Ideas needed: Common Events

upon the death of a wealthy prince of (city), evidence was found that he had a cache of dark tomes which were illegal and outside of the bounds of the mage guild. a man in his position and with his prior good reputation would normally receive an extravagent burial. what action should be taken?

nobody had complained before, let us give him the appropriate arrangements and forget this happened: +50 culture

this is an outrage! let us strip him of his title and expose him for what he was!: -15% crime, +1 happy, 30% prince seeks revenge in form of barb ruhin archer(or some dead bad guy)

let us continue his work and see what we may find (Evil only): receive 3 phantasms

how could this happen? let us sanctify this place of its evil that was present (Elohim only) +2 happy, +3 health
 
What's with all the alignment-specific choices I've seen? Bear in mind, if you say something is only available to Evil civs, that means you're leaving out things like most people following the Overlords, most people following the Council of Esus, a few morally grey Good guys, and all the morally grey Neutral guys.
 
Harvest Tree Event

Requires a snow covered forest

Your people have begun decorating trees for the Harvest Festival. Many have been visiting a local forest to find the perfect Harvest Tree.

a) Let them celebrate, the harvest has been good this year.
Remove the forest from the tile, +1 :) for 10 turns.

b) Those trees should remain unharmed. Stop people from visiting the area.
Nothing happens.

c) [FoL only] Let the people decorate the forest, so that all may enjoy its beauty.
+1 :) for 10 turns, +10 culture to city.
 
Politics in the hippodrome!

(inspired by a bit of byzantine history)


A political struggle between the blue and green party is turning out bad, they are starting to fight each other and even threaten to kill the emperor!

My life is at stake, flee and send in the army later.
hippodrome destroyed.
-1 pop
(bannor only)
Purple makes a fine winding sheet, I will not budge, I will not flee. Contact the generals and eradicate the rebels.
50% chance 1 turn of anarchy 50% chance of hippodrome giving +2 great commander points
-2 pop.
(elohim only)
what nonsense, calm down at once, let's talk.
50% 2 unhappy pop 50% 2 happiness
(calabim only)
humans rioting, in my hippodrome?
splendid, let's feast!
-2 pop +5-10 xp for vampire unit
(hippus only)
let's do an race to see what party is just.
-50 gold +1 happiness, 25% chance of mobility I for any horsemen in the city.
(clan of embers only)
massacre time, I'm filled with joy!
-3 pop, hippodrome destroyed +2 perm happiness
(sheaim only)
it's time to test my new X-zone spell anyway, this can be fun
-2 pop, adepts gain 5-10 xp
(grigori only)
call in medics to heal the already wounded, and those who haven't use their common sense shall be punished, they are banished from this land.
no pop loss, lose 2 units in the current city, +1 happiness (you care concern about our lifes)
(sidar only)
meh. who cares.
-1 pop, 50% chance of 1 unhappiness. hippodrome destroyed. 50 chance of nothing happens. (this riot is getting boring, and my wife is going to be angry if i don't come back home on time)
(balseraph only)
flood the hippodrome, make it into an aquarium!
-1 pop, +2 unhealthy, +2 beakers (wow uh great opportunity to study the effects of drowning and rotting, but this job smells) +2 culture
(svaraltar only)
poison the leaders, and any dissidents, hang their corpses outside the hippodrome and use it as target practice, go to the homes of the families of the leaders, hang drawn and quarter the sons and let the daughters murder each other for their life, rape the women and impale them.
damn, its good to be evil
-3 pop, -3 unhappiness (wow, that's evil)
(kuriotates)
/facepalm, sigh speech time again
50% chance of nothing happens (at least they stopped fighting) 40% chance +1 happiness 10 % of +50 gold, +1 hap (the jeweler made a jewel and gave it to you, your calm action saved the life of his son)
(khazad and luchuirp)
we have an hippodrome? well I guess not anymore, use the rubble for our next building project. (hippodrome destroyed) +50 shields in current building project
(infernal only)
burn it, burn it all, see if i care
-2 pop
(basium)
smite them, smite them all, see if i care
-2 pop
(doviello)
nice this makes for an nice tournament to test my axe.
-2 pop hippodrome give +2xp points to melee units
(amurites)
YOU DISTURBED ME FROM MY EXPERIMENTS WHILE I WAS SO NEARLY TO THE TRANSMUTATION OF THE ARCUNA OMEGA. WHAT IS THIS MADNESS, THIS IS AMURITE COUNTRY( meteor volley rains down from the sky)
-2 pop, hippodrome destroyed, gain +2 adepts and +2 xp for mage guild. (the kids were a bit sad that their fathers died, but at least it was with an awesome bang, meteor volleys are a hype now)
(Lanun)
dang, you scroundly dogs, let's just send in more potent drinks -50 gold -1 pop, +1 unhealthy (my stomach, I feel sick) +1 happiness, -10 shields of current production. (my head, it hurts)
(malakim)
this is an easy one*casts blinding light* THIS IS ME, QUIT THAT STUFF AND ACT SANE, DON'T BE ********)
25% chance +1 unhappines(my eyes!), 25% chance nothing happens, 25% chance of -1 pop(the blind continued the fight), 25% chance of city receiving radiant guard (I serve the light now)
 
