Random Events list

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Repair Guy
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Updated for 3.13 on Oct. 8, 2007

This list of all events and Quests for BtS has been compiled primarily to facilitate the discussion about whether Random Events can be allowed for the HOF – but since it might be of general interest I post it here ;)

There is a grace period of 20 turns (NOT scaling with gamespeed) at the start without random events (defined in GlobalDefines.xml).
There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
Each event has a weight value – the chance for a specific event to occur is dependent on the combined weights of all currently allowed events.
Some events seem to scale with map size and speed – this is all for normal/standard

All Descriptions follow the following template:
Name of Event
Prereq – i.e. what is required before this event can be triggered
Obsolete – i.e. what (tech) is required to make sure the event can no longer be triggered
Active – i.e. the game decides at the start which events are included in current game, this is the chance that it is included
Weight
Result

Caution long spoilers ahead ;)

Spoiler Events 1-20 :


Code:
Event1
	Forest Fire
	Prereq: Forest in city fat cross
	Obsolete: None
	Active/Weight: 70/100
		Result:
1.you pay 10 gold
2.you pay 4 gold and lose 1 forest
3.you pay nothing, lose one forest and gain 1 angry face (lasts as long as whip anger)
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
Event3
	Happy Hunting
	Prereq: Tundra Forest in your control AND ARCHERY
	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 90/500
		Result:
1.you get +8 food in the city's food storage
Event4
	Motherload
	Prereq: Goldmine with either road OR railroad in your control AND either WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.you get 20 – 40 gold
Event5
	Washed out
	Prereq: road OR railroad in your control
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.you lose one road
2.you pay 20 gold
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
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
Event8:
	Inspired Mission
	Prereq: City with 2 religions 1 of them your state religion
	Obsolete: None
	Active/Weight: 75/200
		Result:
1.State religion spreads to 4 own cities (with 1 or no other religions)
2.you pay 10 gold AND State religion spreads to 4 own and 1 foreign cities (with 1 or no other religions)
3.you pay 25 gold AND State religion spreads to 4 own and 4 foreign cities (with 1 or no other religions)
Event9:
	Hymns and Sculptures
	Prereq: City with 1 cathedral (any religion) AND 10 cathedrals built globally
	Obsolete: None
	Active/Weight: 20/200
		Result:
1.Free Great Artist emerges in chosen city
Event10:
	Careless Apprentice
	Prereq: City with Forge
	Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
	Active/Weight: 75/200
		Result:
1.you pay 50 gold
2.you pay 10 gold and lose the forge
3.you lose the forge AND gain one angry face (like whipped)
Event11:
	Famine
	Prereq: None
	Obsolete: None
	Active/Weight: 70/100
		Result:
1.Nothing
2.your city loses 50% of food storage AND you gain +1 Attitude with one AI
3.you pay 10 gold AND your city loses 100% of food storage AND you gain +3 Attitude with one AI
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 will trigger 3 next turn
2.you pay 10 gold AND -1 population AND 1 turn revolt AND will trigger 3 next turn
3.1 turn revolt AND 40% chance to trigger 3 next turn
Event 13:
	Blessed Sea (see Quests)
Event14:
	Airliner Crash
	Prereq: Share borders with other player AND other player has FLIGHT
	Obsolete: None
	Active/Weight: 70/300
		Result:
1.+1 Attitude with other AI
2.+1000 Espionage points (with the other AI?)
3.+15-35% of research costs for FLIGHT AND -2 Attitude with other AI
Event15:
	Farm Bandits
	Prereq: Farmed Wheat OR Rice OR Corn AND Road OR Railroad on that plot AND unit on (near?) this plot
	Obsolete: None
	Active/Weight: 85/200
		Result:
1.you pay 10 gold may loop to 3
2.you lose 5 food in nearby city AND the unit cannot attack for 2 turns may loop to 3
3.you lose 5 food in nearby city
Event16:
	Holy Mountain (see Quests)
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
Event18:
	Fugitive:
	Prereq: FEUDALISM
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.+1 Attitude with AI1, chance for 3
2.+500 Espionage points AI1, chance for 4
3.-1 Attitude with  AI2
4.-1 Attitude with AI1
Event19:
	Pestilence1/Pestilence2
	Prereq: Tile with pasture/plantation
	Obsolete: None
	Active/Weight: [55/100]/[100/100]
		Result:
1.Tile improvement is destroyed
Event20:
	Marathon
	Prereq: You at war with other Player, other player makes first attack on your plot
	Obsolete: None
	Active/Weight: 100/800
		Result:
1.Free Golden Age
Spoiler Events 21-40 :
Code:
Event21
	Faux Pas
	Prereq: None
	Obsolete: None
	Active/Weight: 70/100
		Result:
1.-1 Attitude with other AI
Event22
	Joyous Wedding
	Prereq: You and neighboring AI have the same State Religion
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.Nothing
2.You pay 15 gold AND gain +1 Attitude with neighboring AI
3.You pay 60 gold AND gain +3 Attitude with neighboring AI
Event23
	Wedding Feud
	Prereq: You and neighboring AI have different State Religion
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.-1 Attitude with neighboring AI
2.you pay 15 gold AND gain -2 Attitude with neighboring AI AND gain +1 happy face for 30 turns in all your cities with the state religion
3.you pay 60 gold AND gain -2 Attitude with neighboring AI AND gain +1 Attitude with AIs with your state religion, neighboring player is asked if he wants to declare war.
Event24
