Events for 1939 BTS Mod

Spoiler Events 121-140 :
Code:
Event128
	Esteemed Playwright
	Prereq: City with theater AND NOT Slavery civic
	Obsolete: None
	Active/Weight: 85/200
		Result:
1.+1 commerce for city's theater
2.you pay 10 gold AND gain +3 culture for city's theater

Event132
	Spoiled Grain
	Prereq: City with granary
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City loses all stored food
2.you pay 20 gold

Event133
	Angel of Mercy
	Prereq: City with Hospital
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City gains +2 gold for its hospital
2.you pay 100 gold AND city gains +1 happy face for its hospital

Event134
	Chilly Flight
	Prereq: City with Airport
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City gains +2 gold for its airport

Event135
	Industrial Fire
	Prereq: City with Factory
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.Factory is destroyed
2.you pay 100 gold

Event136
	Laboratory
	Prereq: City with Laboratory AND Free Speech civic
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.You get 15% of remaining tech cost for a tech

Event137
	Experienced Captain
	Prereq: City with Drydock AND GALLEY or TRIREME or CARAVEL or GALLEON or PRIVATEER or FRIGATE or SHIP_OF_THE_LINE or IRONCLAD or TRANSPORT DESTROYER or STEALTH_DESTROYER or BATTLESHIP or MISSILE_CRUISER or SUBMARINE or ATTACK_SUBMARINE or CARRIER unit with 7 or more XP
	Obsolete: None
	Active/Weight: 95/200
		Result:
1.City gains +2 gold for its drydock
2.you pay 250 gold AND city gains Military Academy

Event138
	Heresy
	Prereq: Theocracy civic
	Obsolete: None
	Active/Weight: 85/200
		Result:
1.City gains +1 angry face (like whipped) AND you spread your state religion to 2 own cities
2.you pay 40 gold AND gain 15% of remaining tech cost for a religious tech
3.Nothing
Spoiler Events 141-153 :
Code:
Event141
	Crisis in the Senate
	Prereq: Representation civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Obsolete: None
	Active/Weight: 55/100
		Result:
1.gain +2 Espionage points for all barracks
2.gain 400 to 600 gold
3.+1 happy face in all cities

Event142
	Too Close To Call
	Prereq: Universal Suffrage civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Obsolete: None
	Active/Weight: 60/100
		Result:
1.gain +1 gold for all courthouses
2.gain +3 culture for all courthouses

Event143
	Charismatic
	Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Obsolete: None
	Active/Weight: 65/100
		Result:
1.All Gun units gain the March promotion
2.+2 happy faces in all cities
Spoiler Quests :
Code:
Quest16:
	Overwhelm
	Prereq: FLIGHT and INDUSTRIALISM AND Map has at least 55% water tiles
	Obsolete: ROBOTICS
	Active/Weight: 35/200
		Aim:
		Build 4 destroyers, 2 battleships, 3 carriers and 9 fighters
		Result:
1.All DESTROYER, BATTLESHIP, CARRIER, FIGHTER and JET_FIGHTER units gain the Combat 1 promotion
2.All harbors gain +5 commerce
3.IF the Manhattan Project has been build pass the Nuke Ban resolution

Quest17:
	Corporate Expansion
	Prereq: own a corporate HQ
	Obsolete: None
	Active/Weight: 70/200
		Aim:
		spread the corporation to default number of players for this world size +1 cities (that did not have it when the quest was triggered) (8 for standard)
		Result:
1.+10 gold for the corporate HQ

Quest18
	Hostile Takeover
	Prereq: own a corporate HQ and do not control at least 1 instance of all resources the corporation uses
	Obsolete: None
	Active/Weight: 80/200
		Aim:
		own all resource types the corporation uses
		Result:
1.+20 gold for the corporate HQ
Spoiler Solver's Events :

Code:
Event156
	Immigrants
	Prereq: City with at least 55 culture per turn AND more happy and healthy faces than angry and unhealthy ones AND PRINTING_PRESS
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.City gains +1 population

