Common Event Design

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
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Location
Western Australia
Ok guys, as most of you have probably noticed the mod is currently flooded with barbarian spawn events. we need to dilute the event pool with common events to remedy this so im opening this common events design thread so all you guys can contribute your ideas.

we will be going through here and shamelessly taking the events we like (you will get credited for them of course ;) )

if at all possible code for the proposed event would be great, but not at all necessary.

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Format:

Req: (what is requires to make the event trigger? ie 'a Unit with iron weapons in a forest')
Text: (What text is displayed when the event triggers (ie 'Your [unitname] has found a rare grove of timber, what should we do?')
a) (flavour text for each option here) (Put the effect of choosing this option in brackets here)
b) ie 'rare timber you say? have [Unitname] cut down the grove and bring the timber back to [nearest city]' (Unit immobile for x turns, remove forest, spawn a 'bonus resources' unit in [nearest city]. (bonus resource unit can be sacrificed to provide y hammers to the city))
c) whatever... (no effect)
 
Adding my event suggestions from the private forum (some already implemented).

Spoiler :
Chaos cults.
Requires Corruption shrine to have been built (anywhere in the world). Probability of occurring increased 10% for each of 4 chaos god techs that have been discovered (by any civ), probability of occurring increases 50% if chaos incursion tech has been discovered (by any civ), probability of occurring increases 100% if the End Times tech has beend discovered (by any civ). All cumulative (ie all 4 chaos techs god techs and incursion and end times -> +190% chance of occurring.)
A chaos cult has been found in your city. Do you:
a) Let them lie for now (adds corruption religion to your city)
b) Try to capture the cultists involved (50% no effect, 50% adds corruption to city and 4 turns disorder)
c) Exterminate the cultists and anyone near them... its the only way to be sure (4 turns of unrest in the city, requires High Elf, Empire or Estalia)
d) Welcome brothers! (Adds +1 happy to city for 20 turns, adds corruption religion to the city; requires corruption of chaos state religion).

Chaos uprising
Requires: corruption of chaos religion present in city. Corruption of chaos NOT state religion. Probability of occurring increased 10% for each of 4 chaos god techs that have been discovered (by any civ), probability of occurring increases 50% if chaos incursion tech has been discovered (by any civ), probability of occurring increases 100% if the End Times tech has beend discovered (by any civ). All cumulative (ie all 4 chaos techs god techs and incursion and end times -> +190% chance of occurring.)
A chaos cult has lured our people into rebellion! (City goes into unrest for 3-5 turns).

Heresy
Requires: nonstate religion present in one of your cities.
Heretics in our city have lured our people into rebellion! (City goes into unrest for 2-4 turns).

Apostasy
Requires: state religion present in one of your cities.
Some of the faithful have begun to follow false teachings; in doing so they have wandered from the true path. (Removes state religion from the city.)

Inquisition
Requires: non-state religion present in one of your cities, priesthood tech.
Probability of occurring increased 50% with crusaders civic, increased 100% with dogmatism civic, increased 100% for AI (which won't use inquisitors effectively.)
Heretics are practicing an alien religion in our city, shall we:
a) Tolerate their presence for now (+2 unhappy for 20 turns)
b) Root them out. (removes non-state religion, -50 influence in city, -50 gold).

Knighthood 1
Requires: Brettonnia civ, tournaments tech, light cavalry unit.
"Our brave horsemen have demonstrated courage, strength and loyalty, shall we raise them to knighthood?"
a) Yes, let us reward their fealty with the honor of knighthood. (-75 gold, Upgrades the light cavalry unit to a Knights errant unit (unit retains all promotions)).
b) No, knighthood must be reserved for those of noble blood. (no effect)
(Could also apply to various other factions that use knights; empire, cathay, estalia for eg)

Knighthood 2
Requires: Brettonnia civ, tournaments tech, fanaticism tech, light cavalry unit.
"Our brave horsemen have received a holy message from the Lady. Shall we release them from service and allow them to follow their calling?
a) Yes, all those who are called must follow. (-25 gold, light cavalry unit is upgraded to a questing knight unit (retaining all promotion), and but cannot move for 10 turns.)
b) No, we have need of them now. (no effect)

Dwarven refugees
Requires: Empire or Tilea or Estalia or Kislev or Dwarves (ie dwarves or dwarven allies). Requires feudalism tech (ie midgame, so you'll have enough strength to potentially fight off 4 decent barbarian units). Can only happen once (per civ), too many free units (or multiple forge bonuses) can be unbalancing.
"A group of dwarven engineers have arrived on our doorstep, fleeing for their lives from a greenskin horde. They offer their service in exchange for our protection.
a) Let them craft a new cannon battery (requires cannons tech, creates a cannon unit in the city, Creates 4 barbarian greenskin units adjacent to to the city.)
b) Let them build enough rifles to outfit a new regiment. (requires rifling tech, creates a handgunner unit in your capital. Creates 4 barbarian greenskin units adjacent to to the city.)
c) Put them to work in our forges. (requires forge. Adds +3 hammers to forge. Creates 4 barbarian greenskin units adjacent to to the city.)
d) Turn them away, we cannot protect them. (no effect)

Some terraforming events to improve nasty terrain late-game (that will help the AI, rather than just spells like Vitalize that tend to only help the player).

Drain the marshes.
Requires: engineering tech, marshland tile within your cultural borders.
"A group of engineers have offered to drain the marshlands, which should provide fertile farmland."
a) Yes, let us carry out the project. (Convert the marsh tile to grassland. -20 gold, 20% chance triggers Monster Marsh effect on the next game turn)
b) We cannot afford their services (no effect).

Monster marsh
Triggered by option a) from Drain the Marshes.
A tribe of beasts was living in the marshes, and now they burst forth, enraged.
a) Let us slay the beasts, before they devour us. (spawn 2 barbarian trolls.)
b) Offer them a place in our armies - and all the food they can eat. (-100 gold, -20% food in nearby city, gain 1 troll unit.)
c) Lets show dem whose da boss! (gain 1 troll unit, requires greenskins or beastmen)

Hidden aquifer
Requires: desert tile, with no floodplains on it, no oasis on it, no resources on it. Engineering tech.
"We discovered a major aquifer, let us build wells to irrigate the land." (Adds an oasis to the tile.)

