Design an Event Contest

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Kael

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Just like the design a unit contest this is a contest to see who can come up with the most interesting event. Events may be a single trigger with a single responce, a single trigger with multiple responces, or a series of events with responces to each (an event chain).

Please be sure to include the following:

1. The commonality of the event (common, uncommon, rare) however you would like to describe it.
2. Any requirements before the event can be triggered.
3. The text the player is presented with when the event triggers.
4. The text for each of the responces the player has.
5. The effect of the player selecting each option.
6. Any requirements before the player can select each option.

As with the design a unit contest you have until 6pm on November 30th to submit entries. After that the team and I will go through all the entries, pick out our favorites and put them up for a public vote for the best entry. Then we will get the winning entry into FfH!
 
Event Name: Outrage of Mars

1. Uncommon

2. You kill a Hero unit

3. "You have destroyed the World's Finest Warrior You Bad Boy." Alright that pretty much blows, but who cares what Mars says...it is what he does. :p

4.
a. All Evil Civilizations Declare War on you for 25 turns.
b. All Neutral Civilizations Declare War on you for 25 turns.
c. All Good Civilizations Declare War on you for 25 turns.

5. Effect is pretty obvious. All trade agreements ended, no open borders, no peace, etc. for 25 turns with the alignment's civs chosen.

Or, you could just make the event trigger based on the alignment of the Hero's civ. Kill Corlindale and the Good civs will declare war on you if the event triggers.

It would add some mystery to whether or not you should destroy a Hero to risk bringing a bunch of civs after you.

Have fun programming that one, but I know you guys are good. :)
 
Event name: Bridge Between Worlds

1. rare

2. not have access to reagents; have the tech strength of will, Priesthood, or Ethereal Call; and have built an inn in a city.

3.
A strange man is staying at an inn in (insert city name). He claims to have discovered a rift in the fabric of the world in the hinterlands of (insert city name). He also claims to have entered the rift to appear in a world covered in a forest of strange pulsating plants that seem to thrive with some magical power.

4.
---a. Nonsense, everyone knows that kind of thing is impossible.
---b. Really? thats most interesting, send a team of explorers to validate his claims.
---c. Thats amazing! I wonder whether this world could have anything of value on it...

5.
---a. You ignore the rift. and as a result several barbarian otherworldy monsters are spawned over a set time period (ie deamons, angels or elementals)
---b. your Group of exploreres explore the rift, and retern with several samples of the magical plants. Provides a new source of Reagents and a +33% chance of providing +x :science: where x is random. has a 20% chance of spawning several barbarian otherworldy monsters over a set time period (ie deamons, angels or elementals)
---c. You send a group of mages into the rift to analyse the magical plants. they retern with several samples and begin a breeding program in (insert city name). You gain +3 sources of reagents, and any adept unit built in the city get +2 EXP. also a +33% chance of providing +x :science: where x is random. has a 10% chance of spawning several barbarian otherworldy monsters over a set time period (ie deamons, angels or elementals)

6.
---a. always avaliable
---b. requires stationed unit to be immoble for 5 turns while exploring rift
---c. requires stationed unit to be immoble for 5 turns while exploring rift and pay 200 gold to finance expedition and research.


I think the rarity or reagents can be really crippling in the late game. if you happen to spawn on a continent with no reagents you can be severely hindered. this should be a unique event, with it having a chance of occuring only once in each game (kind of like the same chance of a unique feature appearing).
this event would be a huge blessing to the civ who gets it and it can turn the tide of the game. Perhaps have it so a new unique feature is spawned on that square which provides 3 reagents, or a minor wonder is spawned so conquoring civs could be able to take the rift.
 
1. Uncommon.
2. Have a city with 5 or higher.
3. The local townsguard in [CITYNAME] have found a scoll from a secret cult during a raid, according to the scroll the cult will poison the wells.
4. A. Find the cult and stop the plans fast!
B. Put some extra guards at the wells.
C. The document is just humbug, ignore it,
5. A. 3 of you military units at the affected town can't move for 3 turns.
B. 2 of your military units can't move for 3 turns, there is also a 50% chance that half of the citys population will be destroyed.
C. Half of the city's population is destroyed.
6. A. Have atleast 3 military units stationd in the city.
B. Have atleast 2 military units stationd in the city.
C. Nothing.
 
