Ideas needed: Common Events

"Fantasy variant"... MrUnderhill, you just made my day.
 
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; +20 and +1 in city.
Have the sages come up with a a fantasy variant. Call it "Civilization".
-100; +40 and +2 in city.
Wait, Fall from Heaven? Blasphemy! (Requires Order)
Gain 1 acolyte with Inquisitor. +1 in city.

:lol: :clap:
 
Drug Addicts
Reqs Incense or Reagents
"Sire, our city watch reports that the [city name] black market now stocks a strange, very addictive weed that weakens minds of our citizens! What should we do now?"
- Let the dealers keep selling the weed. The taxes will provide good income.
Requires Council of Esus state religion. Player gets +5 commerce from the city tile and city gets +1 :) , but also suffers a permanent -20% productivity penalty and -2 Health.
- This weed must be Hell's work! Execute the dealers immediately! Spare none of them!
Requires The Order state religion. City gets 1 :mad: for 15 turns, but there's no chance that this event will happen again.
- Is it really that addictive? Let me try...
Requires Octopus Overlords state religion. The city gets +3 :) but suffers a -20% productivity penalty; also, the player gets -1 attitude from other leaders, and city gets -2 Health
- Stop the dealers! Imprison them immediately!
Nothing happens.
 
Unfortunate Assassin
Can only happen at Capital.
"There's just been an assassination attempt on you! What do you want to do with the assassin?
- Don't we have a feast scheduled for tomorrow?
Requires Calabim civ. City gets 5% of the food bar.
- Stop asking stupid questions and execute him!
City gets 1 :mad: ("We Fear For Our Safety!")
- Find out who sent him and make him spy on them for us.
50% chance: player gets +1 attitude from their worst enemy ("You Are a Cunning Adversary"), or 50% chance: player gets -1 attitude from their worst enemy ("You Spied On Us!")
- Let him go.
Requires Good-aligned leader. City gets +1 :) .
- He managed to sneak past my guards? We need men with such potential. Make him an offer he can't refuse.
Requires Council of Esus state religion. Player gets 1 free Assassin.
 
1. Religion-related events
a) Fellowship of Leaves
Triggers after casting Vitalize by druid with succesful terraforming. Repeatable event (up to 5 times for each civ). Your vitalize spell awakening hidden powers of nature.
Gain power of wise (receive +1 free promotion and 3 XP)
Gain power of life (receive Treant Defender without time-limit and mobility I promotion)
This power must remain there (plot +2 food production)
b) Runes of Kilmorph
Triggers in city with plot that producing 5+ hammers. Low chance, repeatable up to 3 times for each civ. Our miners in deepest mines discovered a great treasures, but ancient tablets said that these treasures are cursed!
Gooold!! Unlock the ancient treasury! ( 40% for -1 population,+5 unhealthy in city for 20 turns, receive 50-1000 gold)
Ask our wisemans how to cancel the curse (substract 70 gold from treasury, 20% for -1 population, receive 50-1000 gold)
Do not open this treasury! We'll save it (receive Ancient Treasury +2 culture, +3 gold in city)
c) Ashen Veil
Triggers when ritualist visits city with population 12+. When 1st event occurs, chance of next event lowered by 50%. Number of events capped by 3. Cannot occur more than 2 You can create a ritual, filling you with great demonic power, but a cost...
It is honor to die for our faith! (-6 population, +2 anger for 20 turns, adds Demonic, Fire II and Hero promotion to ritualist)//when hero already created, this option disabled for all civs
Sacrifice weakest of our people (-3 population, +1 anger for 10 turns, receive great prophet as free specialist)
Don't kill citizens, sacrifice our guardians (kill random unit in city, except ritualist, if there is no units, ritualist dies, +1 happy for 15 turns, +5 research in city, +0-5 armageddon counter)
d) Octopus Overlords
Triggers when mage is created. 5 max events. Your adept was devoted to secrets of the deep knowledge. What gift you'll give for his powers?
I'll pay gold (substract 130 from treasury, mage gains Water II and Magic resistance promotion)
I'll pay blood (-3 population in nearby city, mage gains March and Water walking promotion)
I'll pay food (-3 food production for 20-25 turns, mage gains Heroic Defense I promotion).

For empyrean, council and order i not think yet. And with some work on balance, however.
P.S. Sorry for my english, i'm from Ukraine.
 
@betresen - i think you had some great ideas and will be better with some work on balancing, but for the OO i dont think that marsh walking or the marsh terrain is in FFH (at least the main version)
 
Great ideas there, betresen.
OO event could get a little more unique.
And marsh promotion would be regeneration afaik (Body II).
 
