50 Espionage points (with that AI) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI
basically a good event, but you have to decide whether to take the relations hit. i'd say that normally it's worth it; 2 to all buildings destroyed.
**Event30
Brothers in Need
Prereq: You and other AI have same state religion AND can trade resources AND you have more then 1 of any of the listed resources AND the other AI lacks this resource: COPPER or IRON or HORSE or IVORY or OIL or URANIUM AND other AI is at war AND you are not at war
Obsolete: None
Active/Weight: 100/1000
Result:
1.Nothing
2.you gift Copper
3.you gift Iron
4.you gift Horse
5.you gift Ivory
6.you gift Oil
7.you gift Uranium
it depends on who you want to stay friends with. the prereqs are a bit confusing. i'm not sure if i have every gotten this event, but i have been asked for resources during wartime.
***Event33
Tsunami
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal
Obsolete: None
Active/Weight: 0/0
Result:
1.if city has less then 6 population it is destroyed
2.else city looses a number of buildings AND looses 5 population
disabled. i think it should be in the game, though, because it's totally brutal.
Event36
Volcano
Prereq: own a peak tile WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 70/100
Result:
1.cottages, hamlets, villages and towns around the peak are destroyed
particularly brutal, and a good reason not to cottage around peaks.
Event48
Ice Sculpture
Prereq: own tundra tile AND AESTHETICS
Obsolete: None
Active/Weight: 70/100
Result:
1.+100 culture in nearest city
2.pay 120 gold AND nearest city gains 1 settled great artist
here's good reason to start keeping more on reserve as the game progresses.
Event54
Great Depression
Prereq: at least 1 founded corporation somewhere
Obsolete: None
Active/Weight: 40/100
Result:
1.All players loose 25% of their gold
a not-so-compelling reason to not keep on hand. it won't happen in very many games and i've never seen it.
Event55
Bermuda Triangle
Prereq: 1 modern ship or submarine on Ocean plot AND FLIGHT
Obsolete: None
Active/Weight: 50/100
Result:
1.Unit is destroyed
so don't sleep units on ocean tiles.
Event64
Federal Reserve
Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION
Obsolete: None
Active/Weight: 90/200
Result:
1.-10% Inflation
2.pay 200 gold AND -25% Inflation
this is a perennial favorite on the boards. it gives the most compelling reason to keep 1000 in the bank. while it is not highly weighted, it is 90% certain that it is going to happen to one of the players in your game. it might as well be you.
Event65
Electric Company
Prereq: Emancipation Civic AND no angry citizen any city AND ELECTRICITY
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 happy face in every city
another reason to run emancipation.
Event66
Hindenberg [sic]
Prereq: 1 Airship anywhere AND RADIO
Obsolete: None
Active/Weight: 85/500
Result:
1.Nothing
2.pay 45 gold AND gain +1 happy face for every Airport
it won't cost too much to build one measly airship and park it, although kind of happens late and isn't super useful.
*Event67
Comet Fragment
Prereq: Forest Tundra tile with NO road NO railroad NO improvement under your control AND ROCKETRY
Obsolete: None
Active/Weight: 80/100
Result:
1.+5% Spaceship production AND +2 Research for every laboratory AND the forest is removed
another reason to keep forests.
Event75
Wining Monks
Prereq: at least 1 Monastry AND grassland OR plains tile with NO Forest NO Jungle NO road NO railroad AND NO improvement AND MONACHY AND no wine resource available
Obsolete: None
Active/Weight: 65/100
Result:
1.Tile gains Wine resource
2.you pay 20 gold AND tile gains wine resource AND Winery AND road
not a very likely or even that good an event. it just made me think to say that roads and improvements should be build on the same tiles, don't just waste worker turns building roads on every single square.
Event77
Ancient Olympics
Prereq: POLYTHEISM AND State Religion is NOT Judaism OR Christianity OR Islam
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 75/400
Result:
1.Nothing
2.pay 20 gold AND gain +1 attitude with all neighboring AIs
here's a reason why the abrahamic religions are less fun to run than some of the others. plus, if you get this event, you know that you can get the next one in 100% of your games.
