Ideas needed: Common Events

I haven't read through anything and common events could easily be thought up twice, well at least similar.

Also sorry about the formating and the flavor text.
Feel free to tune any of the below.




Quicksand
Requirements: only on desert tiles, only affects units without water walking promotion

Chance of event occurring:
Desert tile: 3%
Desert tile adjacent to river/oasis/flood plains: 8%

(if only single unit in stack)

Whilst crossing the desert you feel the ground give way beneath you. Its quicksand!!!

(if forest/jungle or oasis in adjacent tile)
You can see a branch almost in your reach, you struggle to get hold of it to escape.
  • 15% chance loss of unit
* You have been swallowed by the sands of time never to return.
  • 35% chance unit survives
* You luckily get hold of a branch and mange to pull yourself free from the quicksand. The God's must be looking out for you.
  • 25% chance unit survive but looses 2 strength promotions
* You use all your strength struggling to escape the quicksand, you are left exhausted and drained of your strength.
  • 25% chance unit not effected
* As you feel the ground start to give way you make a jump for the nearest branch and avoid the quicksand.


(if no adjacent forest/jungle or oasis)
With nothing in sight to assist your struggle against the sand, you are slowly pulled down deeper.
  • 30% chance loss of unit
* You have been swallowed by the sands of time never to return.
  • 10% chance unit survives
* You luckily get hold of a branch and mange to pull yourself free from the quicksand. The God's must be looking out for you.
  • 35% chance unit survive but looses 2 strength promotions
* You use all your strength struggling to escape the quicksand, you are left exhausted and drained of your strength.
  • 25% chance unit not effected
* As you feel the ground start to give way, you make a jump for it. You have narrowly avoided the quicksand.


(if multiple units in stack)

Whilst crossing the desert you feel the ground give way beneath you. Its quicksand!!!

(if forest/jungle or oasis in adjacent tile)
With the assistance of your comrades you attempt to escape the quicksand.
  • 8% chance loss of weakest unit
* You have lost one of your comrades to the sands of time never to return.
  • 2% chance loss of 2-3 weakest units
* One of your units has struggled too hard and caused others to fall into the quicksand never to be seen again.
  • 45% chance units survives
* With the assistance of your comrades and the surrounding trees you are able to be pulled free of the quicksand.
  • 15% chance unit/s survive but loose 2 strength promotions randomly from stack
* Everyone pulls together to save you, using all their strength they manage to pull you free. Everyone is exhausted and left feeling drained of their strength.
  • 30% chance unit not effected
* You notice the sand looks a little different and decide it is best to avoid this section of the desert.


(if no adjacent forest/jungle or oasis)
Your comrades desperately try to assist you.
  • 12% chance loss of weakest unit
* You have lost one of your comrades to the sands of time never to return.
  • 4% chance loss of 2-3 weakest units
* One of your units has struggled too hard and caused others to fall into the quicksand never to be seen again.
  • 32% chance units survives
* Your comrades have formed a chain to reach you, this quick thinking has saved you from certain death.
  • 22% chance unit/s survive but loose 2 strength promotions randomly from stack
* Everyone pulls together to save you, using all their strength they manage to pull you free. Everyone is exhausted and left feeling drained of their strength.
  • 30% chance unit not effected
* You notice the sand looks a little different and decide it is best to avoid this section of the desert.
 
Or how about:

Nature's Call requires ranger and Fellowship of the Leave state religion
A ranger requests to make a trek into the wilderness

1. Forbid him to go.
80% chance nothing happens
20% chance lose Ranger (he leaves anyway)

2. Allow him to go (Ranger will be busy for 5 turns)
40% chance lose Ranger
30% chance he returns with an animal companion (random)
20% chance he returns with Subdue Beast promotion
10% chance he returns with Sorcery and Nature I promotions

3. (Requires Scout or Hunter) Encourage him to take a companion (both units busy for 5 turns)
40% chance they return with animal companions (random 2 animal units)
20% chance they return with Subdue Animal and Subdue Beast promotions
20% chance they return with Sorcery and Nature I promotions
20% lose both units

In addition to the above outcome, there is a flat 40% chance that the companion Scout/Hunter will be upgraded to a Ranger for free
 
The Captain's Son "Prophecy"
Effects one unit not following the cult of the dragon in a city with cult of the dragon. Not Sheim or Kurito.

