Has anyone actually gotten the Circle of Galean?

Which is the event thats supposed to found the guild?

Ive only ever had the one where it says

Guildmaster is worried about a students experiments, thinks thyre dangerous. etc.

1. Exile the student- No obvious effect.
2. Promote him to guild master - +2 beakers to the mage guild in that city

Is that the right one?
 
That is the first (and from my experiance the only) event in what is supposedly a rather long chain, the last of which is supposed to found the Guild.
 
From Event Triggers: (Note, all are flagged as Global, so shouldn't happen more than 1 time each)

1: Active 100% of games, weight is 400, need Mage Guild
2: Active 100% of games, weight is 1600, need Mage Guild, Must have selected Option 2 in Event 1
3: Active 100% of games, weight is 3200, need Mage Guild, Must have selected Option 2 in Event 2


I'll look closer for a typo maybe, but it looks like it should work. However, the only other function with a weight of 1600 is Insane. There are 3 events with a weight of 1000, and everything else is 400 or lower. It is possible that the weight just makes it TOO impossible. However, insane does trigger at a decent rate from what I have seen, so it should still give you the second event. The third though... I don't think it is likely since you are probably already halfway through the game when you trigger the second.

Spoiler :
From Event Infos & Game Text:

1: The guildmaster of the mage guild in %s2_city asks for your help with a problem student. This student insists on trying wild theories that the guild master suspects could be quite dangerous, even if correct.

1_1: I will trust the judgement of the guild master. Exile the willful apprentice! Nothing Happens
1_2: Your conservative approach to magic is getting us nowhere! This apprentice will be promoted to guild master, let him try his theories! Mage Guild +2 :science:

2: Citizens in %s2_city are worried about strange occurances. Livestock are dying without cause, and some of the town wells have dried up. They suspect the mage guild is carrying out dangerous experiments!

2_1: Then we will destroy the mage guild! Mage Guild -2 :science:
2_2: Cranky citizens are the price of progress! Mage Guild +1 :science: +1 :mad:

Looking like I missed something on this. Mage Guild ought to lose more than just 2 science to make the science output go to 0 instead of just back to normal. If not be outright destroyed. And should be some unhappy from the second option... I'll look at it again.

3: Your tax collectors stumbled upon a disturbing scene in the mage guild in %s2_city! Townspeople have been abducted and experimented on! The guild master, Gaelan, offers to spread his teachings and increase the power of your mages if you let him continue, but a young man trapped by the guild begs you to free him.


3_1: Shut down this abomination! Free Ranger unit with Promotion: Magic Resistance, Mage Guild -3 :science:
3_2: Very well, let's keep this between us. Looks like it gives you Gaelan as a unit and founds the Circle of Gaelan


I set the Weighting to -1 (guaranteed) for all 3 events, and they happened on the turn immediately following the prior event with no problems. So they work, they are just FAR too unlikely.
 
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