Event78
Modern Olympics
Prereq: SCIENTIFIC_METHOD AND Event77 option 2 has occurred
Obsolete: None
Active/Weight: 100/500
Result:
1.+1 Attitude with all AIs you have met
just make sure that you keep at least 20 in reserve throughout the classical era.
Event93
Heroic Gesture
Prereq: You are at war and winning
Obsolete: None
Active/Weight: 80/350
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
if you are at war long enough, this event will likely occur. i wouldn't take it if i was going to take the enemy capitol on the next turn.
Event94
Great Mediator
Prereq: You are at war for 10 or more turns
Obsolete: None
Active/Weight: 85/200
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
if you are at war long enough, this event will likely occur, especially if you are trying some ancient ai choke strategy.
Event105
Security Tax
Prereq: METAL_CASTING or IRON_WORKING or MONARCHY or ALPHABET or MATHEMATICS or CODE_OF_LAWS or AESTHETICS or THEOLOGY AND city with walls
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 70/500
Result:
1.you gain 20 to 80 gold
another reason to build walls.
Event106
Literacy
Prereq: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND all cities have a library
Obsolete: None
Active/Weight: 30/100
Result:
1.1 city gains a free settled great scientist
this is a rather powerful reward. however, it isn't going to happen in that many games, and having a library in every single city is a bit clumsy.
Event127
Miracle
Prereq: City with walls AND state religion
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 commerce for city's walls
2.you pay 30 gold AND spread your state religion to 2 own cities
another reason to build walls.
Event131
High Warlord
Prereq: City with castle AND NOT Emancipation civic
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 80/200
Result:
1.you gain 100 gold
2.you gain 2 free Pikeman units
3.city gains 1 free settled great general
another reason to build a castle.
Event137
Experienced Captain
Prereq: City with Drydock naval unit with 7 or more XP
Obsolete: None
Active/Weight: 95/200
Result:
1.City gains +2 gold for its drydock
2.you pay 250 gold AND city gains Military Academy
you need steel for dry-dock. it has a high payoff, especially for just keeping one ship in harbor for a few-many turns. it will occur in almost every game you play, though its average weight means that it may take many turns to actually trigger. might as well go for the cheap military academy, though.
Event139
Partisans
Prereq: Emancipation civic AND one of your cities was razed
Obsolete: None
Active/Weight: 35/0
Result:
1.a number of drafted units (equal to city's culture level -1) spawn at the city site
2.half that number of drafted units spawn in the capital
this one is weird because it has a zero weight, but i'm pretty sure that i've seen it happen. i don't seem to recall this event happening more than twice in a single game. but note that the ai can get this event, making city razing more hazardous. the computer usually takes the first option just to harass you.
New Dynasty
Prereq: Hereditary Rule civic AND capital AND MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Obsolete: None
Active/Weight: 45/100
Result:
1.Capital gains +1 settled great general
2.Capital gains +1 settled great merchant
3.Capital gains +1 settled great priest
very good payoff, but low probability. it is only active in 45% of your games, still hereditary rule is a likely civic to be running from the medieval through the renaissance period. not something i'd fish for, though.
Event143
Charismatic
Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 65/100
Result:
1.All Gun units gain the March promotion
2.+2 happy faces in all cities
the only unit promotion type of event with a >50% likelihood of occurring in your game, it is also one of the best. however, not everyone will find a use for police state, and having a rather low weight, it is still very unlikely to occur when compared to some of these other gambits.
Solver's events:
Event157
Healing Plant
Prereq:
Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY
Active/Weight: 70/100
Result:
1.+1 happy face for 10 turns
2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5
3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6
4.all cities lose 1 population
5.all cities gain +1 healthy face
6.all cities gain +2 healthy faces
if you use a GSci to bulb philosophy in most of your games, you will probably miss this one. if you can afford the unhappiness, i'd take option three. it is a short-term hindrance, less early production, for a long-term benefit, half of the expansive trait.