	Left at the Altar
	Prereq: You share borders with other AI
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.-1 Attitude with other AI
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
Event26
	Tornado
	Prereq: Plains tile with improvement under your control AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
	Obsolete: None
	Active/Weight: 75/200
		Result:
1.Improvement is destroyed
Event27
	Baby Boom
	Prereq: You signed a Peace Treaty
	Obsolete: None
	Active/Weight: 100/500
		Result:
1.All cities gain 10 food in storage
Event28
	Bard's Tale
	Prereq: MUSIC
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.City gains 100 culture points
2.you pay 25 gold AND city gains 450 culture points
3.IF you have RADIO you pay 10*number of cities in gold and all cities gain 250 culture points
Event29
	Looters
	Prereq: at least one angry  in neighboring player'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 lose 50 Espionage points (with that player) 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
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
Event31:
	Hurricane
	Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal AND population is more than 2
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point
Event32
	Cyclone
	Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal
	Obsolete: None
	Active/Weight: 70/100
		Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point
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 loses a number of buildings AND loses 5 population
Event34
	Monsoon
	Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is not coastal AND city has jungle nearby
	Obsolete: None
	Active/Weight: 85/100
		Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point
Event35
	Blizzard
	Prereq: tundra tile with improvement and road or rail AND  WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.tile improvement and route are destroyed
2.you pay 5 gold
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
Event37
	Dust Bowl
	Prereq: Own 4 farmed plains tiles AND CIVIL_SERVICE
	Obsolete: None
	Active/Weight: 70/100
		Result:
1.pay 40 gold lose 1 farm
2.lose 1 farm chance of looping
Event38
	Parrots
	Prereq: Own 1 Jungle tile AND ANIMAL_HUSBANDRY
	Obsolete: None
	Active/Weight: 85/50
		Result:
1.the tile gains +1 commerce
Event39
	Jade
	Prereq: own tile with mine AND Iron AND road or railroad
	Obsolete: None
	Active/Weight: 85/50
		Result:
1.tile gains +2 commerce
Event40
	Black Pearls
	Prereq: own tile clams AND fishing boat
	Obsolete: None
	Active/Weight: 70/50
		Result:
1.tile gains +1 commerce
Spoiler Events 41-60 :
Code:
Event41
	Saltpeter
	Prereq: own 4 forest hill tiles AND GUNPOWDER
	Obsolete: None
	Active/Weight: 90/20
		Result:
1.tiles gain +1 commerce
Event42
	Clunker Coal
	Prereq: own tile with mine AND coal AND road or railroad
	Obsolete: None
	Active/Weight: 90/50
		Result:
1.tile loses 1 production
Event43
	Sour Crude
	Prereq: own tile with oil AND well or offshore platform
	Obsolete: None
	Active/Weight: 90/50
		Result:
1.tile loses 1 production
Event44
	Truffles
	Prereq: own grass tile
	Obsolete: None
	Active/Weight: 70/20
		Result:
1.tile gains +1 food AND +1 commerce
Event45
	Sea Turtles
	Prereq: own coastal tile AND CALENDAR
	Obsolete: None
	Active/Weight: 70/20
		Result:
1.tile gains +1 food
Event46
	Tin
	Prereq: own mined hill AND BRONZE_WORKING
	Obsolete: None
	Active/Weight: 85/50
		Result:
1.tile gains +2 production
Event47
	Prairie Dogs
	Prereq: own plains tile AND ANIMAL_HUSBANDRY
	Obsolete: None
	Active/Weight: 70/50
		Result:
1.tile gains +1 commerce
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
Event49
	Appleseed
	Prereq: own plains tile AND CIVIL_SERVICE
	Obsolete: None
	Active/Weight: 75/50
		Result:
1.Tile gains forest AND +1 food
Event50
	Mining Accident
	Prereq: own mine AND BRONZE_WORKING and THE_WHEEL and MYSTICISM and HUNTING
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.pay 20 gold
2.pay 5 gold AND lose the mine
3.lose the mine AND gain +1 angry face (like whipping anger)
Event51
	Breakthrough
	Prereq: None
	Obsolete: None
	Active/Weight: 80/50
		Result:
1.+10% remaining Tech cost towards current tech
Event52
	Setback
	Prereq: None
	Obsolete: None
	Active/Weight: 65/30
		Result:
1.you lose 8 percent of research towards a tech
Event53
	Running Bulls
	Prereq: Pastured Cows AND road OR railroad AND ANIMAL_HUSBANDRY and FEUDALISM
	Obsolete: None
	Active/Weight: 70/200
		Result:
1.City gains 100 culture
2.pay 35 gold AND city gains 300 culture
Event54
	Great Depression
	Prereq: at least 1 founded corporation somewhere
	Obsolete: None
	Active/Weight: 40/100
		Result:
1.All players lose 25% of their gold
Event55
	Bermuda Triangle
	Prereq: 1 DESTROYER or BATTLESHIP or MISSILE_CRUISER or STEALTH_DESTROYER or SUBMARINE or ATTACK_SUBMARINE or CARRIER or TRANSPORT on Ocean plot AND FLIGHT
	Obsolete: None
	Active/Weight: 50/100
		Result:
1.Unit is destroyed
Event56
	Patron of Knowledge
	Prereq: Library 
	Obsolete: None
	Active/Weight: 85/200
		Result: 
1.+10%  remaining tech cost towards current tech
2.pay gold (10% of current tech cost) AND gain +1 research in the city's library
Event57
	Master Smith
	Prereq: Forge 
	Obsolete: None
	Active/Weight: 70/100
		Result: 
1.+1 production for the city's forge
Event58
	Rural Farmers
	Prereq: Grocer 
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.+1 food for the city's Grocer
Event59
	Money Changers
	Prereq: Market 
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.+1 gold for the city's market
Event60
	Bowyer
	Prereq: ARCHERY 
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 35/50
		Result:
1.All your Archery units gain the Combat 1 promotion
 