a recently summoned (imp, balor, wraith... any demon summon) spoke of his service with the nefarious (any other civ with new sorcery tech). he said they were plotting to invade our lands! what should we do?

Are you an idiot? why would a (demon summon) tell the truth? (Nothing happens)

subject him to further interrogation! we must find out everything he knows! (10% killing caster, 30% chance gaining (other civ's) world map, 60% nothing happens)

Demand the fealty of him and his underlings so that we may crush (other civ) 50% chance of gaining 4 permanent units of (original summon), 50% caster dies. If units are gained, declare war on (other civ)

(Elohim Only) We shall speak of this other civ and come to thr truth of the matter. surely we should belive them before we believe this demon. +1 happy, +2 diplo with (other civ)
 
How about one kind of llike the healing potion but make it a "Scroll of Town Portal" or some such, i.e. a single use Escape spell.
 
how about instead of alignment requirements, using these events, you can change your alingment!
 
Not really on topic, but not worth a separate thread: Could I get a spoiler on the crazy agriculture advisor event? I've never been able to bring myself to choose 3% more inflation.
 
Wild Men

Requires:
Charadon or Mahala in game

Text
A band of wild men from the icy regions of Erebus have reached you. They claim to be exiles from a barbarous race and seek to join your civilisation.

Do you:
  1. Send them away
    - Nothing happens.
  2. We would do well to have them fight for us. Equip them and have them join our ranks.
    - Costs 25 :gold:
    - 50% chance of gaining one swordsman with the crazed promotion.
    - If not (ie other 50% chance) then you gain nothing but your territory map will be revealed to the Doviello.



Religious strife

Requires:
City with 2 or more religions and at least one town.

Text:
Arguing between devotees of different religions has led to civil unrest in one of [city name]'s towns.

Do you:
  1. Let the people sort it out!
    - Downgrade town to village and a 50% chance of losing one of the religions in that city.
  2. Send out the troops!
    - Pay 35 :gold: to stop the unrest
  3. (Requires OO or AV or CoE as state religion) Round up the dissenters!
    - Gain 2 slaves and stop the unrest.



Orcish Shaman

Requires:
You have at least one goblin worker

Text:
An orcish shaman has come to our palace and demands that we set his people free!

Do you:
  1. Execute this madman!
    - Raise the AC by 5 + [number of goblin workers you control]
    - Spawn 4 orcish warriors and 3 lizardmen (barbarians) outside your borders
  2. Very well, we will let your people go.
    - Lose all your goblin workers
    - Lower the AC by [number of goblin workers you control]
  3. Imprison this madman! I'll deal with him later.
    - 50% chance of creating +3 unhealthiness in all your cities for 10 turns.



Trade Board Bribery (my favourite :) )

Requires:
You are at peace with at least one civilisation which is trading at least one non-mana resource with someone else. You must have at least one non-mana resource.
If there are multiple civilisations available, the civilisation with the most items being traded is the chosen target.

Text
Your trade officials have been greasing palms in [target civilisation]'s lands. They now report that you can preferentially secure trade with [target civilisation] at a cost of 20 :gold: per item. This will last 20 turns (forced) before being up for review.

This allows you to replace trades that other civilisations have with the [target civilisation]. You have to provide exactly the same deal that was already being conducted but it will cancel their original trading partner and you will take their place.

For example; If you are bribing the Bannor and the Bannor are trading corn to the Malakim for pigs, then you can pay 20 gold to provide pigs to the Bannor and the Bannor will trade you corn (Bannor cancels their trade with Malakim).

The advantages of this include getting better trade deals than you would normally get with [target civilisation] and denying resources to other civilisations who traded them from the Bannor.
 
