Design an Event Contest

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Seeing as there's no "one event at most" limit explicitly specified, I came up with a few more.

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Event: Dark Days

Frequency: Rare
Requirements: AC 30 reached

Text: Sire, dark days are upon us. They say the end of the world is coming. They say it is inevitable. They say it is too late for us all. Are we doomed to darkness, sire?

A. Not whilst we live! Order everyone to attend the temples daily, even if they have to leave their toil early.

[Requires: Order religion]
<All Order temples gain +2 happy faces, -10% hammer production>

B. All things come to an end. Yet we shall keep the end of all things at bay a while longer...

<No effect>

C. Eat, drink, be merry! For tomorrow we all die!

[Requires: non-Order religion]
<Lose 500 gold, starts a Golden Age>
<Alignment shifts to Neutral if currently Good>

D. Yes, but we will rule Hell, not serve there. Now, sacrifice a thousand slaves for the infernal host!

[Requires: non-Order, non-RoK religion]
<All cities size two or above lose one population>
<Armageddon counter is increased by ten>
<Starts a Golden Age>
<Alignment shifts to Evil>

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Event: Rogue Demon Hunter

Frequency: Rare
Requirements: AC 40 reached

Sire, a band of our warriors captured a demon walking the land. He claims to have surrendered willingly, as he is a renegade from their

society, fleeing persecution and suffering eternal. In fact, he wishes to join us. What shall we do with him?

A. All creatures are welcome in my realm. Give him food and shelter.

<Gain unit - Hunter with Demon, Commando and Anti-Demon promotions>

B. Take him in. Let the mages question him on matters arcane.

[Required: At least one Mage Guild built]
<Mage Guild in [City] gains +2 research>

C. Send him to the mages - I want to know how demons work... on the inside as well as outside.

[Requires: non-Good alignment, at least one Mage Guild built]
<Mage Guild in [City] gains +6 research>

D. Turn him over to the infernals. And send some of our torturers to watch and learn.

[Requires: Hyborem present in game]
<Relation with Hyborem gain +2>

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Event: Healers United

Frequency: Uncommon
Requirements: Knowledge Of The Ether and Medicine researched, 3 Infirmaries built

Sire, a respected doctor came up with an idea of having a permanent magical link between all the infirmaries in the land. This will allow

them to share knowledge of any new plagues that may afflict the populace.

A. Excellent idea! Provide them with the resources they need.

<Lose 500 gold>
<Gives +1 Health to every city>

B. Plagues, you say? Now, if we could control those...

[Requires: non-Good alignment]
<Lose 300 gold>
<All infirmaries gain +4 research>

C. Bah... We have more important things to worry about.

<No effect>

---

Event:A Problem With Orphans

Frequency: Uncommon
Requirements: At war with another civilization

Sire, the loss of our troops leads to many more orphans being raised in [CityName] streets and gutters. What shall we do about this?

A. We must care for every child that is born within our realm.

<Lose 50-100 gold>

B. The funds are needed elsewhere. Order the community to take care of them.

<Gain +1 unhappy face in the city.>

C. The streets will teach them self-reliance and make them into better warriors. It could have been worse.

<Gain +2 unhappy faces in the city.>
<Units born in this city gain +2 XP>

D. We don't need the extra mouths to feed. Sell them to the highest bidder.

[Requires: non-Good alignment]
<Gain 100-200 gold>
<Gain +1 unhappy face in the city.>
<Alignment shifts to Evil>

---

Event:Elven Superiority

Frequency: Rare
Requirements: One of the Elven civilizations

Sire, a passionate and charismatic elder elfmaid has been speaking to the masses, stirring them to action. Her words are inspiring our people

to loyalty and greatness, yet turning them against all other nations.

A. The elves are superior to others by our very nature. Let us embrace her ideas!

<Starts a Golden Age>
<Relationship -3 to all known civs>

B. Let her speak to all who wish to hear. We shall not interfere.

<All units gain Loyalty promotion>
<Relationship -1 to all known civs>

C. Just make sure her words are not heard outside our borders.

<No effect>

D. All are equal in the light of Creator.

<[CityName] gains +3 unhappiness for 15 turns>
<Relationship +1 to all known Good or Neutral civs>

E. Such an orator should be working for me, not against me!

<Lose 500 gold>
<Gain Great Bard>

---

Event:Divinity or Humanism?

Frequency: Uncommon
Requirements: No state religion, Philosophy and Arcane Lore researched

Sire, the people of our capital no longer view the divine with the respect it commands in other cultures. They may agree it exists, but they

do not see why they should worship it - instead, they speak of harnessing it. Some even go so far as to say we may rival gods themselves one

day.

A. Encourage this way of thinking.

<Lose 100 gold>
<[Capital] gains +2 happy faces>

B. Become a divinity? Humanity is better than that. People should love their humanity and neither bow to unknown masters nor seek to become

them.

<Lose 300 gold>
<All cities gain +1 happy face>

C. Let them think what they like. I care not.

<No effect>

---

Event:Dwarven Doom

Frequency: Uncommon
Requirements: AC counter at 60, Dwarven civilization, non-Evil

Sire, with armies of Hell on the march, some of our elders wish to retreat far below the surface of the world, abandoning the other races to

their fates. They will take their followers, give their wealth to the state and vanish from the eyes of all. What is our answer to them?

A. In times of trouble, dwarves remember their friends. We stand and fight together.

<Relationship +3 with all Good Civs>
<Relationship +1 with all Neutral Civs>
<Alignment changes to Good>

B. We must survive. The surface of the world may be lost, but we shall have our caverns.

[Requires: non-Order religion]
<Gain 2500 gold>
<Alignment changes to Neutral>

---

Event:Two Households

Frequency: Uncommon
Requirements: At least three cities

Sire, two households of our realm, hailing from [City1] and [City2], have started feuding. Both are alike in dignity, both have a score to

settle. We must act soon, else civil strife will make civil hands unclean!

A. Institute more magistrates in each city. This should calm the tensions down.

<Lose 50-75 gold>

B. Make a quick judgement; favor [City1].

<Gain 50-75 gold>
<[City2] gains +1 unhappy face>

C. Make a quick judgement; favor [City2].

<Gain 50-75 gold>
<[City1] gains +1 unhappy face>
 
Apprentice Jack of all Trades ~ Quest

A rare event which requires the existence of three Archmages. Also requires an Adept with access to three spheres of magic. A qualifying Adept will be chosen by the AI and the player will be tasked with making that particular unit meet the Quest conditions.

"The Council of the Magi have identified a promising young apprentice among the ranks of our Adepts. They have tasked this individual with a series of tests. If successful (s)he will be trained in the arts of the Archmage."

"Successfully cast a level II spell from each of the following spheres of magic... Air, Earth, Fire, Water, and Mind."

Unit is upgraded to Archmage allowing its owner to have four Achmages instead of being capped at three. The unit cannot be replaced if lost. However if any of the original three Archmages are lost or transformed to Lich or Flesh Golem, they can be replaced to maintain the new limit of four. Additionally, the unit is granted the Hero promotion.


I'm not sure if the unit cap can be overcome. But I have been able to possess
national units beyond the cap after I've built my three and then captured others.
 