Favored of chaos 1
Requires: maurauder horde unit, advanced smithing tech, corruption of chaos state religion.
"Our marauders have been favored with the mark of chaos!"
a) It is a sign! Let us offer them to chaos. (70% upgrade the marauder horde to chaos warrior unit, retaining all upgrades, 30% chance the unit is destroyed.).
b) No, they are not worthy. (No effect.)

Favored of chaos 2.
Requires: chaos state religion, tournaments tech, light cavalry unit.
"Our warriors have been favored with the mark of chaos!"
a) It is a sign! Let us offer them to chaos. (Upgrade the unit to a chaos knights unit (70% chance), or the unit is destroyed (30% chance.)
b) No, they are not worthy. (No effect).

Holy war.
Requires: civ that shares a border with you (ie has the close borders diplomacy penalty) and has a different state religion.
"Our priests have interpreted a sign from the gods, they say we must smite our infidel neighbors!"
a) Yes, we will send the unbelievers straight to the afterlife (causes war with the other civ, +1 happy in all your cities for 20 turns, +1 permanent diplomacy modifier with all civs of your religion).
b) Ignore the priests, this is no time for a war. (+2 unhappiness in all cities with your state religion for 20 turns, -40 influence in all your cities with your state religion.)

Financial reforms
Requires: banking tech.
A notable economist has offered to re-reform our finances to improve efficiency. Should we accept?
a) Yes, let us revise our antiquated system. (-200 gold, -5% inflation).
b) No we're doing just fine.

Tax system readjustment
Requires: currency tech
We are considering reorganizing our tax system. What should we do?
a) Increase taxes on the poor. (+1 unhappy, +2 gold in all cities.)
b) Leave taxes as they are (no effect.)
c) Increase taxes on the rich (-1 influence per turn in all cities, +2 gold in all cities).

Military reforms events; I like these much better than the existing (at least in FFH) events that give sometimes large bonuses very early in the game (eg all melee units gain cover promotion).

Melee reforms
Requires: military tradition tech. Triggers only once per civ.
Years of military experience have led us to revise shock troop doctrine.
a) Focus on improving defensive formations (adds defensive formation promotion to all current and future melee units; adds +5% vs missile and mounted units)
b) Focus on improving our melee combat skills (adds melee formation promotion to all current and future melee units; adds +5% vs melee units)
c) Focus on improving our city siege and assault techniques (adds siege formation promotion to all current and future melee units; adds +5% city attack

Mounted reforms
Requires: military tradition tech. Triggers only once per civ.
Years of experience have led us to revise our cavalry doctrine. Shall we:
a) Focus on improving our manuever tactics (adds manuever formation promotion to all current and future mounted units; adds +5% withdraw chance)
b) Focus on improving our shock tactics (adds shock formation promotion to all current and future mounted units; adds +5% vs melee units)
c) Focus on improving our mounted combat tactics (adds mounted formation promotion to all current and future mounted units; adds +5% vs mounted and chariot units)

Missile reforms.
Requires: military tradition tech. Triggers only once per civ.
Years of experience have led us to revise our missile unit doctrine. Shall we:
a) Focus on improving our range. (adds range promotion to all current and future missile units; adds +5% vs missile units)
b) Focus on improving our rate of fire (adds ROF promotion to all current and future missile units; adds +5% vs melee units)
c) Focus on improving our siege techniques (adds siege tactics promotion to all current and future missile units; adds +5% city defense)

Imperial election
Requires: the Empire. Repeatable event (but clears the effects of the previous occurence). Alternatively, non-repeatable.
"The emperor is dead. Even now the elector counts gather in the great temple of Sigmar to elect his successor. Which faction should we favor?
a) Choose a great military commander; we must build mighty hordes to defend the Empire. (Empire palace gains +10% military production.
b) Choose a man of the faith, to rally the people together. (Empire palace gains +1 happy, +1 influence per turn).
c) Choose a great builder, who can help build mighty works and make our capital the envy of the world (Empire palace gains +10% hammers when producing buildings)
d) Choose a man of learning, who will support learning and expand the colleges (empire palace gains +1 beakers, newly constructed arcane units gain +1xp)
e) Choose a man who knows the land, and will help grow our empire. (empire palace gains +1 food, +1 health).

Elven allies
Requires: the Empire, Raw magic tech.
A great elven loremaster has arrived from across the sea, pledging to found a college of magic and teach our people of the arcane arts.
Effect: Empire palace gives +1xp to newly constructed arcane units.

(Alternatively; rewrite this as a two-part event, where high elves choose whether or not to help the empire, and if they help it triggers this event, and if they don't it triggers a chaos uprising at some point in the future. A simple 1-part event is probably easier to code though; we might want to stay away from event chains given all the huge hassle that Kael had with the Circle of Gaelan event.)

Dwarven allies:
Requires: the empire, mathematics tech.
A dwarven engineer has arrived from a dwarf hold deep within the World's Edge mountains, offering his skills in war machine construction.
Effect: Empire palace gives +1xp to newly constructed siege units, +1xp to newly constructed armored units.

Kislevite allies:
Requires: the empire, horsebackriding tech.
A horsebreeder from kislev has arrived, with horses better than those we have ever seen. Breeding these with our herds will improve the quality of our cavalry.
Effect: empire palace gives +1xp to newly constructed mounted units.

(Another idea: write these as a two part event. Event one: choose an alliance with elves or dwarves or kislev, which then triggers the second event some turns later.)

A prince assassinated!
Requires: Tilea. Targets a Tilean city.
"The prince of <cityname> has been been found dead, after falling 40 feet into the garderobe . An accident, no doubt."
Effect: (City experiences 1 turn of unrest, gains +1 happy for 20 turns. (people like a new ruler).)

Pirates!
Requires: Tilea. (Or make this a general uprising event?). Requires navigation tech.
Sartosan pirates threaten our shipping lanes - again. How shall we respond?
a) Buy them off! (-300 gold, gain a privateer.)
b) Fund a raid on their ports, to encourage them to seek their prey elsewhere. (-150 gold).
c) We have no choice but to tolerate them for now; we'll get them next time. (Spawn 3 barbarian privateers in your territory.)

Trading expedition.
Requires: Tilea or Estalia
An explorer claims the world is round, and that for just a little gold he can find trading routes to the orient, and riches beyond measure!
a) Fund an expedition, riches lie just beyond our grasp. (-300 gold. 50% chance, no other effect. 25% chance, palace gains silk resource, 25% palace gains spice resource)
b) Send this fool packing, we have no time for such nonsense. (No effect).

