Why not an option that gives you an Ogre like that one event in Age of Ice?
I saved that for
Bob the Ogre
Requirements: Iron Working
An Ogre has come to [city name] seeking refuge. He says that his kin banished him because of his magical skills and a habit of learning. Fortunately for him they feared him too much to kill him.
An Ogre Magi? Maybe he would be interested in service in our military.
Pay 100
Receive an Ogre named Bob with Weak, Channeling I, and two random Magic Skills rank I and II
Tell him that he can only stay with us if he decide to join our army.
50% chance of receiving an Ogre named Bob with Weak, Channeling I, and two random Magic Skills rank I and II
Invisible Man
Requirements: Alchemy Lab
A potion able to turn a man invisible has been discovered in Alchemy Lab in [city name]. Unfortunately the only man who knows the recipe disappeared without a trace. Fortunately we still have a sample of his brew. On an unrelated note: there has been an increase in burglaries in [city name].
Tell people to watch out for doors and windows opening on their own.
Receive Potion of Invisibility Crime rate + 20
Pact with Evil
Requirements: Adept with no religion or Ashen Veil, Ashen Veil has already been founded
One of our adepts have traded his soul to demons in exchange for power!
Blasphemy! He should serve as an example for others. Have him executed.
Requires Order as state religion. Lose Adept. 5% chance (per unit) for any unit with Ashen Veil religion of losing it. AC -10 +1 in Ashen Veil cities for 10 turns +1 in Order cities for 10 turns
See to it that demons receive what they paid for.
Lose adept. AC -5
It’s his soul. He can do with it as he pleases as long as he remain loyal to us while alive.
Adept gains Ashen Veil religion (unless already has it), Unholy Taint and Entropy I AC +5
Wonderful! Let’s hope his example will inspire others.
Requires Ashen Veil as state religion. Adept gains Ashen Veil religion (unless already has it), Unholy Taint and Entropy I 3% chance for every adept/mage/archmage with Ashen Veil of getting Unholy Taint and Entropy I AC +10
Muris clan
We have managed to capture Muris clan Goblins attempting to dump their waste in our lands.
Good. Have them executed in the most painful and gruesome way possible and send parts of their bodies to all parts of our country as a warning for litterers.
Goblin Waste event will never happen again for you (in this game)
Their skills in avoiding being caught are legendary. Perhaps they would like to save their lives and work for us.
Receive a Goblin (with +1 poison like from Hire Goblin) named Muris Clan with Mobility I and II
There’s something under that hill
Requirements: Hill not a city, without Unique Features or resources.
Ruins of an ancient Patrian city have been discovered under the hill near [city name]. Our scholars are interested in excavating them.
We can’t afford this.
Fund the excavation. We may find something useful.
Pay 100
Hill and all buildings and forest (if any) are removed, tile gets City Ruins
20% chance of finding a Treasure Chest,
10% chance of +10%
towards current technology,
10% chance of spawning Barbarian Skeleton,
2% chance of all units on surrounding tiles getting Mutated,
2% chance of getting Scorched Staff,
5% chance of raw mana node appearing on tile,
5% chance of getting 150
.
Enough good events. It's time for something bad to happen.
Imp
Requirements: Mage Guild, Entropy Mana, not Infernals
An exercise in summoning in [city name]’s Magic Guild has gone wrong. An imp is on the loose.
Damn it. Now we’ll have to kill it.
Spawns Barbarian Imp outside [city name]
Sandstorm
Requirements: Unit on Desert
Our units have been caught in a sandstorm. They will be unable to move until it passes.
I don’t think there’s anything we can do but wait.
All units on tile (including those of other nations – they receive the same information) are immobilized for 1 turn and receive 0 – 50% damage, 0 – 20% if they have Nomad.
Prophet of Doom
Requirements AC 40 or more, city size 4 or more, not Infernal
An old man walks the streets of [city name] preaching about forthcoming doom and calling people to end their suffering now, rather than wait for the apocalypse.
