Ideas needed: Common Events

I like the traits event too. But there should be one or two catch all options for if you want to keep things as they are. Perhaps simply costing money.
 
Slayers

Triggers: no cult of dragon in your city, not Kuriotates, not sheaim, Cult of Dragon has been founded

My Lord, a newly arrived magician girl anil the reverse has proposed to offer her services in the city of X. Her men will patrol the street to get rid of petty criminals, in exchange she wants to be able to use them as test subjects. She can even gives us the best results. We fear that this may be an elaborate scheme of the Cult of Dragons
  1. Petty criminal you say ... hum ... seems good
    • Cult of Dragons spread in the city
    • crime rate -10
    • maintenance -20%
    • 25% chance spawns 1-3 animals under your control (various type)
    • 25% chance 1-2 warrior mutated (spawns warrior + have the spell cast on them)
  2. No way, we treat our people in a humane manner
    • nothing happens
 
The amazing Maurice

Triggers: Rat Catcher in the city

The Rat Catcher Guild seems to do well. Our informers tell us that they have created a King of Rat. Whatever this abomination may be it seems to be quite effective. Those who do not pay Rat-surance gets infested with rats. Shall we do something?
  1. No, I like their entrepreneur spirit
    • Gain a pagan temple if not existing (if possible call it Rat King Temple), if existing gain 2 :culture:
    • -1:commerce:
  2. Stop this abomination
    • Rat Catcher is removed
    • Food -20 - Rats are eating our supplies
    • 50% chance 1-3 tiles lose 1 food - The King of Rat has escaped unharmed and is organizing his kingdom at our expense
 
Sharks

This is the event I was mentioning in my earlier post, so do you need an extra boost now at the expense of troubles later on?:lol:

Triggers: at war, cult of dragons has been founded

My Lord, the war is not going well, this has attracted some nearby vultures. the Cult of the Dragons is proposing his help against freedom of religion
  1. No way, it would be worse later
    • nothing happens
  2. Help me, I will publish an ordinance granting freedom of speech to your preachers
    • Gain 1-3 cultists with cult of dragon promotion
    • Gain 2-3 Warrior, Axeman or champions with cult of dragon promotion (type depending on tech of course)
    • Gain cult of dragon in ALL your cities
 
As for Trait event: I do not know if it is possible not only switch off an option but even remove it from the menu. Otherwise menu may be too big to handle it. :D

IMO best way to deal with traits is to add one or two special trait-dependent options with especially strong outcome for many common events. So a common event rarely may suddenly have a strategic value.

Pest control
A boy with a pipe in [city] seems to be able to hypnotize rats.
A: Hire him for sanitation purposes. +1 health, -2gold per turn in [city].
B: Not interested. Nothing happens.
C: [Req. Clan civ] Excellent! Rats are very tasteful. Hire him to have constant source of food. +2 food, -2 gold per turn in [city].
D: [Req. Spiritual trait] Invite most qualified priests, call for divine power and perform with him Calm Down ritual +1 :) temporarily in all cities. Removes Crazed and Enraged promotions from all your units.
E: [Req. FoL state religion, Ingenuity trait] Let him lure animals from forest to our cities. Gains a random animal in each city.
 
Talented Young Artist

The governor of (city) is a great patron of the arts, and he has discovered a talented young artist of unmatched skill. However his works are VERY unconventional. What shall we do with him?

Bah! You call that art? I can paint better than that!
-4 culture per turn for twenty turns +2 happiness for twenty turns

It's different but that's ok. Have him paint my portrait.
-25 gold +100 culture

His work is Genius! Make him the official artist of (city)
+1 permanent Great Bard specialist. -1 permanent happiness.

(Calabim only) I love artists! They make a great dessert.
+4 experience to a random unit in the city
 
Conjuration 101 - D&D
Demons for Dummies

Per the religion strength I added a specific AV response

Not an event at a very early stage per se, but I decided to write it after remembering some pedia entry (don't remember which one though)

Triggers: Academy in your city, AV in your city

My Lord, during classes a very powerful demon was invoked by one of the student. The professor was not strong enough to control it and now it is roaming free in the campus. How shall we stop it?
  1. Do nothing, he will get bored and leave by himself
    • A barbarian balor appears in a tile in the city fat cross, he will remain between 3 and 15 turns
    • city lose 1 pop
  2. Send our troops (if troops are available)
    • 10% no unit dies
    • 40% 1 unit dies (selected randomly for units with power > 0)
    • 40% 2 units die
    • 10% 3 units die
    • All remaining units gain 5 to 10XP
  3. Ask the university dean to handle the mess himself
    • 80% nothing happens
    • 20% the academy is destroyed
  4. If AV state religion - Try to bargain with the demon
    • 50% - result 1
      • gain a balor for 3 to 15 turns
      • -2 to -4 pop
    • 50% - result 2
      • -1 to -2 pop
 
Bad omen

My Lord, our astronomers are reporting strange things in the night sky. It is probably an omen from the Gods, but we don't understand from which God it came.