Mercenary general.
Requires: Tilea. Requires: currency tech. (Deliberately earlier than the professional contracts tech.)
A mercenary general has arrived at court, offering an array of services.
a) Hire an assassin, we have some sensitive business that needs taking care of. (-100 gold, gain professional assassin)
b) Hire some soldiers, we have a border war to start. (-100 gold, gain condoterri)
c) Hire some horsemen, there are cottages that need pillaging. (-100 gold, gain raider horsemen).
d) Hire a wizard (-100 gold, gain a mercenary wizard (Kislevite UU)).
e) We cannot afford to do business at this time.

Leaning tower
Requires: Tilea. Requires: construction tech. Triggers in a friendly city.
The engineer Leonardo has figured out how to construct a tower leaning at an angle. This fashion has become all the rage - executed men look so much better hanging from a leaning tower. (Effect: +50 influence in the city.)

Famine
Requires: city with granary.
A plague of rats and mice have devoured the food from our citizens granaries, and our people risk famine.
a) Import what food we can purchase at reasonable prices and sell it at a profit to those who can afford it. (+100 gold, -50% food storage, 20% civil unrest for 1-3 turns.) (Requires Tilean)
b) Import as much food as we can get our hands on, no matter the price. (-50 gold, -50% stored food).
c) Distribute what food we have, at least we'll all starve together. (-100% stored food in city, -1 city population)
d) Bah! Those were weak and stupid people. (-1 city population, requires Chaotic.)
e) Food shortage? Thats what snotlings are for! (-1 city population, requires Greenskin.)

Vampirism.
Requires: Sylvania or Lamia, living unit of at least level 4, eternal life state religion.
"A hero of men has shown great prowess - let us favor them with the Gift." (adds vampire promotion to the unit.)

Wolves
Requires: game turn < 100.
Our farmers have reported a pack of dire wolves is rampaging through the countryside, preying on the farmers.
a) Send out our soldiers to quell the wolf menace. (Creates 2 dire wolf pack units with BARBARIAN AI, not animal AI, in your territory; pillages the tile they spawn on.)
b) Bring the farmers into the the city - its not safe for them out there. (Permanent -1 food in the plot tile.)
c) Call out to the children of the night, they will recognize their true masters. (Requires sylvania or lamia. Gain a Dire wolf unit in your capital.)

Blood crazed vampire.
Requires: unit with vampire promotion.
One of our vampires has gone mad with bloodlust, and is slaughtering our townsfolk.
a) Bah! They are but cattle, allow him to feed until sated. (-1 population).
b) Restrain the fool - these are valuable resources. (Vampire gets -10 xp, can cannot move for 3 turns.)

Undead ruler?
I. Requires: Empire or Brettonnia or Tilea or Kislev or Estalia or Araby or Cathay or Ind or Nippon.
The countess of [cityname] is rumored to have unnatural cravings for blood.
a) Dismiss the rumors, we have no evidence. (Permanent -1 unhappy in city).
b) Pay to have her assassinated before this spreads any further. (-100 gold, Requires Professional contracts tech OR Tilea civ)
c) Have the clergy investigate. (Requires statereligion temple OR fanaticism tech. Triggers IIa, IIb or IIc on the following turn, 1/3 probability each)

IIa
The countess is dabbling in the dark arts to remain young and beautiful.
a) We will tolerate no such heresy, have the guard attempt to arrest her before she turns the populace against us. (-30 influence, 50% no other effect, 50% civil disorder for 2-4 turns)
b) Leave her be. (permanent +1 unhappy in city, permanent -1 influence per turn in city)
c) Call in the inquisitors, they know how to purge such peopple. (Requires fanaticism tech, -1 city population)
d) Dark arts you say? Tell me more! (Requires: lore of shadow tech or lore of death tech, adds +150 beakers to current research, +1 unhappy in [city] for 20 turns)

IIb
The countess of [city] is a vampire!
a) Attempt to slay her. (Spawns Lamian vampire and 3 zombie warrior units, city enters 1 turn civil disorder.)
b) Call in the inquisitors, they know how to destroy such creatures. (Requires fanaticism tech; -1 population, 50% no other effect, 50% civil disorder for 3-5 turns)
c) Invite her to tea. (permanent +2 unhappy in (city), permanent -1 influence in city, permanent +2 diplomatic relations with Sylvania and Lamia.)

IIIc
It was only a rumor. Peasants are like children, they will believe the wildest tales. (no effect).

The Origins of Magic I
(Requires: The Empire, Winds of Magic tech.)
"The Grant Theogonist requests funds to investigate a disturbing theory that magic and chaos are intrinsically linked."
a) We should not delve into the origins of Chaos - that way lies heresy. (Empire palace gains -1 beakers per turn.)
b) Give him the funds, let us see what he can find. (-100 gold, Triggers Origins of Magic IIa, IIb or IIc (equal chance).

Origins of Magic IIa
Our accumulated data is insufficient to confirm or reject our hypothesis at this time. (no effect).
(Or something even more pompous-sounding, ideally).

Origins of Magic IIb
While we were unable to answer our question, we gained insight into other areas of research. (+75 beakers to current research).

Origins of Magic IIc
Magical power comes from harnessing the winds of chaos! We can use magic to bend chaos creatures to our will. (create 2 horrors of tzeentch in capital.)
Dead men walking
Requires: graveyard.
A number of walking dead have been spotted shambling around a local graveyard.
a) We shall destroy these abominations! (Spawns 2 barbarian zombie horde units).
b) Leave them be, they are causing no harm. (+1 unhappy face in the city for 20 turns).

Raiding party.
Requires: Norsca or Hung or Druichii or Greenskin.
"Some of our enthusiastic followers have volunteered to launch a raiding party into the lands of men."
a) Tell them to bring back slaves to build our empire. (Creates 3 slave units in capital).
b) Tell them to bring back plunder. (Gain +75 gold)
c) Rein them in, we need them to serve in our armies (create axeman warband unit in capital).
 
Random Events for Warhammer
Early-Game EventsHARD_TIMES
It has been a subsistent year for your people. Crop yield wasn’t that great, trade has been almost nothing, and morale is down.
REQ: Farm.
1) What the people need is a holiday! Open up our food reserves! (-10gp, +1 Happy for 10t).
2) Hopefully things are better next year (X).