Hemah's Dreams:

1. relatively common

2. Hemah is inside a town

3. (the text the player is presented depends on which of several dreams happen)

4.
a. People of [town name] have witessed a horde of twisted creatures assauting their town.

b. [unit name1] in [town name] has become a puppet for a night, killing [unit name2].

c. [unit name1] in [town name] has become a puppet for a night, wreaking havoc until killed by [unit name2].

d. [town name] has been attacked by horrible nightmarish creatures during a night. The town would have been destroyed but [unit name] gained some unexclipable might to destroy the creatures. Some of these powers are still left.

e.[town name] has been attacked by horrible nightmarish creatures during a night. The town would have been destroyed but [unit name] gained some unexclipable might to destroy the creatures. Alas, the powers have vanished.

f. [unit name] in [town name] has mutated mysteriously during a night.

g. [depends on what it is]

5.
a. create X random barbarian summons near [town name], summons vanish after 1 turn

b. kill [unit name2]

c. kill [unit name1], [unit name2] gains X xp depending on the difficulty of the battle, buildings in city or improvements in city radius have a small chance of being destroyed (max. 1 building/2 improvements). City has a small chance of losin 1 pop point.

d. [unit name] gains Hero promotion, buildings or improvements may be destroyed, pop may be lost

e. [unit name] gains X (10-25?) xp, buildings or improvements may be destroyed, pop may be lost

f. [unit name] gains one or more random mutation effects

g. something else balanced and cool

6.

a. pass a check with 10% chance, city has at least X+1 defenders

b. and c. pass a check with 50% chance, battle [unit name1] and [unit name2], winner survives and the approriate event result comes

d. pass a check with 2% chance, max 1/game

e. pass a check with 8% chance, max 1/civ, 3/game

f. pass a check with 30% chance

g. pass a check with ?% chance, [other requirements]

The percentages are just some random, just for example
 
Reclaiming The World
Relativly Common early one, though tapering off as the game progresses
No requirments

Possilbity 1:
Inhabitants of <city name (not capital)> have stumbled upon a cache of Pre-age of ice documents from one of the old magical empires, while working on the foundations of a new building,
a) Goody! we love lost knowledge. send someone in to bring them out (no requirment)
effect: 25% chance of learning 2 new techs, 10% chance of the city being corrupted by old magics and turning barbarian, 65% chance nothing happens (papres were destroyed in the attempt to bring them up)
b) Those empire fell because of the dangerous magics they used we can leanr nothing from them. close the chache (no requirment)
effect: none
c) Send our mages down to glean what they can, but make sure that they awaken nothing. (requirment: mage guild in city)
effect: 25% chance of leanring 3 new techs, 25% chance of + 25%:beakers:,2% chance the city is corrupted and turned barbarian, 48% chance that nothing happens

Possiblity 2:
Our scouts have stumbled upon the ruins of an old city while out exploring, they request orders on what to do... they have no0t yet entered the ruins, but report hearing strange noises at night.
a) Send them in the morning, there may be something interesting in there...
effect: 25% chance that the scouts are sent to a random tile on the earth (stumbled upon a working astral gate) 25% cahnce 2 new techs are discovered, 2% chance of awakening a monster, 2% chance of awakening a hord of (zombies, for want of a better word) corrupted by the magics thier empire once practiced, 23% chance nothing happens, 23% cahnce that a city joins your cause
b) Our people are not afraid of the dark! saend them in at night!
effect: 25% chance +10 exp for scout, 25% of 1 tech being discovered, 50% chance of awakening a hord of szombies, again.
c) Nothing good came from those empire. leave the ruins alone!
effect: None
 
1. Rare(1 time per civ)

2. Armaggedon Count is 80

3. A dimensioanl rift has opened in the middle of a village. Angels and Demons have spilt out of the rift and are battling eachother. The villagers have escaped, and the army awaitss your command.

4. A)Kill all of them. This will keep balance and allow us to close the rift.
B) Kill the Demons. We need all the help we can get during the end of worlds.
C) Slay and burn the Angels. The Demons will be recruited into our army.
D) Once both sides are weak enough, subdue and recruit both sides.
E) Use your magic to move the rift to another place.