Whatever. We’re all going to die anyway.
80% chance of Mass suicides
We can not allow him to continue. Send him to dungeon.
Requires Dungeon 50% chance of Mass suicides
We can not allow him to continue. Make sure he does not see the apocalypse.
Pay 100
50% chance of Mass suicides
Mass suicides
People of [city name] have answered the call of an old man. Hundreds of its citizens have killed their families, their friends and in the end themselves.
Burn the bodies. And then raise some of them as zombies. They won’t get away that easy.
City loses 3 population. Requires Sheaim Pay 30
receive 1-2 Pyre Zombies
What happened happened. Bury the bodies outside city.
City loses 3 population. Pay 30
Tile next to city gains Graveyard
Maybe we can still use some of the bodies. If not then drown some random people. No one will notice.
City loses 3 population. Requires Octopus Overlords Pay 30
receive 1-2 Drowns
Just some more soldiers. That’s it.
City loses 3 population. Requires Ashen Veil Pay 30
receive 1-2 Diseased Corpses
Weaklings. Let them rot.
City loses 3 population. City gains +1
Trouble at the Lab
Requirements: Alchemy Lab
Uhm, I’m sorry to report that there has been an… accident at one of our Alchemy Labs. In [city name] to be precise. The results have been… Well a lot of things happened… Here’s the list.
By the Gods!
City loses 0-3 population, 0-20% buildings (excluding wonders) are destroyed, gets 0-5
permanently and 0-5
for 20 turns
Units get 0-100% damage and (except machines):
25% chance of getting Mutated,
3% chance of turning into baboon,
2% chance of getting Demon (unless unit is not alive/is a Dragon/Centaur)
4% chance of getting Burning Blood
10% chance of getting Crazed
8% chance of getting Enraged
10% chance of getting Diseased/Plagued/Withered
1% chance of getting Immortal/ Nomad/Winterborn
15% chance of getting Poisoned
5% chance of getting Regeneration
2% chance of getting Spirit Guide
Beside that:
2% chance of spawning Barbarian Balor/ Imp/ Minotaur/ Pit Beast/ Succubus/ Manticore/ Spectre/ Spiderkin/ Vampire/ Tar Demon/ Tar Demon/ Wraith/Elemental (any kind)/Djinn/Aurealis/Azer/ Mistform
5% chance of spawning Barbarian Skeleton
1% chance of spawning Barbarian Ravenous Werewolf
0,5% chance of spawning Barbarian Ira
1% chance of spawning Barbarian Angel with Crazed and Enraged
Same as above but with chances reduced by half of spawning these units under your control
5% chance of casting Vitalize/Scorch/Spring on surrounding tiles and city tile
5% chance of turning surrounding tiles and city tile into Hell terrain
Athenaikus
Requirements: more Slaves than Workers, Bronze Working
Slaves in [city name] have taken up arms. They are led by a men called Athenaikus. Local Governor says that they are ordinary bandits but people fear that this can lead to an uprising.
It seems that we have to send soldiers to deal with it.
A Champion with Hero and Loyalty called Athenaikus (shouldn’t be an Orc, as there is no Orcish Champion model, preferably no racial promotion) and 3-5 Barbarian Axemen are spawned outside [city name] with randomly selected race (like slaves).
In a perfect world Athenaikus would be a leader of a separate nation (perhaps randomly selected from civs that are in game or based on who gets the event), he would be unable to Build that nation's national Hero (Athenaikus would take his/her place), he would use Anagantios’ portrait, have Neutral alignment and be: Charismatic, Aggressive and Tolerant. If killed (unit) he would lose Aggressive and Charismatic, his favourite Wonder would be Guild of the Nine and his favourite government would be Liberalism. Additionally all Slaves captured by his units would automatically turn into Warriors. Athenaikus (unit) would have a special ability that would allow him to do this (turn Slaves into Warriors) from tile away and cause 1 turn of revolt in cities (on adjacent tiles) of players with Slavery Civic.