Culf of the Dragons followers have started a brawl with one of our millitary units by saying the captain's son will die from the coming conflict unless the captain converts.

*Let them fight it out, it might drive out those cultist.*
Millitary unit gains +2-3 exp
2 Unhappiness in city for 10 turns
10% chance drive out Cult of dragon from the city

Damn you Dragon Scutt's! Die, just DIE! -Random Soilder-

*Order them to stop fighting! No petty fights in my kingdom!*
1 happiness in city for 10 turns
50% chance "I love king day"
50% chance unit converts to cult of dragon

While the kingdom celebrates our peace, doom hangs over me. Will nothing save my son? -Captain-

*Assassinate both leaders and blame it on someone else. They have outlived their usefulness -Requires Aeron's Bounty-*
50% chance to kick Cult of the Dragon out of the city
+2 happiness in city for 10 turns
Unit gains enrage and city raider 1 & 2
Gain 1 warrior in city with enrage and city raider.

My father, my captain, I will avenge you, I will kill those that have taken our lives away. . . -Captain's Son-

*The overloards wisper of a future great warrior. . . bring the boy to me. -Requires octopus overlords-*
Gain a drowned unit with mutation, blitz, and shock.

The prophecy has been fulfilled -Cult Leader-

Archer's Tale "Inspiration"
A archer unit

Our archer has been invited to a archery competition in the region. Should we give him some training?

*No, he should be good enough.*
-gains +1-2 experience
-5% chance of winning 25 gold

I think I learned a little something today

*Yes, lets train him a little. Cost 10 gold*
-Gains +2-3 experience
-25% chance of winning 25 gold
-5% chance of winning 40 gold

A little help goes a long way.

*Yes, also let the elves help out a little. . . -Requires Leaves Religion- Cost 10 gold*
-Gains +3-4 experience
-50% chance of winning 25 gold.
-25% chance of winning 40 gold

The elves are amazing. If I could be just half as good as them. . .

*Magic Helps. . . -Requires Circle of Gaiden-*
-gain 40 gold.

Nothing toiled, nothing lent, nothing learned, nothing spent
 
(must have access to fish)
A local fisher caught a fish and upon cleaning the fish he found a ring!
he generously gives it to you as an tribute!
option 1: sell the ring! +50 gold
option2: give the ring to the mage guild, i sense something weird: 50% + 2 science (this ring contained magicks!), 50% + 1 unhappiness for 20 turns(worthless dauble, i could have read some feist in the meantime!)
option3: (good) let him keep the ring and bless him for being a good citizen: +1 happiness. (permanent)
option4: (evil) cool, now I want the rest of all you possess, since you want to serve me! +10 gold, + 1 slave.

no, the chicken was first!
(must be clan of embers or doviello)
(must have 3 warriors in city)
In a meeting of warriors another brawl turned into a bloodbath
option 1: silly warriors, tsk, time to smash some skulls (warrior dies) (two other warriors gain combat I or shock I)
option 2: yay, bloodbath, arouse them a bit more! (two warriors die (third warrior gains 5-10 XP)
option 3: Woohoo, let the crowd join in, It's a smash! (all three warriors die) (-1 pop) (+2 happiness permanent)
 
Ok, I think I thought of couple minor enough to fit the requirements.

Imprudent Lumberjacks:
req. Lumbermill improvement.

Lumberjacks working in a mill near [name of nearest city] have been working at an unsustainable rate. They are dangerously close to clearing the entire forest, and will soon destroy their own livelihoods.

1. no extra requirements

Leave them to do what they want. If they are foolish enough to work themselves out of job, let them.

Lumbermill and forest both destroyed. +1 unhappiness in FoL cities.)

2. requires other forested plot with no improvement in city radius.