Event: A bartender's day
Requirement: Tavern in city

A Ritualist, a Priest of Leaves and a Stonewarden enters the tavern at the same time. The bartender took one look and said, " Is this a joke?"

1. Get the joke
( +1::) in the city for 10 turn)
2. Don't get it
(+1:mad: in the city for 10 turn)
3.Evil civ only: Off with their heads! Put it on a pike in front of the tavern.
(+3 culture for tavern)
4. Perpentach leader only: HAHAHAHAHAHAHAHA!
( 50% chance for +2:) or 50% for +2:mad: in the city for 10 turn)

haha - i love that event :)
 
Dig Deep

Our miners have broken through to some natural caverns deep under the ground.

-Dig Deeper! Who knows what we might find!
(one of the following happens : Discover wealth; mine gains +1 hammer; discover new gems/iron/other minable; unleash a horrific demon in the tile; mine collapses)
-Send some adventurers to scout the area and destroy any threats(chance of gaining a new mercenary hero unit if the adventurers return triumphant)
-Seal the caves, it might be too dangerous


Rogue Male
(not a popup event; a random wild elephant becomes a rogue male, levels up and becomes aggressive, but would be a fine war elephant if captured and tamed!)


Horsemeat
(pops up in source of horses) Hey, these things are tasty!
-Allow our people to dine on the flesh of the horse (+1 food, =1 hammer in the plot_
-The horse is too noble a beast, you shall respect them (all stables +1 happy)


Invention of Zero
Look, Sire, I have invented Nothing! I've put a circle on this scroll where the Nothing is!
-What do you want, a biscuit? Get on with some proper work!
-Interesting, take an entourage and share this skill with the other sages! (Cost $, Gain XXX toward Mathematics)


Mana Crystals
Oh great one, our mages have devised a way to store Mana within precious gems. They request conversion of the Gemstone Mines.
-No, our gems are too valuable.
-Power is more important than Wealth. (gem resource is lost, all Mages produced in city have +X experience)


Eclipse
The sun is being eaten by a dragon!
-Our astrologers predicted this. Begin the prepared ceremony! (requires Astronomy, +1 hapy for X turns)
-Send a Hero to scare the dragon away! (randomly selected hero gains +X xp, basically for waving their sword around and waiting for sun to come back; requires a Hero)
-Let us pray for salvation! (requires temple; -1 happy for X turns as nobody does any work; temple gains +1 culture)
-Doomed! We are all doomed! (-X happy for X turns)


Volcano
Our sages have found that a local mountain is a sleeping Volcano.
-Awaken the mighty power of this dormant force! (volcanic eruption destroys improvements nearby, 50% chance an Azer spawns, 50% chance mountain becomes a Hill with a Fire Mana node atop it)
-Don't you lot DARE touch it, it will probably explode causing an Azer to burst out or something.


Civic Unrest
Prominent people are speaking against the (Current Civic) system. They want a (Random Civic, even those not normally currently available) instead, and have plans to implement it.
-I say what goes around here. Silence this movement. (+X unhappy for X turns)
-Excellent idea. (Immediatly change to new civic, with appropriate anarchy time)
 
Comet
Our astronomers have spotted a comet in the sky!
-Study it and see what we may learn! (cost 25 gold, +X research towards something)
-Have our greatest mages attempt to crash it into our enemies! (requires evil, +5 AC, 50% population of rival city is halved, 25% pop of one of your cities is halved, 25% it misses the planet)
-Do nothing (nothing)
 
-Have our greatest mages attempt to crash it into our enemies! (requires evil, +5 AC, 50% population of rival city is halved, 25% pop of one of your cities is halved, 25% it misses the planet)

I can understand the AC increase (though it seems a little high), but why the [reqs Evil]? Look at Basium. His existence hastens the end of the world, and he likes to slaughter anything he judges to be Evil.

---------

Rememberance of the Dead
[reqs City Ruins in city radius]

My lord, the people of [city] feel they have payed enough respects to the victims of the nearby massacre. They wish for you to simply deal with the dead there so that the living can move on with their lives.

Very well, I'll get right on it. (City Ruins replaced with Graveyard)
 
Event takes place in a city with a weaponsmith, and a Civ based hero.

"The local weaponsmith has been inspired to produce a great weapon for your hero, but needs a great amount of resources to do so."

Option 1: Decline, we lack the goods to produce the weapon.
Option 2: Pay him whatever money he needs! (lose large sum of money) Gain 1 (hero item).