MAGIC_BEANS
A Wizard visits the farm and promises that he could improve the crops if you buy his magic beans...
REQ: Farm, Tech: Raw Magic.
1) Buy the magic beans off the Wizard and plant them (-10gp, gain the Wheat resource).
2) Bah! Get lost hedge wizard... (X)

FARM_BOY
A troublemaker is causing strife with your tax collectors, calling them villains and confiscating your “blood” money...
REQ: 15gp, Tech: Archery.
Obsolete: Iron Working.
1) Hunt down this farm boy at once! How dare he – that’s my money! (Spawn a barbarian archer warband on the plot).
2) Find this farm boy and persuade him to kill a ravenous beast, far away down south... (REQ: Charismatic leader trait).
3) This farm boy in tights scares me. I guess I better let him steal my money. (-15gp).

WARDROBE
You attend an elder meeting after an invitation, wearing your best finery. Once you are there, you find out that the meeting is about grievances...
REQ: Elder Council.
1) You are right. I shouldn’t be spending money on my wardrobe. I should be cutting taxes. (Elder council building -1gp).
2) You can’t be wearing that if you’re a respectable member of our society! Here... Let me give you my tailors address... (REQ: charismatic leader trait, -5gp).
3) Alleviate the elders concerns that your wardrobe is necessary to keep up appearances and respect. Look at those beastmen for example – their leader’s budget in wardrobe cries out the state of their civilizations economy! (REQ: imperialistic leader trait).
4) My thirty pairs of shoes are necessary! In fact, I don’t like where this conversation is going. Disperse! Go away! (Destroy elder council).

ARCHERY_COMP
An annual archery competition in %s2_city each year draws the best archers from your empire and abroad...
REQ: Archery Range.
1) Classic entertainment for the people... (+1 happy for 10t).
2) Use the tournament to hire an archer. (-10gp, gain 1 archer warband).
3) Hire the winner of the tournament! (-20gp, gain 1 archer with the Drill I promotion).

WOLF_PACK
A pack of wolves are terrorising local farms. The farmer bequeaths your help.
REQ: Pasture.
Obsolete: Tracking.
1) Hunt these wolves down. (Spawn 2 barbarian wolves).
2) That sounds horrible. Unfortunately all our patrols are busy at the moment, but we promise to get back to you... (Destroy pasture).

EARLY_CONTACT
%s1_civ_adjective diplomats have come to see us. What shall we do?
REQ: first contact (ie. Iweight set to -1) with another civ.
Obsolete: Trade.
1) Learn of their customs, for better diplomacy. (+1 reaction).
2) Chase them or shoot them – whichever gets rid of them. (-1 reaction).
3) Hear what they have to say and then tell them politely to leave. (X)

FUZZY_WUZZY
A ravenous beast has been spotted preying on the farmers herds! The farmers come to you and seek your help to kill this beast.
REQ: Pasture
1) Hunt the beast down and kill it. (Spawn a barbarian bear on the plot).
2) Its three stories big, with teeth the size of wagons, and claws the length of your arm? Um... Our troops are busy fighting in the South... (-1 food on the plot).
3) Oh isn’t he cute? It’s just wild, alone and hungry... Who’s a good boy eh? I think I will call you “Fuzzy Wuzzy.” (REQ: Asrai, REQ Tech: Monster Taming; gain 1 bear).

LUMPY_BUCKET
Local businesses are grumbling that “The Lumpy Bucket” is scaring away their customers with their bawdy singing.
REQ: Tavern.
1) Hire the best performer at karaoke. (REQ: Warfare; gain 1 archer warband with the musician promotion).
2) Introduce a Tavern Tax. That should quieten their spirits a little and get tax to boot! (REQ: Organised leader trait; Tavern +1gp).
3) Bawdy singing? In a tavern? Wow that’s a brilliant way for troops to work off their frustrations after battle! (REQ: Aggressive leader trait; Tavern +1 culture).
4) Bah. If you don’t like it, move. (X)

LUCKY_BISCUIT
“The Lucky Biscuit” has an enterprising idea that lacks capital investment. It aims to attract famous bards throughout the land to attract more business.
REQ: Tavern.
1) Let the good times roll! (-8gp, Tavern +1 commerce).
2) Have the biggest bardic competition the world has ever seen! (-50gp, gain 1 great bard).
3) Bah. We don’t need any stinking Elvis competition. (X)

FIND_TOMB
Troops patrolling the hills discover a cave behind some bushes. Upon investigation, the patrol soon realises that it’s a tomb.
REQ: Hill.
1) Loot the tomb! Got to be first with these opportunities. (Gain 5-30gp).
2) Loot the tomb and raise some spirits to join us. (REQ: Necromancy; Gain 5-30gp and 1 zombie).
3) Leave it – we don’t want to anger the dead. Seal the tomb. (X)

GRAVE_ROBBER
Graves are being found disturbed in the local graveyard in %s2_city. The grave robber, has been literally stealing the dead!
REQ: Graveyard.
1) Dispatch guard patrols to find this grave robber. (-5 gp; 20% chance of GRAVE_ROBBER_CAUGHT otherwise GRAVE_ROBBER_ESCAPE).
2) Send agents to watch for then catch this grave robber in the act. (-20gp; GRAVE_ROBBER_CAUGHT).
3) Let them scavenge from the dead. (GRAVE_ROBBER_ESCAPE).
GRAVE_ROBBER_CAUGHT
You have successfully caught the infamous grave robber, Body Snatcher. What shall we do with her?
1) The citizens demand her death. So be it. (+1 happy for 10 turns, graveyard +1 health).
2) Draft her into service. Encourage her lust for necromancy. (REQ: Necromancy; gain 1 warlock with Necromancy I promotion).
GRAVE_ROBBER_ESCAPE
Citizens in %s2_city are upset about your inept efforts to catch the Body Snatcher.
1) Our ancestor’s remains should be protected! (+1 unhappy).

CRACK_THE_WHIP
We have just conquered %s2_city. How many slaves shall we gather from its population?
REQ: Evil, Druchii. [Note: python check for city size to limiting options]
1) No slaves. I’m feeling in a generous mood today. (X)
2) Just what we need only. (-1 pop, gain 1 slave, +1 unhappy; python size city 2+).
3) Crack the whip! (-2 pop, gain 2 slaves, +3 unhappy; python size city 5+).
4) Their children should reach a fair price. (-3 pop, gain 3 slaves, +5 unhappy; python size city 8+).

