On inside the borders action:
As Cuteunit said, the events can handle this, and it is interesting. But Roghar is right, when he says that it, as you proposed, would only increase micromanegement. It must have a bigger strategic role. A suggestion:
Event:
Vault of Echoes
Type: Vault
Where: At the game's start, vaults are scattered through the map. If a square, where there is a vault, is worke for more than 30 turns, and the civ which works it have a state religion, a vault event can happen.
What it does: It spaws in the square a Omnius Presence unit, and as many Echoes as the civ, where the event happens, have cities. It starts the Echoes of the Past event. The square where it happens recives 2 more commerce.
Omnius Presence:
Cannot move
Cannot be attacked
As long Omnius presence remains in the fat cross from the city, this city gains 4 unhapiness "points".
It is destroyed if the host civ is destroyed.
As long as it exists, there is a chance of the uncommon event "The Omnius Presence Spreads" to happen.
Echo:
It have the greatest attack, defense and movement value between the units the civ, where the event happens, can build. It have also Combat III.
I doesn't attack cities.
It cannot leave the cultural border of the civ where it is spawned, if it is destroyed, the echoes are also destroyed.
The Omnius Presence Spreads:
Uncommon Event
Where: Inside the fat cross of any city of a civ where there is already another evil presence.
What: Spawns a Omnius Presence in the square of the event.
Option: If the city have acess to spiritual mana, and have a mage guild, you can pay a heavy gold price to prevent the Omnius Presence of spawnning.
Echoes of the Past:
Type: Vault Quest.
Destroy all Echoes inside your cultural borders.
Prize: Destroy all the Omnius Presence inside your cultural borders. A Vault Effect.
Vault Effect: When a Vault Quest is completed, the civ which completed it receives a random Vault Effect, which emulates the effects of the ancient knowledge obtained from the vault. Some simple examples:
Path of the Eternal Warseeker: The civ can build one more immortal.
Memory of Perfection: +5% Research in all your cities.
On the Heavenly Bureaucracy: -5% maintance in all your cities.
Theory of Reality Revision: Halves the price for the upgrade from Adept to Mage and from Mage to Archmage.
What are tha Vaults? Like the dragons, they are remaining weapons from the Age of Dragons. As the Dragons were the big big tanks, the vaults were the bombs, dropped inside enemy territory through some variant of The Nexus.
Why include the Vault Events? Punish overcomittment of powerful units in war. If such a event happen, and all you high level units are commited to destroy your enemy capital, you have a problem. Vault Events should be big and nasty, and can scale up, so they can happen in early game and in the late game.
Why not tie them to the Armaggedon Counter? The higher the AC more chaotic the world become. But it is controlable. The Vault Events are a bit too. Stay without State Religion and you're safe from them and gains a nice diplomatic bonus. It helps also the Council of Esus. Is that player a Esus player or he is only afraid of the nasty landmines from the Age of Dragons. The sun spell Revelation reveals them too. Sheaim's world spell, World Break, could have also a chance too trigger each still hidden vaults, which are in a civ with a state-religion. A Octopus Overlord civ may receive a special event which locates one or more vaults throughout the world.
Flavourfully, why they happen only in state-religion civs? The war in the Age of Dragons was a war between gods. Because of this, it is natural that the weaponry from that age was designed to react to a god power or another being wielding divine power. After the Compact, the god's power to interfene in Erebus was limited by the number of mortals who worshipped them. So a nation which followed one God would be blessed by it, and the divine power would be everywhere. The vaults react to this divine power that blesses the land.
As Cuteunit said, the events can handle this, and it is interesting. But Roghar is right, when he says that it, as you proposed, would only increase micromanegement. It must have a bigger strategic role. A suggestion:
Event:
Vault of Echoes
Type: Vault
Where: At the game's start, vaults are scattered through the map. If a square, where there is a vault, is worke for more than 30 turns, and the civ which works it have a state religion, a vault event can happen.
What it does: It spaws in the square a Omnius Presence unit, and as many Echoes as the civ, where the event happens, have cities. It starts the Echoes of the Past event. The square where it happens recives 2 more commerce.
Omnius Presence:
Cannot move
Cannot be attacked
As long Omnius presence remains in the fat cross from the city, this city gains 4 unhapiness "points".
It is destroyed if the host civ is destroyed.
As long as it exists, there is a chance of the uncommon event "The Omnius Presence Spreads" to happen.
Echo:
It have the greatest attack, defense and movement value between the units the civ, where the event happens, can build. It have also Combat III.
I doesn't attack cities.
It cannot leave the cultural border of the civ where it is spawned, if it is destroyed, the echoes are also destroyed.
The Omnius Presence Spreads:
Uncommon Event
Where: Inside the fat cross of any city of a civ where there is already another evil presence.
What: Spawns a Omnius Presence in the square of the event.
Option: If the city have acess to spiritual mana, and have a mage guild, you can pay a heavy gold price to prevent the Omnius Presence of spawnning.
Echoes of the Past:
Type: Vault Quest.
Destroy all Echoes inside your cultural borders.
Prize: Destroy all the Omnius Presence inside your cultural borders. A Vault Effect.
Vault Effect: When a Vault Quest is completed, the civ which completed it receives a random Vault Effect, which emulates the effects of the ancient knowledge obtained from the vault. Some simple examples:
Path of the Eternal Warseeker: The civ can build one more immortal.
Memory of Perfection: +5% Research in all your cities.
On the Heavenly Bureaucracy: -5% maintance in all your cities.
Theory of Reality Revision: Halves the price for the upgrade from Adept to Mage and from Mage to Archmage.
What are tha Vaults? Like the dragons, they are remaining weapons from the Age of Dragons. As the Dragons were the big big tanks, the vaults were the bombs, dropped inside enemy territory through some variant of The Nexus.
Why include the Vault Events? Punish overcomittment of powerful units in war. If such a event happen, and all you high level units are commited to destroy your enemy capital, you have a problem. Vault Events should be big and nasty, and can scale up, so they can happen in early game and in the late game.
Why not tie them to the Armaggedon Counter? The higher the AC more chaotic the world become. But it is controlable. The Vault Events are a bit too. Stay without State Religion and you're safe from them and gains a nice diplomatic bonus. It helps also the Council of Esus. Is that player a Esus player or he is only afraid of the nasty landmines from the Age of Dragons. The sun spell Revelation reveals them too. Sheaim's world spell, World Break, could have also a chance too trigger each still hidden vaults, which are in a civ with a state-religion. A Octopus Overlord civ may receive a special event which locates one or more vaults throughout the world.
Flavourfully, why they happen only in state-religion civs? The war in the Age of Dragons was a war between gods. Because of this, it is natural that the weaponry from that age was designed to react to a god power or another being wielding divine power. After the Compact, the god's power to interfene in Erebus was limited by the number of mortals who worshipped them. So a nation which followed one God would be blessed by it, and the divine power would be everywhere. The vaults react to this divine power that blesses the land.