5. A)No effect.
B) Reduces AC by five. Grants you 5 angels.
C) Adds 5 to the AC. Gives you 5 Sect of Flies.
D) Recieve 2 Angels and Sect of Flies.
E) Spawns 5 barbarian angel and demon units in a random area of the map.

6. A)None
B)Good/Neutral alignment
C) Evil/Neutral Alignment
D) None
E) Requires Dimensional Mana
 
Susurrus. Could also be used as a nature or shadow spell.

1. Uncommon

2. Svart or possibly Sidar arcane or recon unit enters a forest, ancient forest, new forest or jungle tile. At least 1 enemy unit nearby (within range of event - one or two tiles).

3. "Your <unit>'s attunement to the forest has caused a susurrus. The undergrowth is almost alive, creating a fearful atmosphere."

4. A: "Use this opportunity to evade the enemy's forces."
B: "Take this opportunity to strike."
C: "This will help our forces to defend themselves."

5. A: No combat can take place for affected units, friendly and enemy, in the area of effect for a turn. Probably applied via a promotion on units in the area.
B: Friendly units in the area get +10% attack strength for a turn.
C: Friendly units in the areaget +10% forest defence for 2 turns.
 
you just know I have to do this

Event Name: Pining for the Fjords

1. uncommon

2. requires market

3. A foreign diplomat has bought a rare Norwegian Blue from one of your markets in [City Name Here]. However, the parrot is dead.

4.
a. Insist the parrot is alive, pointing out its lovely plumage

b. Send the diplomat to Bolton, tell 'em its a pun

c. Replace the parrot

5.
a. suffer -1 relations hit
b. 80% chance for: suffer -2 relations hit
20% chance for: nothing happens

c. subtract :gold:500 from treasury

6. Option C requires at least :gold:500 in the treasury. Option B requires at least two cities.

 
Event name: Assistance for our brethren

1. Common (Once per civilization)

2. Requires Temple of Leaves, Fellowship of Leaves state religion, Palace; If good or neutral, Ljosalfar civilization not present in game; If evil or neutral, Svartalfar civilization not present in game.

3. Emissaries from the hidden court of the Ljosalfar (or Svartalfar, depending on alignment of civilization. 50% chance for either if neutral) arrive at your palace, thanking you for your faithful adherence to the Fellowship of Leaves. They note your inability to make full use of your forests, and they offer to help, for a price.

4.
A - Their help would be greatly appreciated, but unfortunately we cannot pay the price.

B - This help would be wonderful. Send them laborers to assist them in their tasks.

C - This help is greatly needed. Send gold to the Ljosalfar (or Svartalfar) leader.

5.
A - No cost. Gain up to three Disciples of Leaves.
B - Lose 3 workers. Gain 2 Elven workers. Change alignment (to good or evil, depending on the race of elves)
C - Lose 300 gold. Gain 3 Elven workers. Change alignment (to good or evil, depending on the race of elves)

6.
A - Requires a number of cities in empire not following Fellowship of Leaves. This number, or three, will be the number of Disciples provided, whichever is lower.
B - Requires 3 workers.
C - Requires 300 gold.
 
The Turncoat - tax collector

1.- Uncommon
2.- must have a net negative diplomatic relation with "X" civ
3.- "A tax collector from "X" has approached our ambassador with a bribe in
exchange for safe passage to our own lands. Our response to this offer is
a delicate matter, but it does provide us with an opportunity."
4.- Shall we:
-take the turncoat and his family under our protection? (+100g, or some moderate amount scaled to the stage of the game, and a -3 diplomatic penalty with civ "X".) TEXT "The bureaucrat delivers the gold, but the "X" are not amused to see their taxes going into our coffers."


-turn him in to our rival. This makes it likely that in the future, we will not be trusted by defectors. (+3 diplomatic bonus with civ "X", this event will not happen again) TEXT "Our ambassador turns the man over to his king. An unsavory business, but the court of "X" is pleased with us."
5.- No requirements to choose either option.

