Ideas needed: Common Events

I think hiring priests to convert Grigori would only get them more angry at you.
How about:
-They're probably right. Religion just makes divisions, anyway.
(Convert to "No State Religion", 25% chance of receiving 1 adventurer)

Good point, and that way at least that event will be a little more unique. It's hard to come up with 20 differant scenarios for a city to be angry, lol.
 
High stakes
req - gambling house
a high stakes game of sominum has started at the gambling house in [city with gambling house] nobles from [nation you are at peace with] will be there will you attend?
1) no - nothing happens
2) ill wager 50 gold
3) ill wager 100 gold
4) ill wager 200 gold
5) how about knowledge? [req both nations to have a technology the other doesnt]
 
Requires Good Civ casting Raise Skeleton

Perhaps 20% chance that the Skeleton is a worker unit...
(possible 10% chance for a Neutral civ?)

Arcane unit with Law affinity, given Chaos (or vice versa) in addition - 20% chance of unit becoming crazed.
 
1. Requires a city with other civs culture in. (city x from now on)

Racial hatred and Dissent is brewing in (City x) as many (Race of other culture in city) citizens yearn to break away from our Empire and join the motherland.

Construct a temple to their God in city x and persuade our citizens to embrace (race) culture. (Gain a Pagan temple in city x, (Race's) culture in city x increases by 25%, +1:), cost 100G, Relations boost +1 with leader of race)

Send in the militia to crush the Dissidents. (units in city can't move for 3 turns, (Race) culture decreases by 10%, +1 :( for 40 turns,)

Force the citizens of (Race) out of our city. (-2 population, Relations penalty -2 with leader of race, race culture removed, nearby Race city gains 2 population)

Sell the citizens of (race) into slavery. (requires slavery civic) +1 :(, city gains a production bonus of 20%, Relations penalty -1 with leader of race, race culture decreased by 10%)

Allow the dissent to continue. (+1 :(, chance for this event to occur again in the next 10 turns, race culture increases by 10%)


2. Must have culture in the city of an oponent.

Many of our citizens in (city y) yearn to join the motherland causing dissent and rioting in the city.

Fund the citizens cause. (costs 100G, +2 :( in city y, increase your culture in the city by 30%, 25% chance city will rebel, if the city rebels the :( is removed)

Establish housing for them in neighbouring (your civ) towns. Gain 1 population in two nearby cities, +1 relations bonus with other civs leader, city y loses 2 pop cost 150G.

Ask the ratcatchers guild to smuggle weapons into the city to help your citizens. requires ratcatchers guild, costs 100 Gold. City y joins your nation.

Do nothing. +1:( in city y, +1 :( for 10 turns in your cities)
 
A hideously deformed child has been born in [city]
1) [req order state religion] this is blasphemy against junil purify its sould with holy fire -city gains 1 happy for 10 turns
2) [req belseraph] this kid makes our freak show look mundane throw it in at once - city gains 300 culture
3) [req overlords state religion] lets see how the overlords feel about this baby - 25% chance of gaining cultist with mutation , 25% of gaining zealot with mutation, 50% temple of overlords gains +2 culture
4) thats the ugliest thing i have ever seen... - nothing happens
 
haunted river?

Sire mysterious occurences have been noticed along the river banks of [city name]. people have been climing to have seen eerie lights on the banks and haunting fogs have been occuring the same time every morning. the number of missing person reports has increased too, what could this be?
(require a city on a river)

1. this is nothing but superstision, tell the people not to worry. (-1 population)
2. This could be the work of the mages guild, contact them to see what they know (req water mana, OO state religion present in the city (dosnt have to be state religion), mage guild present in the city (trigger rogue water adept event))
3. This could be a sign from the Overlords! call upon the priests! (req OO state religion, -1 population, gain 2 Drown)
4. Get our sages to investigate this (costs x gold, 50% chance of getting y reserach toward current tech, and 50% chance of losing y research toward current tech)

Rogue Water Adept

Sire, the culprit of the mysterious occurences along the river of [city name] has been found, it is a rogue water adept attempting to gather an army of Drown!