Mid-Game Events
SKAVEN_ASSASSIN
An Eshin assassin has been spotted in %s2_city...
REQ: Skaven, assassin, palace.
1) Hide in a closet for several days on the chance the Council of Thirteen are getting ambitious... (1 turn of disorder).
2) Kills it! Kills it quick-quick! Me not dead-dead! (Destroy assassin).

RARE_BOOKS
Rare texts have been discovered in %s2_city...
REQ: Tech: Priesthood.
1) That ought to be worth some gold! (REQ: Philosophical trait; Receive 21-100gp).
2) This toilet paper is really soft... (REQ: Barbarian trait; +1 happy permanently in the city).
3) Study the texts closely so that we can learn from them. (+500 beakers on a random tech).

SEWER_RATS
The people are concerned in %s2_city. Large amounts of rats and other vermin are emerging from the local sewers, creating all sorts of health problems.
REQ: Sewer.
1) Investigate the sewers. (SEWER_RATS_INVESTIGATE in 3 turns).
2) Collect the rats for duty-duty. Send the packmasters. (REQ: Skaven; gain 1 rat swarm (or other unit), SEWER_RATS_INVESTIGATE in 3 turns).
3) Ratz-on-stiks! I spose we betta round up sum ladz. We go ta look an se wha bothas our food... (REQ: Destruction religion; +25% food in city, sewer +1 food, SEWER_RATS_INVESTIGATE in 3 turns)
4) Bah. I don’t have time to investigate. (Sewer +2 unhealthy).
SEWER_RATS_INVESTIGATE
Upon your patrols entering the sewer works, it quickly becomes apparent that the vermin are being driven out. Whatever is down here, the vermin are terrified of it.
1) Let’s not take any unnecessary risks. Collapse the sewer, and whatever is down here – can stay down there. (Destroy sewer).
2) We win-win lottery, we do yes-yes... Whatever it is down here, we need-need more numbers, just in case, we do... Send-send the slaves in first... (REQ: Skaven; gain 1 rat swarm (or other unit), SEWER_RATS_INVESTIGATE_BATTLE in 3 turns).
3) Send the order for reinforcements, and hit whatever it is hard and fast. (SEWER_RATS_INVESTIGATE_BATTLE in 3 turns).
SEWER_RATS_INVESTIGATE_BATTLE
Whatever it is lads, it’s big... and hungry... <Gulp!>
1) For death or glory! Chaaaaarge! (SEWER_RATS_INVESTIGATE_BATTLE_FINALE in 3 turns).
2) *Squeak!* Send the slaves in first... Kills it quick-quick! (REQ: Skaven; SEWER_RATS_INVESTIGATE_FINALE in 3 turns).
3) Retreat! Run away! Eeeeeeeeeeek!! (Destroy sewer).
SEWER_RATS_INVESTIGATE_BATTLE_FINALE
What follows is a glorious battle as blood flows through the sewer...
1) Phew... We survived... (1 random unit promoted to strong/hero on tile).
2) What the *squeaking* Thirteen are you doing down here? Is that where you disappeared to?! <A whip cracks, followed by a loud squeaking/roar> Get back up topside! You have some man-things to kill-kills! (REQ: Skaven; gain 1 Rat Ogre (or other unit) with the promotion strong, named “Bloodclaw”).

WHIMSICAL_SCULPTOR
A highly skilled but whimsical sculptor has arrived in %s2_city. He will sculpt a statue of you if you provide the materials.
REQ: Marble, TECH: Lordship.
1) Provide the materials and hope that the sculptor finishes. (-25 gold; 30% trigger WHIMSICAL_SCULPTOR_RUNS otherwise WHIMSICAL_SCULPTOR_FINISH).
2) Provide a “guard” that “protects” the sculptor as they work. (REQ: Evil; -25gp; WHIMSICAL_SCULPTOR_FINISH).
3) I’m too cheap – that and I don’t trust him. (X)
WHIMSICAL_SCULPTOR_RUNS
The sculptor has left the job unfinished, and is nowhere to be seen!
1) Well that’s typical... Sell off what he managed to do I suppose... (+5gp).
WHIMSICAL_SCULPTOR_FINISH
The sculptor finished his work. It is indeed of excellent quality.
1) Pity I can’t find him to congratulate him on his masterpiece. (Gain a monument).

Late-Game Events
KABOOM
We have built a wondrous destruction of war.
REQ: Siege Workshop, 30gp, TECH: Canons.
1) I just love the smell of napalm in the morning... (REQ: Chaos Dwarves; -30gp, siege workshop +2 culture, gain 1 canon with Barrage I promo).
2) Light them up boys. I can think of a few civilisations which I can’t wait to test them on. (REQ: Dwarves; -30gp, siege workshop +1 gold, gain 1 canon with Barrage I promo).
3) Hoorah... (-30gp, gain 1 canon)

...
I need to create more mid-game and late-game events though...
Which onez do ya like so dat I can code dem for ya Warboss?
 
frenzyslave those are all great :lol: i like a lot of the early game ones, but some effects are badly unbalanced (10 gold for a free wheat? YES PLEASE!) and need to be balanced. but other than that, my favourites are:

Early-Game Events
HARD_TIMES
MAGIC_BEANS
FARM_BOY (but should also require a farm :p)
ARCHERY_COMP (but i think option 1 should give +x culture to archery range permanently with the cost of some gold)
WOLF_PACK
EARLY_CONTACT
FUZZY_WUZZY (fun idea but i dont like the -1 food on plot effects. and the asrai option should require an earlyer tech to monster taming)
LUMPY_BUCKET
LUCKY_BISCUIT (but 50 gold for a bard is too cheap i think)
FIND_TOMB
GRAVE_ROBBER
GRAVE_ROBBER_CAUGHT
GRAVE_ROBBER_ESCAPE
CRACK_THE_WHIP

Mid-Game Events
SKAVEN_ASSASSIN
RARE_BOOKS (second option should also be avaliable to greenskins (not all greenskins have barb trait)
SEWER_RATS (it would be better if consecutive events happened the next turn, not 3 turns. a turn represents a year in game after all.)
SEWER_RATS_INVESTIGATE (no need for the SEWER_RATS_INVESTIGATE_BATTLE one, it dosnt do anything
SEWER_RATS_INVESTIGATE_BATTLE_FINALE
What follows is a glorious battle as blood flows through the sewer...
1) Phew... We survived... (1 random unit promoted to strong/hero on tile).
2) What the *squeaking* Thirteen are you doing down here? Is that where you disappeared to?! <A whip cracks, followed by a loud squeaking/roar> Get back up topside! You have some man-things to kill-kills! (REQ: Skaven; gain 1 Rat Ogre (or other unit) with the promotion strong, named &#8220;Bloodclaw&#8221;).