Event159
	Controversial Philosopher
	Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY 
	Obsolete: SCIENTIFIC_METHOD
	Active/Weight: 75/1000
		Result:
1.+1 happy face for 15 turns in all cities
2.Capital loses 1 happy faces AND 1 free scientist
3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy

Event160
	Defecting Agent
	Prereq: at least 5 Inteligence Agency buildings and contact with another player
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.lose 300 Espionage points vs. other player
2.pay gold (50 base) AND 50% chance of 3
3.-2 attitude modifier with other player

Event161
	Jail
	Prereq: City with Jail
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.City loses 1 happy face
2.Pay gold (100 base)

Event162
	Spy Discovered
	Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
	Obsolete: ROBOTICS
	Active/Weight: 60/100
		Result:
1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
2.pay gold (300 base) AND gain 1 Great Spy unit
3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities

Event163
	Nuclear Protests
	Prereq: Free Speech civic AND at least 10 ICBMs and/or Tactical Nukes
	Obsolete: None
	Active/Weight: 75/120
		Result:
1.disband all ICBMs and Tactical Nukes AND gain +3 happy faces in all cities
2.lose 2 happy faces in one city
3.pay gold (400 base)

Event164
	Better Coal
	Prereq: own plor with Coal AND Mine
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.+4 production from coal plants
2.+2 production AND +1 health from drydocks

Event165
	Broken Dam
	Prereq: City with Hydro Plant
	Obsolete: None
	Active/Weight: 75/100
		Result:
1.lose Hydro plant AND +1 angry face (like whipped) AND -1 population in city
2.pay gold (260 base) AND +1 angry face (like whipped) AND -1 population in city
3.pay gold (360 base) AND -1 population in city

Event171
	Pasture Built
	Prereq: Own plot with Cow OR Horse OR Sheep OR Pig AND plot has NO Improvement AND NO Road or Railroad AND ANIMAL_HUSBANDRY
	Obsolete: CALENDER
	Active/Weight: 80/100
		Result:
1.Plot gains Pasture AND Road

Event172
	Rogue Station
	Prereq: City with Broadcast Tower AND ASSEMBLY_LINE AND Player is Russian AND State Property civic AND contact with another player
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.lose 150 Espionage points with other player AND lose Broadcast Tower
2.+1 angry face (like whipped) in city
3.+2 angry faces (like whipped) AND factories gain +2 production in all cities
 
to be continued...
 
The list that can be used after larger modifications in restriction and especially texts to match the mod:

Spoiler :
Code:
Event6
	At the Sword
	Prereq: 1 damaged Swordsman
	Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
	Active/Weight: 100/500
		Result:
1.the chosen Swordsman gains 3 XP


Event8:
	Inspired Mission
	Prereq: City with 2 religions 1 of them your state religion
	Obsolete: None
	Active/Weight: 75/200
		Result:
1.State religion spreads to 4 own cities (with 1 or no other religions)
2.you pay 10 gold AND State religion spreads to 4 own and 1 foreign cities (with 1 or no other religions)
3.you pay 25 gold AND State religion spreads to 4 own and 4 foreign cities (with 1 or no other religions)


Event12:
	Slave Revolt
	Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
	Obsolete: None
	Active/Weight: 80/500
		Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND will trigger 3 next turn
2.you pay 10 gold AND -1 population AND 1 turn revolt AND will trigger 3 next turn
3.1 turn revolt AND 40% chance to trigger 3 next turn


Event15:
	Farm Bandits
	Prereq: Farmed Wheat OR Rice OR Corn AND Road OR Railroad on that plot AND unit on (near?) this plot
	Obsolete: None
	Active/Weight: 85/200
		Result:
1.you pay 10 gold may loop to 3
2.you lose 5 food in nearby city AND the unit cannot attack for 2 turns may loop to 3
3.you lose 5 food in nearby city


Event17:
	Horticulture
	Prereq: Forest OR Jungle tile under your control AND CALENDAR
	Obsolete: None
	Active/Weight: 80/200
		Result:
1.The tile yields +1 commerce
2.you pay 100 gold, the tile yields +1 commerce, chance for 3
3.+3 health AND 1 free scientist in nearby city


