An additional category of events I am particularly interested in, is random events which relate to dungeons/lairs. Thaks to Kael and the team for implementing Explorable Lairs in 0.34, there's another whole category of possibility. One area is the Events. (Another may be happiness/production/etc from various lair types based on civ/civics/traits/etc, but that is a whole other topic)
I started a topic for ideas for event which happen when exploring a lair, but there are possible ideas for normal random events which interact with the explorable lair mechanics. I plan to include some in my modmod but I am interested in ideas here.
Examples of what I mean:
Dig Deep (targets a mine)
Our miners have tunnelled through into a sealed chamber, deep beneath the ground. What should they do?
* Seal that tunnel and forbid digging in that direction. (mine loses 1 hammer)
* Collapse the mine, destroying whatever lies beneath. (lose the mine)
* Evacuate the mine, we shall send brave explorers into the chamber. (Mine is destroyed and replaced with a dungeon)
We Rule (requires a lair in controlled area)
A monstrous warlord has taken up residence in a nearby lair. How should we deal with this possible threat?
* Declare the upstart and any who follow them to be outlaws, and plan their destruction! (Named villain and some followers spawn on the lair)
* Hire some adventurers to deal with this threat. (Costs X gold, 50% chance lair is destroyed, 50% named villain spawns)
* Send food, weapons and armour to this new ally! (requires barbarian alliance, costs X gold, gain named monster and some warriors at the lair)
* Offer the warlord a truce. Perhaps in time their people will follow our ways. (Lair becomes a barbarian city, with named villain spawned within)
Item of Power
We have learned the location of a legendary artifact!
(Magic Item spawns in tile of a lair. Item is selected by event so player can see it. This will work in my modmod because items won't be pickupable in lairs, you have to clear the lair first, so the item can sit there - or barbarians might start using it!)
Refugees
(requires plot without improvement within controlled area)
Monstrous beings have begun to settle in our lands. They claim they wish to live in peace.
* Grant them some land. We shall see if they are true to their word. (New lair is formed in plot, possibly with unhappiness in city)
* We shall not surrender land. Prepare for battle! (Some monsters spawn in the plot)
If you have any ideas, please share them here.
I started a topic for ideas for event which happen when exploring a lair, but there are possible ideas for normal random events which interact with the explorable lair mechanics. I plan to include some in my modmod but I am interested in ideas here.
Examples of what I mean:
Dig Deep (targets a mine)
Our miners have tunnelled through into a sealed chamber, deep beneath the ground. What should they do?
* Seal that tunnel and forbid digging in that direction. (mine loses 1 hammer)
* Collapse the mine, destroying whatever lies beneath. (lose the mine)
* Evacuate the mine, we shall send brave explorers into the chamber. (Mine is destroyed and replaced with a dungeon)
We Rule (requires a lair in controlled area)
A monstrous warlord has taken up residence in a nearby lair. How should we deal with this possible threat?
* Declare the upstart and any who follow them to be outlaws, and plan their destruction! (Named villain and some followers spawn on the lair)
* Hire some adventurers to deal with this threat. (Costs X gold, 50% chance lair is destroyed, 50% named villain spawns)
* Send food, weapons and armour to this new ally! (requires barbarian alliance, costs X gold, gain named monster and some warriors at the lair)
* Offer the warlord a truce. Perhaps in time their people will follow our ways. (Lair becomes a barbarian city, with named villain spawned within)
Item of Power
We have learned the location of a legendary artifact!
(Magic Item spawns in tile of a lair. Item is selected by event so player can see it. This will work in my modmod because items won't be pickupable in lairs, you have to clear the lair first, so the item can sit there - or barbarians might start using it!)
Refugees
(requires plot without improvement within controlled area)
Monstrous beings have begun to settle in our lands. They claim they wish to live in peace.
* Grant them some land. We shall see if they are true to their word. (New lair is formed in plot, possibly with unhappiness in city)
* We shall not surrender land. Prepare for battle! (Some monsters spawn in the plot)
If you have any ideas, please share them here.