Event159
Controversial Philosopher
Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY
Obsolete: SCIENTIFIC_METHOD
Active/Weight: 75/1000
Result:
1.+1 happy face for 15 turns in all cities
2.Capital loses 1 happy faces AND 1 free scientist
3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy
another reason to keep in the bank, although i don't often run theocracy.
credits to ori, et al. all of this info has been ripped straight from him.
*keep forest/jungle
**take relations hit
***event disabled
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
it is always a good idea to let any ruins stand.
Event6
At the Sword
Prereq: 1 damaged Swordsman
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 100/500
Result:
1.the chosen Swordsman gains 3 XP
since you can get it in all games, you might as well throw in a shock swordsman for barbarian defense.
Event7:
Man named Jed
Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit (i.e. the scout or explorer) on this plot
Obsolete: None
Active/Weight: 75/5000
Result:
1.Nothing
2.you pay 10 gold and Oil is revealed
i'm sure that many thoughtful people will disagree that this one is practical. however, the high weight, the highest of all events, makes it interesting to me.
Event12:
Slave Revolt
Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 80/500
Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND chance of looping to 3
2.you pay 10 gold AND -1 population AND 1 turn revolt AND chance of looping to 3
3.1 turn revolt
the best example of why you should keep at least 10 gold on hand at all times, it is a much maligned event on these boards. however, if you study its prereqs you can see that there are a few ways to protect against it. if spiritual, plan your whips so that you only have to spend 5 turns at a time under the slavery civic. or, if you plan on staying in slavery for a long time, you can use the whip unsparingly so that your cities don't spend that much time above pop 4.
*Event17:
Horticulture
Prereq: Forest OR Jungle tile under your control AND CALENDAR
Obsolete: None
Active/Weight: 80/200
Result:
1.The tile yields +1 commerce
2.you pay 100 gold, the tile yields +1 commerce, chance for 3
3.+3 health AND 1 free scientist in nearby city
a good reason not to clear cut jungles; you can leave 2 jungles in a city without suffering any negative effects. if you have roads or other improvements around the jungles, they can't spread.
*Event25
Spicy
Prereq: Forest tile under your control AND CALENDAR AND 4 or less happy resources AND no spices
Obsolete: None
Active/Weight: 50/100
Result:
1.The tile gains Spices
2.You pay 20 gold, the tile gains Spices, the Forest is removed and a road and plantation is build
not very likely to happen in a typical game, but another compelling reason to keep some forests.
**Event29
Looters
Prereq: at least one angry in neighboring AI's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you loose 50 Espionage points (with that AI) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI
basically a good event, but you have to decide whether to take the relations hit. i'd say that normally it's worth it; 2 to all buildings destroyed.
**Event30
Brothers in Need
Prereq: You and other AI have same state religion AND can trade resources AND you have more then 1 of any of the listed resources AND the other AI lacks this resource: COPPER or IRON or HORSE or IVORY or OIL or URANIUM AND other AI is at war AND you are not at war
Obsolete: None
Active/Weight: 100/1000
Result:
1.Nothing
2.you gift Copper
3.you gift Iron
4.you gift Horse
5.you gift Ivory
6.you gift Oil
7.you gift Uranium
it depends on who you want to stay friends with. the prereqs are a bit confusing. i'm not sure if i have every gotten this event, but i have been asked for resources during wartime.
***Event33
Tsunami
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal
Obsolete: None
Active/Weight: 0/0
Result:
1.if city has less then 6 population it is destroyed
2.else city looses a number of buildings AND looses 5 population
disabled. i think it should be in the game, though, because it's totally brutal.
Event36
Volcano
Prereq: own a peak tile WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 70/100
Result:
1.cottages, hamlets, villages and towns around the peak are destroyed
particularly brutal, and a good reason not to cottage around peaks.
