Civic specific events

TheJopa

Šumar
Joined
Dec 29, 2005
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Croatia
Shoot your ideas for civic specific events here. This events are designed to balance civics on new level, so some civics can be better 'on paper' but have worse events or vice versa.
Also they could enforce one even more important thing: Rubber band effect. Large, massive empires that can overrun any other empire could get bad events, causing corruption and instability and small empires would be strengthened by events.

CITY STATES:

*City flourishes under decentralized rule.
Self guidance of our city is so successful that it caused a great boost in local economy!
1) Invest that extra commerce in trade
(Market in [city] gets +1 gold)
2) Invest in science
(Library in [city] gets +1 research)
(Likely in the start)



*City [city] wants independence!
Decentralization in our empire got to a such degree that current ruling power wants to separate from our empire!
1) This is unacceptable!
(Revolt in [city] for 3 turns, 1 unhappy in [city] for 10 turns, 3 barbarian units spawn near city)
2) Try to bribe the local autorities
(-100 gold, 1 uhnappy for 10 turns)
(Likely later in the game, forcing you to switch out eventually)

THEOCRACY:

*Spread of true religion!
This city of ours, [city], doesn’t follow our faith. We must spread it now!
1) Do so immediately!
(Spreads religion and builds temple in [city], -100 gold)
2) We have more important things to do
(-1 happy in [city])


ARISTOCRACY:

*Nobles aid our war effort
(Must be at war)
1) Gold will strengthen us greatly
(Get a certain amount of gold)
2) More troops would help us
(Get 3 mounted units in your capitol depending on tech level)

REPUBLIC:

*Council elections
1)Elect War Party
2)Elect Pacifists
 
God King.


"Our almighty sire has publicly made a humiliating error in a speech to the capital crowds. Rumors abound as to the viability of his/her abilities to rule.


A. Let the people mutter. -2 unhappiness in all cities for 10 turns.


B. I'm a *GOD!* rewrite history to conform to what I say! -50% science for 10 turns.


Just a thought as to balance out the uberness that is God-king.
 
Agriculture:

Event One (Early game, no Slavery or Republic Civics)
Our peasant farmers in (name of city here) are organizing, demanding more rights in our kingdom. They threaten to stop working if we do not heed their demands:

A) This action threatens our kingdom, force the peasants into submission
(1 military unit can do nothing but defend for 3 turns, 50% chance for unrest in the city for 3 turns, -2 happiness in all cities for 10 turns)
B) We will give them a forum for their concerns, but they must keep working until we can keep up with a solution
(50% chance of +1 happiness in all cities for 10 turns, 50% chance of -1 food on all farms in the city for 10 turns)
C) We must heed the will of the people, give in to their demands
(+2 happiness in all cities for 10 turns, -1 food from all farms in the city)

Event Two (Late Game, Armageddon Counter above 40)
Our farms near (name of city here) are being attacked by vermin and locusts, they cannot produce enough food to feed our people:

A) The people must eat, open our military provisions to feed the city
(All military units in the city given the Withered promotion for 10 turns)
B) Burn the infested farms, we cannot afford to have the pestilence spread
(All farms in the city are destroyed)
C) Continue to work the land as best as you can, we cannot afford to deal with this problem now
(-2 population in the city, -2 happiness in the city for 10 turns)
 
People protesting against our dungeons!

(Must have Liberty and unhappy)

People gather around our dungeon in a protest. This morning a man that was protesting against government was imprisoned and as city guards drag him into dungeon mob gathered to protest. They say that such actions stand against our civilization ideals

a) Says who? Imprison the protesters as well!
Dungeon: +1 happy
Civic Liberty changed into default culture civic of your civilization

b) Let them demonstrate, it's their right, but the offender stays in.
Dungeon: +1 unhappy
25% Chance +1 temporary unhappy in all cities

c) His arrest was a mistake, everyone is allowed preach whatever he wants. Let him go, and fire a leader of city guards.
+2 temporary happy in city
25% Chance: City revolts for 3 turns (Preacher managed to agitate the mob)

d) We don't need dungeons in our city! Liberty all the way!
Dungeon is destroyed
+3 happy
+10 crime rate

A negative liberty event, which should really happen only in powerful civs that need destabilizing, to provide some sort of rubberband effect for the weaker civs.


Another Dungeon and Crime event:
Crime event, crime rate must be at least 40 and city must have dungeon

Sire, due to high crime rate our dungeon in [City] is full of criminals, more than it can handle. Escaping, fightings among inmates and attacks on guards are all reported!

a) Dungeon is not supposed to be a place of enjoyment! Put more guards in and keep an eye on the inmates!
Dungeon: +1 unhappy

b) We can extend the dungeon capacity and hire more professional guards.
-50 gold

c) Let the petty criminals go, so that we have room for more serious ones.
+5 crime rate

d) We need extensive program to help the poor and desperate and increase overall safety in city!
-250 gold
-15 crime rate

e) Too many criminals you say? That's easy to deal with- Execute em all!
-10 crime rate (Death sentence for a petty theft would deter most criminals)
25% chance: City revolts for 3 turns)


This is basically a nice little destabilizing event that happens when crime rate gets too high. You have a choice between increasing unhappiness, paying some gold, or increasing crime rate even further which may or may not have even more dire consequences latter. You can also go 'radically good' and pay a lots of gold to get crime rate reduced, or 'radically evil' and suffer a chance for revolt, also to get a crime rate reduced.



Come on people, FfH NEEDS events!
 
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