The Turncoat- Gladiator

1- uncommon
2- Rival civ must have evil alignment, only occurs in early to mid game.
3- Barrabus, a popular gladiator slave of civ "X" wishes to escape the arena
with our assistance. He will swear allegiance to us if we help him avoid his
inevitable death on the sand.
4- Shall we:
-Plan his escape, take him to our capital and give him a hero's welcome
for his courage and daring? (-20 gold, +1 happiness in all cities for 10
turns, gain a lvl 5 non hero axeman unit, -4 diplomatic penalty with civ
"X") TEXT- "Barrabus example is an inspiration to your people, who take
him into their hearts as an adopted son".

-Help him escape, and quietly assign him to an army outpost far from his
native land? (gain a lvl 5 non hero axeman unit, -2 diplomatic penalty).
TEXT-"Barrabus is a good warrior and an asset to your cause. But his
former masters suspect he yet lives, and their resentment towards us still
simmers."

-Leave him to his fate? (-1 happiness in all cities for 10 turns, +3 diplomatic bonus with civ "X") TEXT- "Barrabus yearning to be free is well known, but he dies in combat, and his fall upsets those who had hoped for his success. However, the (civ "X") are aware that we could have saved him, and are pleased that we chose not to meddle in their affairs."

5- no requirements to choose any option
 
The Magic of Money

Rare Event
(1 Time event)

Requires Currency
Increasingly Likely after Taxation and much more so after Mercantilism

"A brilliant young merchant is spreading a new teaching about money. That the "economy" itself is a living thing, and should be treated as such. He proposes widespread changes in how we do business, and has approached your lordship about public funding."

Response A: We have no money to spare, more's the pity. Thank him for his services, and see what else we can do for him that doesn't cost us anything.

Response B: Fascinating! Give him an office in the castle, and see about sending his teachings to our cities.

Response C: We could use this to our advantage. Contact our neighbors, and let them know about this. If it is one problem that unites all thinking men of Erebus, it's inflation.


Effect A: Recieve a Great Merchant.

Effect B: All current and future markets lose the -1 science penalty, and receive a +1 gold bonus. Costs 100 to 200 gold.

Effect C: All civilizations are relieved of 20% of their inflaction penalty. Player recieves a +5 diplomacy bonus with all players. Costs 500 to 1000 gold.
 
Event Name: Barbarian Friend or Foe?

1. Rare

2. Must occur in the first x (100?) turns. Leader cannot have the Barb trait. Raging Barbs cannot be a starting condition. Perhaps have a trigger that the player must capture a barbarian city (in which case increase the probability of the event initially occurring to uncommon).

3. News of your civilization's early accomplishments have spread far and wide. The stories are frequently told in other cities and around campfires deep in the forests or frozen tundra. So frequent and convincing these tales have been, that even some within the barbarian horde has chosen it might be a better fate to have you as a friendly neutral rather than be your next opponent. A decision was agreed upon by enough of these dissimilar factions and now their envoys approach your capital under a white flag of truce.

4A. Send the diplomats back with gifts and an agreement to avoid crossing swords indefinitely.
4B. Send back the diplomats' heads one at a time knowing your kingdom will draw the barbarian ire.

5A. Leader gains the Barb trait.
5B. Raging Barb condition is immediately and permanently triggered.
 
This event should be common to be in the game (about 75% or all games), but Uncommon to actually trigger (maybe once in 80 turns). Also limited to twice per Civilization.

Trigger Requirements: Must have a minimum number of cities. Number is set as 2 less than Kuriotates' max city limit for the map size.


The Governor of [City Name] has put his full faith in this great empire. As such, he has designed a plan to allow his city to depend upon support from others and run as a specialized economy!