You may need to actually make a seperate option for each hero, and only make one clickable. I just really like the idea of being able to power up your hero's once during the game, give them an 'end of game' power as it were. Make Rantine useful again! Maybe give Rathus Denmora an offhand weapon?
 
I can understand the AC increase (though it seems a little high), but why the [reqs Evil]? Look at Basium. His existence hastens the end of the world, and he likes to slaughter anything he judges to be Evil.

You've got a point there, I was just thinking that only an evil person would risk the world by crashing a comet into it, but I suppose it could be done by anyone willing to do anything to destroy others. Also, a comet would likely also damage units in the square and adjacent improvements, so that would be another effect.

Blessing
A group of locals in (city) are asking for your blessing. How do you wish to bless them?
- (requires Grigori) The One gives you blessing (+5 culture in city)
-(requires Order in (city)) "You have the blessing of Junil" (Gain crusader in city)
-(requires Fellowship of Leaves in (city)) Allow them to meet our elven friends. (+1:))
-(requires Ashen Veil in (city)) How dare they disturb me! Give them to our mages for use in their experiments, and they will learn of blessings... (gain Diseased Corpses)
-(requires Octupus Overlords in (city)) "I will give you the blessings of our masters..." (Gain Drown in city)
-(requires Runes of Kilmorph in (city)) "Our greatest smiths will train you in the arts of smithing, allowing you to know the secrets of Kilmorph" (+2 production in city)
-(requires Council of Esus in (city)) Allow them to join us in our next meeting, and aid in the fundraising efforts. (+3 gold in city)
-(requires Empyrean in (city)) Let them access our grand library. (+3 research in city)
-(requires Balseraph) "May the Ghost Duck be with you" (+1:mad: for 10 turns, +2 food in city)

Note: I don't know much about each of the religions' beliefs, so the blessings could be wrong.
 
"He was doing what?!!"

req-horse resource and city with stable

"Sire, the a patrol of the city guards in [City] found a popular calvery officer in a comprimising situation in the stable ... uhh doing strange things ... very strange thing. What should we have done about it?"
1) That disgusting have him publically executed after a trial and sieze his assets - gain 50 gold city gains 1 happy for 10 turns
2) Keep it quiet so no one ever hears about it and have him moved to a infantry division - gain 1 centaur archer
 
The Colony

(Requires Harbor)

Your Majesty, a colony of cats at (insert city)'s docks have gained local notoriety and popularity. The locals believe they bring good luck, but merchants complain of the cats getting into the fish being brought in. What should we do?

Cats? Of course they bring good luck! Spread the news through out my empire! (Add a small amount of culture, and add one gold to the Harbor [to symbolize tourism])

Leave the cats alone; they keep the docks free from rats. (Add plus one Health)

Trade comes first, listen the merchants. (Add plus 2 food to the Harbor)

Fools, leave the cats alone. In fact, breed them, and put them on our trade ships! (Add one trade route [to symbolize more fruitful trade that isn't destroy by rats on ships]) (Lanun only)

Holy Man Vs Bear. Details at Four.

Locals tell of a pious and virtuous man who recently encountered a raging bear. The bear ate the man's horse, but the man then commanded the bear to take the luggage that the horse was carrying. Surprisingly, the bear obeyed.

Bring the Bear and the Man to me to see if the tale is true. (Receive a Bear and a (insert whatever would be best) in Capital City)

True or not, this tale demonstrates the greatness of our people. Encourage the spread of the story. (Local town receives a culture boost)

The man is in tune with nature. Write down the teachings of this Holy Man, and spread them. (Plus one health to the local city, receive a Disciple of the Leaves) (Requires FoL state Religion)

This man must be blessed by Junil, if even a savage bear obeys him. Train him as an Acolyte. (Receive an Acolyte with Command I and Subdue Animals) (Requires Order state Religion)

Defender of the Faith

(Requires one to be at war with someone of a different religion, and if possible, at war for over 10 turns. Requires FoL, Runes, Emp., or Order as the state religion)

Religious leaders of your state religion from around the world have been grateful for your leadership in taking war to the heathens. They wish to reward you with the title "Defender of the Faith".

Fantastic! This should motivate our forces! (Walls adds +1 Exp to all units)

This news as rallied a duo of local legends to our side! (Receive a warrior and a scout, both with the hero promotion)

[This will need some balancing, obviously, but to what extent, I don't know]

Now for early events.