WHIMSICAL_SCULPTOR
WHIMSICAL_SCULPTOR_RUNS
WHIMSICAL_SCULPTOR_FINISH

Late-Game Events
KABOOM

(ok so it would have been easyer to list the ones i dont like :p oh well :p nice work :D)
 
MAGIC_BEANS
25gp for the wheat resource?

FARM_BOY
Farm required for the fearless crusader then.

ARCHERY_COMP
An annual archery competition in %s2_city each year draws the best archers from your empire and abroad...
REQ: Archery Range, 5gp.
1) Classic entertainment for the people... (-5gp, +1 happy for 10t).
2) Use the tournament to hire an archer. (-10gp, gain 1 archer warband).
3) Hire the winner of the tournament! (-18gp, gain 1 archer with the Drill I promotion).
4) Make the event highly anticipated and a joy to watch each year (-25gp, +1 happy for 10t, archery range +2 culture).

FUZZY_WUZZY
Destroy pasture then i guess - must be a hungry bear!
Tracking for the Asrai then? I dont want them to have a bear too early, as it is potentially serious muscle.

LUCKY_BISCUIT
75gp for the bard? Or would 100gp be better?

RARE_BOOKS
Added a fourth option for Greenskins. Easier to code ;)
4) I made a hat! Arrrr! Giv me all ya stuff - or ye walk da ax! (REQ: Greenskins; +1 happy permanently in the city).

SEWER_RATS
Removed the event suggested (I guess I went for too much suspense ;)) and shorten the delays to 1 turn.
 
Some nice ideas! Comments below.
Main comment is that you need to think a bit more carefully about different options. Basically, no option should ever be strictly better than another option unless it has some kind of extra requirement (like a leader trait or tech requirement). You should never be able to choose between EITHER get something positive OR nothing.

MAGIC_BEANS
Free wheat probably too powerful - make it more expensive, and maybe a 50% chance that the "magic" beans don't create anything.


Funny, but not very Warhammerish. If definitely doesn't make sense for an awful lot of factions - greenskins, dwarves, chaos races, lizardmen, etc....
It really only makes sense for elves and a few of the human races.
WOLF_PACK
FUZZY_WUZZY
You need to be very careful with animal spawns to make sure they have barbarian AI, not animal AI - otherwise they just sit there.
Also, I think not even wood elves would name a bear fuzzy wuzzy.... we're going for a dark, twisted brutal fantasy feel here - not warm fuzzy and cute.


EARLY_CONTACT
Why would you ever choose anything other than option a? Make if so you have to pay a gold gift to get the positive relations.

LUCKY_BISCUIT
Free great people are very VERY powerful. This should be very expensive and/or have some nasty side effects, or find some other effect.

FIND_TOMB
Again, why would you choose c over a?

CRACK_THE_WHIP
Nice. Should probably also be useable by skaven and ogres at least - maybe more? And make the unhappiness temporary, otherwise its not really worth it.

RARE_BOOKS
The philosophical trait requirement should be on the option c requirement (lots of beakers) rather than the option a requirement. Otherwise, c is clearly better than a (and it doesn't make much sense for philosophers to just sell them).

SEWER_RATS_INVESTIGATE_BATTLE_FINALE
No chance of losing or having to actually fight whatever beast lies in the sewers?
KABOOM
We have built a wondrous destruction of war.
REQ: Siege Workshop, 30gp, TECH: Canons.

Should require the cannon foundry building.
I like the idea of positive events for more infrastructure; if we remove the cannon foundry as a requirement for cannons and joust as a requirement for knights and wheelwright as requirement for chariots, it would be nice to get an extra reward from building the structures by getting a chance for some good events.

My favorites:
FARM_BOY
LUMPY_BUCKET
GRAVE_ROBBER
CRACK_THE_WHIP

My least favorites:
WARDROBE
FUZZY_WUZZY
 
Im with Ahri on all his points, particularly on the bard and wheat. other than that its great

i also think the farm boy *cough*robinhood*cough* should be an event chain. its a cool idea to play with :p

It might even be cool to make an early game recon/archer hero called Swallow Cloak (Robin Hood) that you could get options to befreind, or he could become barbarian if the other options are chosen.
 
MAGIC_BEANS
Free wheat probably too powerful - make it more expensive, and maybe a 50% chance that the "magic" beans don't create anything.
How about this: Buy the magic beans off the Wizard and plant them (-30gp, 33% chance of gaining Wheat resource, otherwise it gains +1 food on the plot).
WARDROBE
Funny, but not very Warhammerish.
Event scraped, unless towards a specific civ. At least I had some fun writing it ;)

WOLF_PACK, FUZZY_WUZZY
You need to be very careful with animal spawns to make sure they have barbarian AI, not animal AI - otherwise they just sit there. Also, I think not even wood elves would name a bear fuzzy wuzzy.... we're going for a dark, twisted brutal fantasy feel here - not warm fuzzy and cute.
Sorry, elven treehugger bias ;). They aren't doing anything - they ate the pasture and aint moving from it till you wack it. Why move on (if youre an animal) when there is ample food? Animals camp next to their food source. How about this for the Wood Elf option: "You are not alone anymore.. and neither will you go hungry, Orcfang" and name the unit (unless the Warbosses have a better name).

EARLY_CONTACT
Why would you ever choose anything other than option a? Make if so you have to pay a gold gift to get the positive relations.
Done.
LUCKY_BISCUIT
Free great people are very VERY powerful. This should be very expensive and/or have some nasty side effects, or find some other effect.
Hmm. A chance for the great bard (33%) for 75gp. Also a +2 commerce boost for the tavern regardless (so you dont get nothing in case of a % loss). Big money, and risky. Or should it be 25%? You dont want it too low...