  1. Nothing but superstition
    • for each city, 40% chance a random building is destroyed (except your palace)
  2. Make large offerings to all Gods, so that they will all be happy
    • -200:commerce:
  3. Encourage people to stay at home until it is finished
    • +3:mad: in all cities - we are afraid that the end is near
    • lasts for 5 to 15 turns
  4. for OO state religion only - the stars are aligned in a triangle fashion red blue and yellow ... hummm ... this is Hastur ... make the necessary rituals
    • +1:) in all cities
    • +1 strength for all units
    • lasts for 5 to 15 turns
 
Inspired by Ur_Vile_Wedge's request on the "Cassiel and the Compact" thread:

Hangover
Grigori only

"Erm Lord Cassiel, I'm afraid that headache is a result of you having too much to drink. I think your now-mortal frame has not yet adapted to the rigours of alcohol. And no, those 'fine goldenhaired wenches' aren't real."

1. Leave me be, I'll figure this out myself.
  • -2 modifier to reactions of any leaders you meet in the next 10 turns.

2. I need a cure, fast.
  • -50 gold, 50% chance that the hangover disappears in 5 turns, 50% chance that that cocktail of tequila and chill sauce doesn't do the trick; instead, the hangover comes back worser than before.

3. Damn. I wish I had never fallen.
  • +2 :mad: in all cities for such uninspiring or blasphemous words.

4. I think I need therapy (requires ability to build Grigori Medic)
  • All Grigori medics gain free Medic II promotion for their efforts in treating alcoholics.
 
Bad omen

  1. for OO state religion only - the stars are aligned in a triangle fashion red blue and yellow ... hummm ... this is Hastur ... make the necessary rituals
    • +1:) in all cities
    • +1 strength for all units
    • lasts for 5 to 15 turns

ok too strong to be common. be I loved this one bit
 
The Captain's trial

Sir, the captain of the guards in (city) was having an affair with his brother's wife. When his brother confronted him about the affair, the captain killed his brother in a fit of rage. The captain is a very loyal and brave soldier, but he comes from a very powerful family who demands justice. What should we do?

(Good only) We must ensure he has a fair trial, and that the rule of law prevails.
This creates a courthouse if one doesn't exist. Other +1 happiness to the courthouse

Pay restitution to family, and demote the captain.
-25 gold +1 happiness for 10 turns

I don't have time for this! Let local officials take care of this.
50% chance of +1 happiness for 10 turns
50% chance of -1 happiness for 10 turns

I'm not so sure the captain did this. Anway he's much to valuable as a soldier to let this harm his career.
+2 experience points to a random unit in the city
-1 happiness for ten turns

(Ashen Veil only) This captain has caused me enough problems! Execute the him and his family.
+1 sect of flies unit
-1 happiness for twenty turns
 
This one came to me when eating breakfast. :)

Look babe, it is a pig!
Requirements: Civilisation has access to sheep and pigs.

Text: One of the shepherd wants to enlist a PIG in to a sheep round-up contest! Other shepherds are angry. The judges have turned to you to resolve this conflict. What say you?

1. Do I even remotely look like I would care?
  • nothing happens
2. This is outrageous! Throw him into a dungeon. Pigs belong in a pigpen, not with dogs on a sheep field.
  • random city with access to sheep gets +1 :) for 10 turns, one pig plot receives -1 hammer for 10 turns
3. Hmm this can be interesting. Let him take part in the competition and report to me of the outcome.
  • [50%] The Pig has lost the contest, your decision is used by your political opponents to mine your authority: -1 :( in your empire for 10 turns
  • [50%] The Pig has won the contest, your people are astonished and now look at the creature with more respect: each sheep plot in your empire recives +1 food and +1 gold pernamently, 5% bonus to science and culture for 10 turns for your empire
4. Pigs are smarter than horses, every dwarf knows that! Lets see if they are smarter than dogs. [only for Khazad]
  • [45%] The Pig has lost the contest, your decision is used by your political opponents to mine your authority: -1 :( in your empire for 10 turns
  • [40%] The Pig has won the contest, your people are astonished and now look at the creature with more respect: each sheep plot in your empire recives +1 food and +1 gold pernamently, 5% bonus to science and culture for 10 turns for your empire
  • [15%] The Pig has won the contest. Its performance was so superior than dogs that its owner was asked to join the military to train our Boar Riders : +1XP for all new mounted units in your empire
 
Orphanage burns down in x city causing the spirits of the restless children to haunt the area.