Attachments

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Spoiler Events 61-80 :
Code:
Event61
	Horseshoe
	Prereq: Pastured Horse AND road OR railroad 
	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 30/50
		Result:
1.All your mounted units gain the Flanking I promotion
Event62
	Champion
	Prereq: NOT at war AND undamaged unit with 3 or more XP AND NOT Leadership promotion
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 30/50
		Result:
1.Unit gets Leadership promotion
Event63
	Motor Oil
	Prereq: Oil with Well OR Offshore Platform under your control
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.you get 50 gold
2.you pay 50 gold AND gain 15 free unit support
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
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
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
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
Event68
	Subway
	Prereq: 1 Public Transport AND minimum 25 population in city
	Obsolete: None
	Active/Weight: 80/400 (* number of Public Transport buildings)
		Result:
1.city's Public Transportation gains +5 commerce
Event69
	Gold Rush
	Prereq: mine AND maximum 5 population in city AND industrial era
	Obsolete: None
	Active/Weight: 90/500
		Result:
1.city gains +1 population
2.pay 20 gold AND city gains +3 population
Event70
	Influenza
	Prereq: minimum 10 population in a city AND era modern or future AND NOT MEDICINE
	Obsolete: None
	Active/Weight: 45/400
		Result:
1.pay 100 gold AND city loses 3 population
2.city loses 3 population AND a number of nearby cities lose 2 population
Event71
	Solo Flight
	Prereq: minimum 8 landmasses (standard size map) AND FLIGHT
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.+1 Attitude with all AIs you have met
Event72
	Antelope
	Prereq: HUNTING AND forest tile with NO road NO railroad AND NO improvement AND no Deer resource AND 4 or less happy resources AND tile can have deer resource
	Obsolete: None
	Active/Weight: 55/200
		Result:
1.tile gains Deer resource
2.pay 10 gold AND tile gains Deer resource AND road AND camp
Event73
	Whale Of A Thing
	Prereq: SAILING AND Ocean tile AND 4 or less happy resources AND tile can have whale resource
	Obsolete: None
	Active/Weight: 50/100
		Result:
1.Tile gains whale resource
Event74
	Hi Yo Silver
	Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
	Obsolete: None
	Active/Weight: 35/200
		Result:
1.Tile gains silver resource
2.you pay 20 gold AND tile gains silver resource AND mine AND road
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
Event76
	Independent Films
	Prereq: MASS_MEDIA AND you do NOT control the Hollywood wonder
	Obsolete: None
	Active/Weight: 35/100
		Result:
1.you get 1 Movie bonus
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
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
Event79
	Interstate
	Prereq: Universal Suffrage civic AND INDUSTRIALISM or RADIO AND Emancipation civic
	Obsolete: None
	Active/Weight: 100/100
		Result:
1.all units travel faster on roads (I am not sure what “RouteChange = -5” does though)
Event80
	Earth Day
	Prereq: Environmentalism civic AND INDUSTRIALISM or RADIO
	Obsolete: None
	Active/Weight: 95/100
		Result:
1.All your cities gain +1 happy face for 10 turns
2.you pay 60 gold AND all cities gain +1 happy face AND some other AIs switch to Environmentalism civic
Spoiler Events 81-100 :
Code:
Event81
	Freedom Concert
	Prereq: Free religion civic AND INDUSTRIALISM or RADIO AND city with 3 or more religions
	Obsolete: None
	Active/Weight: 95/100
		Result:
1.City gains +1 population AND +1 happy face
2.every religion in that city is spread to another (nearby) city
Event82
	Axe Haft
	Prereq: BRONZE_WORKING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/200
		Result:
1.All Axeman units gain the Shock promotion
Event83
	Tower Shield
	Prereq: MINING
	Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
	Active/Weight: 20/200
		Result:
1.All Melee units gain the Cover promotion
Event84
	Smokeless Powder
	Prereq: GUNPOWDER
	Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
	Active/Weight: 40/200
		Result:
1.All Musketman units gain the Pinch promotion
Event85
	Stronger Fittings
	Prereq: MACHINERY
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/200
		Result:
1.All Crossbowman units gain the Combat 1 promotion
Event86
	Firing Pins
	Prereq: MILITARY_SCIENCE
	Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 25/200
		Result:
1.All Grenadier units gain the Pinch promotion
Event87
	Rifled Cannon
	Prereq: RIFLING and STEEL
	Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
	Active/Weight: 35/200
		Result:
1.All Cannon units gain the Combat 1 promotion
Event88
	Metal Decks
	Prereq: FLIGHT and INDUSTRIALISM
	Obsolete: COMPOSITES
	Active/Weight: 35/200
		Result:
1.All Carrier units gain the Drill 3 promotion
Event89
	Long Range Fighters
	Prereq: FLIGHT
	Obsolete: COMPOSITES
	Active/Weight: 20/200
		Result:
1.All Fighter units gain the Range 1 promotion
Event90
	Halberd
	Prereq: ENGINEERING
	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 25/200
		Result:
1.All Pikeman units gain the Shock promotion
Event91
	Reinforced Hull
	Prereq: METAL_CASTING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/200
		Result:
1.All Trireme units gain the Combat 1 promotion
Event92
	Cigarette Smoker
	Prereq: DRAMA AND city with Theater
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.you lose 30 gold
2.you lose 10 gold AND the Theater is destroyed
3.the Theater is destroyed AND the city gains +1 angry face (like whipped)
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
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
Event95
	Forty Thieves
	Prereq: Organized Religion civic AND HORSEBACK_RIDING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 90/200
		Result:
1.chosen tile gains +2 commerce
Event96
	Ancient Texts
	Prereq: Desert tile with NO Flood plains NO Resource NO road NO railroad AND NO improvement AND STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.You get 15% of remaining tech cost for a tech
2.You pay 200 gold AND gain +1 Attitude with all AIs you have met
Event97
	Waters of Life
	Prereq: Oasis tile
	Obsolete: MEDICINE
	Active/Weight: 95/200
		Result:
1.Tile gains +1 commerce
Event98
	Impact Crater
	Prereq: Tile with Jungle or Forest AND PHYSICS AND NO Uranium resource
	Obsolete: None
	Active/Weight: 20/200
		Result:
1.Nothing
2.You pay 500 gold AND the tile gains Uranium AND road AND mine
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
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
Spoiler Events 101-120 :
Code:
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
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
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
Event104
	Holy Ritual
	Prereq: City with temple AND tile with Incense AND Plantation AND road OR railroad
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.You pay 20 gold
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
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
Event107
	Farm Plows
	Prereq: City with Forge AND tile with Iron resource AND mine AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.You gain 30 to 60 gold
Event108
	Stained glass
	Prereq: City with Cathedral
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 40 to 70 gold
Event109
	Marble Statues
	Prereq: AESTHETICS AND tile with Marble AND quarry AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 50 to 70 gold
Event110
	Crab Cakes
	Prereq: City with Grocer AND tile with Crabs resource AND fishing boats
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 30 to 70 gold
Event111
	Boilers
	Prereq: STEEL AND City with Factory
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 90 to 140 gold
Event112
	Personal Computers
	Prereq: COMOUTERS AND City with Factory
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 140 to 230 gold
Event113
	Fuel Additives
	Prereq: ECOLOGY AND City with Public Transportation
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 110 to 180 gold
Event114
	Hamburger Joint
	Prereq: RADIO AND tile with pastured Cows resource AND road or railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 240 to 330 gold
Event115
	Tea
	Prereq: SCIENTIFIC_METHOD AND City with Harbor AND NOT Mercantilism civic
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 50 to 100 gold
Event116
	Fashion
	Prereq: RADIO AND City with Factory AND tile with silk AND plantation AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 180 to 260 gold
Event117
	Thoroughbred
	Prereq: City with Stable AND tile with Horse resource AND pasture AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 30 to 70 gold
Event118
	Girls Best Friend
	Prereq: City with Forge AND tile with gems resource AND mine AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 120 to 180 gold
Event119
	Banana Split
	Prereq: REFRIGERATION AND tile with banana resource AND plantation AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 160 to 240 gold
Event120
	Horse Whispering (see Quests)
 