This industry is vital to our economy. Help them finish up where they are and then help them relocate to their operation to a more heavily forested area where they will be more profitable.

Lose lumbermill and forest, but gain another lumbermill on another forested tile in the city radius. Gain +25 hammers. Lose 40 gold. +2 unhappiness in FoL cities. -1 relations with FoL civs.

3 no extra requirements

We need to make sure that they are more responsible in the future, for their own good and the good of the empire. Close down the mill, and hire the lumberjacks to plant new trees in the place of those they felled.

lose 40 gold. Lumbermill destroyed, forest replaced with new forest. +1 happiness in FoL cities.

4. Requires FoL State religion

This is an outrage! Why did we ever allow the mass destruction of our sacred forest? Destroy this mill, destroy all mills! Hang these infidels from the highest trees that have escaped their accursed axes, and bury each part of their bodies at the roots of a different sapling to rot and nourish new life. Guard these trees as they grow into adulthood, protecting them as a new sacred grove. This will be an everlasting monument to what happens to those who show such blatant disrespect for the woods. I only fear that allowing their remains to stay here does them too high and honor...

Loose 300 gold. All lumbermills in your territory are destroyed. The plot reverts to new forest, and gains +1 gold (I would prefer to have it create a forest preserve here, but you haven't implemented them like I did in my modmod). +2 happiness in all FoL cities of your empire, +1 relations with civs running the guardian of nature civic.
 
Here is an idea for an event to help out those pesky forest starts.

Only happens in the first 100 turns (3% chance per unimproved forest tile in starting cross). May repeat on different tiles up to 3 times with lower odds (2% chance the second time...1% the third time).

Bountiful forest:

Hunter gatherers have discovered delicious nuts and berries in the forest. Animals seem to like them too.

1. Great, harvest the nuts and berries for our citizens (+1 food, +1 commerce on the plot)

2. <requires hunting> Build a camp and see what kind of animals they attract
40% chance (builds a camp, fur resource appears)
40% chance (builds a camp, deer resource appears)
20% chance (friendly "subdued" gorilla appears)

3. Bah, who cares about fruits and nuts. Tell those saps to work harder!!! (+1 production on the forest plot, +1 unhappy for 10 turns)

edit: Perhaps 3% chance per unimproved forest tile being worked would be better. This would give a 9% chance that the event would occur for thee tiles, 12% chance for four tiles, etc. What I mean by unimproved is that it will only count forest tiles that do not have improvements (i.e. camps or any improvements built by elven workers). This seems like a good way to calculate it.

Let's say you have 5 forest tiles that you are working (because there are no other valuable tiles to work). This would give you a 15% chance each turn to have one of the forest tiles spawn this event. Once the event occurs it would drop to a 10% chance (8% if you build a camp on the affected forest).
 
This event can happen as soon as a city has 3 more unhealthy points than health points.

A devasting plague has started spreading in [City name]. What should we do?

Option 1:
I don't care, let the plague spread
  • -1 population in that city
  • 1 :mad: for 15 turns
  • 75% chance for all living units in the city getting a random sickness promotion
  • Event can reoccur

Option 2: (Alignment: Good or Neutral + Tech: Medicine)
Heal the people
  • Costs 120-150 :gold:
  • +3 :health: for 15 turns
  • Event won't reoccur

Option 3: (Alignment: Neutral or Evil)
Destroy every source of this plague
  • -100% food ressources
  • -1 population in that city
  • +2 :mad: for 15 turns
  • Event won't reoccur

Option 4: (only Balseraphs)
Recruit the sick for the military
  • Costs 50 :gold:
  • Get 2 Freaks
  • -1 population
  • Event won't reoccur

Option 5: (State religion: Ashen Veil)
Recruit the sick for the military
  • Costs 50 :gold:
  • Get 2 Diseased Corpses
  • -1 population
  • Event won't reoccur
 
You might want to add an option to the plague event for the AV getting some improved Diseased Corpses
 
And option 2 should instead alignment require medicine tech IMO. And it shouldn't grant happy, it's still a plague! Maybe just reduced food in city storage.
 
