Event Ideas for AND

Loch Ness Monster
Req. Mass Media, Lake in city vicinity

A local man claims to have seen a monster in the nearby lake giving a picture of a fuzzy silhouette that looks like a long neck and a head coming out of the water as proof!

-Make sure there really is a beast in that lake. (-50 :gold:)
A)There really is a beast in the lake!
1)On second thought, I don't want to bother the poor creature. (+1 :culture:)
2)Wonderful! Set up a tourist attraction there and find out what it likes to surface for. (-10 :gold:, +1 :commerce: on plot, +5 :culture:)
3)Capture it and run tests on it, find out what it is and if we can save it's species in any way. (+1 :mad:, -100 :gold:, +200 :science:)
B)We had three teams dive into the lake with no success.
1)Rig a fake and set up a tourist attraction (-50 :gold:, +1 :commerce:)
2)Put it on the waves and let it turn itself into a myth (+2 :culture:)
-Give him a pat on the head send him about his day. (+1 :mad: in city)
 

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Now that I made the water mod these can be added to this list. Sorry I have no pictures for them.

Event 1 - Poisoned Well
Requires: Town Well in City

  • Do Nothing (Well is Destroyed, + 1 :mad: )
  • Pay gold to dig a new well (Lose between 75-275 gold.)
  • Frame a foreign traveler for the incident (+1 in the city, -2 diplomacy with a random nation)

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Event 2 - Fluoridate The Water?
Requires: Department of Water

  • Fluoridate all City Water (+1 :mad: in all cities, +2 :health: in all cities, pay between 100-300 gold.)
  • Leave City Water Clean (Temporarily gain +1 :) in all cities)
  • Fluoridate the water secretly (+2 in all cities, pay 300 -600 gold)

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Event 3 - Poisoned Reservoir
Requires: Reservoir in City

  • Silence the Evidence, do nothing. (-2 Population)
  • Clean the reservoir ( Lose between 150-400 gold.)
  • Investigate the incident (+1 :yuck: in the city, lose the Reservoir)
  • Blame Foreign Spies (Declare War on Worst Enemy, gain 5 free Riflemen, +2 :) temporarily in all cities, lose the Reservoir)

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Event 4 - West Nile Virus
Requires: Reservoir in City

  • Do Nothing. (-2 Population)
  • Clean the reservoir with Pesticides (+1 :yuck: Lose between 200-400 gold.) [Req Organic Chemistry]
  • Clean the reservoir with Environmentally Friendly Methods (+1 :) in the city, 400-800 gold.) [Req Ecology]

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On a completely unrelated note, my game hasn't had any events or quests. Anyone know any tips to "kickstart" some? (preferably quests)
 
Event 1: Black Plague Menace
Requires: City Population 7+; Unhealthyness for 20 turns or more; no Sanitation

Text: "Our population in City Y is dying of a powerful disease".

*We are too pressed to do something. -25% population in that city; -10% population in nearby cities. +3 :mad: in that town; +1 :mad: in nearby cities.
* Quarentine the ill. -150 gold; -10% population in that city; +1 :mad: in that city; +1 :) in nearby cities. Requires Sanitation
*Quarentine the Entire city. -300 gold; -10% pop. in that city; +1
health.gif
; +1 :mad: in that city; Requires Sanitation

Event 2: Influenza
Requires: City Population 12+; Unhealthyness for 10 turns or more;

Text: "Our population in City Y is dying of a powerful flu".

*We are too pressed to do something. -35% population in that city; -10% population in nearby cities. +3 :mad: in that town; +1 :mad: in nearby cities.
*Quarentine the Entire city. -500 gold; -10% pop. in that city; +2
health.gif
; +1 :mad: in that city; Requires Sanitation
*Quarentine the city and start a vacination program. -750 gold; -5% pop. in that city; + 1 :mad: in that city; +2 :) in nearby cities; +2
health.gif
in that city; +1
health.gif
in nearby cities. Requires Sanitation
 
Event 1: Intolerance Burst
Requires: Nationalism; City Population 7+; Foreign Influence 10% or more in that city; +2 :mad: for 10 turns or more in that city.

Text: "Our population in City Y is unpleased, they are attacking foreigners of Civ-X.

*People's voice is the voice of God, let them crush these foreigners. -20% Foreign Influence in that city; -10% population in that city; +2 :) in that city; -2 diplomacy with Civ-X leader.
* Go to public and condemn the attacks -150 gold; +5% Culture in that city; +5% Foreign Influence in that city; +4 :mad: in that city; +1 :mad: in all cities. +1 diplomacy with Civ-X leader.
*Do a public national speech about tolerance and Civ-X contribution for our society. -350 gold; +5% Culture in al cities; +10% Foreign Influence in that city; +10% population in that city; +2 diplomacy with Civ-X leader. Requires Printing Press.
 