Horadric Intervention

Requirements: Hyborem has been defeated, cow resource within city radius, mages guild in city. No more than once per game.
Uncommon event

Someone has opened a large red portal in the middle of [city name]. On the other side is a large force of armed intelligent bovines with one of them referring to itself as the Cow King. What should we do?

A. Open up trade negotiations with them. (+1 :traderoute: and +2 :gold: from mage guild in [city name])
B. They will make good breeding stock. (all pasture +1 :food:, +1 :hammers:)
C. Who knew that food could come to us? Kill them, sell their equipment, and feed the people (+1 pop in city, +1000 :gold:).
D. [Belsaraph only] Catapult fodder (5 free catapults, all catapults receive the Free Promotion promotion)
 
Trickster Encountered

1. Rare (chance grows with times options B or C are chosen).

2. Exploration, Festivals.

3. You have encountered a trickster, weigh your options carefully before you act.

4.
A) Give him nothing! He is a liar and a thief!
B) Pay him homage.
C) Hire him.

5.
A) All units gain the Morale promotion, all roads in the empire have an 85% chance of disappearing.
B) All units are demoralized (exact opposite of the Morale promotion), you lose 500+ gold (depending on the size of your empire).
C) You lose 1000+ gold, 85% chance of a resource (or 2) being moved from a bordering rival onto a random tile in your empire.

6.
A) None.
B) Enough gold.
C) Enough gold and a bordering rival.
 
Your Kingdom is in alignment with the sign of <blank>
(where <blank> = starsign corresponding to a particular mana node type)


Common (or so common as to be cyclical).
No responses or requirements. The player only benefits if they have the node, or manage to build a corresponding node before the starsign period ends. No punishments for not building/having a corresponding node.


For every node type there is a starsign. Or at least one starsign per set of node types (& for example the nodes encompassed under one Tower type could be a set of nodes...e.g. Tower of Elementalism: fire, water, earth, air, pick one of these 4 randomally per game, to be represented by a starsign). Running sequentially through a randomally generated sequence of possible starsigns, one is advanced. For ~ 3 to 10 game turns, all nodes corresponding to that starsign count double, including any generated by buildings or special terrain (like Barbatos's tomb). At the end of that time, there are no effects for ~ 3 to 10 game turns, and then followed by the next starsign being advanced for another ~ 3 to 10 game turns.
So alternate starsign periods, with waning periods where no sign is in alignment. The exact duration of each period should be random, but roughly 3 to 10 turns.

Each node could have some flavor text for when the node type is in alignment, and when it wanes.
E.g Your kingdom is in alignment with Death
"Death visits to walk amongst the living"
"Death departs"

Your kingdom is in alignment with Water.
"The oceans and rivers swell with life"
"The rivers of life run dry"


Your kingdom is in alignment with Chaos.
"The mutant warp invaders arrive"
"The rifts of chaos are healed"

Your kingdom is in alignment with Dimensions.
"The gates of time are space are wide open"
"The passages to beyond have been sealed"

etc..


The main effect is a temporary boost in training your arcane units, so opportunists that keep their promotions open will be rewarded.
Possibly this could be modified to allow one tower family of node to be mutated into another type. E.g. if Tower of Elements sign is in alignment, any
real ToE type node (water, fire, etc..) can be viewed as 'quasi' during the alignment period. E.g. a water will also simultaneously count as a fire, an earth, and an air. The main problem is when this would be cool. Like it could allow easy Tower building through an opportunistic GE, but alternatively, requiring the tower to be pre-existing to get a 'quasi'-node effect would be a nice reward for building the towers (In effect doubling the node value of the tower).

(an alternate method of generating the starsign list is for the list to be each tower in sequence, and generate one of the tower's subordinate node types at the time the tower comes up in sequence. e.g. so Tower of Elementalism is called, and then randomally roll which 1 of the 4 nodes is called each time Tower of Elementalism comes up).



Most unoriginal idea, of course, ripped from Gods of Old / Master of Magic.
 
Religious Schism

Chance of occurence during the course of a game roughly equivalent to the percentage of the world adopting a single religion... so if 75% of the civs adopt Leaves, there is a 75% chance that this will eventually occur

Requirements: Player founded a religion; it is currently the player's state religion; the religion is the state religion of at least two other nations.

Followers of ____________________ in distant lands have denounced the doctrines of the central church. They complain of corruption and moral flacidness, and they have decided to break away to form their own church.
4-5

A. Oh well, to each his own (Every city with this religion, including your own cities, has a 50% chance of abandoning the original religion and adopting the new sect.)

B. Not in my realm, you don't (Every foreign city with this religion has a 50% chance of abandoning the new sect; a 50% chance of -3 happiness for 15 turns in each of your own cities)

C. Holy war (A 40% chance that each foreign civilization with this state religion unite around the breakaway sect and declare war; all other civs with this state religion retain the mainline religion and gain +1 attitude towards you)
 
Travelers Plea
50% of games, uncommon, once per game
Requires 50% of world land under control.
[King Title(ie Lord)], a group of strange tongued nomads has approached [Random City]'s borders. They are pleading for medicine to cure some wild affliction. While they do not seem well, I doubt their condition is fatal. What would you have us do, [King Title]?

  • We have no cure! Prepare some [Cargo Vessel]s and supplies and send them away. Hopefully they will not return (requires 1 ship with at least 1 cargo space)
    -A new land area is formed utilizing 4-12 ocean tiles, with a barbarian city and 3 random resources. 2 barbarian longbowmen are spawned in new city with plague carrier promotion.
  • Tell them we require special herbs in the far reaches of the world, they should spread out to save some time (requires Cartography)
    -10% of the worlds worker units are respawned as barbarian [archer units scaled to era] with plague carrier promotion. -2 relations to good civs(You caused a plague!), +1 relations to evil civs
  • Slaughter them you fool! (no requirement)
    -50% of military units in [initial Random City] die. 10% of players military units gain plagued promotion.
  • Send them supplies and gather our brightest for council (no requirement)
    -Wait 2 game turns then initiate 'Travelers Plea 2'

