FFH More Events ModMod

Joined
Dec 4, 2005
Messages
2,014
Hello, i made a little modmod with new events for ffh 0.41 patch g.
you can download it here :
http://forums.civfanatics.com/downloads.php?do=file&id=12002

Events added :
-Gela ( idea by Verdian)
-Strange Adept (idea by JustinianVII)
-Hell's Refugees (idea by JustinianVII)
-Scholars (idea by JustinianVII)
- Trapped Frostlings (idea by 1234567890)
- Pacifist demonstration (idea by 1234567890)
- The Sign of the Demon (idea by Diamondeye and Korias)
- Hanging Sisters, Ash Cough, Dead Angel, Depressed Toymaker, Devastating Plague, Massive Suicide, NecroCannibalism and Hell Portal by rystic and ErrOl
-Ghost Ship by etc
-Waywards Elves by Luckman
-Corrupt Juge By Jabie
-Princess Rule by switch blogk and micky onimusha
-orphaned goblin by far wanderer
-that kind of day by far wanderer
-Renowned Market by Zurai
- Board Game by Mr Underhill
-A Traveller by lgaard
-Unfortunate Assassin by Niley
-Overcrowded dungeon byThe Jopa
-The Mad Golemicist by Cabbagemeister
-Redecoration, Great speaker, Cookbook, Skilled craftsman and Younger Council by Bob the Barbari
-Death of an Elder by Rex rgis of Ter



Events which will be added :
Murlynd's Spoon
maybe some tolerant events by Switchblock and some religious events by Xienwolf
Falling Angel, Pact with Evil and Rogue Wizard from Bob the Barbari


to install : unzip the file and replace the old files with the new ones ( make a backup to be sure )

NB :- if you don't want to play with some events , just change the line
<iPercentGamesActive>100</iPercentGamesActive> to 0
in EventTriggerInfos.xml for the event you don't want

- if someone does'nt want his idea of event to be added, send me a PM and i will erase his event from the file.
 
events added :

Gela :
Spoiler :

Cause of Quest
-Hyborem is killed.
-Gela is dropped.
-There must be at least two of the following on the map:
Pool of Tears
Maelstrom
Mercurian Gate wonder
Pyre of the Seraphic
Broken Sepulcher
Mirror of Heaven
-You cannot be the Infernals for this quest.

The demon Hyborem has been vanquished, and his soul sent screaming back into the pits of Hell. His weapon, the unholy Gela, is all that remains of this mighty demon. Your forces, victorious, reach to claim the weapon that has been left behind. But it is up to you to decide what will become of the demon’s legacy.

Branch 1
1) I shall keep the weapon. Its strength shall become my own.
Quest ends. Basium cannot choose this.
2) The demonic taint shall be washed from this trident. I shall cleanse it in the waters of the Pool of Tears.
The player must take Gela to the Pool of Tears.
3) The Gela must be disposed of quickly. I shall hurl it into the great Maelstrom, banishing it to the ocean floor.
The player must take Gela to the Whirlpool.
4) Only the angels of Basium will know how to handle this. I shall entrust the Gela to their care and bring it to their Gate.
The player must take Gela to a Mercurian city. Basium cannot choose this.
5) The Gela must be destroyed! I shall hurl it into the fires of Pyre of the Seraphic.
The player must take Gela to the Pyre of the Seraphic.
6) The Gela contains much demonic power. Perhaps I can harness it using the necromantic texts found in the Broken Sepulcher.
The player must take Gela to the Broken Sepulcher. Requires Evil.
7) Perhaps the Gela can be used for good, if properly energized. I shall let it soak up the holy power of the Sun at the Mirror of Heaven. But it will take time.
The player must take Gela to the Mirror of Sun. Requires Good.

*Note: The player that triggers the quest does not need to own any of the buildings required or have the terrain under his or her control.

Results
Spoiler :
1) The player keeps the Gela. Nothing happens.

2) Player looses the Gela and gains a new item: Pike of Tears. It grants the promotion “+1 affinity to Nature and Water mana” to the holder. There is also a 50% of a minor plague occurring, 20% if state religion is FoL. This would be similar to Armageddon's Blight, but 1/3 as strong.
The Gela is plunged into the cold waters of the Pool of Tears. The demonic taint washes off from the weapon in waves of oily blackness, mixing with the spring. The Gela is no more, and in its place an even more powerful weapon has been created. But at what cost?

If plague occurs: The demon tainted water is carried far and wide throughout the land. The world suffers, as do the people of Erebus.

3) The unit carrying Gela is destroyed.

a) If the state religion of the player is OO, the player gains 4 Stygian Guard and a hero disciple of OO with the water walking promotion.
The Maelstrom consumes the trident quickly and, miraculously, the waves grow calm. A moment passes as the swirling vortex begins again. Out of the center walks a man with bowed head, wearing the robes of a priest. He is accompanied by four attendants. The Overlords must be pleased…

b) If the state religion of the player is not OO, 20 or so barbarian Stygian Guard and sea monsters spawn throughout the ocean.
The ship is sacrificed and sucked into the turbulent vortex of the whirlpool. A moment passes, and then the seas turn red. A storm begins brewing on the horizon. Something is not right.