Spoiler Events 121-140 :
Code:
Event121
	Harbormaster (see Quests)
Event122
	Classic Literature (see Quests)
Event123
	Master Blacksmith (see Quests)
Event124
	Best Defense (see Quests)
Event125
	Sports League (see Quests)
Event126
	Crusade (see Quests)
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
Event128
	Esteemed Playwright
	Prereq: City with theater AND NOT Slavery civic
	Obsolete: None
	Active/Weight: 85/200
		Result:
1.+1 commerce for city's theater
2.you pay 10 gold AND gain +3 culture for city's theater
Event129
	Favorite Son
	Prereq: City with colloseum
	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 85/200
		Result:
1.you gain 20 gold
2.you pay 10 gold AND gain +2 culture for city's colloseum
Event130
	Secret Knowledge
	Prereq: City with monastery AND GUNPOWDER or EDUCATION or PRINTING_PRESS or NATIONALISM or ASTRONOMY
	Obsolete: None
	Active/Weight: 70/200
		Result:
1.You get 15% of remaining tech cost for a religious tech
2.you pay 10 gold AND gain +4 culture for city's monastry
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
Event132
	Spoiled Grain
	Prereq: City with granary
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City loses all stored food
2.you pay 20 gold
Event133
	Angel of Mercy
	Prereq: City with Hospital
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City gains +2 gold for its hospital
2.you pay 100 gold AND city gains +1 happy face for its hospital
Event134
	Chilly Flight
	Prereq: City with Airport
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City gains +2 gold for its airport
Event135
	Industrial Fire
	Prereq: City with Factory
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.Factory is destroyed
2.you pay 100 gold
Event136
	Laboratory
	Prereq: City with Laboratory AND Free Speech civic
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.You get 15% of remaining tech cost for a tech
Event137
	Experienced Captain
	Prereq: City with Drydock AND GALLEY or TRIREME or CARAVEL or GALLEON or PRIVATEER or FRIGATE or SHIP_OF_THE_LINE or IRONCLAD or TRANSPORT DESTROYER or STEALTH_DESTROYER or BATTLESHIP or MISSILE_CRUISER or SUBMARINE or ATTACK_SUBMARINE or CARRIER 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
Event138
	Heresy
	Prereq: Theocracy civic
	Obsolete: None
	Active/Weight: 85/200
		Result:
1.City gains +1 angry face (like whipped) AND you spread your state religion to 2 own cities
2.you pay 40 gold AND gain 15% of remaining tech cost for a religious tech
3.Nothing
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
Event140
	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
Spoiler Events 141-153 :
Code:
Event141
	Crisis in the Senate
	Prereq: Representation civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Obsolete: None
	Active/Weight: 55/100
		Result:
1.gain +2 Espionage points for all barracks
2.gain 400 to 600 gold
3.+1 happy face in all cities
Event142
	Too Close To Call
	Prereq: Universal Suffrage civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Obsolete: None
	Active/Weight: 60/100
		Result:
1.gain +1 gold for all courthouses
2.gain +3 culture for all courthouses
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
Event144
	Friendly Locals
	Prereq: damaged unit
	Obsolete: None
	Active/Weight: 90/50
		Result:
1.unit gains 1 XP
Event145
	Greed (see Quests)
Event146
	War Chariots (see Quests)
Event147
	Elite Swords (see Quests)
Event148
	Warships (see Quests)
Event149
	Guns Butter (see Quests)
Event150
	Noble Knights (see Quests)
Event151
	Overwhelm (see Quests)
Event152
	Corporate Expansion (see Quests)
Event153
	Hostile Takeover (see Quests)
Spoiler Quests :
Code:
Quest1:
	Blessed Sea
	Prereq: GALLEY or CARAVEL or GALLEON AND State Religion BUDDHISM or CONFUCIANISM or TAOISM AND Minimum number of Landmasses is 2*default number of players for this map size (12 for standard) AND Maximum number of Landmasses you have cities on is 0.5*default number of players for this map size (3 for standard)
	Obsolete: INDUSTRIALISM
	Active/Weight: 85/300
		Aim:
		Have cities on 1.5*default number of players for this map size (10 for standard) landmasses while never switching State Religion
		Result:
1.convert 20 own cities to your state religion
2.gain a temple in every city size 5 or more
3.get on great prophet unit
Quest2:
	Holy Mountain
	Prereq: State Religion JUDAISM or CHRISTIANITY or ISLAM
	Obsolete: INDUSTRIALISM
	Active/Weight: 85/200
		Aim:
		Build 2*default number of players for this world size temples/monasteries (14 for standard), cathedrals count as 4 temples/monasteries to reveal the holy mountain peak 
		Settle at the holy mountain peak to control it
		Result:
1.+1 happy face in all your cities
Quest3:
	Horse Whispering
	Prereq: ANIMAL_HUSBANDRY AND Horse resource
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/500
		Aim:
		Build default number of players for this world size stables (7 for standard)
		Result:
1.you get  default number of players for this world size Horse Archers (6 for standard)
2.All mounted units get the Sentry promotion
3.All stables provide +1 food
Quest4:
	Harbormaster
	Prereq: COMPASS AND Map has at least 40% water tiles
	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 25/500
		Aim:
		Build default number of players for this world size harbors (7 for standard) AND half that number +1 caravels (4 for standard)
		Result:
1.All Naval Units gain the Combat 1 promotion
2.All harbors gain +1 gold