Event48
Ice Sculpture
Prereq: own tundra tile AND AESTHETICS
Obsolete: None
Active/Weight: 70/100
Result:
1.+100 culture in nearest city
2.pay 120 gold AND nearest city gains 1 settled great artist
here's good reason to start keeping more on reserve as the game progresses.
Event54
Great Depression
Prereq: at least 1 founded corporation somewhere
Obsolete: None
Active/Weight: 40/100
Result:
1.All players loose 25% of their gold
a not-so-compelling reason to not keep on hand. it won't happen in very many games and i've never seen it.
Event55
Bermuda Triangle
Prereq: 1 modern ship or submarine on Ocean plot AND FLIGHT
Obsolete: None
Active/Weight: 50/100
Result:
1.Unit is destroyed
so don't sleep units on ocean tiles.
Event64
Federal Reserve
Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION
Obsolete: None
Active/Weight: 90/200
Result:
1.-10% Inflation
2.pay 200 gold AND -25% Inflation
this is a perennial favorite on the boards. it gives the most compelling reason to keep 1000 in the bank. while it is not highly weighted, it is 90% certain that it is going to happen to one of the players in your game. it might as well be you.
Event65
Electric Company
Prereq: Emancipation Civic AND no angry citizen any city AND ELECTRICITY
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 happy face in every city
another reason to run emancipation.
Event66
Hindenberg [sic]
Prereq: 1 Airship anywhere AND RADIO
Obsolete: None
Active/Weight: 85/500
Result:
1.Nothing
2.pay 45 gold AND gain +1 happy face for every Airport
it won't cost too much to build one measly airship and park it, although kind of happens late and isn't super useful.
*Event67
Comet Fragment
Prereq: Forest Tundra tile with NO road NO railroad NO improvement under your control AND ROCKETRY
Obsolete: None
Active/Weight: 80/100
Result:
1.+5% Spaceship production AND +2 Research for every laboratory AND the forest is removed
another reason to keep forests.
Event75
Wining Monks
Prereq: at least 1 Monastry AND grassland OR plains tile with NO Forest NO Jungle NO road NO railroad AND NO improvement AND MONACHY AND no wine resource available
Obsolete: None
Active/Weight: 65/100
Result:
1.Tile gains Wine resource
2.you pay 20 gold AND tile gains wine resource AND Winery AND road
not a very likely or even that good an event. it just made me think to say that roads and improvements should be build on the same tiles, don't just waste worker turns building roads on every single square.
Event77
Ancient Olympics
Prereq: POLYTHEISM AND State Religion is NOT Judaism OR Christianity OR Islam
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 75/400
Result:
1.Nothing
2.pay 20 gold AND gain +1 attitude with all neighboring AIs
here's a reason why the abrahamic religions are less fun to run than some of the others. plus, if you get this event, you know that you can get the next one in 100% of your games.
Event78
Modern Olympics
Prereq: SCIENTIFIC_METHOD AND Event77 option 2 has occurred
Obsolete: None
Active/Weight: 100/500
Result:
1.+1 Attitude with all AIs you have met
just make sure that you keep at least 20 in reserve throughout the classical era.
Event93
Heroic Gesture
Prereq: You are at war and winning
Obsolete: None
Active/Weight: 80/350
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
if you are at war long enough, this event will likely occur. i wouldn't take it if i was going to take the enemy capitol on the next turn.
Event94
Great Mediator
Prereq: You are at war for 10 or more turns
Obsolete: None
Active/Weight: 85/200
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
if you are at war long enough, this event will likely occur, especially if you are trying some ancient ai choke strategy.
Event105
Security Tax
Prereq: METAL_CASTING or IRON_WORKING or MONARCHY or ALPHABET or MATHEMATICS or CODE_OF_LAWS or AESTHETICS or THEOLOGY AND city with walls
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 70/500
Result:
1.you gain 20 to 80 gold
another reason to build walls.
Event106
Literacy
Prereq: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND all cities have a library
Obsolete: None
Active/Weight: 30/100
Result:
1.1 city gains a free settled great scientist
this is a rather powerful reward. however, it isn't going to happen in that many games, and having a library in every single city is a bit clumsy.