The Flying Menace

(Requires an Obelisk)

Townsfolk are complaining about the local pigeons who have made a mess of the town's obelisk. They demand you do something.

Animals will be animals. It's out of my hands. (-1 unhappiness for 10 turns)

Fix up that obelisk to its original condition! (subtract a small amount of money)

Organize an effort control the pigeon population by any means necessary. (subtract a larger amount of money, add one health)

Expanding the Palace

(Requires at least one other city besides the capital)

For a long while, you have felt that your current palace isn't worthy of such a ruler as yourself. You think you've come to the decision to expand.

Hire workers to build an expansion on my palace! (subtract a small amount of gold from the treasury, add + one happiness and +1 culture to palace)

Mobilize my people to build the expansion of my palace! (- one unhappiness for 10 turns in all cities, +2 culture to palace)

On second thought, let's not. (+1 happiness in all cities for 5 turns)

Palisade! Oh no!

(Requires a palisade, of course.)

Your Greatness, we have discovered that the Palisade was made poorly, and is currently rotting away in places. What should we do?

Hire someone to take care of it. (Subtract a small amount of gold)

Have one of our soldiers take care of it. (Unit cannot move for 3 turns) (unit must be in the city at the time of event)(has a large chance to reoccur.)

Pay someone with experience to show one of our soldiers to how to fix and maintain the palisade. (Subtract a small amount of gold, Unit cannot move for 4 turns, gains the City Defense 1 promotion) (unit must be in the city at the time of event)

I have more important concerns. (50% chance of losing the Palisade)

I hope you find at least one of them to be of use, Kael.
 
Palisade! Oh no!

(Requires a palisade, of course.)

Your Greatness, we have discovered that the Palisade was made poorly, and is currently rotting away in places. What should we do?

Hire someone to take care of it. (Subtract a small amount of gold)

Have one of our soldiers take care of it. (Unit cannot move for 3 turns) (unit must be in the city at the time of event)

Pay someone with experience to show one of our soldiers to how to fix and maintain the palisade. (Subtract a small amount of gold, Unit cannot move for 4 turns, gains the City Defense 1 promotion) (unit must be in the city at the time of event)

I have more important concerns. (50% chance of losing the Palisade)

I hope you find at least one of them to be of use, Kael.

For the "have a soldier take care of it," it might be good to make that give it a high chance of reoccuring, as the soldiers would likely have little maintenance training and fix it incorrectly, and it is also the only choice without a penalty, as most cities already have a permanent defender that wouldn't be moving anyway.
 
For the "have a soldier take care of it," it might be good to make that give it a high chance of reoccuring, as the soldiers would likely have little maintenance training and fix it incorrectly, and it is also the only choice without a penalty, as most cities already have a permanent defender that wouldn't be moving anyway.

Good point, you're right. *edits*

And another idea, or rather series of ideas. The first event can only happen once (probably per civilization). The most expensive option would provide a relatively minor building called the Great Couple Monument, which would provide a small amount of culture and maybe one happiness. Having this building in your empire would be able to trigger several different events during this couple's lives. Having a building just for an event is something I'm not sure I like a whole lot, but until one can find out how to do event chains (The Circle of Gaelan events aren't working yet, are they?), a building seems the next best thing. Nothing huge, in general, but could be used to spice things up.

Great People Wedding

Requires two Great People to have been settled in that city. Requires Writing.

Your Grace, good news! Two of our most prominent citizens in (local city) have decided to wed!

How wonderful! Send them a gift and our congratulations! (+1 :) for 10 turns)

How marvelous! Secure invitations for our ministers and hire a few scribes and painters, so that this momentous occasion can be recorded for prosperity! (Subtract a small-medium amount of gold, receive a large culture boost in the local town, and a small cultural boost in the rest of your cities)

Providence shines upon our Empire! Pay for a lavish wedding, invite foreign leaders, and declare a national day of celebration! (spend a large amount of money, receive +1 diplomacy with all leaders, a large cultural boost in the local city, and receive a building: Great Couple Monument) [could be toned down, if need be]

Some events that need the Great Couple Monument could involve them having a baby, where you could choose to receive a great person or a normal military unit with either Hero, or upgrades that it normally would not be able receive (like magic?). Another perhaps gives you the map of a faraway, yet undiscovered empire, and contact with that Empire, for a decent sized fee. Another might be that during their research, they find the location of a mystical weapon, etc.
 
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