Regarding betresen's ideas...
I think The Order event should also be triggered by a unit. I'd really welcome a unit that can sanctify this nasty hell terrain for free...
Could someone tell Kael to take a look at this thread? I'm sure we could use his reviews.
 
Leonarde d'Ithralia Events

A Great Disturbance

Sir, ''A great disturbance'' has been reported in the city of x. Citizens have traced the sound to a small house on a hilltop, from which a loud banging is constantly emitted. The city watch was called in and an Influential dwaven Inventor named Leonarde d'Ithralia was discovered. He claims to be testing an invention that will revolutionise the mining industry using gunpowder. What should we do?

1. Have our sages look at his work, if they think it looks promising hire him into the mining industry.
80% chance to gain a great engineer in x. 10% chance for each mine in your empire to be destroyed

2. Sounds dangerous, I do not want such practises in my city. Arrest him.
Permanent +1 :) in x

3. Sounds interesting, but have him look into the military potential of Gunpowder.
Gain 1 Arquebus in x with the weak promotion.

Like A Bird

Leonarde d'Ithralia, an influential dwarven inventor living in out nation, has created a prototype machine which allows a man to take to the skies like a bird. He claims this machine will revolutionise travel in our empire. He is asking for the funds to create a working model. What should we do?

1. Break into his house and destroy his blueprints if this machine gets into the wrong hands our plans will be ruined.
+1 relationship bonus with leaders of the same allignment.

2. Intriguing, this will allow our merchants to travel far across the world and keep them safe from highwaymen.
Gain a Great Merchant and +1 trade routes in your capital. Costs 50G.

3. Such a machine could be invaluable in war, have him create a model capable of transporting an armed soldier into battle.
Costs 100G. Gain a ''Flying Machine'' Equiptment in your capital which provides the flying promotion to the holder.

The Perfect Smile

Rumour has it that Leonarde d'Ithralia, an influential dwarvern engineer and painter living within our Empire has been working on painting ''A Perfect Smile'', using a large number of models from the city of x. However, out of all the models he has seen, none of them displayed a truly perfect smile. He has sent a letter to you asking for you to pay for models from all across the empire to be sent to x for him to inspect.

1. D'Ithralia is a madman! I will not pay for him to oggle beautiful women.
+2 :( in x

2. Send him a woman from each of our cities, any will do.
Costs 200 Gold, gain 1000 culture in x

3. Search our empire for our 10 most beautiful women, pay for them to travel in style to x.
Costs 500G, gain 3000 culture in x.

Ok, perhaps not as a common event but I liked the idea.
 
I'm sure Kael drops in here to check out events to use for the next version, it's just with so many other things to implement events probably take a back seat.

What I wouldn't mind seeing is a patch that is purely made for events, just to spice up the game. I know it's annoying getting the same events every game for me, and a patch with just events could probably remedy that, at least for a little while.
 
I like the Leonarde d'Ithralia events, but for the first one option 1 seems to be the obvious choice, maybe bring down the percentage a little, but otherwise they seem like great decision making ones!

On the note of risk taking events, it occured to me that alot of events bring adventurers into your army, but what about the other way around?

Unit Quest (I&II)

Requires more than one unit in a city and a mine outside the city.

One of the (unitname) in (cityname) is getting bored with just guarding the city, and wishes to explore an abandoned mine shaft outside of the city.

-Allow him to go on his little adventure (Unit busy for 5 turns, allows subsequent events)
-No, he needs to guard the city!

5%- The (unitname) has found and befriended a group of hill giants. (Gain 2 hill giants)
5%- The (unitname) has enslaved a clan of giant spiders! (Gain 1 giant spider and 2 baby spiders)
5%- The (unitname) has found a new gold vein! (tile gains gold resource)
5%- The (unitname) has angered a group of necromancers (three skeletons appear)
10%- The (unitname) found nothing, but learned many things about the hills. (unit gains guerilla I promotion)
10%- The (unitname) has found a group of necromancers and has slain them! (Unit gains 5XP)
10%- The (unitname) has awakened a giant spider! (Giant spider appears)
25%- The (unitname) has found nothing.
25%- The (unitname) has not returned, we assume the worst. (Lose unit)


Requires an ancient forest outside of city.

A (unitname) in (cityname) wishes to explore the ancient forest to keep from getting bored.

-Allow him to do so. (Unit busy for 3 turns, Allows subsequent events)
-What happened to the old military dicipline?