3.All Naval Units gain the Navigation 1 promotion
Quest5:
	Classic Literature
	Prereq: WRITING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 20/500
		Aim:
		Build default number of players for this world size libraries (7 for standard)
		Result:
1.+2 research in one (triggering) city's library
2.get one ancient era tech
3.IF you control the Great Library wonder gain +1 scientist specialist for this wonder
Quest6:
	Master Blacksmith
	Prereq: City with Forge
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/500
		Aim:
		Build default number of players for this world size forges (7 for standard) while not loosing the city triggering the quest
		Result:
1.1 Copper resource is revealed
2.All Swordsman units gain the Shock promotion
3.IF you have a state religion gain 1 engineer specialist in the triggering city
Quest7:
	Best Defense
	Prereq: ENGINEERING
	Obsolete: RIFLING or RAILROAD or ECONOMICS
	Active/Weight: 30/400
		Aim:
		Build default number of players for this world size castles (7 for standard)
		Result:
1.All Melee units gain the City Garrison 1 promotion
2.gain +3 Attitude with all AIs you have met
3.IF you control the Great Wall gain +25 Espionage points for the Great Wall
Quest8:
	Sports League
	Prereq: CONSTRUCTION
	Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
	Active/Weight: 25/500
		Aim:
		Build default number of players for this world size Colosseums (7 for standard)
		Result:
1.+1 happy face for every Colosseum
2.+4 culture for every collosseum
3.IF you control the Statue of Zeus wonder trigger a golden age
Quest9:
	Crusade
	Prereq: State religion but you do not control the Holy City
	Obsolete: None
	Active/Weight: 50/1000
		Aim:
		Declare War on the owner of the Holy City, stay in war until you conquer the Holy City
		Result:
1.get 0.5*default number of players for this world size+1 conscript units (4 for standard)
2.build the shrine for your state religion
3.spread your state religion to  default number of players for this world size cities (7 for standard)
Quest10:
	Greed
	Prereq: BRONZE_WORKING AND lacking either of the following revealed resources: Oil OR Copper OR Iron OR Horse
	Obsolete: if GrowthPercent for the current Game Speed number of turns have ellapsed (100 for normal)
	Active/Weight: 40/300
		Aim:
		Declare War on the owner of the resource triggered, stay in war until you conquer the resource
Result:
1.get 0.5*default number of players for this world size+1 units (4 for standard) with the conquered resource as prerequisite
Quest11:
	War Chariots
	Prereq: THE_WHEEL AND State Religion
	Obsolete: MONARCHY or LITERATURE or CODE_OF_LAWS or AESTHETICS or MATHEMATICS or ALPHABET or HORSEBACK_RIDING or IRON_WORKING or METAL_CASTING
	Active/Weight: 25/200
		Aim:
		Build default number of players for this world size +1 Chariots (8 for standard)
		Result:
1.All Chariot units gain the Combat 1 promotion
2.Spread your state religion to 5 own cities
Quest12:
	Elite Swords
	Prereq: IRON_WORKING AND State Religion
	Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
	Active/Weight: 25/200
		Aim:
		Build default number of players for this world size +1 Swordsmen (8 for standard)
		Result:
1.All Swordsman units gain the City Raider 1 promotion
2. IF running HEREDITARY RULE: All Melee units gain the Drill 1 promotion
Quest13:
	Warships
	Prereq: SAILING and METAL_CASTING AND Map has at least 55% water tiles
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 35/200
		Aim:
		Build default number of players for this world size Triremes (7 for standard)
		Result:
1.All Trireme units gain the Combat 1 promotion
2.IF you control the Great Lighthouse all harbors gain +2 commerce
Quest14:
	Guns Butter
	Prereq: GUNPOWDER
	Obsolete: RIFLING or RAILROAD
	Active/Weight: 30/200
		Aim:
		Build default number of players for this world size +1 Musketmen (8 for standard)
		Result:
1.All Musketman units gain the Pinch promotion
2.IF Vassalage civic gain 400 gold
3.IF you control the Taj Mahal wonder trigger a golden age
Quest15:
	Noble Knights
	Prereq: GUILDS and HORSEBACK_RIDING
	Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
	Active/Weight: 15/200
		Aim:
		Build default number of players for this world size +1 Knights (8 for standard)
		Result:
1.All Knight Units gain the Flanking 1 promotion
2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
3.IF you control the Oracle get a free settled great priest in the Oracle city
Quest16:
	Overwhelm
	Prereq: FLIGHT and INDUSTRIALISM AND Map has at least 55% water tiles
	Obsolete: ROBOTICS
	Active/Weight: 35/200
		Aim:
		Build 4 destroyers, 2 battleships, 3 carriers and 9 fighters
		Result:
1.All DESTROYER, BATTLESHIP, CARRIER, FIGHTER and JET_FIGHTER units gain the Combat 1 promotion
2.All harbors gain +5 commerce
3.IF the Manhattan Project has been build pass the Nuke Ban resolution
Quest17:
	Corporate Expansion
	Prereq: own a corporate HQ
	Obsolete: None
	Active/Weight: 70/200
		Aim:
		spread the corporation to default number of players for this world size +1 cities (that did not have it when the quest was triggered) (8 for standard)
		Result:
1.+10 gold for the corporate HQ
Quest18
	Hostile Takeover
	Prereq: own a corporate HQ and do not control at least 1 instance of all resources the corporation uses
	Obsolete: None
	Active/Weight: 80/200
		Aim:
		own all resource types the corporation uses
		Result:
1.+20 gold for the corporate HQ
Spoiler Solver's Events :