4) The player looses the Gela. +3 diplomacy bonus with Mercurians. Armageddon counter gets -10. The player is also granted a level 1 angel with the Hero promotion.
Standing before the holy Gate of the Mercurians, the mighty Basium looks down upon you. You offer up the Gela, and the Angel’s massive hand reaches down to take it. “You have done well to rid Erebus of the demon Hyborem. The angel’s shall sing your name in praise. But there is still much corruption in this land. Take one of my finest newly reborn warriors to aid you in your battle.”

5) The player loses the Gela. One of the following happens.

a) The Pyre of the Seraphic is destroyed. An item is created where it laid called "The Frozen Flame", which provides 1 Fire Mana, 1 Chaos Mana, and 1 Entropy mana, as well as -3 Unhappy. 40% chance.
The Gela is hurled into the flames, which seem to flicker and burn eagerly for the demonic object. The fires die down for a moment before flaring into an intensity that scorches the ceiling of the great temple. Then, miraculously, the flames stop moving and grow black. A piercing cry fills the Pyre, and looking into the flame one can now see the tortured souls used to forge the trident wailing in dispair.

b) The equivalent of the Rite of Ogmha occurs. The Pyre of the Seraphic is destroyed. 60% chance.
The Gela is hurled into the flames, which seem to flicker and burn eagerly for the demonic object. The weapon hisses for a brief moment and then, for the first time since it was lit, the fires burn out. The very earth screams out in protest at the magical energies unleashed by the Gela’s destruction. The ley lines leading to the Pyre, once invisible to the naked eye, are suddenly illuminated by the energy surging through them. The phenomenon fades, and the temple now lies in ruins.

6) The player loses the Gela. Armageddon counter gets +10. -2 population in all your cities (except settlements). 40% chance to gain a Mane and Demonic Citizens per city.
Using the necromantic texts found in the libraries left behind by Barbatos, you learn how to twist the demonic powers of the Gela to your will. This ritual will unravel the unholy markings of the weapon, allowing you to guide the spirits of the recently departed away from Hell and into your own kingdom. It requires thousands of sacrifices. You are fairly certain you have enough willing subjects.

7) The player loses the Gela, and the unit that was holding it is unable to move temporary from the Mirror of Heaven . The Infernalsdeclare war on the player. 5 to 10 Hellfires appear near the Mirror, each with an Enraged Demonic Axeman. After ten turns, the player receives Sol, a +1 Sun mana affinity weapon with +25% damage to undead, demon, and vampire. -5 to Armageddon counter.
When the Gela is brought to the Mirror of Heaven. Your people place the Gela in the center of the Mirror of Heaven. Inky black smoke begins to rise from the weapon in plumes as the sun purifies it. This will take time, and surely attract the attention of any demons nearby.After some time, the weapon ceases to smoke, and the light of the Mirror shines brilliantly off of its surface. The taint is removed, and in its place a holy trident of great power remains.



Strange Adept
Spoiler :
Strange Adept
(requires Mage Guild)

A strange adept has recently joined the mage guild of (city). While the student is incredibly smart and talented, all the other students and even some of the instructors steer clear of him. Many claim he delves deeply in necromancy and dark arts, some have observed strange experiments, and everyone says that anyone who gets in his way often falls victim to some strange circumstance.

-Disturbing, but let the instructors handle it how they will.

-We need all the proficient Adepts we can get our hands on, let him serve the nation.
(-30Gold , +2 Unhappy temporary in city, gain Adept with Death I and Entropy I)

-You tell me this as if it's a problem. Have him advance immediately.
(Requires Evil: -30Gold , gain Adept with Death I and Entropy I)

-Dark arts? Expel him from our country, he is not welcome here!
(Requires Good: +1Happy temporary in city)


Hell's Refugees
Spoiler :
(requires: Good alignment, presence of Infernal civilization)

A band of haggard refugees has shown up outside (city). The leader of the group says that they had stumbled upon the true nature of the Veil religion, much to the chagrin of the higher-ups in their nation. Not wanting to live in Hell, assist it in any way, or become the next demonic sacrifice for what they know, they had no choice but to flee. They seek refuge in a land where they can live free of Hell's taint, and if possible, fight back.

-If they come from a Veil civilization, they already have Hell's taint upon them. Close our borders to them.