5%- The unit has befriended a treant. (Gain 1 treant)
5%- The unit has discovered regeants! (Regeants appears on the tile)
5%- The unit found and dispelled a group of goblins hiding the the forest (unit gains 5 XP)
5%- The unit has brought a group of goblins out of hiding (barbarian goblins appear)
10%- The unit found nothing, but learned much about forests (Unit gains Woodsman 1)
10%- The unit has angered a local treant! (Barbarian Treant appears)
10%- The unit has gotten lost! (Unit busy for another 3 turns)
15%- The unit has not returned, we assume the worst.
35%- The unit has found nothing
 
*Sigh* I just re-read the first post by Kael and realised how un-common most of our events have been, so here's a few to bring stuff back to common:

The City of (cityname) is has begun hosting a farmer's market! (+1 health)

A heard of rats has moved into city sewers in (cityname), people are doing their best to drive them out. (+1 unhealthy)

One of your advisors has been charged with theft!
-Lies, all lies! (+1 unhappy)
-Fire the advisor and reimburse the victim. (-20 gold)

The (buildingname) in (cityname) has collapsed. (Lose building)
 
1. Universal Exposition/World's Fair

[City Name] has just finished hosting a successful [Universal Exposition / World's Fair], drawing in tourists from many different cities and countries. (+1 :) in [city name] for 5 turns, [city name] gains 0-50 :culture:, treasury gains 0-50 :gold:)

NOTE: This was partly inspired by the Olympic Games event, and could possibly be embellished to offer a few choices, the way that event does, it's just that I didn't remember the choices from the Games event.

2. (a bit simpler) Trade Fair

Merchants in [City Name] have hosted a trade fair, drawing in merchants from far and wide. (+1 trade routes in [city name], treasury gains 0-50 :gold:)
 
I don't know if you're still looking for common events. This isn't the most exciting, but at least it'll bump the thread back to the first page. :)

Museums

A museum of [art/science/history/natural history, etc.] has just opened in [city name]. Although the museum is doing well, its directors are asking for state funding to expand its facilities and collection.

1) Our people must devote their time to productive activity, not something frivolous. Shut down the museum and confiscate all of its property and assets. (-50:culture: in [city name], treasury gains 100:gold:)

2) The museum is doing well enough on its own, and we have other spending priorities. (+50:culture: in [city name])

3) Provide the museum a modest subsidy. (Subtract 50:gold: from treasury, +150:culture: in [city name])

4) Give the museum extensive support from the state budget. (Subtract 150:gold: from treasury, +450:culture: in [city name], [city name] gains +1 [artist (if museum of art)/sage (if museum of science/history/natural history)])

NOTE: Having different kinds of museums in this event would allow it to be repeated in the same city.

As always, if you accept, feel free to modify as you see fit.
 
Sire! a wolf has been eating our sheep.

a. Strengthen our pen and pay someone to tend the sheep.
-15 gold 40% chance the wolf leaves.
60% chance the wolf spawns and attacks.
b. Fool we love all creatures let the wolf eat his need.
0 gold 40% chance -5:food: for 10 turns.
30% chance -5:food: for 10 turns. a wolf spawns
15% chance -5:food: for 10 turns a friendly wolf spawns.
10% chance -5:food: for 10 turns a wolf pack spawns.
5% chance -5:food: for 10 turns a wolf den appears spawning friendly wolves.
c. Why are you bothering me go kill it yourself.
40% chance your advisor dies. A wolf spawns.
40% chance your advisor steals from the treasury and pays a hunter. -30 gold.
15% chance your advisor does nothhing. A wolf pack spawns -5:food: for 10 turns.
5% chance your advisor does nothing and the people hire a hunter. Recieve 1 free hunter with subdue animal.
 
There are occasional events where villagers near a city build a needed improvement on a resource, e.g., "industrious villagers near [city name] have built a pasture."

One could have similar events involving city buildings:

"Scholars in [city name] have established a/an [Elder Council/Library/Alchemy Lab]" (City gains the building in question)

"Merchants in [city name] have established a/an [Market/Inn/Tavern]" (City gains the building)

"Artists in [city name] have established a Theater" (city gains the building)

"Fishermen in [city name] have built a [Lighthouse/Harbor]" (city gains the building)

"[Religion] worshippers in [city name] have built a Temple of [Religion]" (city gains a temple of that religion)


Of course, you'd need to have the prerequisite tech.

I don't have the 'pedia handy right now, so I didn't go through it to see all the buildings for which this would make sense, but you get the idea. I would exclude military buildings (barracks, archery range, etc.) as well as other government buildings (courthouse, basilica).
 