Defective Cages
req - animal cage in city
Oh no! the caged animals have broken loose!
(City loses all animal cages in city and corresponing animals spawn within city radious)
1 - let the city garrison deal with it - (nothing)
2 - hire a hunter to recapture the animals - (lose 50 gold, gain one hunter with combat 1 and subdue animal)
 
Fixed the event like you said

Maybe an 6th Option with Tech: Necromancy + Death Mana for undead soldiers? :D
 
Ancient Ruins.
You must have a mine for this to work.
"While digging for ore in a local mine the miners have uncoverd a ancient ruin."
1. Thats great send in people to study it. (+1 Reaserch from the mine. Costs 50 gold)
2. The ruins migh be cursed seal it of. (Nothing happens)
 
Not sure if you can limit your selection of answers to an event based on your religion. Or maybe make selections require that you are NOT a certain specific religion. But the WEAKNESS needs to be highlighted in each religion as well as the strengths IMO.

All of these events should require an AC of at least 1 if no other minimum is listed, to prevent them from being included in a game with the AC turned off.

Most likely I have quite a few of the AC shifts far too strong, I just like a very dynamic and fast changing game. As always, tweak as neccessary.

Events for Shifting the AC:

Rebellion (Order > AV)
Spoiler :
  • Ennui (Requires :) = :mad:)
    • <Leadername>, the citizens of <City> are becoming less productive every day. They simply do not care about life in general anymore and have begun to ignore their jobs and duties. Something must be done!
      1. Set our Mages to work. If they cannot find motivation in their own minds, we shall place it there.
        • +10 to AC
        • +2 permanent :) in <City>
      2. Inform the Citizens that from now on they are required to take a Siesta each day. 2 hours at midday will be set aside for relaxation.
        • -5 to AC
        • -10% production in <City>
      3. Implement a series of wargames for the people. Let them remember that there is an enemy in the world who will not listen to their complaints before swinging his axe. (Order ONLY)
        • +1 XP to all units built in <City>
      4. I find Public Hangings teach people to value life. Round some people up, I care not who. (AV MUST select this option)
        • -1 Population in <City>


  • Hopeless City (Requires :mad: > :) in City by at least 2)
    • <Leadername>, <City> has become a den of crime and a cesspool of disease. The people wish to completely abandon the city and start their lives anew!
      1. I have tried all that I can to solve the problems in <City>, assist the people in finding new homes...
        • Current AC is halved
        • <City> destroyed
        • +2 permanent :) in all other cities
      2. If their lives are deplorable they have only themselves to blame. See to it that nobody leaves that city alive.
        • +10 to AC
        • -2 Population in <City>
        • +1 :mad: in <City>
      3. The people have been led astray by the foul Demons of Mammon! I want everyone at Devotion twice a day to cleanse their souls. (Order ONLY)
        • Recieve Inquisitor Unit
        • -15 to Crime in <City>
      4. Curses, the people were not supposed to notice until the ritual was complete for the Summoning. Place the entire town under house arrest, my plans shall not be thwarted! (AV MUST select this option)
        • +40% Maintenance in <City>
        • +3 :mad: in <City>
Judgement (Empyrean > OO)
Spoiler :
  • Corrupt Officials
    • <Leadername>, one of the officials in <City> has been accused of criminal acts. Our records show that he is almost certainly guilty
      1. Then create some NEW records which do not show such proof and release them to the public. And be sure to let this official know that we are aware of his actions.
        • +5 to AC
        • +50 gold
      2. The people need to be able to trust my appointed officials. Allow them to select a replacement of their liking and send him to me.
        • -5 to AC
        • -10% :science: in <City>
      3. Place the official on temporary suspension so we may review his records, and have the accusing party brought before me to give witness. We shall sort this out quickly and properly. (Empyrean ONLY)
        • -10 Crime in <City>
        • -10% Maintenance in <City>
      4. Well, if the accuser thinks himself more capable, grant him the job instead. (OO MUST select this option)
        • +30% Maintenance in <City>