-Any enemy of evil is a friend of ours. Welcome them with open arms and set up housing. (-50Gold , +1 pop, +1Happy permanent in city)

-If they can escape a Veil nation, they must be very blessed and hardy! Enable them to enlist. (-100Gold , receive 2 Champions with Blessed and Demon Slaying)

-Hell's reach is strong, and they know the worst of it. Give their leadership a high religious position, that they may spread their words of truth and give direction. (requires 50+ AC: -150Gold , receive 1 Prior)

-We do not need the eyes of Hell upon us. Sell them back to their Veil masters at the highest price so that we may avoid confrontation. (receive 150Gold , +1Unhappy permanent in all cities, creates 10 turn peace treaty and cancels wars with all Veil civs)


Scholars
Spoiler :
There has been a recent surge of promising young scholars wishing to study science, magic, and the arcane. <City>’s current facilities will be overcrowded with activity and will suffer material shortages, and need additional funding to expand and accommodate everyone.

-We cannot afford it.

-Scholarly study is the foundation of advancement! Expand our libraries. (requires Library: -200Gold , +4 science from Library)

-Sounds like good news. Build them a Mage Guild. (-150Gold , will give city MG)

-Scholarly societies are for the weak. Press these foolish youths into the service. (requires Barbarian trait; receive 2 Warriors/Beastmen)


Trapped Frostlings
Spoiler :
Some Frostlings got trapped and caught by hunters near <City>. What do you want to do with them?

- Just kill them.
No effect

- (Reqs Good) I pity those miserable creatures. Release them, they are harmless.
1Happy for 5 turns. Spawns a barbarian Frostling with Weak promotion near <City>

- (Reqs Balseraphs) Strange creatures ! Add them to the freak show, they are amusing !
+4Culture from the Freak Show )

- (Reqs Calabim) Eat them.
+5 in Storage Box

- (Reqs Illians) Hire them, they are our brothers.
Recieve 1 Frostling with Strong promotion in <City>.


Pacifist demonstration
Spoiler :
Some people are demonstrating against the endless war in <City>.

- Who cares?
+1Unhappy in <City> for 10 turns.

- They are right, I will start the negociations.
+1Happy for 10 turns. +25% War weariness in <City>.

- Repress them.
5 turns of revolt in <City>. All of your units in <City> gain 3 XP.

- (Reqs Barbarian Trait) Send them to the front, so they learn how to fight.
Recieve an Axeman with Weak promotion. +1Unhappy in <City> for 10 turns.

- (Reqs Calabim) Hmm... let's have lunch!
-1 pop in <City>. +5 in storage box. -10% War weariness in <City>. All of your vampires gain 3 XP.


The Sign of the Demon
Spoiler :

Reqs AC above 30%
Reqs not Infernal or Mercurian
Reqs Compact Enforced setting off

A newborn child in X has been reported to carry the mark of Agares. What should we do?

Leave the matter to local officials
+1 Unhappy For 10 Turns, +3 AC

Wondrous! If the king of hope moves upon Erebus, then we shall honor his chosen. (AV Only)
-200 Gold, +1 Great Prophet, +3 AC

Excellent. If the King of Hope has marked this one, he shall show great service to him. Train him in our temples. (AV Only)
-50 Gold, +1 Ritualist, Promoted with Prophecy Mark


Call the Confessors to remove this mark. (Order Only)
Nothing Happens

This child will be champion among men on the battlefield. Outfit him with the proper equipment and train him to lead our armies. (Evil Only)
-100 gold, Recieve one Champion w/ Prophecy Mark promotion, +3 AC

Teach the child to forsake his destiny set by the gods. (Grigori only)
-50 gold, Recieve one Luonnotar


Hanging Sisters
Spoiler :
req 10 AC , carnival
Crazed citizens are celebrating the "Carnival of the Hanging Sisters" in XThey've raided local graveyards and strung up the dead like puppets!

- Let the carnival commence! (+1 happy, +2 unhealthy in city for 10 turns, not selectable for good))
- MAKE IT STOP! (50% chance for 2 turns anarchy in city)
- Hey, neat idea! (+1 happy in city, reqs Balseraph)


Ash Cough
Spoiler :
req 15 AC
People are coughing up ashes and fire in X. The reason is unknown.

- Kill all of the firebreathers, just to be sure. (-1 pop)
- This is an omen. All hail the dragon! (+2 temp. happy, reqs Kurio/sheaim)
- Purge the evil from our men. (reqs Order, -3 AC)
- Have our mages investigate this matter. (reqs Mage Guild, 50% chance for an adept with fire+entropy 1, 50% chance for 1 temporary unhappy, +2 AC)


Dead Angel
Spoiler :
req 35 AC
An angel's body was found sliced open in the fields near X. Plants around it are dying off.
- Sanctify the area. (reqs life mana, -5 AC)
- Ensure the angel gets a proper burial. (-2 AC, -1 food in tile, no evil)
- Leave the body rotting. (evil only, -1 food in tile, +2 AC)
- Do our very best to defile the lands further. (reqs entropy mana, +5 AC, tile becomes Hell Terrain)