Code:
Event154
	Civ Game
	Prereq: COMPUTERS
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.+1 happy face in all your cities
2.all universities get +3 research
3.you receive gold (320 base)
Event155
	Slave Revolt Warning
	Prereq: Slavery Civic AND city with at least 4 population
	Obsolete: None
	Active/Weight: 0/0
		Result:
1.text is displayed warning you of the possibility of a slave revolt while in Slavery civic
Event156
	Immigrants
	Prereq: City with at least 55 culture per turn AND more happy and healthy faces than angry and unhealthy ones AND PRINTING_PRESS
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City gains +1 population
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
Event158
	Great Beast
	Prereq: own a plot with camp AND HUNTING and POLYTHEISM and have a State Religion
	Obsolete: EDUCATION
	Active/Weight: 75/100
		Result:
1.+1 food on plot
2.pay gold (15 base) AND gain +1 population in a city
3.+1 happy face for 40 turns in all cities with state religion
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
Event160
	Defecting Agent
	Prereq: at least 5 Inteligence Agency buildings and contact with another player
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.lose 300 Espionage points vs. other player
2.pay gold (50 base) AND 50% chance of 3
3.-2 attitude modifier with other player
Event161
	Jail
	Prereq: City with Jail
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.City loses 1 happy face
2.Pay gold (100 base)
Event162
	Spy Discovered
	Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
	Obsolete: ROBOTICS
	Active/Weight: 60/100
		Result:
1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
2.pay gold (300 base) AND gain 1 Great Spy unit
3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities
Event163
	Nuclear Protests
	Prereq: Free Speech civic AND at least 10 ICBMs and/or Tactical Nukes
	Obsolete: None
	Active/Weight: 75/120
		Result:
1.disband all ICBMs and Tactical Nukes AND gain +3 happy faces in all cities
2.lose 2 happy faces in one city
3.pay gold (400 base)
Event164
	Better Coal
	Prereq: own plor with Coal AND Mine
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.+4 production from coal plants
2.+2 production AND +1 health from drydocks
Event165
	Broken Dam
	Prereq: City with Hydro Plant
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.lose Hydro plant AND +1 angry face (like whipped) AND -1 population in city
2.pay gold (260 base) AND +1 angry face (like whipped) AND -1 population in city
3.pay gold (360 base) AND -1 population in city
Event166
	Rabbi
	Prereq: City with Judaism AND Jewish Monastery AND PAPER
	Obsolete: MASS_MEDIA
	Active/Weight: 0/0
		Result:
1.Convert 5 own and 3 foreign cities to Judaism
2.pay gold (100 base) AND get 1 free scientist in city
3.+8 culture AND +5 gold from Jewish monastery in that city
Event167
	Golden Buddha
	Prereq: City with Buddhism AND Forge AND own plot with Gold AND Mine AND Road
	Obsolete: STEAM_POWER
	Active/Weight: 0/0
		Result:
1.gain gold (180 to 200)
2.city's forge gains +6 culture
3.pay gold (70 base) AND gain 350 culture in all cities
Event168
	Preaching Researcher
	Prereq: City with Christianity AND Christian Monastery AND University
	Obsolete: None
	Active/Weight: 0/0
		Result:
1.City's Christian monastery gains +2 culture
2.pay gold (120 base) AND City's Christian Monastery gains +2 culture AND +4 research
Event169
	Toxcatl
	Prereq: Player is Aztec AND City with Sacrificial Altar AND at least 1 unit
	Obsolete: EDUCATION
	Active/Weight: 90/100
		Result:
1.+2 angry faces (like whipped)
2.pay gold (65 base) AND unit is immobile for 3 turns
Event170
	Dissident Priest
	Prereq: Player is Egyptian AND City does NOT have the state religion AND is NOT the Capital AND does NOT have the Forbidden Palace NOR Versailles AND has at least 30 culture per turn
	Obsolete: PRINTING_PRESS
	Active/Weight: 90/100
		Result:
1.+1 angry face (like whipped) in city AND 2 turns of revolt
2.+1 angry face (like whipped) in all cities
3.pay gold (200 base) AND all libraries gain +2 research AND +2 culture
Event171
	Pasture Built
	Prereq: Own plot with Cow OR Horse OR Sheep OR Pig AND plot has NO Improvement AND NO Road or Railroad AND ANIMAL_HUSBANDRY
	Obsolete: CALENDER
	Active/Weight: 80/100
		Result:
1.Plot gains Pasture AND Road
Event172
	Rogue Station
	Prereq: City with Broadcast Tower AND ASSEMBLY_LINE AND Player is Russian AND State Property civic AND contact with another player
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.lose 150 Espionage points with other player AND lose Broadcast Tower
2.+1 angry face (like whipped) in city
3.+2 angry faces (like whipped) AND factories gain +2 production in all cities
Event173
	Anti-Monarchists
	Prereq: Player is French AND Hereditary Rule civic
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.+3 happy faces from Palace
2.+2 gold from all cathedrals
Event174
	Impeachment
	Prereq: Player is American AND CONSTITUTION AND has a capital
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.+6 Angry faces (like whipped) AND +1 happy face for 10 turns in all cities (sic!)
2.Courthouse in Capital gains +2 production AND city has 2 turns of revolt
 