Travelers Plea 2
Requires Travelers Plea initiation
[King Title], those consoled have proposed the following:
  • Send our best mages to sanctify these people (requires Knowledge of the Ether, at least 1 life mana)
    - 25% chance 60% of your mage units die. Travelers Plea initiates in another civ next turn. There was a miscalculation and a number of our mages have perished. The nomads have left us to seek refuge elsewhere.
    - 25% chance 60% of your mage units gain plagued promotion. Our mages have failed and ended up killing the nomads.
    - 35% chance a new mana node is created in [initial Random City]s borders The people turned out to be some sort of apparitions, only their essence remains
    - 15% chance 5 barbarian units spawn(in a stack) with plague carrier promotion near [initial Random City]s borders Our mages have failed and the nomads are attacking!
  • Recent studies by our herbalists suggest we can cure these people, we should send our herbalist out. (requires Reagents or 3 Herbalist)
    - 20% chance +1 Life mana node near [initial Random City] The people turned out to be some sort of apparitions, only their essence remains
    - 20% chance +1 Death mana node near [initial Random City] The people turned out to be some sort of apparitions, only their essence remains
    - 30% chance all units near [initial Random City] gain plagued promotion. +3 unhealthiness in city for 15 turns. Travelers plea initiates in 3 turns in another civ We have failed, [King Title]. The nomads have left to seek refuge elsewhere
    - 30% chance 10% of worlds worker units gain plagued promotion, 10% of world military units gain enraged promotion. We have only made the matter worse! The nomads have gone berserk and scattered.
  • Capture them and see if we can twist this in our favor (requires OO state religion)
    - 20% chance 3 warriors and 3 scouts with plague carrier promotion spawned under players control We have returned successful [King Title]
    - 40% chance 1 warrior and 1 scout with plague carrier promotion spawned under players control. 3 barbarian [archer unit scaled to era] with plague carrier promotion spawn near [initial Random City] We have managed to capture some of them, but the others escaped
    - 30% chance +1 unhealthiness and -20% population in city. Travelers Plea initiates in another civ in 3 turns. Foolish peasants were meddling with the nomads and they left before we arrived
    - 10% chance 1 mana node spawns near city with 3 [archer unit scaled to era] units under players control with plague carrier promotion, 1 unit with rooted(or immobile). It was a test! The nomads have vowed fealty to us
  • Quietly poison their food, tell them we are still deliberating (no requirement)
    - 80% chance Travelers Plea is reset The nomads had already left, [King Title]
    - 20% chance 50% of players worker units gain plagued promotion. +3 unhealthiness in players cities for 20 turns. The nomads are dead, [King Title], but not before some peasants had spoken with them
 
1. Rare

2. Possess Knowledge of the Ether

3. "One of our more eccentric sages has been discovered working on his own pet project instead of <current technology being researched>. He is brought to you to answer for his offense. With a degree of conviction usually reserved for evangelists and used-wagon salesmen, he proposes a theoretical process, that if successful, will allow us to make more efficient use of our ancestral <mana type produced by that civilization's palace> mana."

4. a. "That is not the research I commanded. Make an example of this imbecile."

b. "I don't tolerate incompetence. Enjoy exile!"

c. "I admire your independent spirit; you've obviouslly put a lot of thought into this, but you really need to put this folly out of your mind and focus on the research at hand. There is no I in team."

d. "This all sounds very exciting. More <mana type> mana could definitely prove useful. Test your theory with my blessing."

5. a. "A particularly moving, many would say, inspired execution spurs your remaining sages to work most expeditiouslly." - Lose all accumulated Great Person points and half of your current beakers. All Sage specialists produce double their base research (6 beakers each) and no Great Person points for the following 20 turns.

b. "Our sages find the exile of their colleague quite motivating. However, the <rival civilization> are quick to claim our castoffs." Lose all accumulated Great Person points and half of your current beakers. All Sage specialists produce double their base research (6 beakers each) for the next 20 turns. A random rival civilization will receive a Great Person with a 90% chance of a Great Sage, and a 10% chance of a Great Bard.

c. "You have gained a reputation among your specialists as a little bit of a pushover. It may take a while to get rid of this stigma." Lose half of your current beakers. None of your specialists generate Great Person points for 10 turns.

d. Lose all accumulated Great Person points and half of your current beakers.

20% chance - Nothing "Our sages are unable to duplicate the results we were expecting. What a waste..."

30% chance - Palace now produces 1 additional <mana type> mana. Palace produces 2 less gold. "Our sages are able to duplicate the results we were expecting, but the procedure is costly. Our Palace now provides 2 <mana type> mana."

30% chance - Palace now produces 1 additional <mana type> mana. "Success! Our Palace now provides 2 <mana type> mana."

15% chance - Palace now produces 2 additional <mana type> mana. Palace produces 4 less gold. "Our sages vastly exceed our expectations, but the procedure is costly. Our Palace now provides 3 <mana type> mana."

5% chance - Palace now produces 2 additional <mana type> mana. "Our sages have succeeded beyond our wildest expectations. Our Palace now provides 3 <mana type> mana."

6. a. evil alignment
b. none
c. none
d. must own a Palace.
 
MAGICAL RESEARCH I
Commonality: Rare.
Requires: At least one arcane unit.

[Master/Mistress], our magicians report one of their number may have discovered something that could radically improve their powers. Certain ancient texts are required by their researcher to continue his research, but such manuscripts are not cheaply acquired. They request assistance.

1. Our magicians must be given every opportunity. Order the treasury to cover their costs.
Lose 250g.
All arcane units gain Extension I. All new adepts start with Extension I.


2. Are they begging for more money? Well, not after the flying toads fiasco. Tell them to go bother someone else.
No effect.
Event chain ends.


MAGICAL RESEARCH II
Commonality: Uncommon, 5+ turns after Magical Research I
Requires: Response 1 from Magical Experiments I, and at least one arcane unit.

[Master/Mistress], the documents we purchased for the magicians have proved to contain new insights in the art of spell casting. The magicians humbly remind you of their previous success, and hope once more to beg your indulgence for further work.

1. This researcher of theirs is a genius. Having them out in the field is waste. Recall them immediately, give them a bursary and have them work on this full time.
Lose 200g.
Lose random arcane unit.
Random city with mage guild gets +3 research bonus to mage guild and free settled Great Sage.
Continues in Magical Research III


2. True, their work to date has been of great value, but our resources are not limitless. They may continue their work, but we cannot afford to fund them.
Lose random arcane unit.
Random city with mage guild gets free settled Great Sage.
Continues in Magical Research III


3. Yes, yes, all very interesting, but we have more pressing concerns. We need everyone available out in the field.
No effect.
Event chain ends.


MAGICAL RESEARCH III
Commonality: Common, 5+ turns after Magical Research I
Requires: Response 1-2 to Magical Research II, city selected in Magical Research II still in civ's possession.

If response 1 to Magical Research II, 70% chance of result 1, 20% chance of result 2, 10% chance of result 3.
If response 2 to Magical Research III, 25% chance of result 1, 50% chance of result 2, 25% chance of result 3.


Result 1: [Master/Mistress], the work of the magicians has been an unqualified success. A unique spell concealed within those ancient texts has enabled them to establish a new [mana type] node within the grounds of the guild. [We have never before had access to this kind of magic*]
* Omit this if unture (see below)
Mage guild selected in Magical Research II gains a random mana type previuously unavailable to the civ. If the civ has all mana types, a random mana type is gained.


Result 2: [Master/Mistress], I am informed by the magicians that they have exhausted the manuscripts, but sadly have learned nothing new.
No effect.

Result 3: [Master/Mistress], disaster has struck! Following invocations in their manuscripts, our much prized researcher has unwittingly released a powerful demon. It has destroyed the mage guild and escaped the city. Even now it runs amok in the land surrounding [city name]!
Mage guild in [city] destroyed, including loss of bonus research if that option was taken.
Spawn random demon capable of razing outside [city], scripted to attack units and raze improvements.
 
A small cult has established themselves in the city of <insert name>. They are preaching the end of the world as we know it, but are claiming that they can save the city from impending disaster.

1.Stamp out this cult- they are nothing but heretics.
2.Turn a blind eye.
3.Give the sect the full support of your government- give them all that they need to save the city.