FIND_TOMB
Again, why would you choose c over a?
Mainly for the RPing aspect, but perhaps I could make option A have a small chance of spawning a barbarian undead unit.
CRACK_THE_WHIP
Nice. Should probably also be useable by skaven and ogres at least - maybe more? And make the unhappiness temporary, otherwise its not really worth it.
Thanks. The unhappiness is temporary (whipping anger) and goes away after awhile. There was talk about a Dark Elf slaver victory and I thought this may help them. I will change the last two options to be Druchii only (2 or 3 slaves), and the first two options to evil requirement.

RARE_BOOKS
The philosophical trait requirement should be on the option c requirement (lots of beakers) rather than the option a requirement. Otherwise, c is clearly better than a (and it doesn't make much sense for philosophers to just sell them).
Good point. Done.
SEWER_RATS
No chance of losing or having to actually fight whatever beast lies in the sewers?
No. The plan was for suspense, with the player thinking about sacking the sewer (thats the risk - "what exactly is down there? Should i sack the sewer??"). Also some funky python check etc and leaving troops immobilised, finding which one gets wacked etc and I thought it would just be simpler to let them win. I could add a chance that it goes on a population eating rampage before it gets whacked if you like.

KABOOM
Should require the cannon foundry building.
I like the idea of positive events for more infrastructure; if we remove the cannon foundry as a requirement for cannons and joust as a requirement for knights and wheelwright as requirement for chariots, it would be nice to get an extra reward from building the structures by getting a chance for some good events.
Canon Foundry it is then (whoops, overlooked that). As canons requires a building, for the civs who cant build it, should perhaps be tech blocked from Canons and Rifling (as those two techs are useless for them)?
 
i also think the farm boy *cough*robinhood*cough* should be an event chain. its a cool idea to play with :p
Ah, you noticed a slight there, eh? Actually I was tempted to put an FB (for Farm Boy) and give him a cape (with a special mask too) but I decided to *ahem* that... :lol: (inspired by marvel I was). Doing too many Ork events I think ;)

It might even be cool to make an early game recon/archer hero called Swallow Cloak (Robin Hood) that you could get options to befreind, or he could become barbarian if the other options are chosen.
Then he can have a cape, and mask! ;):lol: That sounds great if it goes ahead. Wow. That Farm Boy's dream is bigger than I thought :lol:
 
How about this: Buy the magic beans off the Wizard and plant them (-30gp, 33% chance of gaining Wheat resource, otherwise it gains +1 food on the plot).

The extra bonus resource in the early game can still just be too much. Instead, I'd make it -25 gold for +1 food on the tile with 100% chance.
How about this for the Wood Elf option: "You are not alone anymore.. and neither will you go hungry, Orcfang" and name the unit (unless the Warbosses have a better name).

Sounds good.
There was talk about a Dark Elf slaver victory and I thought this may help them. I will change the last two options to be Druchii only (2 or 3 slaves), and the first two options to evil requirement.

I'd still like Slaver events to have some extra options available to the obviously Slaver factions, beyond just being evil.
No. The plan was for suspense, with the player thinking about sacking the sewer (thats the risk - "what exactly is down there? Should i sack the sewer??")

The problem is... that only ever works once. Otherwise there is a clearly superior "win" path to the event. I think good events should have replay value, and that there should never be a clearly superior path.

Why not have some chance of spawning a barbarian Rat Ogre and some giant rats?
As canons requires a building, for the civs who cant build it, should perhaps be tech blocked from Canons and Rifling (as those two techs are useless for them)?

Well, we're probably going to remove many of the building requirements, so cannons won't need a building.
Civs that can't get anything from cannons or rifling will end up being unable to research the techs (rifling will basically be limited to most humans and dwarves for eg), but there will be some civs that can't get a cannon unit but can still research the cannons tech, because they'll need it for Ships of the Line, or whatever their factional equivalent UU ends up being.
if you implement the event ill implement a Hero

The hero could even have the Hidden promotion, so he runs around your empire killing your workers unless you get some recon units to spot him.
 
The hero could even have the Hidden promotion, so he runs around your empire killing your workers unless you get some recon units to spot him.

i dont think he would be killing your workers (the poor), but turning them into barbarian units to fight you (make the poor fight the rich)(mechanic could work like capture defeated enemies as 'Swallow's Merry Men', weak archer unit upgradable to regular archers)

stats could be: 4 strength, 2 move, hero and hidden promotions, able to turn defeated units into Swallows Merry Men, able to scout enemy territory (not using hidden nationality).

options could be hiring Swallow to roote out the corrupt rulers in your empire (require lawful alignment maybe? possibly cost x gold or -1-3% gold permanently in each city? (too much?) in addition to -y crime) choosing this gives you control of Swallow. other option could be hunting swallow to get a tighter grip on control and keep taxes in place (spawn barbarian Swallow in your territory)
 
i dont think he would be killing your workers (the poor), but turning them into barbarian units to fight you (make the poor fight the rich)(mechanic could work like capture defeated enemies as 'Swallow's Merry Men', weak archer unit upgradable to regular archers)

This sounds neat if it would be doable, though I don't think the AI can upgrade units.

Is there any way (some AI script?) that will have a barbarian Swallow raid and pillage the countryside, rather than immediately suiciding itself against a warrior fortified in a city?
Maybe a recon script and have it start with the raider promotion? With the raider trait (insta-pillaging improvements) on both the hero and whatever it kills, it could cause enough havoc to make it well worth hunting down.
I'd probably give the hero guy at least 5-6 defense, to make you need several units to be able to kill him.

I do like the initial simple setup. How about:
FARM_BOY
A troublemaker is causing strife with your tax collectors, calling them villains and confiscating your &#8220;blood&#8221; money...
REQ: Tech: Archery.
Obsolete: Iron Working.
1) Hunt down this farm boy at once! How dare he &#8211; that&#8217;s my money! (Spawn a barbarian Swallow hero on the plot).
2) Find this farm boy and persuade him to kill a ravenous beast, far away down south... (REQ: Charismatic leader trait).
3) Enlist this farmboy to root out corrupt officials within our empire (-75 gold, permanent +1 happy from palace, requires Lawful).
4) This farm boy in tights scares me. I guess I better let him steal my money. (-150gp).
 
This farm boy in tights scares me. I guess I better let him steal my money. (-150g)
How often does it happen that anyone has 150 gold early in the game, so I'd say -2g permanently in the capital for leaving him to rob unmolested.

or increased maintenance for palace and/or early financial building.
(his predations become more grievous for civs that focus on finance and contruction)
or a % decrease in trade. (merchants are the rich afterall)

In the case not dealing with him leading to permanent attrition though, it might be appropriate to have the event repeat. (early on a civ may not have too much trouble with him, but the situation may change.)

nice events overall.
 