Event127
Miracle
Prereq: City with walls AND state religion
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 commerce for city's walls
2.you pay 30 gold AND spread your state religion to 2 own cities
another reason to build walls.
Event131
High Warlord
Prereq: City with castle AND NOT Emancipation civic
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 80/200
Result:
1.you gain 100 gold
2.you gain 2 free Pikeman units
3.city gains 1 free settled great general
another reason to build a castle.
Event137
Experienced Captain
Prereq: City with Drydock naval unit with 7 or more XP
Obsolete: None
Active/Weight: 95/200
Result:
1.City gains +2 gold for its drydock
2.you pay 250 gold AND city gains Military Academy
you need steel for dry-dock. it has a high payoff, especially for just keeping one ship in harbor for a few-many turns. it will occur in almost every game you play, though its average weight means that it may take many turns to actually trigger. might as well go for the cheap military academy, though.
Event139
Partisans
Prereq: Emancipation civic AND one of your cities was razed
Obsolete: None
Active/Weight: 35/0
Result:
1.a number of drafted units (equal to city's culture level -1) spawn at the city site
2.half that number of drafted units spawn in the capital
this one is weird because it has a zero weight, but i'm pretty sure that i've seen it happen. i don't seem to recall this event happening more than twice in a single game. but note that the ai can get this event, making city razing more hazardous. the computer usually takes the first option just to harass you.
from Phil725: I believe that this event is glitched (coded wrong?) In that it was intended to occur in 35% of razed cities in every game. However, it seems to occur in 100% of razed cities in 35% of games.
Event140from ori: pre 3.17 it triggered always regardless of whether the player who got his city razed was running emancipation. Now it triggers always (if it is active) if the player who gets a city razed is running emancipation.
This one event is special in that it is not called from the usual random event code but from another python code that ensures that it actually is not randomly executed. They just wanted to have about 1/3 of games in which Emancipation is a little more of a deterrent to city razing
New Dynasty
Prereq: Hereditary Rule civic AND capital AND MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Obsolete: None
Active/Weight: 45/100
Result:
1.Capital gains +1 settled great general
2.Capital gains +1 settled great merchant
3.Capital gains +1 settled great priest
very good payoff, but low probability. it is only active in 45% of your games, still hereditary rule is a likely civic to be running from the medieval through the renaissance period. not something i'd fish for, though.
Event143
Charismatic
Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 65/100
Result:
1.All Gun units gain the March promotion
2.+2 happy faces in all cities
the only unit promotion type of event with a >50% likelihood of occurring in your game, it is also one of the best. however, not everyone will find a use for police state, and having a rather low weight, it is still very unlikely to occur when compared to some of these other gambits.
Solver's events:
Event157
Healing Plant
Prereq:
Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY
Active/Weight: 70/100
Result:
1.+1 happy face for 10 turns
2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5
3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6
4.all cities lose 1 population
5.all cities gain +1 healthy face
6.all cities gain +2 healthy faces
if you use a GSci to bulb philosophy in most of your games, you will probably miss this one. if you can afford the unhappiness, i'd take option three. it is a short-term hindrance, less early production, for a long-term benefit, half of the expansive trait.
Event159
Controversial Philosopher
Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY
Obsolete: SCIENTIFIC_METHOD
Active/Weight: 75/1000
Result:
1.+1 happy face for 15 turns in all cities
2.Capital loses 1 happy faces AND 1 free scientist
3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy
another reason to keep in the bank, although i don't often run theocracy.
barbarians
Spoiler :
many players complain about barbarian uprisings, saying that they come too soon and ruin 90% of their games. i think that some of these players must be overstating the barbarian's effectiveness. they have the worst tactics of any ai and generally spawn about 4 units. of these five uprisings at 20% chance each, i'd say that there probably is an 85% chance of barbarians appearing in any game. depending on what maps you play and other settings, there is a likelihood that the uprising occurs on another continent and sets back another player.
i think that using early bulbs is part of what causes early barbarian problems. however of these five events, only the huns should end 90% of your games, if any. study the prereqs and you can easily defeat all other uprisings.
so,
Event99
The Huns
Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Horse Archers (Standard size Map) spawn
to defeat the huns: the most devastating of the barbarian uprisings. you might just want to start whipping units if you see this message pop, though with access to spears you are probably going to be okay. i like to get HBR early in many of my games, so i make sure that i have enough units in case it does happen.