  • What a foolish notion! Each city needs to fend for themselves. Nobody knows what the future may bring!
    Spoiler :
    No effect.
    No requirements.
  • [City Name] has always been a center for Cultural Development! We can support our great heritage in this effort.
    Spoiler :
    City produces only :culture: (raw :science: & :gold: are converted directly to culture before applying % bonuses from buildings, non-:culture: % bonuses become useless in city) for the rest of the game
    Requires Technology: Drama
  • [City Name] has always been a center for Scientific Knowledge! We can support our future generations in this effort.
    Spoiler :
    City produces only :science: (raw :culture: & :gold: are converted directly to culture before applying % bonuses from buildings, non-:science: % bonuses become useless in city) for the rest of the game
    Requires Technology: Mathematics
  • [City Name] has always been a center for Economic Growth! We cannot afford not to support our own coffers in this effort.
    Spoiler :
    City produces only :gold: (raw :culture: & :science: are converted directly to culture before applying % bonuses from buildings, non-:gold: % bonuses become useless in city) for the rest of the game
    Requires Technology: Currency
 
Frequency in game: Uncommon
Frequency during a game it's in: Uncommon
Requirement: Divination has been discovered (by any player)

Given to all players with one of the following state religions (presumably this could be expanded to all religions, but these are the ones I have enough detail to write up):

The Order
Runes of Kilmorph
Fellowship of Leaves
Octopus Overlords
The Ashen Veil
The Empyrean
The Council of Esus

Like a wildfire before a hot, dry wind, first rumors, then stories, then personal accounts of the Great Seeress's latest prophecy reaches your ears:

"On the first sun of the first claw of the first moon of the new year, there will be a great alignment of the heavens. The most powerful priests of the land will cause the warp the world towards their whim."

Your priests want to invoke a rite to take advantage of this moment in time. Do you:
1) Ignore this false prophet.
(-3 to your religion's influence)
2) Requires at least 1 Priest of your religion. Allow your priests to proceed (+0 to your religion's influence; all units you own with a promotion matching your religion gain Fatigued).
3) Requires Divine Right Order a grand inquisition, to eliminate subversive elements that would undermine your priest's efforts (+2 to your religion's influence, +1 more per inquisitor; all units you own with a promotion matching your religion gain Fatigued; 30%(+10% per inquisitor) of all your units with a Religion promotion not matching your own religion are killed; 30%(+10% per inquisitor) of all your Temples not matching your own religion are destroyed).

Note that regardless of choice, any lingering effects from secondary events that terminate on the "initial event" end.

Each Religion's influence is totaled; add the highest of the following categories for each civilization to their religion's total:

0: default
1: Have a Temple of the Religion
2: Have a Priest of the Religion
3: Have a High Priest of the Religion
4: Have the Holy City of the Religion
5: Have the Patriarch of the religion

So, as an example, there are two players (A&B) with Runes of Kilmorph and one (C) with Octopus Overlords.
A Chooses option 1, and has a Priest of the Religion. Runes of Kilmorph (Option 1) -3 + (Priest) 2 = -1
B Chooses option 2, and has a Holy City of the Religion. Runes of Kilmorph current: (Total from A) -1 + (Option 2) 0 + (Holy City) 4 = +3
C Chooses option 3, and has a Priest of the Religion (but no Inquisitors). Octopus Overlords (Option 3) +2 (Priest) +2= 4

So the final result would be: Runes of Kilmorph: 3; Octopus Overlords: 4

Only the religion with the most influence is considered from hereon in.

1 year after the initial event, The second event will trigger. Said event depends on the religion with the most influence from the first event.

The Order:
Confessors have made the Alignment conform to the laws of Junil. The Fires of Junil himself rain down upon the scourges against his name. (Each unit with the Demon promotion takes 110 points of Fire damage, +1 per point of influence of The Order; this is dealt as is from a spell; the promotions of the caster are assumed in the above damage; note that without significant influence, virtually no uninjured Demon will actually die).

Runes of Kilmorph:
Stonewardens have divined from the Alignment how to dig deeper than they ever have before, well past the depths that are normally forbidden. (Until the first event occurs again, anyone with the Runes of Kilmorph State religion will gain 1 Earth Mana. For each 5 points of influence, they will gain 1 Earth Elemental in their capital; this Earth Elemental does not have the Summoned promotion.)

Fellowship of Leaves:
Jubilant Priests of Leaves have found that the Alignment has the power to trigger a great growth. (Until the first event occurs again, the chance of a Treant appearing due to invasion of Ancient Forest is doubled. Forestation of 1% of land/1 points of influence occurs - if the tile had no forest (and it's not a city, not a water tile, nor does it have a unique improvement), it now has New Forest; if it had New Forest, it is now a Forest. If it was a Forest, and it could normally upgrade to Ancient Forest, it does so.)