Event22
	Joyous Wedding
	Prereq: You and neighboring AI have the same State Religion
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.Nothing
2.You pay 15 gold AND gain +1 Attitude with neighboring AI
3.You pay 60 gold AND gain +3 Attitude with neighboring AI


Event23
	Wedding Feud
	Prereq: You and neighboring AI have different State Religion
	Obsolete: None
	Active/Weight: 90/200
		Result:
1.-1 Attitude with neighboring AI
2.you pay 15 gold AND gain -2 Attitude with neighboring AI AND gain +1 happy face for 30 turns in all your cities with the state religion
3.you pay 60 gold AND gain -2 Attitude with neighboring AI AND gain +1 Attitude with AIs with your state religion, neighboring player is asked if he wants to declare war.


Event38
	Parrots
	Prereq: Own 1 Jungle tile AND ANIMAL_HUSBANDRY
	Obsolete: None
	Active/Weight: 85/50
		Result:
1.the tile gains +1 commerce


Event39
	Jade
	Prereq: own tile with mine AND Iron AND road or railroad
	Obsolete: None
	Active/Weight: 85/50
		Result:
1.tile gains +2 commerce


Event40
	Black Pearls
	Prereq: own tile clams AND fishing boat
	Obsolete: None
	Active/Weight: 70/50
		Result:
1.tile gains +1 commerce


Event41
	Saltpeter
	Prereq: own 4 forest hill tiles AND GUNPOWDER
	Obsolete: None
	Active/Weight: 90/20
		Result:
1.tiles gain +1 commerce

Event44
	Truffles
	Prereq: own grass tile
	Obsolete: None
	Active/Weight: 70/20
		Result:
1.tile gains +1 food AND +1 commerce


Event45
	Sea Turtles
	Prereq: own coastal tile AND CALENDAR
	Obsolete: None
	Active/Weight: 70/20
		Result:
1.tile gains +1 food


Event46
	Tin
	Prereq: own mined hill AND BRONZE_WORKING
	Obsolete: None
	Active/Weight: 85/50
		Result:
1.tile gains +2 production


Event47
	Prairie Dogs
	Prereq: own plains tile AND ANIMAL_HUSBANDRY
	Obsolete: None
	Active/Weight: 70/50
		Result:
1.tile gains +1 commerce


Event49
	Appleseed
	Prereq: own plains tile AND CIVIL_SERVICE
	Obsolete: None
	Active/Weight: 75/50
		Result:
1.Tile gains forest AND +1 food


Event56
	Patron of Knowledge
	Prereq: Library 
	Obsolete: None
	Active/Weight: 85/200
		Result: 
1.+10%  remaining tech cost towards current tech
2.pay gold (10% of current tech cost) AND gain +1 research in the city's library


Event57
	Master Smith
	Prereq: Forge 
	Obsolete: None
	Active/Weight: 70/100
		Result: 
1.+1 production for the city's forge


Event60
	Bowyer
	Prereq: ARCHERY 
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 35/50
		Result:
1.All your Archery units gain the Combat 1 promotion

Event66
	Hindenberg (sic!)
	Prereq: 1 Airship anywhere AND RADIO
	Obsolete: None
	Active/Weight: 85/500
		Result:
1.Nothing
2.pay 45 gold AND gain +1 happy face for every Airport

Event69
	Gold Rush
	Prereq: mine AND maximum 5 population in city AND industrial era
	Obsolete: None
	Active/Weight: 90/500
		Result:
1.city gains +1 population
2.pay 20 gold AND city gains +3 population

Event71
	Solo Flight
	Prereq: minimum 8 landmasses (standard size map) AND FLIGHT
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.+1 Attitude with all AIs you have met


Event74
	Hi Yo Silver
	Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
	Obsolete: None
	Active/Weight: 35/200
		Result:
1.Tile gains silver resource
2.you pay 20 gold AND tile gains silver resource AND mine AND road
The same can be done for other resources.