Your citizens are demanding you sacrifice someone to Agares! (Requires AV religion)
That's the spirit! Sacrifice the governor!
+1 happiness, -10% hammers for 20 turns.
That's the spirit! Sacrifice the first born! (Requires 2 population minimum)
+2 happiness, -1 population for 30 turns
Do I hear volunteers? (Requires 3 population minimum)
-2 population, Receive a great prophet.
(no added happiness because you sacrificed the people you would have made happy)
I'm feeling generous, sacrifice the entire city. (Requires 5 population minimum)
City Razed, +3 happiness in all cities for 30 turns, receive a great prophet in capital.
No means no, bugger off!
-1 happiness for 20 turns
:devil:
 
Wild beasts have been spotted in the forests near [city name].
Let the locals deal with it. (May spawn a barbarian animal.)
Hunt it down and kill it. (Costs gold. Won't spawn animal.)
See if we can capture it. (Requires Animal Handling. Costs gold. Will spawn an animal, which may be either barbaric or given to you.)
Send our finest hunters to capture it! (Same as above, but better odds of capturing it. Requires FoL.)​

Events that generate animals and beasts in the late game would be helpful. We all want to build the menagerie, and the only help we get is an animal salesman once each game.
 
20 more ideas:

Spoiler :
Where two eve

1)Enterprising traders in city x ask for funds

a) fund x gold 90 percent change of +1 trade route for [scaled 20 turns]

b) no money – 10 percent chance somebody else's city gets + 1 trade route for [scaled 20 turns], 30 percent change of -1 happy
c)Throw them in the asylum! -1 happy for 20 turns, +1 lunatic. Requires OO
d)Promote them! + 1 priest, requires RoK or Empyrean or Esus


2)Food traders arrive in city!
a) Pay x gold for y food
b) Steal from them! (requires OO or AV or Esus) 50 percent acquire x gold, 20 percent acquire 1 slave
C) ignore them. 20 percent chance +1 food for 1 turn, 20 percent chance -1 gold for one turn


3) Market shows unusual activity
50 percent chance + 2 gold for [scaled 5 turns], 50 percent chance -2 gold for [scaled 5 turns].

4) Adventurers wish to serve you

a) Attack them -- barbarian axemen combat 4 appears outside city. 20 percent chance enchanted weapons, 20 percent chance courage, 20 percent chance medic 1

b) poison them in their sleep -- requires Esus or AV and an assassin or priest in town -- 30 percent change 20 gold, 30 percent chance +1 xp for unit, 10 percent chance +2 xp for unit, 10 percent chance unit dies and barbarian as above appears outside of town ==> if that happens, 10 percent chance 1 barbarian assassin shows up outside of town in five turns.

c) hire them for x gold to search a nearby dungeon -- resolve as search nearby dungeon.

d) requires agnostic. hire unit -- get your top available melee non uu unit (warrior, axe, or champion) for [scaled 100 gold] starts with 10 xp


5) A worker wishes to join the army

a) Pay for upgrade from worker to melee or missile unit, lose 1 worker
b) No! 10 percent chance worker becomes barbarian, 40 percent chance worker becomes warrior in your army, 10 percent chance worker becomes adept or priest unit, 20 percent chance worker disappears and shows up in enemy capital as a warrior in their control.
c) Put them to the test! 50 percent chance unit disappears, 50 percent chance becomes civ-appropraite unit with 2 xp for free:

doviello or bannor or Clan or illian warrior, Balseraph freak, Dwarven Solider of Kilmorph or Axeman, Elven archer of leaves or archer, Svart or Sidar assassin, Amurite adept, Hippus horseman, malakim lightbringer, grigori scout or warrior, lanun warrior or boarding party, calabim bloodpet, mercurian or infernal warrior or angel/manes. Kurio get an acolyte or priest. Elohim get a monk or acolyte.


6) Werewolves appear! 1 x [scaled turns / 100] number of werewolves appear just outside your borders.

7) Vampire appears! 1 x [scaled turns / 100] number of vampire melee units (barbarian) at barbarian's max melee tech (warrior or axemen or champions)

8) Active town! If any plot in city has town but no road, adds road. If has road but any adjacent square has no road, add road there, if has roads and city has no granary, city gets free granary. If city has all of the above, city gets +1 coin from that plot for [scaled 5 turns].

9) Successful training day! Unit in town with fewest xp gets 1 xp per difference in level between that unit and the unit in town with the most xp. Note that hero could get xp or provide it.

10) Civ hero-specific events.

Govannon teaches! 1 free adept.

Grigori -- adventurer trains your units! All non-adventurer units in a city that also has an adventurer gain 1 xp.