Effects:
1.-20 gold
2.The effect of Armageddon in this city radius will be reduced slightly, +1 unhappy and -2 commerce in the city until armageddon strikes
3.-600 gold, +2 unhappy until armageddon strikes, -1 relations with civs of the same religion for a time. The city radius will be unaffected by armageddon.

Requirements:
AC count at ~37-39 (just before Armageddon), occurs maybe once every game in a random mid-sized city on the map?
 
Disease has struck!

Requires city with at least 1 unhealthy pop (So it'll never strike healthy city), AC of at least 30 or 40, maybe infirmary should block this event.
Action A:
There is nothing we can do!
(-50% hammers in the city, 5 unhealthy for 1-5 turns, -3 population, all units in the city get diseased promotion, 50% chance to spread to other city)
Action B: (Req. Medicine Tech and 100 gold)
Impose strict quarantine and try to help the sick
(-100 gold, -100% trade route income, -50% hammers in the city, 5 unhealthy for 1-3 turns, -1 population, all units in the city get diseased promotion)
ACTION C: (Req. evil alignment)
Kill the diseased immediately before the disease spreads, and also raise dead as diseased corpses
(-5 population in town, -3 happy for 25 turns, get 3 diseased corpses)

Point of this event is actually to spread disease to units. There are not enough units that spread disease in the game so I hoped that this will add a bit more disease in late game and add a bit more usefulness to cure disease spell, and pool of tears etc.
 
Glorious combat
Commonality: Common
Triggered only after a combat in which the enemy unit had more experience points than the owned unit.

--

[King title], our [owned unit name] has defeated an enemy [enemy unit name] with greater skills.

1.- This is totally irrelevant.
No effect. This event will not happen again

2.- Spread the tales about the heroism of our military forces.
+10 culture boost in nearest city (closest to the battle tile)
+2 GPP boost (great general) in nearest city
+25% War weariness in nearest city for 20 turns (unless Nationhood, Social Order or Crusade civics)

3.- Our enemy has taught us important fighting skills that should not be forgotten. Study and learn from them.
Requires Apprenticeship or Military Discipline civics
The winning unit and the stack in which it is get +1xp
The winning unit gets extra +2xp
The winning unit and the stack in which it is cannot move nor attack the next turn

4.- Our military forces should not forget that... we are unstoppable!!
Requires Military Discipline, Conquest, Military State, Nationhood or Crusade civics
The winning unit and the stack in which it is get the Morale and Courage promotions for 5 turns
 
Commonality: Uncommon
Requirements: Fishing, at least 5 water tiles in a city's fat cross, at least one being worked.

Text: Merpeople have been spotted off shore of *cityname*. The chieftain is upset at fisherman sailing into ancestral merpeople seas.

Response 1: No cost - Begone, wretched spawn of the overlords, we have no need for your so-called "knowledge".
Effect 1: Barbarian sea monster spawns in a random water tile.

Response 2: Perhaps we could provide these trinkets as an offering to your ancestors, to allow us to fish on ancestral seas.
Effect 2: Cost 50 gold.

Response 3: We shall respect your holy lands, great merchieftain.
Effect 3: 20% of the coast/ocean tiles in the fat cross (min 1, max 4) yield drops to 0/0/0 / becomes unworkable, add an improvement "ancestral seas". All other water tiles in the city's fat cross gain +1 food.
 
Bar Fight!

Uncommon Event

Requirements: A city with a Tavern and a Dungeon. Cannot be at war with the Lurchip or Khazad if their civs are in the game.

A brawl has broken out between two bands of drunken dwarves in the tavern of (City Name)! Lurchip and Khazad are fighting each other over the last keg of ale. The carnage has spread to the streets causing widespread damage.

- Send the city guard in immediately and arrest anyone who looks guilty. Yes, even the dwarven women. (subtract 500 :gold: from tresuary)

- Have the city guard contain the melee at a distance. No need in getting their new uniforms dirty. (subtract 250 :gold: from treasury, increase unhappiness in city by 1)

- Let the brutes be. The destruction isn't that bad. If we're lucky, some of that smelly offal will kill each other. (increase unhappiness in city by 3)
 
"Take The Palace!"

It always irked me that their are these nice palaces at the Capitals with all sorts of bonuses that You Can't Have when taking the city... But now...


1. Uncommon to Rare

2. Take a Capital

3. "We have reached the enemy Palace! Our forces can take it, General."

4. a. "It will be a fine jewel in my crown."
b. "It will be a fine example to all who oppose me! Burn it to ash!"
c. "It will be a token of peace. The wars must end now."

5. a. +1 Happy, +2 Culture for city but 25% chance of 1-5 turns of additional revolt time.
b. -2 relations to empire, 0 turns of revolt, -1 all Good relations worldwide.
c. +2 relations to empire, war ends, +1 all Good relations worldwide

6. Only taking the Capital in the first place...
 
The aim of this event [events] is to force players to play move flavourful according to the religion specific background. I hope I do not take away to much freedom from the game :) Sorry for the spelling :blush:

'Sin' List:
- RoK - having a stockpile of money and not spending them, this would force your game play to keep developing, always expand and build, changing mines to windmills
- OO - no clue here
- Empyreans - declining a help in a war when asked by your ally/friend
- Council of Esus - sharing technology, sharing world map, giving units as gifts, sharing strategical resources
- Order - razing good/neutral a civilisations city, overall doing things that raise AC
- AV - lowering AC, being in peace for too long(?)
- FoL - cutting down forests, building lumber mills, setting forests on fire, killing [not capturing] animals

Those will trigger a separate event for each religion but they all come down to the same effect in the end.

Name: True ways...


1. Trigger chances - The rareness of this event has to be scaled for the triggering conditions listed above. Events can repeat as long as the sins are comited.
- Order - 50% chance with razing a city, 2%-5% for increasing AC in other way [i.e. building units with the prophecy mark]
- AV - 5-15% for lowering AC
- FoL - 15-35% for every forest felled, 25% for animal killed
- RoK - here the % should be accumulating over time, 25% for destroying mine by building a windmill on it
- OO - ???
- Empyreans - the % should be scaled on the diplo modifier you have with the asking civilisation, the bigger the friendly modifier the bigger the % after each decline, a +4 modifier should give a small 1% chance of triggering the event, +20 should give ~25% chance to trigger
- Council of Esus - 5-25% for each 'sin'
Following the 'religion' civic should increase the trigger chances.

2. The main requirement - You have to have the appropriate religion as your state religion.
3. Text for the player - 'When going out of your tent a stranger approaches. Hes is commonly dressed but with a sour face stares at you when he handles a peace of paper. You look at the gift in your hands. It is a black papyrus scroll with a message written in white ink. The oldest way of handling bad news in history of Erebus. The messenger leves not waiting for a response while you read the following words: "You have stridden from our true ways. You bring shame to the name of the follower of <insert religion name here>. You have been excommunicated by the holy circle." You know this means trouble. What do you do?'