  • Apprehension of Bandits (Requires Crime > 30)
    • <Leadername>, the Magistrate of <City> has informed us that bandits were arrested from the outlying terrain. He asks permission to give the death penalty to deter future thieves
      1. We are too pressed for men as it is to throw life away so easily. Conscript them into the military forces.
        • +10 to AC
        • Recieve 3 Draft Units in <City>
      2. Death is quick and people never believe it shall be theirs next. To properly deter future criminals they shall instead be put into Public Hard labor.
        • -5 to AC
        • -10 to Crime
        • +50 :hammers: in <City>
      3. Criminal acts are a sign of desperation and ignorance. See to it that they are re-educated and return them to society as quickly as possible (Empyrean ONLY)
        • +1 permanent :) in <City>
        • -15 Crime
      4. They are just misguided children having a little fun. Leave them in the stocks overnight, then send them home. (OO MUST select this option)
        • +2 :mad: in <City>
Economy (RoK > FoL)
Spoiler :
  • Rare Herbs (Triggers on a Jungle)
    • <Leadername>, a rare herb has been discovered, our sages believe it possesses strong medicinal properties.
      1. Harvest all of the herb we can acquire immediately and sell it to our neighbors
        • +4 AC
        • +35 gold
      2. Cultivate the Herbs so that we have plenty available should the need arise
        • -3 AC
        • -20 gold
      3. If such a rare herb can grow in this location, it must have incredibly rich soil. Mine the area and report back what you discover. (RoK ONLY)
        • Gems Resource appears with Mine & Road on Tile
      4. These sacred plants must be preserved from the hands of man. Seal the area off and prevent anyone from disturbing them. (FoL MUST select this option)
        • Spawn a stack of 4 Barbarian Guardian Vines on Tile


  • Guarded Treasure (Triggers on a Mine, AC > 40)
    • <Leadername>, miners report a Balor terrorizing the deeper sections of the shaft. Nobody knows where it appeared from!
      1. Send some priests to the mines and begin the proper incantations to bind the beast to our will.
        • +15 AC
        • Recieve 1 Balor Unit
      2. Collapse the Mine immediately!
        • -5 AC
        • Mine Destroyed
      3. Send some Stonewardens to the Mine. The Balor shall learn of the powers of an Elemental. Then investigate where it came from. (RoK ONLY)
        • Discover Mithril resource on Tile
      4. With such corruption within our very soil it shall not be long before we have a blight on our hands! The forest must be purified (FoL MUST select this option)
        • Mine destroyed
        • Smoke forms on nearest Forest Tile.
Deal (AV > RoK)
Spoiler :
  • Night Clergy (Temple in City)
    • <Leadername>, the Captain of the Nightwatch informs us that the local Clergy wishes to pay for them to NOT patrol near the church at night.
      1. Well, if the priests feel they can watch themselves I am more than happy to line my pockets in the process. I'll accept this arrangement.
        • +3 to AC
        • +25 gold
      2. The Captain was wise to bring this to my attention. Disband the temple and send the priests away. We shall arrange for a new clergy shortly.
        • -5 to AC
        • Temple Destroyed
      3. Inform our priests that we are quite aware of their actions and prepared to do whatever is needed should they require assistance (AV ONLY)
        • +1 :science: from Temple
      4. If the Clergy wish to hire personal Mercenaries for their protection that is perfect. Leave them be. (RoK MUST select this option)
        • -1 Population in <City>