- Hm... send for our necromancers! (reqs death mana, +10 AC, receive an angel unit with undead and plague carrier promos)


Depressed Toymaker
Spoiler :
req 45 AC
A depressed toymaker is making tiny coffins for dolls. Their popularity is causing uneasiness among the citizens- Stop the toymaker, and get these things out of my sight. They make me sick. (requires non-evil, +1 unhappiness in all cities, +2 AC).
- I don't care what this toymaker does. (requires evil, nothing happens)
- Make tiny Kuriotate dolls to fit these coffins. (requires Sheaim, +1 happiness for 10 turns, +2 AC)
- They're beautiful! Toymakers should carve these baby coffins in all our cities! (requires Balseraphs, +50 culture in all cities)


Devastating Plague
Spoiler :
req 55 AC
A devastating plague has hit X. Peoples' limbs are rotting black and falling off. Prophets on the streets say it's a sign of the end of times. OK
-Tell the city doctor's to do everything they can. (city population halved, units in tile get Plagued promotion)
-Our people won't suffer for the petty conflicts of the divine. Send our medics in to stamp out this pandemic (requires Grigori, +1 unhealthy for 10 turns)
-Burn the homes of the infected and quarantine the city. (requires Order, -2 pop)
-Bring the corpses here, we'll put them to good use. (requires Veil, city population halved, gain a diseased corpse for every two points of population lost)


Massive Suicide
Spoiler :
req 55 AC
People are committing suicide in droves in X.
- Tell our adepts to do whatever they can to calm them. (requires Spirit mana, -1 pop, -3 AC)
- Send in councilors to talk to the people. Find out what troubles them and put an end to it (requires Empyrean, -1 pop, +1 happiness for 10 turns, -3 AC).
- There is little we can do. Buff the local guard and do whatever we can to stop the suicides. (requires non-Evil, -2 pop, +2 unhappiness for 10 turns)
- Let them die. (requires Evil, -3 pop, +3 AC).
- Where do they think they'll go? (requires Infernals, -3 pop, gain 3 manes)


NecroCannibalism
Spoiler :
req 65 AC
People in X are eating their dead.

- If they really want to do it... (+1 unhappy in every city, +2 unhealthy, +1 food in specific city, +5 AC)
- Conscript as many as you can. (city pop gets halved, receive one warrior with cannibalism promo for every pop point you lost, +10 AC, no good)
- Put a stop to this. (+2 unhappy in that city, 2 turns revolt)
- Have the dead fight back. (reqs death mana, -2 pop, receive 1-4 undeads)


Hell Portal
Spoiler :
req 75 AC
A portal to Hell has opened in one of your cities.
-This is simple, Veil leaders only, city gets a Demonic Citizens building.


Ghost ship
Spoiler :
Requires: A coastal city with a Harbor;
A mysterious ship has drifted into the harbor of [city name]. It appears to be in good condition, but it flies the flag of no known nation, and its crew is nowhere to be seen. So far, no one has emerged from the ship, and the townsfolk have not dared to approach it, fearing that it may be cursed.
- They are superstitious cowards. Order them to board the ship and claim it for our own. (Receive a free ship of an appropriate type, along with a chance of one of several additional effects):
*The rotting remains of the crew emerge from below decks to defend their ship. (Several Drown units [or worse] spawn outside the city)
*The crew are found within the ship, dead of an unknown disease. (Greatly increased unhealthiness in the city for several turns)
*A lone crewman is found hiding within the ship, incoherent and violently insane. (Receive a free Lunatic)
*The ship is deserted, but holds much valuable cargo. (Receive a modest cash prize)
*A mysterious map is found in the captain's quarters. (Reveal the location of a treasure chest [or dungeon?])
*As several townspeople board the ship, it shudders and sinks suddenly into the water, taking them with it. (Lose the ship, gain unhappiness in the city for several turns)
- They are wise to be prudent. Scuttle the ship, so that whatever curse claimed its crew will not spread to the town. (No effect, bad or good)


"The Wayward Elves"
Spoiler :
(any (recently discovered) forest tile).
We have come across an isolated village of elves that have managed to survive during the harsh Age of Ice. What do you want us to do with them?
1) "What do I care? Leave them to their fate" (A elven hamlet is revealed on the tile).
2) " Welcome them home!" (Req: Ljos- or Svartalfar. +1 and +1 Pop in nearest city).
3) "Who cares? Wipe them out." (Req: Evil, +50 , burns the forest tile).
4) "Wonderful! More petlings!" (Req: Slavery Civic. Gives 2 Elven Slaves )
5) "Offer them refuge in our nearest town." (Req: Good. -40 , free Archery Range & (Elven) Archer w/ Commando promotion in nearest city, even if the proper research haven't been done).


Corrupt Judge
Spoiler :
Requires: Courthouse, crime rate>50.