Edit: the above is bound to contain mistakes or misunderstandings - so fire away :p
Edit2: Update to 3.13
Spoiler change log for 3.13 :
Code:
3.13 changelog:

Quest 1: Blessed Sea:
	can no longer occur IF player is human AND One City Challenge option is set
	obsoletes with Industrialism Tech (as it is supposed to)

Quest 2: Holy Mountain
	can no longer occur IF player is human AND One City Challenge option is set
	obsoletes with Industrialism Tech (as it is supposed to)

Quest 3: Horse Whisperer
	now also obsoletes with Astronomy
	can no longer occur IF player is human AND One City Challenge option is set

Quest 4: Harbormaster
	can no longer occur IF player is human AND One City Challenge option is set

Quest 5: Classic Literature
	now also obsoletes with Astronomy
	can no longer occur IF player is human AND One City Challenge option is set

Quest 6: Master Blacksmith
	now also obsoletes with Astronomy
	can no longer occur IF player is human AND One City Challenge option is set

Quest 7: Best Defense
	can no longer occur IF player is human AND One City Challenge option is set

Quest 8: Sports League
	can no longer occur IF player is human AND One City Challenge option is set

Quest 9: Crusade
	can no longer occur IF player is human AND One City Challenge option is set

Quest 14: Warships
	now also obsoletes with Astronomy

Quest 18 Hostile Takeover
	can no longer occur IF player is human AND One City Challenge option is set

All Barb Uprising events got a new City Attack AI for the Barbs, called UNITAI_ATTACK_CITY_LEMMINGS :) and they will do just that :evil:

Events 60 (Bowyer), 62 (Champion), 82 (Axe Haft), 85 (Stronger Fittings), 91 (Reinforced Hull), 95 (Forty Thieves), 99 to 103 (Barb Uprisings), 105 (Security Tax), 106 (Literacy)
	now also obsolete with Astronomy

Events 130 (Secret Knowledge), 141 (Crisis in the Senate), 142 (Too close to call), 143 (Charismatic)
	now can also occur after Astronomy

Added Solver's Events







and 900th post :dance:
 
I may never see all these events, but I like to know what all the possibilities are. Thanks.
 
It looks like some of the more brutal events (e.g. Tsunami- #33- destroy a city of less than 5 people) were turned off. I wonder if they turned them off during beta testing because of balance issues, but left them in for modders.
 