Event100
The Vandals
Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Swordsmen (Standard size Map) spawn
to defeat the vandals: by the time someone has researched metal casting, you should hopefully have the hard counter to swords, the axe. whip axes as soon as you see the vandals appear on your borders.
Event101
The Goths
Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Axemen (Standard size map) spawn
to defeat the goths: because the ai tends to prioritize math early, so might the goths early appear. however, axemen have several good counters: chariots are their hard counter; archers within cities or on defensive terrain will mostly win, and shock axes are another option. whip units as soon as the goths appear on your borders.
Event102
The Philistines
Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Spearmen (Standard size map) spawn
to defeat the philistines: here you have several options, and monotheism isn't a super-early tech.
Event103
The Vedic Aryans
Prereq: One player knows POLYTHEISM AND one player knows ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Archers (Standard size Map) spawn
to defeat the aryans: they can be a pain if you get super unlucky and they pop ultra early. it is a good reason why you should build a few warriors or other units before starting in on workers and settlers. but because warriors get city defense, you can usually hole up with 3 defenders and not be destroyed. all random events have a 20 turn grace period.
i think that using early bulbs is part of what causes early barbarian problems. however of these five events, only the huns should end 90% of your games, if any. study the prereqs and you can easily defeat all other uprisings.
so,
Event99
The Huns
Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Horse Archers (Standard size Map) spawn
to defeat the huns: the most devastating of the barbarian uprisings. you might just want to start whipping units if you see this message pop, though with access to spears you are probably going to be okay. i like to get HBR early in many of my games, so i make sure that i have enough units in case it does happen.
Event100
The Vandals
Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Swordsmen (Standard size Map) spawn
to defeat the vandals: by the time someone has researched metal casting, you should hopefully have the hard counter to swords, the axe. whip axes as soon as you see the vandals appear on your borders.
Event101
The Goths
Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Axemen (Standard size map) spawn
to defeat the goths: because the ai tends to prioritize math early, so might the goths early appear. however, axemen have several good counters: chariots are their hard counter; archers within cities or on defensive terrain will mostly win, and shock axes are another option. whip units as soon as the goths appear on your borders.
Event102
The Philistines
Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Spearmen (Standard size map) spawn
to defeat the philistines: here you have several options, and monotheism isn't a super-early tech.
Event103
The Vedic Aryans
Prereq: One player knows POLYTHEISM AND one player knows ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Archers (Standard size Map) spawn
to defeat the aryans: they can be a pain if you get super unlucky and they pop ultra early. it is a good reason why you should build a few warriors or other units before starting in on workers and settlers. but because warriors get city defense, you can usually hole up with 3 defenders and not be destroyed. all random events have a 20 turn grace period.
Phil725: I've never heard of someone being wiped out by HA's, by then the whip and any kind of reasonable defense will save you. If anything, HA's can hit at an inopportune time, and maybe raze a poorly defended city or two that you just settled. The Vedic Aryans are the ones that is basically a game over. The problem is that the event can come so early that it is literally unstoppable. On monarch+, everyone starts with archery, and chances are, some zealot will research poly as their first tech. You could theoretically; settle on a hill, build a warrior first, keep your initial warrior in defending (I believe that is the most possible defense you can have,) and still be wiped out by the Vedic Aryans ... If you play a game normally, there is no way to stop them if they attack soon enough.
The AI will also often get killed by the Aryans, although it isn't guaranteed since they have archers. In a recent game I played, this led to a 30+ city Darius. If this event had, say, BW as a prerequisite, I doubt anyone would have a problem with barb uprisings.