4. Options:

Requirement: You do not posses the religions holy city, you do not own the Patriarch for your religion
Spoiler :
a.Text: I kneel down before the wisdom of the church authority. Lets hope they can forgive me.
Effect: Lose 250 gold. -1 happy in all cities with state religion for 10 turns
b.Text: I do not care about their opinion. I did what had to be done.
Effect: -1 happy in all cities with state religion for 10 turns, 15% for each of those cities to go into a revolt, all your disciple units get the Fatigued promotion


Requirement: The holy city of your state religion belongs to that player, you do not own the Patriarch for your religion
Spoiler :
a.Text: I kneel down before the wisdom of the church authority. Lets hope they can forgive me.
Effect: Lose 500 gold, the holy city goes into revolt and every other city with state religion has -2 happy and 5% to go also into revolt
b.Text: I did what I did and we can only wheap. I wont apologize for it was necessary in that times. I can only promise I will never do it again.
Effect: Lose 350 gold, the holy city goes into revolt and every other city with state religion has -2 happy and 15% to go also into revolt, all your disciple units get the Fatigued promotion
c.Text: I do not care about their opinion. I am the authority in this empire!
Effect: Anarchy starts, The holy city goes into revolt and every turn has 5% chance to separate as a new civilisation, every other city with state religion has -2 happy for 10 turns, all your disciple units get the Fatigued promotion, after the anarchy you are asked to change religions [you can still select your old one], your religious heroes leave you to join another civilisation with the respective religion[random if more than one], each building in your empire has 1% to be destroyed!


Requirement: The holy city of your state religion belongs to that player, you own the Patriarch for your religion
Spoiler :
a.Text: I kneel down before the wisdom of the church authority. Lets hope they can forgive me.
Effect: Lose 750 gold, the holy city goes into revolt and every other city with state religion has -2 happy and 15% to go also into revolt
b.Text: I did what I did and we can only wheap. I wont apologize for it was necessary in that times. I can only promise I will never do it again.
Effect: Lose 500 gold, the holy city goes into revolt and every other city with state religion has -2 happy and 50% to go also into revolt, all your disciple units get the Fatigued promotion
c.Text: I do not care about their opinion. I am the authority in this empire! I am the face of <gods name of that religion> here!
Effect: Anarchy starts [if you can set the turns how long it should last it should be 2-5 turns], The holy city goes into revolt and every turn has 5% chance to separate as a new civilisation, every other city with state religion has -2 happy for 10 turns, all your disciple units get the Fatigued promotion, after the anarchy you are asked to change religions [you can still select your old one], your religious heroes and the patriarch leave you to join another civilisation with the respective religion[random if more than one], each building in your empire has 5% to be destroyed!


6. The gold you lose is an additional requirement for the choice to be available. For Khazad and RoK the 'sin' level should be upped accordingly.
 
Prophet Child Born Rare

Followers of [RELIGION] in the city of [CITY] claim that a newborn child is a long awaited prophet who's birth was foretold by some ancient writing.

Needs a state religion and a city with only one non state relgion religion to trigger

Choices:

A: Leave the child alone...

B: An old prophecy turns true? We don't want to be on the wrong side of that...

C: Kill the child...

Consequences:

A: - The owner of the holy city of [RELIGION] gets a great prophet.

B: - Change religion to [RELIGION]. You get a great prophet in [CITY]
- 10 % chance that the [RELIGION] holy city moves to [CITY] (you also get the wonder if it was build) (when the [RELIGION] holy city has been razed you always get it)


C: - 10 % chance that a civ with [RELIGION] declares war on you. (testet for each civ)
- Armageddon Counter rises/sinks for 5 points (if [RELIGION] was good /evil)
- Civs that follow [RELIGION] get -5 diplomacy modifier towards you.
- [RELIGION] and all it's buildings are removed from all your cities

Please change any wording to make it more fancy/flavourful and sorry for the spelling :) ...
 
Title: Religious Interference
Rare, appears only after the Order has been discovered, and only in a game where one (nonplayer owned) religion has at least 45% adherence worldwide. Maybe higher probability if there's a higher percent religious adherence.

Where [RELIGION] is a religion that has 45% adherence worldwide, [CITY] is its holy city, and [CIV] is the civ that owns that holy city.

"[CIV] officials in [CITY] are trying to turn [RELIGION] to their own political ends, appropriating for themselves the right to name the faith's high priests and interfering in the conduct of its timeless rituals. Many of the faithful grumble that [RELIGION] has become worldly and corrupt."

Response: "Some countries may grow wary of [RELIGION] because of these events."

Effects:
1. +10% gold from [RELIGION] shrine, permanently (Its civilization has decided to exploit the religion as much as possible, and gets a good profit from it)
2. All civilizations with a negative diplomacy modifier with [CIV] get a penalty to their chances of adopting [RELIGION] as state religion equal to a random number between one and that negative diplomacy modifier.

Example: 60% of the world is Fellowship, controlled by the Ljosalfar. This event happens. The Amurites, who have a -3 diplomacy modifier with the Ljosalfar, get a penalty to their support for FoL equal to -1, -2, or -3.

This event is to prevent worlds from being a single religion block the way things sometimes happen now.
 
Mana Fluctuations

Prereq: must have at least one mana node.

Frequency: uncommon, say 2-3% per turn that ONE node on the map will become instable OR 2-3 per 1000 chance calculated individually for each node

"Mana Node near [CITY] has become instable. What shall we do?"

A. Blah! Don’t do anything.
Mana changes to random mana type, node is destroyed. Mana type should be fixed, so that the player will not change it e.g. to fire mana it by building fire node (I believe this is doable).​
B.Changes ain’t no good. Send some mages to stabilize mana. Don’t care for the node, the mana is to be preserved.
Cost (20gp), node destroyed.​
C.Our mana is our power, we shall protect it. Send our mages to stabilize mana and protect the node.
Cost (40gp), no effect.​
D.That’s the chance to strenghten our power! Send our mages in order to take control of mana flow and canalize it.
Change Mana Node to chosen mana type. Cost (100gp)​

Reasoning: Mana is a magical force and as such should be a bit more unpredictable. In order to prevent exploits, mana node type, once determined by the player are unchangeable by him (only when he lost the tile to another player and then regained it). I think that such a minor change will not lead to exploits, while presenting some nice opportunities for a player.
 
:nuke: The Underworld Portal :nuke:

This is a highly complex series of events, where player actions may eventually have significant consequences on the outcome of an entire game. This event chain is centered on a portal from the underworld into the world of FFH. It&#8217;s impact builds with time, growing more and more severe, and has the potential to significantly impact the AC, not to mention introducing armies of demonic units and heros/villains.

Many of the events that are currently in FFH feel like they could be safely ignored or easily overcome&#8230;flavor. I am proposing this chain to throw in a huge challenge to the player full of real and choices with a very noticeable impact on the game.

Chain Trigger:
Global event, only one portal can appear per game; this chain only starts once, no matter how or when it ends. The chain is triggered in 50% of games when the AC = 10. Based on AC, and presence of an evil civ/race.
Requirement: At least one evil civ/race must still be in play, and the AC must be at least 10.