1. Hunt him down and put him on trial for crimes against humanity! +1 happy in [city name] (req order state religion)
2. Call the guards! have them hunt him down! (req 2 free military units in [city name], each unit hasa chance of death and exp gain, both units are immobile for 3 turns)
3. whatever... (spawn barbarian water adept with hero promotion and 2 Drown, no req)

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Flooding!
Sire the river in [city name] has swelled from monsoonal rains, and the banks are about to break! it could flood the city!

1. there is little we can do, evacuate the population, and help with repairs after the disaster (20% chance to lose a random building in [city name], and another 20% chance to get -1 population in [city name]
2. call a water adept to channel the rivers energy elsewhere! (req access to water mana, get a floodplain feature on a random river tile in [city name], replaces forest if present, works on plains and grassland too)
3. it is the will of the Overlords, tell the people to await their fate. (-1 population, gain 2 Drown (req OO state religion)
 
Make sure that any event that causes pop loss can't happen in the first 50 turns. Losing that 2nd pop in your capital just after getting it can be a crippling blow costing many many turns.
 
thats a good idea though variable on game speed, 50=quick, 100=normal, 150=epic, 250=marathon (just guessing
 
Schism of the Khazad

requires Dwarven Vault Stocked/Abundant/Full and an unhappy city (if more than one, the city with the most unhappy faces)

"A delegation from [insert unhappy city name here] feel the wealth of the Khazad nation is being horded by [insert happiest Khazad city here]. They demand that [insert unhappy city name here] be given their rightful share

- Dip into the coffers, costs 100gp per unhappy face in the City. Warning that the event may spark again unless the Khazad keep their citizens happy
- "It's Mine, all mine"
- chance of a Minister Koun-eque request for independence, or,
- chance the unhappy city loses 3 pop (or the number of unhappy faces whichever is the higher. A Settler, and 1 unit per unhappy face is created. Furthermore for every other unhappy Khazad city pop is lost and a unit generated for each unhappy citizen.
 
Livestock events -
Requires (potentially) a hills with no resources in city radius

"a herd of wild cattle (or sheep, boar, etc...) has become trapped in a valley near ___"
- slaughter them and have a feast = -25gp, +25 food (or maybe +50% of whatever you need to grow)
- scatter/ignore them = nothing happens
-capture them = -100gp but an appropriate resource appears on a hill in the city radius
 
Tired of gruel --
Requires a city that isn't growing and a flatland tile

"the citizens of ____ are tired of gruel and just barely getting by. They have taken it upon themselves to try and produce more food."

- Stop them and take their food = +1 unhappy in city
- feed on the troublemakers (calabim) = -1pop, +2exp for a vampire unit (or even a moroi)
- Ignore them = +1 food on a flatland
- help them = -25gp, Farm improvement appears on an undeveloped flatland plot even without fresh water or appropriate techs
 
Hm, remember that Civ Game event from normal BtS? It could be implemented in FfH, except that it could be a boardgame.
 
I was thinking of a series of Minister Koun-like events for civs with multiple leaders, like:

Girls Night Out
Req Balseaphs as Perpentach

Keelyn has burst into the palace room: "Daddy! The city of (cityname) is perfect for a little carnival that I can run!"

-Of course! (City becomes a new Blaseraph civ under Keelyn)
-Silly daughter, go play with your puppets!
 
The Haunted Ship
Requires Harbor
"Sire, an old, battered ship has just docked in our harbor. It seems to have no crew, and the city watch is too afraid to explore it. What should we do with the ship?
- Have our adepts sanctify the ship first, then repair it and man it.
Requires Life Mana. Player gets a free galleon.
- Just board the ship, you cowards!
Player gets a free galleon, but also a barbarian medium-level undead unit (ie. the drown) is spawned near city.
- Send our priests there, they will know how to handle it.
Requires Octopus Overlords state religion. The player gets a free galleon and a free unit of the drown.
- Burn and sink that ship. Who knows what horrid things might lurk onboard?
Nothing happens.
 
I was thinking of a series of Minister Koun-like events for civs with multiple leaders, like:

Girls Night Out
Req Balseaphs as Perpentach

Keelyn has burst into the palace room: "Daddy! The city of (cityname) is perfect for a little carnival that I can run!"

-Of course! (City becomes a new Blaseraph civ under Keelyn)
-Silly daughter, go play with your puppets!