Octopus Overlords:
Cultists have performed a great rite, summoning unspeakable horrors from the depths. (Until the initial event occurs again, there is a 1% chance/point of influence of a Kraken appearing each turn in a random Ocean Tile. Half the time, this unit will be under the control of the Barbarians; the other half, it is under the control of a random Civilization with the Octopus Overlords religion.)

The Ashen Veil:
Ritualists have paid dearly in blood for Entropy to walk upon the earth. (For each 3 points of influence, a Balor appears in a random tile, controlled by the Barbarians. For each 10 points of influence, Hellfire appears in a random non-city tile.

The Empyrean:
The Overcouncil will listen more carefully to your wisdom.For every 10 points of influence, gain +1 votes in the Overcouncil until the next initial event. You gain 1 Radiant Guard for each 5 points of influence.

The Council of Esus:
Your influence functions better in The Undercouncil.Undercouncil costs for members of this religion are reduced by 2% per point of influence. You gain 1 The Nightwatch per 3 points of influence.

Pros:
Increases competition between religions.

Cons:
Effects may be difficult to balance.
Effects may be difficult to scale.
This is effectively 1 event + 1 per religion; it's a significant amount of code.

Implementation note: scaling in the secondary events could be done by Armageddon Counter (probably divided by 5) instead of Influence, if that's easier. In the same way, the influence calculations could be simplified or changed; if such a counter would be hard to maintain, one might (for example) look at the number of Priests and Inquisitors with the Fatigued Promotion, using that to mark which event (A, B, or C) occurred.
 
BRING EM BACK ALIVE
1. uncommon
2. requirement: Carnival, not all of (wolf/lion/tiger/gorilla cages)
3. trigger: An intrepid explorer has returned from a dangerous expedition with exotic animals to sell.
4. options: show only those where no cage already
A Dire Wolf (wolf cage for 50 gold)
A Mountain Lion (lion cage for 75 gold)
A White Tiger (tiger cage for 100 gold)
A Silverback Gorilla (gorilla cage for 150 gold)
 
One of my suggested events from one of the old threads I posted in, with modifications. I'm not sure about the numbers, but I trust the design team on that.

1. Rare.
2. A minimum AC of 50.
3. We have discovered a dark artifact from the Age of Magic near (City name). It is unnaturally beautiful, but those who have spent time with it say it flows with terrible energies. However, we can shatter it and, if we're careful, use it to power our forges...
4.
a. Destroy it utterly, and see that none obtain its fragments. A thing of such foul corruption cannot be allowed to exist, no matter what temporary gain.
b. There is nothing so dangerous it cannot be used. Do what you can with it, but be careful.
c. Unnatural beauty? Dark energies? Truly, this is the work of a mage blessed by Agares himself! Are you seriously suggesting destroying such a wondrous thing?
5.
a. Large decrease to the AC
b. Forges gain an increase to production, but also give a small chance of units built in cities with forges starting with Prophecy Mark.
c. Gives you a free supply of Death, Entropy, and Shadow mana. Angers good and neutral civs beyond the ordinary "You use death/entropy/shadow mana."
6.
a. Doesn't worship Ashen Veil. (I was thinking about a good or neutral requirement, but a non-AV evil civ might destroy it to deal a blow to the competition.)
b. Neutral or Evil alignment
c. Ashen Veil state religion
 
One of the things that has always bugged me is how a civ can (less so in FFH) dominate the "religion trade" by racing to the different religions to possess their holy city. I'd like to see something to make that a little dangerous. Ok, a lot dangerous. Ok, a lot dangerous and very complicated.

1. common rarity, but may only happen once.

2. 2 or more Holy cities for different religions in the same empire. The event occurs in a city (randomly chosen) that contains a holy city for a religion that is NOT state religion of the empire.

3. My lord! The <Religious title of the unit able to become patron of that religion> of the <Religion> has openly rebelled against your rule and branded you a heretic! Followers of the religion all over the empire have flocked to his banner and he is leading an army in a coup attempt against us, he has attracted all of the faithful in our service in the empire, the situation is dire!