*** Set up the code to check for evil player presence in game at beginning of every turn. Needs a turn counter built in also, (the portal counter) which makes this event and subsequent events in the chain more interesting.***

***Regardless of which choice the player makes, the portal will be randomly placed on the map on a continent in non-mountain terrain that is neither within the borders of a good-aligned civ, nor occupied by a good-aligned civ&#8217;s unit. Additionally, the portal counter will begin to grow, separately of the AC, until it is destroyed by a good unit that pillages the portal.***

***Pillaging of the portal can only be performed by a good or neutral-aligned civ&#8217;s unit that is also otherwise capable of pillaging. This simply removes the portal and resets the portal counter to 0, but also ends the chain, and keeps it from ever occurring again.***

***The portal counter: Grows by 1 per turn; starts at 0
0: Does nothing
1 &#8211; 6: Spawns 2 Minions of the Underworld with 10xp each turn.
9 &#8211; 14: Spawns 3 Minions of the Underworld with 10xp each turn. When the counter hits 10, then triggers the event &#8220;Ravager of Men&#8221;
15 &#8211; 19: Spawns 4 Minions of the Underworld with 10xp each turn. When the counter hits 15, then triggers the event &#8220;Ravager of Elves&#8221;
20+: Spawns 5 Minions of the Underworld with 10xp each turn, and increases the AC by 1 per turn. When the counter hits 20, then triggers the event &#8220;Task Master of Hades&#8221;
When the counter hits 30, then triggers the event &#8220;King of the Underworld&#8221;
***

A Minion of the Underworld is a new Demon unit with 6 strength (STR), 2 movement points (MP), and the ability to cast only level 1 entropy and fire sphere sorcery spells. When the portal is destroyed, then all Minions of the Underworld are destroyed with it.

1st event, beginning of chain:

Troubling rumors

Player text:
If player civ alignment= &#8220;Good&#8221;:
"On the heals of the increasing sense of anxiety in your people and a growing sentiment to rid the world of those who wish to shroud it in eternal darkness, troubling rumors of a new portal to a hellish dimension out in the wilderness have reached the ears of your advisers. The people are beginning to panic as the word reaches them from outsiders passing through. The rumors range from orcs suddenly stampeding through villages, long secured in the blanket of civilization to infertile farm animals blamed on mischievous imps and mothers attacked by previously faithful children."

Options
A: Launch an expedition to discover the location of this portal.

Requires: The player must have at least 200 gold and at least 10 military units.

Player Text: Fund an expedition of members of your military to explore deep into the wilds of your world to locate the portal.

Result: Treasury reduced by 200 gold. 4 random military units are in essence paralyzed-unable to move, attack, defend, or upgrade-for 10 turns. At the end of 10 turns, the portal location will be revealed on the map. Each unit has a 25% chance of being killed, and all surviving units get 10xp. Also, at the end of 10 turns, all cities get a +1 happiness bonus for 15 turns.

B: Assemble the Holy Sword!

Requires: The player has knowledge of Way of the Wise, and Warfare.

Player Text: Your priests tell you that it is possible to assemble a mighty &#8220;Holy Sword&#8221; that will allow us to defeat these demonic invaders. Choosing this option starts a quest to assemble the Holy Sword!

Result:
Launches a quest, titled &#8220;Assemble the Holy Sword!&#8221;

In this quest, the player is tasked to destroy 2 Minions of the Underworld, destroy or capture two cities belonging to an &#8220;Evil&#8221; civ, and have a total of 4 temples to any &#8220;Good&#8221; religion in their empire. However, the location of the portal will not be shown to the player, unless they find it via exploration, map purchases, etc... On successful completion, the strongest melee unit will receive the unique promotion &#8220;Holy Sword&#8221;, which gives the melee unit +6 strength, and permanently grants the abilities Demon Slaying and magic resistance, and 10xp. The unit also becomes a &#8220;Hero.&#8221;

C: Call for a Crusade!!!
Requires: The player has met an &#8220;Evil&#8221; civ.

Player Text: &#8220;All that is required for Evil to succeed is for good men to do nothing.&#8221; &#8211; Churchill. It is the Evil in this world that has attracted these demons! Spur your religious leaders to ignite the faithful in a cry for Crusade against the Evil!

Result: Player&#8217;s civ Declares War on a random &#8220;Evil&#8221; civ with whom they are already in contact. You suffer a permanent -2 diplomacy hit vs. all &#8220;Evil&#8221; civs. Population reduced by a random amount of 1-3 points in all cities with at least 4 population. In each city where a population point was removed, the player will be given the most advanced melee unit that they can build for every point that was removed. Every city in the player&#8217;s empire gains a +2 happiness bonus for 20 turns. This war cannot be peacefully ended for 20 turns.

D: Burry your head in the sand.

Requires: Nothing

Player Text: Attempt to placate your people, but privately come to terms with the fact that you are unprepared to adequately deal with the situation.

Result: You are publicly denounced through-out your empire for your leadership failings. -2 happiness in every city for 20 turns.

Player text:
If player civ alignment= &#8220;Neutral&#8221;:
"The increasing Armageddon Counter, under the watchful eyes of your wise ones has stirred up quite a bit of concern regarding the growing instability of the natural balance of things. Your people are growing restless and increasingly look to you for your judgment and leadership. Unfortunately, an ill wind is blowing across the lands bringing with it a fowl portent of misfortunes to come. Your prognosticators tell you that this fowl omen can only mean that additional forces of chaos are being thrown against the balance. These forces will undoubtedly stand in your way or at the very least threaten your people&#8217;s way of life and possibly aid your enemies in some way. You must seek out the origins of this ill omen.&#8221;

Options
A: Launch an expedition to discover the location of this portal.

Requires: The player must have at least 200 gold and at least 10 military units.

Player Text: Fund an expedition of members of your military to explore deep into the wilds of your world to locate the portal.

Result: Treasury reduced by 200 gold. 4 random military units are in essence paralyzed-unable to move, attack, defend, or upgrade-for 10 turns. At the end of 10 turns, the portal location will be revealed on the map. Each unit has a 25% chance of being killed, and all surviving units get 10xp. Also, at the end of 10 turns, all cities get a +1 happiness bonus for 15 turns.

B: Fund a national party to distract the populace.

Requires: The player must have at least 50 gold, at least 1 Carnival, and at least 1 Brewery in their empire.

Player Text: Distract your people from their troubles with a huge party!

Result: Treasury reduced by 50 gold. Location of the portal remains hidden, unless otherwise discovered (Exploration, line of sight, etc&#8230;) All cities get a +1 happiness bonus for 15 turns.

C: Announce a new annual feast day!

Requires: Player must have at least 100 gold and knowledge of Festivals.

Player Text: These troubles provide you with the perfect opportunity to remind your people of just how great you and their empire really are. This declares a new national festival occurring in every city on the same date.

Result: Treasury reduced by 100 gold. Every city costs an additional .5 gold per turn in maintenance fees, but also gets a permanent +1 happiness modifier.

D: Burry your head in the sand.

Requires: Nothing

Player Text: Attempt to placate your people, but privately come to terms with the fact that you are unprepared to adequately deal with the situation.

Result: You are publicly denounced through-out your empire for your leadership failings. -2 happiness in every city for 20 turns.