A new judge has been very effective at keeping the streets safe in <<City>>, but we have found evidence that proves beyond a shadow of a doubt that he is corrupt.

* As long as the populace sleep safely at night, I do not care if he creams a little off the top. (-20 to Crime Rate, -2gold from courthouse)
* Close the courthouse and see that it that he is brought to account for his crimes. (Lose the Courthouse. Increase Crime Rate by 5)
* I will not stand for this. Make a full example of him and send a priest of Order to serve in his place. (Requires Order; Pay 20 Gold, Reduce Crime Rate by 10)
* He is obvious not being subtle enough. Show him how to hide his tracks... and see to it that we receive our cut. (Requires Undercouncil. Gain 50 Gold)


Princess Rule
Spoiler :

Your units have spotted a unicorn outside of (cityname).

-"Kill it, Shiny bits for the win!" (+25 )
-Kill it, it's horn can purify water (+1 health)
-"Boom-shaka-laka! Dinnertime, boys!" (+30 )
-Don't kill it! Oh wait... (Req. Kuriotates and Sheim Palace in city) ( Gain an Avatar of Wrath)


Orphaned Goblin
Spoiler :

Requires a Warrior that defeated a Goblin since the beginning of the last turn.
“After our troops defeated the goblin horde, a soldier discovered an orphaned Goblin child. Seeing that it posed no threat, he took pity on it and has been taking care of it.
>Punish this weakness by having the soldier kill his new friend, see if the trauma teaches him a lesson – Unit gains Orc Slaying and Crazed (requires Evil)
>Such compassion is noble, allow him to raise the child to follow in his footsteps – Unit gains Orcish promotion
>His actions were noble, but we cannot risk barbarians in our army. Abandon the child – Goblin with Weak promotion spawns nearby, 50% chance yours, 50% chance barbarian
>The army is no place to raise a child! Allow the soldier to return home to raise his new child – Unit loses 1xp, Goblin spawns in capital city (requires Good)



That kind of day
Spoiler :
Requires only one city, undefended with barbarian unit adjacent. This event is designed to counteract those really unfortunate starts where a strong barbarian gets spawned right away, game turn < 100
“The barbarian hordes are at our gates! Our armies have failed us! We’re doomed!”
>Conscript the populace. Even there are massive casualties, our empire must survive – the barbarian unit is removed, population reduced to 1.
>Announce our surrender, give them whatever they want – the barbarian unit is removed, lose all food and production in the city, and all your gold
>”Sir? Where are you Sir? Our leader has abandoned us in our time of need! We are undone!” – take control of the lowest ranked AI civilization (requires Evil)
>Get me my sword, I will challenge their leader to single combat – the barbarian unit is removed (Requires Aggressive)
>Send emissaries to regale them with tales of our glorious empire, and offer them citizenship – the barbarian unit is removed, gain 1 population (requires Kuriotates or Elohim)


Renowned Market
Spoiler :

requires a city with a market
The market in <townname> is drawing widespread attention as a place one can go to buy anything their heart desires.
* Make a personal visit to the market to give your endorsement. (+1 gold from the market)
* Send out word with the traders! Our market will be known world-wide! (+2 culture from the market)
* Have our sages search the bazaar for interesting relics of the past. (+2 research from the market)


Board Game
Spoiler :

Sire, our sages in {City Name} have created a strategic board game based on Erebus' history. They call it "Fall From Heaven".
Bah, those sages have too much time on their hands.
Nothing Happens.
It could become a widespread pastime. Sponsor the game!
-50gold; +20culture and +1happy in city.
Have the sages come up with a a fantasy variant. Call it "Civilization".
-100gold; +40culture and +2happy in city.
Wait, Fall from Heaven? Blasphemy! (Requires Order)
Gain 1 acolyte with Inquisitor. +1 Unhappy in city.


A Traveller
Spoiler :
An experienced traveller has just arrived to your palace. For a little fee(50 gold) he can tell one story. What would you like to hear about?

-Tell me about natural wonders of Erebus ( show maelstom, mirror of heaven or yggdrasil)

-Tell me about remnants from ancient Ages ( show remnanats of patria,broken sepulcher, aifon isle or dragon bones)

-Tell me about holy shrines of the gods ( show seven pines, pyre of the seraphic, tomb of sucellus or letum frigus)

-Tell me about places related to the angels ( show odio's prison, ring of carcer or pool of tears)
-Tell me about the biggest city you have ever seen ( show one of the cities with the max of population)


Unfortunate Assassin
Spoiler :
Can only happen at Capital.
"There's just been an assassination attempt on you! What do you want to do with the assassin?
- Don't we have a feast scheduled for tomorrow?
Requires Calabim civ. City gets 5% of the food bar.
- Stop asking stupid questions and execute him!
City gets 1 ("We Fear For Our Safety!")
- Find out who sent him and make him spy on them for us.
50% chance: player gets +1 attitude from another civ("You Are a Cunning Adversary"), or 50% chance: player gets -1 attitude from another civ ("You Spied On Us!")
- Let him go.
Requires Good-aligned leader. City gets +1 .
- He managed to sneak past my guards? We need men with such potential. Make him an offer he can't refuse.
Requires Council of Esus state religion. Player gets 1 free Assassin.