(sorry if an event like this already exists / has been posted before ... I certainly have never encountered it if it does / has)

requirements: Control a holy city that is not your state religion. This holy city's religion must have < 10% global influence

Text: "[religion adjective] leaders in [city name] are organizing and demanding that you convert!"
options:
A:
text: "Ignore these heathens."
effects:
- +X :mad: for Y turns in [city name]
B:
text: "[religion name] could bring great glory to our [republic/empire/kingdom/humble duchy]"
effects:
- convert to [religion] with no Anarchy.
C:
text: "Fund an effort to spread the good word!"
effects: (Z = number of cities you control - 1)
- -Z * 50 from treasury.
- convert to [religion] with no Anarchy.
- receive Z missionary units in [holy city]


The idea is to help prevent the 'single global religion' situation that we're all familiar with.
 
(sorry if an event like this already exists / has been posted before ... I certainly have never encountered it if it does / has)

requirements: Control a holy city that is not your state religion. This holy city's religion must have < 10% global influence

Text: "[religion adjective] leaders in [city name] are organizing and demanding that you convert!"
options:
A:
text: "Ignore these heathens."
effects:
- +X :mad: for Y turns in [city name]
B:
text: "[religion name] could bring great glory to our [republic/empire/kingdom/humble duchy]"
effects:
- convert to [religion] with no Anarchy.
C:
text: "Fund an effort to spread the good word!"
effects: (Z = number of cities you control - 1)
- -Z * 50 from treasury.
- convert to [religion] with no Anarchy.
- receive Z missionary units in [holy city]


The idea is to help prevent the 'single global religion' situation that we're all familiar with.

There should be some other bonus too
 
Not sure if this is already in:
Event: Presidential Assassination!
Requirements: President civic.
Text: Our great president has been assassinated!
Choice 1:
Blame nation X, they probably did it anyway. Use investigations as an excuse to increase intelligence efforts against them.
-2 relations with nation X.
+X espionage against nation X.
-1 Capital city :mad: if not nationalist
1 turn of anarchy.
Choice 2:
We can't afford attention to this issue, just give a token service.
-1 :mad: all cities.
2 turns anarchy.
Choice 3:
Have a massive public service in honor of his memory, and investigate the assassination.
-X gold
-1 capital city :mad:
1 turn anarchy
Choice 4:
Who needs a president? Cover up his death and claim he retired as a step down from power.
Switch to another civic
1 turn anarchy
-1 :mad: all cities
Choice 5:
Cover up his death and put a replacement in fast.
-X gold
-1 :mad: all cities
Lose positive civic benefits of president temporarily
 
Not sure if this is already in:
Event: Presidential Assassination!
Requirements: President civic.
Text: Our great president has been assassinated!

But great presidents means YOU ;) If such a tragic event happens,
it means the game is over! :D
 
*House War
Req: Patrician Civic Active
Prevention: Nationalism
Text: One important family is responsible for the assassination of a prominent member of another important family.
Options:
1. Let the two factions fight, hopefully they will not cause too much trouble.
(Result: -2 Happiness, -2 Health temporarily)
2. Banish the family responsible for the assassination, justice must be sought.
(Result: +1 Happiness temporarily, 25% chance of -1 Population)
3. Support the family responsible for the assassination, the other family was causing problems.
(Result: -50 gold, -1 Happiness temporarily, One free Merchant specialist)

*Youth Gangs
Req: Guerrilla Warfare and Globalization. City with 10 or more population
Prevention: Police Station
Text: Gangs of armed thugs are taking power in poor neighborhoods.
1. Let the thugs "police" the neighborhoods, it can save on taxes.
(Result: -1 Happiness, +50 Gold)
2. This is a sign that we need to improve our law enforcement efforts
(Result: -200 Gold, Police Station is built in city)
3. Can these thugs fire a gun? Then recruit them into out military.
(Result: -50 Gold, One free Guerrilla)

*False Flag Terrorism
Req: Fascist
Prevention: None
Text: Your Minister of Propaganda has suggested sponsoring an attack on your own people and blaming it on your enemies.
1. This is a bad idea.
(Result: Nothing)
2. Great idea! Let's blame it on dissidents, followed by a propaganda campaign.
(Result: -1 Population, -25 Gold, +1 Happiness in all cities temporarily, +500 Espionage)
2. Great idea! Let's blame it on another country.
(Result: -1 Population, -25 Gold, War is declared on your worst enemy, 5 Free Infantry)

Pics have been resized now.
 

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