  • Spiritual Visitation (National Hero has been killed, AC < 40)
    • <Leadername> I have come from the underworld with an offer for you. There is one who has joined our ranks who we think you might be interested in getting back...
      1. This soul of whom you speak is one highly valued to us. We shall do anything you ask to have him returned!
        • Double current AC
        • National Hero is reborn in Capitol, without Hero Promotion
      2. I know enough of your kind to realize this deal is not worth the price which you shall demand. Begone from my chambers!
        • -5 to AC
      3. You have forgotten one thing in this contract Demon. A hostbody is required for our Hero to return at full strength. I will provide it though. (AV ONLY)
        • Hero is reborn in Capitol
      4. To know that our treasured National Hero is now consorting with Demons in the afterlife is simply too much to bear. Begone! (RoK MUST select this option)
        • +1 :mad: in all cities
Crime (Esus > Empyrean)
Spoiler :
  • Protection Racket
    • <Leadername>, a group of individuals in <City> have begun extroting the locals for "Protection Money" anf harassing anyone who refuses to pay.
      1. I can use some men with personal drive! Conscript them into service immediately.
        • +3 AC
        • Recieve 1 Draftee in <City>
      2. This is deplorable! Deputize some of the citizens if neccessary, I want them all rounded up immediately.
        • -3 AC
        • -15 gold
      3. Ingenious concept. People paying me to protect them from me... Round them up and request that they spread this plan to all of our cities. (Esus ONLY)
        • +1 :mad: in all cities
        • +3 :commerce: in all cities
      4. See that the criminals are apprehended, refund any money which we cannot recover, and replace all the damaged goods for the citizens. Then I want you to employ enough guardsmen that this cannot happen again (Empyrean MUST select this option)
        • +20% maintenance in <City>


  • Mafia (Crime > 30)
    • <Leadername>, according to our reports, criminals have begun to organize themselves in <City>.
      1. Excellent News, then they can regulate themselves and I can devote mroe people to the battle at hand.
        • +9 to AC
        • Recieve 2 Draftees in <City>
      2. We must figure out who is behind this new action. Attempt to infiltrate their organization.
        • -8 to AC
        • +10% Maintenance in <City>
      3. Ah, the Ratcatcher's Guild must be slipping up if they were noticed so easily. Send them a Memo to be more careful, also remind them about those men they owe me for last week... (Esus ONLY)
        • Recieve 1 Shadow Unit in <City>
      4. Organization is a good sign, it means that we will have a consolidated source of power with whom we may deal. Have the local Governor meet with these individuals and work something out. (Empyrean MUST select this option)
        • 1 turn of Revolt in <City>
        • +20% Maintenance in <City>
Prophecy (OO > Esus)
Spoiler :
  • 2 Headed Cow (Cow Resource, AC>10)
    • <Leadername>, a 2 Headed Calf has been born in our lands. What shall we do with this abberation?
      1. Put it on Display in the town. I shall be the first guest to view this wonder.
        • +5 to AC
        • +1 :) in nearest City
      2. We cannot afford to let such an abomination exist, destroy the calf and all others born this month to be safe.
        • -3 to AC
        • -20 gold
      3. Underlords be praised for their wisdom. This is just the sign we need to inspire our troops to be more observant! (OO ONLY)
        • Promote all Melee units to Flanking 1
      4. If word of this spreads nobody will ever trade for our cattle again. Destroy the entire herd just to be safe (Esus MUST select this option)
        • Cow Resource Lost


  • The Book of Angels (AC > 70)
    • <Leadername>, one of our Sages has discovered an Ancient Tome deep in the vaults of the catacombs beneath the city. He believes it to be written in the language of the Angels themselves.
      1. If it is in the language of the Angels then it must contain the names of some of their servants. In Names there is much power. See that the book is given to our Mages.
        • +20 AC
        • Recieve 2 Angel of Death Units
      2. Give it to the Priests, there may be valuable guidance in there for these troubled times.
        • -30 AC
      3. Judging by the cover I would say that this book contains records of all the Artifacts crafted by the Divinity. Translate what you can and give it to the Smiths. (OO Only)
        • Recieve 1 Nether Blade and 1 Gela in Capitol
      4. I don't much care for books which I CAN read, burn the book lest it cause us problems in the future. (Esus MUST select this option)
        • Spawn Hellfire randomly throughout Civilization's territory
Inspiration (FoL > Order)
Spoiler :
  • Mystic Tree (Triggers in a Forest)
    • <Leadername>, a tree has been found in the forest which sparkles with thousands of lights after sunset. People are awed by the beauty of it, and some are saying that the spirits of the dead dance in the branches.
      1. Such a spectacle should make an excellent contribution to my courtyard. Chop it down and bring it to me.
        • +2 to AC
        • +1 :) in Capitol
      2. Hire some priests to calm these troubled souls and send them on to the afterlife.
        • -2 to AC
        • -10 gold
      3. Lit trees in the nighttime would make for an interesting spectacle. See if we cannot replicate the phenomena in our cities for amusement (FoL ONLY)
        • +1 :) in all cities
      4. This defies the natural order. A tree should only give light when aflame. See to it that the Natural Order is restored... (Order MUST select this option)
        • Forest is set on fire