OverCrowded Dongeon
Spoiler :
Requires crime rate over 20%, dungeon
Our dungeon in [city] is so full with criminals that there is barely enough room for all inmates. Escapes, fights and assaults on guards are all reported
A) Who cares? The dungeon is not supposed to be a comfortable inn.
Dungeon: +1:unhappy:
B) Hire more guards and expand dungeon capacity
-30 gold
C) Release all small crooks, so there is enough room for true criminals and thugs.
+10 crime rate
D) Requires Good alignment
Make a full effort to reduce a crime rate in the city and teach criminals how to do useful labor
-10 crime rate, -120 gold,
E) Requires non-Good
Execute the entire dungeon, every last of them, they are all thugs anyway. That will make some space...
-10 crime rate, +1 unhappy, 25% chance city revolts for one turn


Ancient Burial
Spoiler :
Targets a hill

Flavor - Some locals near (city name) have discovered that the nearby mound is actually an ancient burial site for some unnamed warrior! They are fearful of the consequences of disturbing the grave.

1. Spooky! May the warrior's bones rest in peace.
Nothing Happens

2. An ancient warrior, this must be one of our ancient ancestors lost to history! Set up a memorial in its honor.
+2 culture in city, 20% chance for The Skeleton Warrior to appear

3. Interesting... Lets move the grave and set up a tourist attraction... to ease the villagers fears.
Removes hill and changes to grassland with -1 food and +2 gold 90% chance of The Skeletal Warrior appearing

4. (Requires evil or neutral) This warrior was buried before the Age of Ice, lets profit from its death. Loot the grave! 60% +70-100 Gold , 40% The Skeleton Warrior appears and no gold


Mad Golemicist
Spoiler :
(Triggers on a unit)

While on patrol, your [UNITNAME] stumbles across the laboratory of an isolated golem-maker. As the golem-maker greets you, you see a strange, crazed glint in his eye. Some of the half-finished golems that you can see lying around appear disturbingly...biological.
"Welcome," the golem-maker says. "I could use another deft pair of hands for my experiments. My golem assistants are strong, but they lack manual dexterity. Will you help me?"

1) No, this place makes me nervous. I'm going to leave now. (nothing happens)

2) These experiments are an abomination! Kill him, and sieze his gold and his magical materials. But watch out for his golems! (+$100gp; your unit gains the Sheut Stone promotion; 2 barbarian Wood Golems spawn)

3) Yes, I will help you.
- (if unit is a golem) "Ah yes, I can see much room for improvement here. Let me just adjust this and tweak that...there!" (unit is promoted to Heroic Strength I and II, Heroic Defense I and II).
- (if unit is Barnaxus) "Oh my, what a perfect specimen! I can't see how I could possibly improve you, my friend. Maybe if I remove this piece...oh no! I broke it!" (Barnaxus is killed; pieces of Barnaxus are left on the tile).
- (if not Barnaxus or a golem, 50% chance) "If you'll just hold this intestine while I cast the enchantment .... There we go! It's perfect!" (recieve a Str 2 Flesh Golem).
- (if not Barnaxus or a golem, 50% chance) "Just hold this piece for me...no! What are you doing? You dropped it! My experiment is ruined! Now I will need new experimental materials. Golems, seize them! Hold them down while I saw open the skulls. It's a tight space in there, but I have some excellent clockwork that will fit once I remove the useless gray matter. (unit is promoted to Combat V; receives the Golem racial promotion).


Younger Council
Spoiler :
Requirements: Elder council
Youths from [city name] are complaining abort the local Elder Council. They claim that its members spend their time on telling stories form their youth instead of doing anything useful. They demand a representation in the council so that they could control its work.

There is a reason why it's called Elder Council. We shall keep to the tradition.
+1 unhappy for 10 turns
Let some of the younger citizens join the council.
Elder Council -1 beakers +2 culture +1 happy for 10 turns
Get rid of the elders. They have no idea how today’s world work.
Elder Council -2 beakers + 4 culture +1 happy for 10 turns
The state should take care that the elders do their job. Assign some official to the council.
Pay 50 Elder Council -1 beakers +1 gold


Skilled Craftsman

Spoiler :
Requirements: Forge
A very promising journeyman in [city name] is infuriating local master craftsman by wasting his time on making jewelry instead of weapons and tools.

We could use a service of a skilled jeweler. Fund him his own workshop.
Pay 500 gold receive Jeweler in [city name].
He should return to his work as a blacksmith.
Forge +2 prod


Cookbook
Spoiler :
Requirements: Library
An ancient cookbook from the Age of Magic has been discovered in library in [city name].

