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).