  • Changing World (Requires AC > 40)
    • <Leadername>, there are portents of Doom all about us. Nobody can deny any longer that the world is changing! What shall we do?
      1. We must ensure the survival of our people, the rest of the world shall have to fend for itself.
        • +15 to AC
        • Gain Defender Trait (if not possible/too strong: All cities provide 1 Drafted unit)
      2. This affects all of creation! We must cease hostilities wherever possible and bring people to understand the threat which looms before us!
        • -15 to AC
        • Universal peace is activated for 15 turns
      3. The trees speak to me of a cleansing for the world. What must be, shall be. (FoL ONLY)
        • Activates Genesis Ritual effect for Civilization
      4. I have long known this day was coming. We have an enemy and that is all which must be known. He shall be treated AS an enemy, and the rest of the world is either for us, or against us. (Order MUST select this option)
        • Automatic Declaration of War on all Non-Good Civilizations
 
A Brave New Cult

My (sir/lady), a brave new cult gather around one of your citizen. They posses no immanet danger, but you should know that their leader is...

1.Tax colector from (cityname)? He's been always good and loayal servant, taking exactly as I orded. No more, no less...
:science: towards Orders from Heaven.

2.Judge from (Anothercityname)? There is so much wisdom in her words, she can always lighten my day...
:science: towards Honor.

3.Smith from (cityname3)? He truly mastered his craft, noone can surpass his long experience with earth's treasures...
:science: towards Ways of the Earthmother.

4.Healer from (cityname4)? It's astonishing how many lives she saved alone, without any help. It' so shame that such a talent wallows in solitude of wilderness...
:science: towards Ways of the Forests.

5.Old fisherman from (cityname 5)? I allways wonder where his mind wonders on his sails to the see...
:science: towards Message from the Deep.

6.Merchant of (cityname6)? He can be rich, prosperous and blameless, but he allways makes me shiver. I don't trust him...
:science: towards Deception.

7.Student from (cityname7) academy? He's one of our most promising minds. It's unbelivable how someone so young can achive so much...
:science: towards Corruption of Spirit.

8.Ah! Only if people could live without the longing for miracles and gods. But I tell you, the day when they tear their shackles and realizes that they have no need for them...Anyway if they are no threat, let them preach watever they want.
+1:) in all cities (Cassiel only)
 
someone's ark
sire a big boat was found by fisherman off our coasts, after they guided the boat to shore they were suprised to find the boat full of animal bones from all species as well as human bones and four big cats
spawn 2 tigers and 2 lions with combat 5 near any coastal city
 
Not sure if you can limit your selection of answers to an event based on your religion. Or maybe make selections require that you are NOT a certain specific religion. But the WEAKNESS needs to be highlighted in each religion as well as the strengths IMO.

I've been trying to come up with events that highlight the strengths and weaknesses of the religions as well... though not neccesarily involving the AC. Limiting the selection based on religions present or state religion certainly seems doable with python, but I'm still sucking with figuring out what all the options are with python (man, I really suck :)).

Here's the basics of the event I've been fiddling with (based on the carnival crime idea I have in the little set of events I've done).