That’s great news I have always wanted to know what people from that age ate.
Library +1 Food
That can not be a good omen. This book must be cursed. Have it burned.
 
Redecoration
Spoiler :
Requirements: Palace, or Forbidden Palace, or Winter Palace
Our chief architect suggest adding new decorations to the palace.

We could add some stone statues.
Pay 20 gold Palace +1 culture
How about some marble sculptures.
Requires Marble. Pay 30 gold Palace +2 culture
Maybe some golden ornaments here and there would do the trick.
Requires Gold. Pay 30 gold Palace +2 culture
I think bronze statues would do just fine.
Requires Copper. Pay 30 gold Palace +2 culture
I’m afraid we can not afford this.


Great Speaker

Spoiler :

Requirements: Courthouse (not Governor’s Manor)
One of the lawyers in [city name] is gaining renown for his eloquent, moving and honest speeches. People say he raises the use of language to the rank of art.

I suppose that’s good news as long as he does not use his talent against us.
Courthouse +1 culture


Death of an Elder

Spoiler :
equires an elder council
A member of the Elder Council in {cityname} recently died. He was an honorary member, how shall we honor his death?
• Why are you bothering me with this?(unhappy in city for 10 turns)
• We will fund a lavish funeral in celebration of the man's life(+happy in city for 10 turns, - 25 gold )
• (requires Death Mana) He can serve me in the afterlife. (recieve 1 skeleton)
• Search the city for a new member for the council. (+1 :beakers: from elder council, -50 gold )
 
*ahem*

Yay! :goodjob: Now I have incentive to make more up.
 
Nice.

But the icons don't appear in the spoilers, so we can't know if you meant :mad: ou :).
 
Ok, so...

Scholars

I suppose you need the according technology for the "built a Mage Guild" choice? It reminds me of an event in FfH, the death of an elder: you can choose a monument, money or happiness for a number of turns; the monument choice is technology independant, so you can have one without Ancient Chants. Weird.

Trapped Frostlings

Would it be possible to require tundra/ice in the big fat cross of the city for this event to trigger?

Pacifist demonstration

I suppose the triggering civ must be at war?
 
Ok, so...

Scholars

I suppose you need the according technology for the "built a Mage Guild" choice? It reminds me of an event in FfH, the death of an elder: you can choose a monument, money or happiness for a number of turns; the monument choice is technology independant, so you can have one without Ancient Chants. Weird.

Trapped Frostlings

Would it be possible to require tundra/ice in the big fat cross of the city for this event to trigger?

Pacifist demonstration

I suppose the triggering civ must be at war?

Yes for Scholars and Pacifist Demonstration.
the ice requirement for trapped frostlings will be added to the next release.
 
Very nice work :goodjob:

This reminded me of some events I did awhile back. They were all about the Cult of the Dragon. Since we're probably never getting CotD back, maybe you could pop in a few of these as an homage :)

Spoiler :

1) Members of the Cult of the Dragon are preaching to the children of X.
(do nothing) >> Warn parents about the heretics, and make sure to usher them off the streets .{40% chance of Altar Event}
(order) >> Have them arrested and removed from the city. {100% of Uprising Event}
(sheaim) >> Make sure the children hear the fire and brimstone version. {+1 happiness for 10 turns}
(kurio) >> Let the children hear the stories of Eurabatres. {+50 culture}

2) Members of the Cult of the Dragon are demanding tribute to their Lord.
(do nothing) >> We have nothing to give them. {+1 unhappiness for 10 turns, 10% chance of Uprising Event}
(pay 30 gold) >> Give them a small tribute. {nothing happens}
(sheaim) >> Forget the tribute. We&#8217;ll make a sacrifice to Abashi and take the belongings of the victims for ourselves. {-1 population, +50-75 gold}
(kurio) >> I&#8217;m sure Eurabatres holds our kingdom very close to his heart. His tribute should come from the Cult to us. {+25-50 gold}

3) Members of the Cult of the Dragon want a shrine built for their Lord. (ALTAR EVENT)
(do nothing) >> We can&#8217;t waste our resources on this nonsense. {+1 unhappiness for 10 turns, 10% chance of Uprising Event}
(pay 50 gold) >> Give them what they need. {city gains a Pagan Temple}
(sheaim) >> Fine, but slave labor will cost you... {city gains a Pagan Temple, -1 population, +25-50 gold}
(kurio) >> Of course, we&#8217;d be happy to help you with your shrine. {city gains a Pagan Temple, +1 happiness for 10 turns}

4) Members of the Cult of the Dragon are outraged over your oppression. They&#8217;ve taken up arms against you! (UPRISING EVENT) (this event never happens to the Kuriotates or Sheaim)
(do nothing) >> The situation is out of control! Tell the local guard to round up the dragon-worshippers and do whatever they can to calm everyone down! {2 turns of disorder}