Player text:
If player civ alignment= &#8220;Evil&#8221;:
"Your people, already eager to see the destruction of your enemies growing steadily closer with every rapturous increase of the Armageddon Counter, now have new cause for celebration! It seems that your diabolical schemes have earned a generous reward from your otherworldly patrons. A messenger demon tore into your palace through an infernal portal, demanding to speak with you. His message was simply that &#8220;The Dark powers have chosen to reward you. I have marked the location of a hell gate on your map. Show your strength, and its minions may be yours!"

Options
A: Embrace your destiny!

Requires: The player must have knowledge of Way of the Wicked, Priesthood, and Sorcery. Also requires that the state religion is an evil religion, and that the player has a state religion. Finally, the player must have at least one temple.

Player Text: Sacrifice a large portion of your populace to your evil gods so that they might witness the testament of your fealty to their cause in a celebration of this momentous occasion!

Result: Player sacrifices 25% of the population in all cities, and is granted the ability to possess a Minion of the Underworld 75% of the time when ever said minion is &#8220;attacked&#8221; by the player&#8217;s military units. If successful, then the player gains use of the unit permanently.

B: Construct the Rod of Ruin!

Requires: The player must have knowledge of Way of the Wicked and Sorcery.

Player Text: A Lich in your council tells you of a powerful device that he can manufacture that may turn the tide for us against our enemies.

Result:
Launches a quest, titled &#8220;Construct the Rod of Ruin!&#8221;

In this quest, the player gets a 10% chance to enslave a good or neutral unit if said unit is defeated in battle. Said unit becomes a &#8220;slave&#8221; with 0 strength and 2 movement. Three slaves must be captured in such a way and brought to the player&#8217;s capital. The player must also destroy or capture 2 cities belonging to a &#8220;Good&#8221; or &#8220;Neutral&#8221; aligned civ. Additionally, the player must build 4 temples to any &#8220;Evil&#8221; religion in their empire. Once these conditions are met (assuming the three slaves are safely kept in the player&#8217;s capital) the player will be rewarded with the &#8220;Rod of Ruin&#8221; ability, a unique promotion that will be granted to the player&#8217;s strongest arcane unit. This promotion adds 4 strength and permanently grants the unit the abilities scourge and twin cast and gives the arcane unit 20xp. The unit also becomes a &#8220;Hero&#8221;.

C: Call for a Crusade!!!

Requires: The player has met a &#8220;Good&#8221; civ.

Player Text: &#8221;Evil will always triumph, because Good is dumb.&#8221; &#8211; Rick Moranis. Our overlords have given us a sign! It is time to destroy those who would spit in the faces of our gods!

Result: Player&#8217;s civ Declares War on a random &#8220;Good&#8221; civ with whom they are already in contact. You suffer a permanent -2 diplomacy hit vs. all &#8220;Good&#8221; civs. Population reduced by a random amount of 1-3 points in all cities with at least 4 population. In each city where a population point was removed, the player will be given the most advanced melee unit that they can build for every point that was removed. All cities in the player&#8217;s empire gain a +2 happiness bonus for 20 turns. This war cannot be peacefully ended for 20 turns.

D: Fall to your knees and beg for mercy from the messenger demon.

Requires: Nothing

Player Text: What do your gods know of mercy foolish mortal! You will be cursed!

Result: All cities suffer a -2 happiness penalty for 20 turns and a +2 unhealthiness penalty for 20 turns.

2nd Event in chain
Ravager of Men
Requires that the portal counter is = 10.

If the player&#8217;s civ is any of these (Amurites, Bannor, Grigori, Hippus, Illians, Kuriotates, Lanun, Sidar) <-Assuming these are the entire human like civs.
Player Text:
&#8220;The whaling cries of the races of men drift on the crests of every gust of wind followed by this dark phrase, &#8216;I have come to reap the souls of the races of Man. I am a Reaper, a Ravager of Men!&#8217;
A terrible beast has entered your world through the Hell Gate, threatening to lead the Minions from the underworld to wipe out the races of Men!&#8221;

***There is only one option: Hunt down the Ravager! The scroll-over text should read: &#8220;Your military production will increase by 10% while the Ravager lives. All of your cities suffer a -1 happiness penalty while the Ravager lives. Every time one of your cities is attacked by the Ravager, the attacked city will suffer a cumulative -2 happiness penalty that will build and remain as long as the Ravager lives. Additionally, all races of Men receive a diplomatic boost of +4 relations while the Ravager lives and no race of Man may declare war on another race of Man while the Ravager lives. Finally, if a unit, belonging to a civ from any race of Man, does defeat the Ravager of Men, then said unit becomes a Hero, gets +4 STR, gets renamed Savior of the Races of Man, receives the demon slayer promotion, and 10xp. Finally, the civ that defeats the Ravager of Men, gets a +2 diplomacy boost with all civs that are among the races of Man.

If the player is not a race of Man, then their text should read:
&#8220;An image of burning villages built by the races of men, and various people in panic and being crushed, burned, and torn to pieces by a ghastly demonic figure crushes into your dreams. Something powerful has entered your world, bent on destroying the races of Men.&#8221;

***There is only one option &#8220;Dark days come for the races of Man!&#8221; If the player is not of the races of Man, then there is nothing to do unless they want to help one of their allies defeat it, but there will be no reward for a race outside of the races of Man for defeating the Ravager of Men other than the diplomatic boost.***

***The &#8220;Ravager of Men&#8221; is a new Demon unit with 8 STR 2 MP, and capable of level 2 sorcery, and summoning spells in the Death, Entropy, and Fire Spheres. It also has the Empower II and Twin Cast Promotions and is a Human slayer. The Ravager of Men appears in the game on the square with the portal, showing up with 6 Minions of the Underworld. This stack then moves to attack the nearest city belonging to one of the races of Man.***

3rd Event in the chain
&#8220;Ravager of Elves&#8221;
Requires that the portal counter = 15.

If the player&#8217;s civ is any of these (Elohim, Ljosalfar, Malakim, Svartalfar) <-Assuming these are the entire elf like civs.
Player Text:
&#8220;The whaling cries of the races of Elves drift on the crests of every gust of wind followed by this dark phrase, &#8216;I have come to reap the souls of the races of Elves. I am a Reaper, a Ravager of Elves!&#8217;
A terrible beast has entered your world through the Hell Gate, threatening to lead the Minions from the underworld to wipe out the races of Elves!&#8221;

***There is only one option: Hunt down the Ravager! The scroll-over text should read: &#8220;Your military production will increase by 10% while the Ravager lives. All of your cities suffer a -1 happiness penalty while the Ravager lives. Every time one of your cities is attacked by the Ravager, the attacked city will suffer a cumulative -2 happiness penalty that will build and remain as long as the Ravager lives. Additionally, all races of Elves receive a diplomatic boost of +4 relations while the Ravager lives, and no race of Elves may declare war on another race of Elves while the Ravager lives. Finally, if a unit, belonging to a civ from any race of Elves, does defeat the Ravager of Elves, then said unit becomes a Hero, gets +4 STR, gets renamed Savior of the Races of Elves, receives the demon slayer promotion, and 10xp. Finally, the civ that defeats the Ravager of Elves, gets a +2 diplomacy boost with all civs that are among the races of Elves.