Svart -- Alazkan on the rampage! -1 pop in a svart city, but plus 2 xp for Alaz, or if not in a city, he kills the weakest melee or missile unit in the stack and gains appropriate xp.

Khazad -- Maros == open to suggestions

Lui -- the people teach Barnaxus -- +1 xp to barnaxus if he is in a city.

Kurio/Sheaim Either dragon -- Get a mini dragon hoard worth +1 coin, called hoard of Eurabatres or hoard of Abashi

Merc or Infernal -- 1 free angel or manes.

Other suggestions welcome


11) Religious fervor!

a) Pay x gold x chance of 1 to 4 temples in your cities that already have state religion but no temples yet.
b) ignore, x chance of revolt in one city
c) Hire them! Order == x gold for 1 or more warrriors or monks, FoL x gold for some archers of leaves, RoK x gold for some soldiers of kilmorph, infernal x gold for one pop in dis, mercurian x gold for one acolyte or priest, OO or AV x gold for some adepts , esus x gold for one assassin, empy x gold for one worker.
d) Missionaries! x gold 40 percent chance spread religion to one town that currently doesn't have state religion, 30 percent chance 1 revolt in town that doesn't have state religion, 10 percent chance spread state religion to 2 towns that that currently doesn't have state religion, 10 percent chance to spread state religion to 3 towns that that currently doesn't have state religion, 10 percent chance failure.


12) Guild of Merchants want a road!

if build a road to city or harbor in city that currently has no roads or harbor within [scaled 20 turns] get free mercantile building (market, bank, inn, RoK temple, courthouse, granary, or monument -- or nothing if town already has all of those)


13) A child tames an animal! Free random animal in a town.


14) Guild of merchants wants more trade! Build a market or bank or inn or money changer within 20 turns and get:


70 percent chance of Result: Guild of Merchants grateful! What do you wish?

a) pay x gold and get random number of animals
b) pay x gold and get free road from town to nearest unconnected town
c) pay x gold a get a courthouse at cost, not double cost.
d) pay x gold and get a harbor at cost x 1.5, not double cost
e) pay x gold and get a palisade at half cost, not double cost
f) get a free temple to the state religion
g) get a free monument

Fail and get: merchants leave! -1 pop in your town and + 1 pop in one other random town that your town has a trade route to.


15) If winning a war, traitor (level 3 or less) offers to join your army! Pay 2x cost of building unit for free and get (50 percent) low level (level 3 or less) unit in your capital (20 percent) get enemy maps or (30 percent) unit caught and killed before it escapes: enemy loses 1 unit.


16) Civ specific events:

Amurites: one adept in a square with a mage or archmage learns any one level 1 spell that the mage or archmage knows but the adept does not know. If no such spells available, adept teaches mage or archmage. If no such spells available, no event.

Khazad: one plains or grassland turns into a hill in a square near capital

Illians: Free snowfall in square closest to capital that has none

Elohim or Kurio: Accept refugees: foreign city with highest unhappiness (if any) -1 pop, Elohim city with highest food surplus, +1 pop.


17) Trait specific events:

Barbarian: 1 barbarian unit joins your civ at your capital

Organized: Gain one free courthouse in a city that has none

Charismatic: Gain additional +1 relation with all civs for 20 turns.

Defensive: Gain one free palisade

Spiritual: Gain one free temple to state religion in a city that has none

Industrious: Gain 10 free hammers in city that requires the most turns to complete its current project

Creative: Gain [20 culture -- as acolyte] in city with highest happiness

Tolerant: Gain + 1 pop in city with largest food surplus. Nothing if cities have no food surpluses.

suggestions welcome


18) Impressed by the fire dragon!

Non-barn unit closest to the fire dragon leaves civ and joins city with the fire dragon.


19) Flooding!

a) Pay x gold lose 0 population and gain 1 food per turn in city for [scaled 20 turns] and lose 1 farm
b) Pay x gold and lose 1 population but no farms
c) pay nothing and lose 1 population and 1 farm.
d) Fallow: no effect
e) OO: turn 1 warrior or 1 population into drowned for free


20) Civic specific events:

?

21) Events to influence AC +1 or -1?


22) Mages have positive influence on your city, which do you wish?

a) + beakers for research
b) +1 relationship with every civ for 20 turns
c) +1 or -1 to AC
d) 1 free adept in capital
e) +2 xp to any adept.


23) Training opportunity!

+2 xp to any one unit.


24) [unit type] advisor! Get upgrades at 90 percent of regular price for ][unit type] for 1 turn.



 
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