5) Members of the Cult of the Dragon are planning a grand carnival that could overshadow a major religious holiday.
(do nothing) >> Unless they&#8217;re doing something wrong, there&#8217;s nothing we can do. {-50 culture}
(do nothing) >> Sabotage their festival. {75% chance of Uprising Event}
(balseraphs) >> Wonderful! {+100 culture}
(sheaim) >> That ambition could be put to better use&#8230; {receive 2 slaves}
(kurio) >> There&#8217;s no reason our holiday has to be overshadowed. Let our priests join the festival, and stand side-by-side with our dragon-worshipping kin. {+1 happiness for 10 turns, +200 culture}

6) Enraged members of the Cult of the Dragon have driven all the priests from X!
(do nothing) >> Arrest the individuals responsible. This kind of behavior won&#8217;t be tolerated. {lose all religions in the city}
(do nothing) >> Purge the Cult from the city. We don&#8217;t need them terrorizing our clergy. {100% of Uprising Event}
(sheaim) >> Their ferocity is impressive, but so is their stupidity. Have them beaten publically and send our priests back in. {+1 happiness for 10 turns}.
(kurio) >> If they want to speak their minds, let them, but behavior like this is unacceptable. Tell the Wards of their heresy and strengthen the local guard so this does not happen again. {-10 crime rate}

7) Two sects of the Cult of the Dragon have been feuding in X. The local guard worries that violence is brewing between them.
(do nothing) >> Let&#8217;s wait and see what happens. At the first sign of trouble, begin arresting them. {spawn a barbarian outside city}
(do nothing) >> Arrest them now, before things get out of hand. {100% chance of Uprising Event}
(sheaim) >> These must belong to the little boy king. Pathetic, they&#8217;re no threat to us. Let them preach or fight if they have to. {+50 culture, +1 relation with Kuriotate}
(sheaim) >> Why are Eurabatres&#8217; worshipers preaching drivel here? Kill every last one, and harvest their bodies. I&#8217;ll put them to good use. {receive 2 skeletons, -1 relation with Kuriotate}
(kurio) >> The Sheaim must have sent them. Very well, break up the fighting and let them preach. We may have our differences, but we&#8217;re all brothers in faith. {+100 culture, +1 relation with Sheaim}
(kurio) >> We will not tolerate Abashi&#8217;s worshippers in our cities. Tell the local guard to remove them by force. {+1 happiness for 20 turns, -1 relation with Sheaim}

Other ideas, with no text as of now:

8) Members of the Cult of the Dragon have committed a rash of vandalization to local Temple.
9) Enraged members of the Cult of the Dragon have been burning religious texts in the city square.
10) Members of the Cult of the Dragon have seized X's Pagan Temple. They demand supplies to refurbish it for their faith.
11) A new disease is spreading in X. Black scales are growing on peoples' skin.
12) Members of the Cult of the Dragon are performing rituals with dragon's fire.
13) People afraid of the Cult of the Dragon are migrating from X.
14) Adepts from the Cult of the Dragon are testing unstable magic on the people of X.
15) Children are being born with golden tails in X.
16) People are coughing smoke in X.
17) A member of the Cult of the Dragon is preaching about the end of the world in X.
18) A member of the Cult of the Dragon is preaching about a beautiful city with mythical creatures in X.
19) Overnight, tiny embers have sprouted on plants throughout X. Though quite beautiful, fires are being reported all over the city.
20) People in X have become fascinated with Cult of the Dragon. Temple and carnivals are empty as people flock to preaching Wards.
22) X is infested with tiny black and yellow lizards. Local guards believe eggs are being smuggled in by members of the Cult of the Dragon.
21) Baby dragons are wandering through the streets of X.

And Mini-Events:


Tiny dragon statuettes have become a popular fad in X.
{-10 Culture}

Gem-cutters in X are carving the Cult of the Dragon insignia into jewelry.
{-20 Culture}

The Cult of the Dragon is decorating X with its flags.
{-25 Culture}

Religious texts from the Cult of the Dragon are circulating throughout X.
{-50 Culture}

The new governor of X is a known member of the Cult of the Dragon.
{-100 Culture}

The governor of X has paid a small tithe to the Cult of the Dragon.
{-10% food in the city.}

An experiment by an adept from the Cult of the Dragon has gone haywire.
{A random unit is mutated.}

Our sages in X now believe dragons are responsible for all creation.
{Lose 25-50 beakers}
 
Thanks for including my event idea! It's always nice to know that someone besides me likes my suggestions.
 
the pacifist demonstration could easily turn into boot camp for the next wave of attackers, hence simply fueling the war effort :lol:
 
The ghost ship event dont work and window event repeat every turn. :(

Otherwise, great events idea!
 
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