Effect: -1 happiness until...

Caster with Life I enters city and casts Sanctify - turns -clears happiness penalty and creates +1 culture.
"The spirits of the lost children have been laid to rest. A memorial is built to remember them."
Caster with Death sphere and Summoning II+ access summons in the city. -1 happiness disappears and Caster gains Sentry I.
"The spirits of the lost ones have been bound to our necromancer to serve as his eyes and ears."

Maybe a third effect where any? priest can remove the unhappiness without benefit?

- feydras
 
Orphanage burns down in x city causing the spirits of the restless children to haunt the area.

Effect: -1 happiness until...

Caster with Life I enters city and casts Sanctify - turns -clears happiness penalty and creates +1 culture.
"The spirits of the lost children have been laid to rest. A memorial is built to remember them."
Caster with Death sphere and Summoning II+ access summons in the city. -1 happiness disappears and Caster gains Sentry I.
"The spirits of the lost ones have been bound to our necromancer to serve as his eyes and ears."

Maybe a third effect where any? priest can remove the unhappiness without benefit?

- feydras

This is a beautiful flavorful event. Just to let you guys know what I do on my end I often have to translate the suggestions here to simplify then down to things that are easy for the AI, casual players, and the event engine to deal with.

In this case its an easy translation. I allow the first option to be selected if the city has access to life mana, I allow the second option to be selected if the player has access to death mana (and of course we need an option if the player doesnt have either).

My thought is that sending a caster in to cast a spell is to complex, and in the end not very fun. I really look for events that give a player an interesting/flavorful choice to deal with and then keep going with the game.

Its not a huge problem as Id rather have you guys focused on ideas rather than implementation, but if you wonder why I pick some ideas and not others a lot of the time its because I just dont have an easy way to implement some of the suggestions.
 
All I konw is i find that stupid cult of the dragon event obnoxious. I've gotten it 4 times in 250 turns and that's 12 turns of unrest in a Sidar cap producing 90% of my tech research = thousands of beakers lost.
 
Here's some ideas:

Native Guide:
desc -- An exploring unit encounters a friendly nomad.

1) Grants a unit in the field the haste buff for one turn.
2) Pay gold (10) to gain a free scout


Mysterious Ruins:
desc -- Remains of a city from a previous era is discovered nearby.

1) Spawns a ruined city on the map with 1-2 barbarian warriors or 1 skeleton
(would be cool if you could put a small lootable gold pile with them)
2) Late game versions could spawn stronger monsters with better treasure


Angry Earth:
reqs -- a mine, shouldn't happen in the first 100 turns of the game
desc -- A hapless miner puts a pick in the head of an earth spirit

1) destroy a mine, spawn an earth elemental (withered promotion)


Best Friend:
reqs -- active hunter
desc -- A wandering hunter befriends an animal.

1) spawn friendly wolf on same tile as a hunter
2) higher turn count could enable different animals


Death and Taxes: (a personal favourite from Europa Universalis II)
reqs -- a courthouse
desc -- An overzealous tax collector has aroused a mob in his city.

1) remove him (+1 happiness in city for 10 turns)
2) why punish talent? promote him (-1 happiness for 15 turns, +1 gold from courthouse, city riots for 1 turn)


Deathbane:
reqs -- a level 3 or greater unit defeats a barbarian skeleton
desc -- A small chance of a veteran undead slayer unit gaining a promotion

1) gain undead slayer promotion


Van Helsing:
reqs -- an active moroi
desc -- A small chance of a unit in the field turning against his masters.

1) unit converts to barbarian


Heresy:
reqs -- active disciple unit, Order religion
desc -- A novice disciple (less than level 4) commits heresy.

1) arrest and subject to inquisition (lose unit)
2) fine, strip of rank (reduce to 0 experience, remove all levels, +10 gold)
3) lecture and pardon the novice (-10 gold)


Unseelie Congress:
desc -- A druid cultist begins a circle nearby.

1) spawn a barbarian druid and 2 bears nearby -- preferably have them all fortify on the spot


Pardon the lack of descriptions. I'm just tossing ideas out quickly.
 
Avast!

Your highness! I pirate landing party has been spotted nearing the city waving a flag of truce. What are your instructions?

A) Pirates? Sound the alarm! Let them nowhere near the city...

One barb warrior with combat 2 appears.

B) This must be a trick, so let's play their game. Raise a flag of truce as well and beckon them in. I want the city guard ready to strike on my command.

50% chance one barb warrior with combat 1 appears and 3 improvements lost, 30% chance gain one warrior with hidden nationalty and combat 1, 20% chance gain one galley with combat 1 and hidden nationality

C) Let's hear them out. This could be interesting. Meet them in good faith.