How often does it happen that anyone has 150 gold early in the game, so I'd say -2g permanently in the capital for leaving him to rob unmolested.

Thats a good idea. Just add -2 gold per turn it to the palace building. And make it something about him murdering my tax collectors, rather than stealing my money.

Early game a civ *will* have trouble with him if you make him hidden... they need a recon unit to see him to attack and kill him. Maybe no hidden, just a high defense strength?
 
Is there any way (some AI script?) that will have a barbarian Swallow raid and pillage the countryside, rather than immediately suiciding itself against a warrior fortified in a city?

more than likely.

do like the initial simple setup. How about:
FARM_BOY
A troublemaker is causing strife with your tax collectors, calling them villains and confiscating your &#8220;blood&#8221; money...
REQ: Tech: Archery.
Obsolete: Iron Working.
1) Hunt down this farm boy at once! How dare he &#8211; that&#8217;s my money! (Spawn a barbarian Swallow hero on the plot).
2) Find this farm boy and persuade him to kill a ravenous beast, far away down south... (REQ: Charismatic leader trait).
3) Enlist this farmboy to root out corrupt officials within our empire (-75 gold, permanent +1 happy from palace, requires Lawful).
4) This farm boy in tights scares me. I guess I better let him steal my money. (-150gp).

id still like option 3 to eventually allow lawful civs to get him as a hero themselves. possibly in a follow on event.

also make option 3 give the palace -15% maintenance and/or -10 crime

in order to balance this though we would need an event hero for chaotic and neutral civs too...
 
The extra bonus resource in the early game can still just be too much. Instead, I'd make it -25 gold for +1 food on the tile with 100% chance.
I liked your advice as a new option. Changed gaining the wheat resource requiring the agricultural trait and -50 gold. If its not okays, I can delete the option or raise the gold...
MAGIC_BEANS
A Wizard visits the farm and promises that he could improve the crops if you buy his magic beans...
REQ: Farm, Tech: Raw Magic.
1) Buy the magic beans off the Wizard and plant them (-25gp, +1 food on the plot).
2) Use our superior knowledge of agriculture to get the most out of these magic beans. (REQ: Agricultural leader trait; -50gp, gain wheat resource).
3) Bah! Get lost hedge wizard... (X)

I'd still like Slaver events to have some extra options available to the obviously Slaver factions, beyond just being evil.[/qoute] What do you suggest? How about:
5) Collect the slaves together in one big pen. (-50gp, -1 pop, gain a slave, gain a Slave Pen*).
*Slave Pen: new building that generates a slave every 15 turns, +1 unhappy, +1 unhealthy.
Could always introduce a Slaver leader trait for the slaver factions...

The problem is... that only ever works once. Otherwise there is a clearly superior "win" path to the event. I think good events should have replay value, and that there should never be a clearly superior path.
Why not have some chance of spawning a barbarian Rat Ogre and some giant rats?
Excellent point. Spawn some spam it does now. Skaven get rat ogres for sure eh? *rubs paws together*

but there will be some civs that can't get a cannon unit but can still research the cannons tech, because they'll need it for Ships of the Line, or whatever their factional equivalent UU ends up being.
Why? Just make civs who can build canons be able to build Ships of the Line. I dont see how lizardmen or greenskins being able to build its equivalent... In a way, it garantees those that have canons have naval dominance (high elves and druchii will have special ships of the line etc) like they actually should.

FARM_BOY
3) Enlist this farmboy to root out corrupt officials within our empire (REQ: Lawful; -75 gold, palace: +1 happy, -2gp, -10 crime, gain swallow hero).
4) This farm boy in tights scares me. I guess I better let him steal my money. (-15gp).
 
how about not making him invisible but fairly good defensively and with a huge evasion bonus. (and if recon/support AI can't keep him from suiciding on a city, maybe movement 0)
maybe even have him respawn 1-5 times (Aargh! the scoundrel has escaped again!)

a high evasion should make him difficult to capture/kill with a small army. :D
 
maybe even have him respawn 1-5 times (Aargh! the scoundrel has escaped again!)

a high evasion should make him difficult to capture/kill with a small army. :D

*inserts Benny Hill music* :lol:
 
What do you suggest? How about

What I'd suggest is having several slaver events that require:
Dark Elf OR Skaven OR Ogre OR Slavery civic.

Why? Just make civs who can build canons be able to build Ships of the Line

Because High Elves and Dark Elves should be among the strongest naval powers, but do not get gunpowder and cannot build cannons. So, they should still get powerful naval units, which will probably still require the cannons tech, even though they cannot actually build any siege units at the cannons tech.


3) Enlist this farmboy to root out corrupt officials within our empire (REQ: Lawful; -75 gold, palace: +1 happy, -2gp, -10 crime, gain swallow hero).

A gold per turn penalty doesn't really make sense if he's rooting *out* corruption. How about: Requires: Lawful. -100 gold, -10 crime, gain swallow hero.
Maybe the hero can also have a +1gold per turn upkeep cost? (He still kills the occasional tax collector).

4) This farm boy in tights scares me. I guess I better let him steal my money. (-15gp).

There needs to be a big penalty for not letting the barbarian hero spawn; MUCH more than a single -15 gold. More like a permanent -3 gold per turn in your capital.

how about not making him invisible but fairly good defensively and with a huge evasion bonus. (and if recon/support AI can't keep him from suiciding on a city, maybe movement 0)
maybe even have him respawn 1-5 times (Aargh! the scoundrel has escaped again!)

I like a high withdraw chance, much better than respawning the hero.
Move zero isn't likely to work, he'll just sit there on a single tile being boring. Is there any way to make it so he can't attack cities? Would a big enough city attack penalty discourage the AI from using him to attack cities?
1) Buy the magic beans off the Wizard and plant them (-25gp, +1 food on the plot).
2) Use our superior knowledge of agriculture to get the most out of these magic beans. (REQ: Agricultural leader trait; -50gp, gain wheat resource).
3) Bah! Get lost hedge wizard... (X)

Possible. Extra wheat in the early game is still a huge bonus - maybe make it add barley instead? So, it increases the tile yield by 1, which lets the agricultural trait bonus kick in for another extra food, and then you can build a brewery later on once you have the right tech.
 
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