New random events in patch? (ideas)

Magnus of Borg

Chieftain
Joined
Nov 19, 2006
Messages
36
Will there be any? I know we already have over 300 events, but adding extra ones shouldn’t be too difficult. I would especially apreciate more late-game specific events and more builder quests.

Below are some propositions:

“Money Quest”
Build X Markets. Extra reward if Colossus.
1: Extract taxes from merchants: Lump sum of :gold: (about 500)
2: Just listening to foreign merchants is helpful in gathering intelligence: +2 :espionage: for Markets
3: With solid base we can expand our trade network: Extra trade route in every city.

“Stargazer”
Build X Observatories. Extra reward if University of Sankore.
1: Detailed star charts help in navigation: +1 movement for Water Units.
2: Attract new scientists: +2 :science: for Observtories.
3: Great Scientist is born.

“Food Storage Quest”
Build X Granaries and X Aqueducts. Extra reward if Hanging Gardens.
1: We are ready to expand: Gain 2 (1?) Settlers.
2: Food for the masses: +1 :) for Granaries.
3: Population boom: Extra pop in every city (with a granary?)

“Hospital Quest”
Build X Hospitals.
1: Our citizens apreciate highest standards of medical care: +2 :) and +1 :health: for Hospitals.
2: Decipher secrets of human genome: Discover Genetics.
3: Start nation-wide eugenics program: +1 :science: and +3 :gp: (greast scientist) for Hospitals.

“Jail Quest”
Build X Jails. Extra reward if Pentagon.
1: Tap forced labor: +2 :hammers: for Jails.
2: Curb corruption and inneficiency: -10% maintance for Jails.
3: “The Dirty Dozen”: Great General (Great Spy?) is born.

And some other random events:

“Ambassador”
Trigger: Contact with an AI that has contact with a second AI unknown to human player.
1: Make contact with that second AI.

“Suburbs”
Trigger: Big/unhealthy city with cottages.
1: City loses 1 pop. Some cottages gain 10 extra turns of growths.

“Migration”
Trigger: City #1 with high health/culture and a city #2 with low health/culture.
1: City #1 gets +1 pop while City #2 loses 1 pop.

“Eclipse”
Trigger: Ancient (and Classical?) Age and city with State Religion.
1: We are doomed!: Pay nothing. City revolts for 1 turn.
2: Calm the citizens: Pay some :gold:. Nothing happens.
3: We must appease the gods: Pay more :gold:. City gains state religion temple.

“Soda Water”
Trigger: Sugar resource and city with aqueduct.
1: Quite a refreshing drink. Let’s call it “coke”: +3 :gold: for Aqueduct.

“Finest Breed of Horses”
Trigger: Horses and city with stables.
1: Sell them: Lump sum of :gold:. (about 150)
2: They will form the core of royal/national guards: Pay some :gold:. Gain most modern cavallery unit with free morale promotion.

Fell free to comment and add your own random events. Maybe some Civ4 designer will read this thread and use our ideas.
 
I really liked some of your suggestions, they seem interesting and balanced.
 
"Krystalnacht"
Trigger: Civ is Germany and has Police State and Slavery civics and the city affected has Judaism and Judaism is not the state religion.
Effect: All commerce generating buildings are destroyed, Judaism is removed from city.
 
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