60% chance all water improvements pillaged, 40% chance of gaining one hidden nationality galley with combat 1
 
Death of an ElderRequires an elder council
A member of the Elder Council in {cityname} recently died. He was an honorary member, how shall we honor his death?

  • Why are you bothering me with this?(:( in city for 10 turns)
  • We will fund a lavish funeral in celebration of the man's life(+:) in city for 10 turns, - 25 :gold:)
  • (requires Death Mana) He can serve me in the afterlife. (recieve 1 skeleton)
  • Search the city for a new member for the council. (+1 :beakers: from elder council, -50 :gold:)


Fellowship of Leaves Events
These events are made to work for the fellowship.While some of them work for other civs, the Fellowship will have an advantage. The idea is to make the events common to make fellowship forests full of life.

Circle of AmatheonRequires forest tile
An cult of elves and humans that worship Amatheon have made a forest by {cityname} their home. The adherents are skilled in both life and nature magics.

  • Enslave the heathen cultists and put them to work (Recieve 1 elven slave, 1 human slave)
  • Have them mentor one of our warriors in the ways of the forest (Unit in {cityname} gains subdue animal, nature I, channeling I)
  • Aloow the cultists to dwell in the forest and bless it with Amatheon's fertility(Forest gains 2 :food:)
  • (Requires Fellowship of Leaves) Perhaps the cultists will work for Cerunoss, in return for more forests to dwell in. (Recieve Priest of Leaves, the event is more likley to happen in neighboring forests)

Saytr's GladeFellowship of Leaves state religion, Forest
A clan of Saytrs lives in a forest near {cityname}. They are devout worshippers of Cerruneous, have found a way to quicken the process at which a forest becomes an ancient forest.

  • Wonderful! Have them make their glade into an ancient bastion of nature. (Changes forest to ancient forest)
  • Have them teach other tribes of Saytrs to use this divine magic.(-100 :gold:, event more likley to happen in neighboring forests)
  • This is unimportant, the Saytrs are more needed on the war front.(50% chance recieve satyr, 50% chance barbarian saytr spawns)

Disciple of SylivenFellowship of Leaves state religion, ancient forest tile
A wandering bar is touched by the beauty of the ancient forest near {cityname}. He has taken to singing to trees, which somehow speeds their growth.

Hire him as a priest of Cerruneous. (recieve 1 priest of leaves with nature II)
  • If he joins the city of {cityname} he will have have full mobility to many more ancient forests(recieve 1 bard in {cityname})
  • Let him wonder through newer forests and enchant them with his beautiful voice.High chance of the wandering bard event occuring)
  • (Requires Syliven's Perfect Lyre) He will make an excellent student for Syliven. (recieve one free great Bard)

Wandering BardTriggered by Disciple of Syliven or Wild Elves events, can happen many times, forest tile
The bard has wondered throught the forest near {cityname}

  • His voice is enchanting, the forest has grown (Forest becomes ancient forest)

Treant's FriendBeastmaster, Fellowship of Leaves state religion
A Bestmaster has become one with the forest. He can call upon it for aid.


  • Excellent!(The beastmaster recieves Summoning, Nature III)

The Wild ElvesAncient Forest Tile, Fellowship of Leaves
Elves with no master have come to reside in a forest near {cityname}. They have offered to help the forest in whatever way they can.

  • Have their bards wonder through the forests, their magic causing much growth.(Causes Wandering Bard event)
  • They could defend our lands with their magics.(Recieve 3 adepts with nature I, Life I)
  • Have them work their magic to make the forest more fertile.(Forest produces additional 2 :food:)

BlessingsFellowship of Leaves state religion
Cerruneous, Amataon, and Sucellus have come to you in a dream. They wish fo you to settle a disagreement. They disagree as to whom is most powerful of the three. Whom will you tell is the most powerful?

  • Amataon is obviously the greatest!(+15 food in all cities)
  • Cerruneous is the most powerful!(Recieve a Priest of Leaves with the blessed promotion)
  • Sucellus is the most grand of the three!(+1 :health: in all cities for 20 tuns)

Obviously there are many more that could be made, and for more religions. RoK would have active hills and mountains, with many dwarves and myconids in the underhome. OO could have many creaures surfacing along the coast, or mutated beasts that live in jungles. AV could have demons travelling through hell, etc.
 
Treant's FriendHunter, Fellowship of Leaves state religion
A hunter has become one with the forest. He can call upon it for aid.


  • Excellent!(The hunter recieves Summoning, Nature III)

That's a little powerful for a mere hunter, perhaps restrict it to beastmasters?
 
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