4.
----A. We must repent our heresy at once and attempt to keep the empire together, send this message to the <Religious Unit> at once along with a generous donation to the church!

----B. Send a message to the <Religious unit name> stating our willingness to cede control of <Holy city's name> to his church immediately, we must compromise to retain peace.

----C. Heresy?! Time to teach these fanatics a lesson, we will march against them immediately, we can tolerate no rebellion.

----D. Blasphemy! In the name of <State Religion> we shall wage holy war against these heretics at once and ordain an inquisitor to purge their heresy from our civilization forever.


5.
----A. You convert to the uprising religion as your state religion, all cities with your old state religion suffer 5 Unhappiness for 40 turns. You gain a Religion patron unit in the holy city if that religion's special building is already built, and that religion's special building is instead built there if it does not already exist.

----B. The city in question splits off from your civilization, forming a new civilization using your other civ leader that behaves in a similar fashion to a colony.

----C. All units possessing the rebelling religion are moved to the rebelling city which forms its own civilization using your second leader, and war begins immediately with them. Each city with the rebelling religion has a 35% chance to rebel, if it succeeds in rebellion it flips to the new civ.

----D. All units posessing the rebelling religion are moved to the rebelling city which forms its own civilization using your second leader, and war begins immediately with them. Each city with the rebelling religion has a 35% chance to rebel, 10% if your state religion is also present, if it succeeds in rebellion it flips to the new civ. If you conquer the holy city, its status as holy city is destroyed, as if the holy city were razzed, and you gain control of a new Inquisitor unit with experience points equal to the unit you used to capture the city.


6.
----A. State religion in less than 50% of cities. A specified amount of gold based on your civilization size. a "lot".

----B. Rebelling city is 100% under your influence/population (no other civ influences)

----C. No special requirements.

----D. A specified amount of gold based on your civilization size. a "lot".
 
Make a peace with barbarians
1. Rare.
2. Have two or more cities with pop. 4 or more. At war with barbarians.
3. Barbarian emissary proposes peace in exchange of all your non-capital cities.
4. A. Agreed.
----B. Never!
5. A. Make a peace with barbarians. All your non-capital cities becomes barbarian.
----B. No effect.
6. No.
 
Event: A Slave Ring

Frequency: Common
Requirements: One other civilization known

Sire, we have uncovered a spy posing as a wealthy merchant in our midst. He was executed and his possessions turned over to state. In process, we found that he had a group of over a hundred slaves taken from [CivName] working for him. What should we do with them?

A. Send them to the mines!

<+ 20 hammers in [City].>

B. Sell them on the open market!

<+ 50 gold>

C. Release them!

<+2 relations with [CivName].>

---

Event: Order of Sword Mages

Frequency: Rare
Requirements: 5 Mage Guilds built, Arcane Lore researched

Sire, a radical mage proposes that all adepts be trained in swordplay as well as the arcane arts. The rest of the mages believe him to be insane and demand he is removed from the Council. What shall we do?

A. A mage with a sword? What a silly notion!

<No effect>

B. Give him an ivory tower and a stipend. Let's see what he thinks of next...

<-75 gold, +4 Research in [City].>

C. Capital idea! Everyone, grab a sword and let's practice.

<-400 gold, All adepts gain/start with Combat I>

---

Event: A Philosophical Question

Frequency: Uncommon
Requirements: Philosophy researched, God King selected

Sire, a heretical new philosophy arose in the capital. They claim their allegiance not to you, but to our distant Creator, and refuse to obey your laws. Worryingly, the movement is gaining popularity. Our philosophers can debate with the radicals, but what shall they say?

A. I am but a servant myself, striving to help all of us follow the light of the Creator. Together, we fulfill his will.

[Requires: not Veil, not OO religion]
<Alignment shifts to Good>

B. The Creator is gone, and we must forge our own path in this world. We each stand or fall on our own merits.

[Requires: not Veil, not Order religion]
<Alignment shifts to Neutral>

C. Debate? What debate? Execute anyone who dares to utter this blasphemy!

[Requires: not RoK, not Order religion]
<Alignment shifts to Evil>
 
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