If the player is not a race of Elves, then their text should read:
&#8220;An image of burning villages built by the races of Elves, and various people in panic and being crushed, burned, and torn to pieces by a ghastly demonic figure crushes into your dreams. Something powerful has entered your world, bent on destroying the races of Elves.&#8221;

***There is only one option &#8220;Dark days come for the races of Elves!&#8221; If the player is not of the races of Elves, then there is nothing to do unless they want to help one of their allies defeat it, but there will be no reward for a race outside of the races of Elves for defeating the Ravager of Elves other than the diplomatic boost.***

***The &#8220;Ravager of Elves&#8221; is a new Demon unit with 10 STR 2 MP, and capable of level 2 sorcery, and summoning spells in the Death, Entropy, and Fire Spheres. It also has the Empower II and Twin Cast Promotions and is an Elf slayer. The Ravager of Elves appears in the game on the square with the portal, showing up with 6 Minions of the Underworld. This stack then moves to attack the nearest city belonging to one of the races of Elves.***


4th Event in the chain
&#8220;Task Master of Hades&#8221;
Requires that the portal counter = 20.

All civs see the same message
Player Text:
&#8220;An image of a Hulking Demon entering your world through the Hell Gate interrupts your dreams. &#8217;Greetings mortal, I have come to enslave your souls, but more importantly, I have come to prepare you for my master.&#8217;

A terrible beast has entered your world through the Hell Gate, threatening to lead the Minions from the underworld to enslave all of the races!&#8221;

***There is only one option: Hunt down the Task Master of Hades! The scroll-over text should read: &#8220;Your military production will increase by 10% while the Task Master lives. All of your cities suffer a -1 happiness penalty while the Task Master lives. Every time one of your cities is attacked by the Task Master, the attacked city will suffer a cumulative -2 happiness penalty that will build and remain as long as the Task Master lives. Any unit defeated by the Task Master becomes a Minion of the Underworld. Finally, the unit that does defeat the Task Master of Hades becomes a Hero, gets +4 STR, gets renamed Guardian of the(Civ&#8217;s name), receives the demon slayer promotion, and 10xp and the ability to cast Devine sphere spells. Finally, the civ that defeats the Task Master of Hades, gets a +2 diplomacy boost with all civs.

***The &#8220;Task Master of Hades&#8221; is a new Demon unit with 12 STR 2 MP, and capable of level 2 sorcery, and summoning spells in the Death, Entropy, and Fire Spheres. It also has the Empower II and Twin Cast Promotions. The Task Master of Hades appears in the game on the square with the portal, showing up with 8 Minions of the Underworld. This stack then moves to attack the nearest city.***

5th Event in the chain
&#8220;King of the Underworld&#8221;
Requires that the portal counter = 30.

All civs see the same message
Player Text:
&#8220;An image of an enormous figure, cloaked in darkness and crackling lightning interrupts your thoughts, and hurls a phantasmal javelin of blue lightning toward you, and moments before the impact startles you out of your sleep, a voice declares into your mind, &#8216;This world is mine!&#8217;

The King of the Underworld has entered your world through the Hell Gate, threatening to conquer the world! This event will split the world into two factions; those who want to destroy the world and those who want to save it.&#8221;

***Here, there will be three options.***
A: &#8220;Save the World!&#8221;
Requires: Nothing, however the Sheaim and Balseraph cannot choose this option.
Player text:
You will join your forces with the forces of other empires in the struggle to save the world from this demonic invasion. Other empires may choose to support the King of the Underworld pitting themselves against you and your possible allies.
Result:
1) AC counter decreases by 1 for each civ that chooses this option.
2) All empires that choose this option will be forced into peace with each other, share open borders with each other, and receive a permanent +4 diplomacy bonus with each other. It also causes the player to declare war on any civilization that does not choose to save the world. Military production increased by 10% while the King of the Underworld is alive. All cities receive a +2 happiness bonus while the King of the Underworld is alive.
B: &#8220;Hail to the King!&#8221;
Requires: Nothing, however, the Bannor and the Elohim cannot choose this option.
Player text:
You will join your forces with the forces of other empires in the struggle to rid the world of those who would oppose the King&#8217;s rule. Other empires may choose to attempt to save the world, pitting themselves against you and your possible allies.
Result:
1) AC increases by 1 for each civ that chooses this option.
2) If the player&#8217;s civ is a &#8220;Good&#8221; civ, then they are now &#8220;Neutral&#8221;. Otherwise, there is no alignment impact.
2) All empires that choose this option will be forced into peace with each other, share open borders with each other, and receive a permanent +4 diplomacy bonus with each other. It also causes the player to declare war on any civilization that does not choose to pledge their empire to the King of the Underworld. Additionally, empires that choose this option treat Demon units as friendly units and vice a versa. Finally, military production is increased by 10% while the King of the Underworld is alive

C: &#8220;This is not my concern, I will defend my people, but I will not join in any Crusade.&#8221;
Requires: Nothing, however, neither the Bannor nor the Sheaim can choose this option.
Player text:
You will try to be neutral, but beware, for your nation may still be swept up in the conflict, and the King of the Underworld will not pay head to your neutrality.
Result:
Your empire is forced into peace if it is at war with anyone. You are forbidden from declaring war for 20 turns, unless your empire is attacked by another empire. You may still fight demons, beasts, and barbarian units, but you will not be allowed to declare war on another empire for 20 turns. Additionally, if your empire is attacked or you do eventually declare war on another empire, while the King of the Underworld is still alive, then you will be at war with all of that empire&#8217;s allies if they are in the Save the World faction or the Hail to the King faction. Joining a faction in this manner will not change the AC counter, nor will it grant you any of the other bonuses granted to the empires that joined a faction initially.

***The &#8220;King of the Underworld&#8221; is a new Demon unit with 16 STR 2 MP, and capable of level III sorcery, and summoning spells in the Death, Entropy, Chaos, and Fire Spheres. It also has the Empower III and Twin Cast Promotions. The King of the Underworld appears in the game on the square with the portal, showing up with 10 Minions of the Underworld. This stack attacks the nearest city not in the &#8220;Hail to the King&#8221; faction.***

***All Demon, Beast, and Barbarian units in the game join with the faction that chooses the &#8220;Hail to the King!&#8221; option. Even if no other civ chooses this option, the faction will still exist; it will just be filled with Demon, Beast, and Barbarian units.***

***Should the &#8220;King of the Underworld&#8221; be defeated, then things will return to how they were before the event, meaning no more factions, and everyone will be forced into peace, however, any open borders agreements will remain, as well as any permanent effects. The defeat of the &#8220;King&#8221; will also remove the portal and all demons from the game.***

***If the &#8220;Save the World&#8221; faction is destroyed, then the empire with the highest score total in the &#8220;Hail to the King&#8221; faction will have their leadership traits changed to Demonic, Aggressive, and Summoner. Further, the portal will be removed from the game, including all remaining demon units, but all empires in the faction will be allowed to &#8220;build&#8221; Minions of the Underworld demonic units. Additionally, the AC counter will increase by 5.***

***If the &#8220;Hail to the King&#8221; faction is destroyed, then the portal is removed from the game to include all remaining demon, beast, and barbarian units. For the next 30 turns, every empire in the &#8220;Hail to the King&#8221; faction will experience a golden age. Finally, the AC counter will be reduced by 20.***
 
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