Event82
	Axe Haft
	Prereq: BRONZE_WORKING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/200
		Result:
1.All Axeman units gain the Shock promotion

Event83
	Tower Shield
	Prereq: MINING
	Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
	Active/Weight: 20/200
		Result:
1.All Melee units gain the Cover promotion

Event84
	Smokeless Powder
	Prereq: GUNPOWDER
	Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
	Active/Weight: 40/200
		Result:
1.All Musketman units gain the Pinch promotion

Event85
	Stronger Fittings
	Prereq: MACHINERY
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 25/200
		Result:
1.All Crossbowman units gain the Combat 1 promotion

Event86
	Firing Pins
	Prereq: MILITARY_SCIENCE
	Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
	Active/Weight: 25/200
		Result:
1.All Grenadier units gain the Pinch promotion

Event99
	The Huns
	Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 20/200
		Result:
1.4 Barbarian Horse Archers (Standard size Map) spawn

Event100
	The Vandals
	Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 20/200
		Result:
1.4 Barbarian Swordsmen (Standard size Map) spawn

Event101
	The Goths
	Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 20/200
		Result:
1.4 Barbarian Axemen (Standard size map) spawn

Event102
	The Philistines
	Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 20/200
		Result:
1.4 Barbarian Spearmen (Standard size map) spawn

Event103
	The Vedic Aryans
	Prereq: One player knows POLYTHEISM AND one player knows ARCHERY
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 20/200
		Result:
1.4 Barbarian Archers (Standard size Map) spawn

Event111
	Boilers
	Prereq: STEEL AND City with Factory
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 90 to 140 gold

Event112
	Personal Computers
	Prereq: COMOUTERS AND City with Factory
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 140 to 230 gold

Event115
	Tea
	Prereq: SCIENTIFIC_METHOD AND City with Harbor AND NOT Mercantilism civic
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 50 to 100 gold

Event119
	Banana Split
	Prereq: REFRIGERATION AND tile with banana resource AND plantation AND road OR railroad
	Obsolete: None
	Active/Weight: 90/100
		Result:
1.you gain 160 to 240 gold

Quest13:
	Warships
	Prereq: SAILING and METAL_CASTING AND Map has at least 55% water tiles
	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
	Active/Weight: 35/200
		Aim:
		Build default number of players for this world size Triremes (7 for standard)
		Result:
1.All Trireme units gain the Combat 1 promotion
2.IF you control the Great Lighthouse all harbors gain +2 commerce
Quest14:
	Guns Butter
	Prereq: GUNPOWDER
	Obsolete: RIFLING or RAILROAD
	Active/Weight: 30/200
		Aim:
		Build default number of players for this world size +1 Musketmen (8 for standard)
		Result:
1.All Musketman units gain the Pinch promotion
2.IF Vassalage civic gain 400 gold
3.IF you control the Taj Mahal wonder trigger a golden age

Quest15:
	Noble Knights
	Prereq: GUILDS and HORSEBACK_RIDING
	Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
	Active/Weight: 15/200
		Aim:
		Build default number of players for this world size +1 Knights (8 for standard)
		Result:
1.All Knight Units gain the Flanking 1 promotion
2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
3.IF you control the Oracle get a free settled great priest in the Oracle city

Event154
	Civ Game
	Prereq: COMPUTERS
	Obsolete: None
	Active/Weight: 80/100
		Result:
1.+1 happy face in all your cities
2.all universities get +3 research
3.you receive gold (320 base)

Event155
	Slave Revolt Warning
	Prereq: Slavery Civic AND city with at least 4 population
	Obsolete: None
	Active/Weight: 0/0
		Result:
1.text is displayed warning you of the possibility of a slave revolt while in Slavery civic

Event157
	Healing Plant
	Prereq: 
	Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY
	Active/Weight: 70/100
		Result:
1.+1 happy face for 10 turns
2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5
3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6
4.all cities lose 1 population
5.all cities gain +1 healthy face
6.all cities gain +2 healthy faces
 
to be continued..........
 
All events in posts 38-41, have now images. :). What's lefy is to add them to the xml
 
I found a great book filled with possible events for WW2. It's called "WW2 Behind Closed Doors" and there's a video resume on YouTube called "Stalin, the Nazis and the Allies" but the book is more complete.

I'll write down possible events and make a post after I'm done with it.
 
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