Great stuff.

But could you explain how the "Active/Weight" ratio works?

And can you mod this so that good events happen more frequently? :)
 
Cool. It'd be nice if you had the text for them though.
 
This is nice. Any chance of indicating which ones are possibly recurring in your list as well?

:) I got tired of keeping track which ones are set to recurr and which ones are set to never recurr but erase all memory of them ever being triggered :crazyeye: so I did not complete that part of the list, I'll try to get to it soon...

Great stuff.

But could you explain how the "Active/Weight" ratio works?

And can you mod this so that good events happen more frequently? :)

I just combined two values to make the list shorter - so no ratio:
both can be found (and changed) in the Civ4EventTriggerInfos.xml
Active=iPercentGamesActive this value determines the probability that this event is included in the list of Events possible at the start of a new game
Weight=iWeight this value determines the chance for the event to trigger IF any event is triggered (I listed the chances per era in my first post) AND IF its Prereqs are met - what the game does is:
1 - it determines whether any event is triggered this turn
2 - it lists all events that are active AND have all prereqs met AND are not obsolete
3 - it adds all iWeight values of these events
4- it rolls the dice, with the chance of any event to occur being iWeight/Sum(iWeight) from 3
Cool. It'd be nice if you had the text for them though.

Have a look in the CIV4GameText_Events_BTS.xml it gives all of them - but parsing them here would have made everything extremely cluttered ;)
 
Also, once you finish all the changes (adding recurring info, any other stuff), I think it would be good to repost this to the strategy articles subsection of the strategy forum where it will not get buried as quickly.

Good idea - I'll probably ask a mod sometime to move it there...
 
Great job here!

Note that event 33 (Tsumnami) has an active/weight of 0/0. It is devastating! Is it only for modding? Sorry, I just saw Uerd mentioned this also.

Event 139 has an active/weight of 65/0. at 0, how would it ever occur? I wonder if tere is a special trigger, like a city is razed?

I think most of these look good. Some of the military ones, which give free promotions to each of a type of unit (like 143, to gunpowder units) seems a bit strong. 140 (gives 3 settled great people) also seems quite strong.

Breunor
 
Great job here!

Note that event 33 (Tsumnami) has an active/weight of 0/0. It is devastating! Is it only for modding? Sorry, I just saw Uerd mentioned this also.
yes that one is disabled by default

Event 139 has an active/weight of 65/0. at 0, how would it ever occur? I wonder if tere is a special trigger, like a city is razed?
the city razing is a trigger, but the iweight value puzzles me as well - but the way the code is written an iWeight=0 *might* actually give it a chance of 1/Sum(iWeight) (if the SorenRandNum generator can give 0)...

I think most of these look good. Some of the military ones, which give free promotions to each of a type of unit (like 143, to gunpowder units) seems a bit strong. 140 (gives 3 settled great people) also seems quite strong.

Breunor
Actually - each of the results I list there are the options you can pick - so you get one settled great person but you can choose which...
 
140 (New Dynasty) doesn't give three great people but a choice of one of the three. Same is with other cases where multiple results are listed.

I'd say all the unit promotions are situational. Certainly Persia or Egypt getting War Chariots quest or Horseshoe event sounds powerful. But then again, Tower Shield will help in any axe rush as the normal target is Archer, and will help in the middle ages with maces attacking longbows. I've had Elite Swords with Boudica, and certainly they did work wonders. Later promotions are less powerful because in early game being able to rush with 1-2 axes less means being able to train eg. a worker or settler instead.

Combining promotions might be game breaking. Out of interest I have tried to break it by triggering events manually using debug console. I'd say Egypt with Combat 1 + Flanking 1 war chariots came out too powerful, but that map happened to be perfect for rushing as well - I got 5 capitols (large map with 11 civs) before I decided to stop and try something else.

Certainly some catastrophes are nasty as well, but most of the time it takes a string of bad events to really break a civ.


The single event I'd point out is Horticulture, as it has a chance of providing free scientist and it has not prerequisite techs, time, civics.. That is, it can occur very early - as soon as events activate after grace period. I did get that with Peter the Great once very early in the game, and being philosophical got my first Great Scientist before I had Writing. If it had some prerequisite that made certain it can't occur very early, it'd be just fine.
 
how can I change this value in mod?

There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).

It's to low to me in quick, normal and epic games. Perhaps it should be changed by speed.
 
how can I change this value in mod?

There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).

It's to low to me in quick, normal and epic games. Perhaps it should be changed by speed.
You cannot easily change it by speed, but if you want to adjust the values for the eras you can just open ...\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\GameInfo\CIV4EraInfos.xml using any text editor and change the values within the <iEventChancePerTurn></iEventChancePerTurn> tags for each era.
 
Nice! One thing though...I looked at all the events, and didn't find the one extremely good one that I got while playing the game. I got a (I forget the event name) random event which gave me the option of 1 of 3 settled super specialists -- Great Prophet, Great Artist or Great Merchant. Did I just miss it? I'm not making it up... :).
 
Nice! One thing though...I looked at all the events, and didn't find the one extremely good one that I got while playing the game. I got a (I forget the event name) random event which gave me the option of 1 of 3 settled super specialists -- Great Prophet, Great Artist or Great Merchant. Did I just miss it? I'm not making it up... :).

Try 140: New Dynasty :smug: - and it should be great general, great prophet, great merchant
 
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