Hm... According to what I know of the Balseraphs, Perpentach doesn't know that Keelyn exists.

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Citadel
Requires at least 1 recon unit within city borders.
Requires at least 1 Hill tile within city borders.

"Sire, our explorers had found an ancient underground fortress built in a hill. What do you want them to do now?
- Explore the fortress. Cut down all 'inhabitants'.
A Citadel improvement appears on the affected tile. 75% chance to spawn barbarian low-level undead units.
- Explore the fortress. Remember, this is a covert exploration. Do it our way.
Requires Council of Esus state religion. A Citadel improvement appears on the affected tile.
- Search it for any valuables, then seal the entrance. We don't want anyone else to make use of it.
Player gets 20-100 gold, and there's a chance that this event will occur again on the same tile.
- Leave it alone. We don't need it.
Nothing happens.
- Search it for any valuables, then destroy it. We don't want anyone else to make use of it.
Requires Fire Mana. Player gets 20-100 gold, and there is no chance that this event will occur again on the same tile.

You might now ask what is the last option for. Well, it's supposed to be a lesson. If something requires resources, it doesn't mean that it's any better than the other options. ;)
 
can happen in any city with a Village/Town and some Forest squares:

Back to Nature

An ashen-skinned dryad has appeared in a prosperous settlement near [City]. She speaks and her voice is as the rustle of dead leaves. "I was a goddess once and this was my home; a slow season turns and I find now the home only of splintered friends pierced by iron."

Her cheek bears a single tear like a drop from a melted glacier. "Only my tears are left to me now, yet even they can curse this land or bless it. Child of flesh, will you make amends?"



* Ignore the madwoman.
All forests near City wither to Burnt Forest. Like all dead things they may return, in time.

* Evacuate the townsfolk, allow the land to return to nature.
Remove town. New Forest in square. +1 :food: in square.

* Dismantle the buildings to construct a shrine. Dedicate the land as a sacred grove to be entered only by pilgrims.
(this choice could require FoL, or cause FoL spread in City)
-100 :gold:. Remove town. Ancient Forest in square with 0 yield. Build Temple of Leaves in City, Temple of Leaves gets +2 :commerce:.
 
Hm... According to what I know of the Balseraphs, Perpentach doesn't know that Keelyn exists.

Well that's easily remedied:

Girls Night Out
Req Balseaphs as Perpentach

A strange girl has burst into the palace room: "Daddy! The city of (cityname) is perfect for a little carnival that I can run!"

-Of course! (City becomes a new Balseraph civ under Keelyn with a Permanant Alliance)
-Silly girl, if you think that then you're crazy enough to be my daughter!


More to the point, it's just an idea for a series of events that'll give you a risky decision, reduce maintanance while losing complete control over the city, or play it safe.
 
Well that's easily remedied:

Girls Night Out
Req Balseaphs as Perpentach

A strange girl has burst into the palace room: "Daddy! The city of (cityname) is perfect for a little carnival that I can run!"

-Of course! (City becomes a new Blaseraph civ under Keelyn)
-Silly girl, if you think that then you're crazy enough to be my daughter!

LOL LOL LOL

Then you get a question 'You've just let Keelyn take over a Balseraph city. Do you wish to abandon Perpentach and play as Keepyn instead?'
Just like when Infernals/Mercurians arrive.
 
Hey, he's the crazy one, not me, I don't know what the heck he'd do.

Besides, when you look at it, you get the science from the city, while reducing maintainance.
 
Hm, remember that Civ Game event from normal BtS? It could be implemented in FfH, except that it could be a boardgame.
Ooh, I like it.
Sire, our sages in {City Name} have created a strategic board game based on Erebus' history. They call it "Fall From Heaven".
  • Bah, those sages have too much time on their hands.
    Nothing Happens.
  • It could become a widespread pastime. Sponsor the game!
    -50:gold:; +20 :culture: and +1 :) in city.
  • Have the sages come up with a a fantasy variant. Call it "Civilization".
    -100:gold:; +40 :culture: and +2 :) in city.
  • Wait, Fall from Heaven? Blasphemy! (Requires Order)
    Gain 1 acolyte with Inquisitor. +1:mad: in city.
 
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