Carnival Crime
Requirements: A city with a carnival and at least 10% crime rate. Won't trigger on Balseraph players.
Trigger Text: Several angry citizens in %s2_city have complained that the carnival games and displays are rigged or downright fraudulent. They are demanding immediate action and reimbursement.
Options:
1) That carnival is vital to keeping the masses appeased, but we should compensate those who have lost money from the scammers.
...[canApply: If city doesn't have Ratcatchers, and not Empyrean state religion]
...[do: +5 crime, -25 gold]
2) Then shut it down! They're probably Balseraph spies anyway.
...[canApply: If city doesn't have Ratcatchers, and not Empyrean state religion]
...[do: -10 crime, destroy the carnival]
3) The Ratcatcher's Guild is too strong in the city to involve ourself in this matter.
...[canApply: If city has Ratcatchers guild, and not Empyrean state religion]
...[do: +5 crime, +2 whip unhappy]
4) Temporarily shut down the carnival, and proceed with a fair and thorough investigation of the allegations. If any are found to be guilty, make note of it, but leave them to their job. Return to the carnival occasionally to follow-up on their status.
...[canApply: If Empyrean state religion]
...[do: +5 crime, +1 whip unhappy, +1 unhappy from carnival, -2 gold from carnival]
5) Investigate the allegations. If they're found to be true, take the shoddy scammers aside and teach them how to maximize their profits without being so obvious about it. Naturally, demand a cut off the top of future profits.
...[canApply: If Esus state religion]
...[do: +2 gold from carnival]

Something like that... I might try to come up with a few more ideas highlighting the religion strengths/weaknesses if I can pull myself away from the frustrating, but strangely satisfying, task of figuring out python ;-)

[edit] It looks like it's working, with the minor exception of changing the +maintenance from the carnival to -gold (since I haven't figured out the python to do maintenance yet). See attached =)
 

Attachments

Yeah I didn't include all of the Guilds in my options, even though I know that they are meant to shift your strengths/weaknesses in Events as well (especially Ratcatcher). I didn't have that info readily available and I wanted to provide mainly ideas for the new AC control functions :)

I like the setup on that one though, 2 general options to choose between, but 3 options you can wind up stuck with :)
 
These are definitely starting to fall away from the "Common Events" topic of the thread, but a couple more ideas of events highlighting religious strengths and weaknesses:

Captured Assassin
Required: contact with other civ, some suitable mid-gamish tech
Trigger Text: A man was capture trying to enter your sleeping chambers through a window during the night. The guards report that he had a poisoned blade, and possessed items that seem to link him to [another civilization].
Options:
1) Hang the would-be assassin.
...[canApply: not Empyrean or OO]
...[do: nothing]
2) Hang the would-be assassin, and publicly accuse the [other civilization]
...[canApply: not Empyrean or OO]
...[do: -8 relations with other civilization]
3) Let's return the favor. Kill someone close to [other leader]
...[canApply: Aeron's Bounty guild only]
...[do: capital of other civ riots for 3 turns]
4) Gather the proof that [other civ] is responsible and spread the words of their treacherous deeds.
...[canApply: Empyrean religion only]
...[do: all non-evil civs have -4 relations with the accused civ]
5) How dare they?!
...[canApply: OO religion only]
...[do: go to war with other civ]

White Stag
Requirements: A forest or ancient forest plot with no improvement, bonus, or route, 50 gold
Trigger Text: Reports of a pure white stag have been reported from the untouched forest.
Options:
1) Such a beast would be quite a prize! Find me the best hunter to track it down. I want it stag stuffed and in my chambers.
...[canApply: not FoL or OO state religion]
...[do: -25 gold, +1 culture from palace]
2) So?
...[canApply: not FoL or OO state religion]
...[do: nothing]
3) The beauty of such a rare creature is inspiring. Preserve the forest where it lives and tell stories of the creature throughout the lands.
...[canApply: FoL state religion]
...[do: -50 gold, +25 culture in all cities, Add Deer, ancient forest (if not already), and preserve (a new improvement) to plot]
4) The color is being bled away from the natural world. It is an omen that the end of days is near.
...[canApply: OO state religion]
...[do: +4 Armageddon Counter]

Preserve improvement could be some sort of non-razeable improvement, preferably adding culture (though I don't know that culture from an improvement is currently possible) or something.
 
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