End the Spy Games
(Requires Alphabet)
(More likely to occur between nations that have been frequently conducting spy missions on one another)
(Civilization) believes that the spying between the two of you is detrimental to both nations.
-Sign a treaty to stop the spying. (Spies cannot enter each others' territories for 10 turns; any spies currently in them are ejected; -50% EP between the two civs; all diplomatic penalties related to spying removed)
-Agree in principle, but do not sign the treaty. (Spies currently in each others' territories are ejected, but they can immediately re-enter; (civ) less likely to spy on you during the next 10 turns; +100% diplomatic penalty for any spy caught in (civ) in the next 10 turns)
-Too bad; we need the information the spies gather. (-1 diplomacy point with (civ))
==========
Prison Escape!
(Requires Jail)
Prisoners have escaped from the Jail in (city)!
-Send the National Guard to hunt them down. Authorize the use of lethal force.
(+4
in this city and +1
in all other cities for 10 turns; +100% increase in Jail's
and anti-
effects for 5 turns; whipping during the next 5 turns produces no
)
-Send the FBI to round them up, but mandate compliance with federal laws.
(+2
, +100% city maintenance, until 5 turns after the prisoners are rounded up; 20% chance of problem continuing to next turn)
-We are too busy to spare any efforts. Let the local authorities deal with this problem.
(+1
for 5 turns; Jail produces no
or anti-
while escapees are at-large, 50% chance of problem continuing to next turn (these effects are cumulative if the problem continues))
==========
Disease Epidemic
(-25% chance of occurring with Aqueduct)
(-25% further chance of occurring with Scientific Method)
(-25% further chance of occurring with Medicine)
A dangerous, contagious disease has broken out in (city)! Four population in (city) are affected.
(Note: Since this Event is ongoing, the player will receive these options every 5 turns until it is gone.)
(Note: Each city gets one Disease Point--DP--per population affected.)
-Cast out all those who are ill. (-1 pop. for every 2 DP; +1
for 10 turns for every 1 DP; 25% of the disease re-emerging in full)
(Obsolete with Liberalism)
-Offer sacrifices to the heavens to take away the plague. (+1
, -5%
, per DP; nearby cities have a small chance of catching the Disease [the more Disease, and the closer they are the higher the chance--up to 20%]; 20% chance of -1 DP each turn, until the disease is completely gone))
(Requires Mysticism)
(Obsolete with Education)
-Quarantine all those who are ill. (+1
, -5%
, and +10% City Maintenance per DP; nearby cities have a very small chance of catching the disease [the more DP, and the closer they are, the higher the chance--up to 5%]; 25% chance of -1 DP each turn, until the disease is gone))
(Requires Education)
-Hospitalize all those who are ill. Care for them until they heal. (+0.5
, +25% City Maintenance per DP; 50% of -1 DP each turn, until the disease is gone; EXTREMELY small chance of spreading disease to any city in the world)
(Requires Hospital)
(Note 1: The disease can spread across international borders, not just to your cities.)
(Note 2: After researching Biology, the game could set up spies to spread the disease, with the chance of severe diplomatic penalties...and of course, with the disease potentially spreading into your own cities!)