Ideas needed: Common Events

Rivers of Blood

Requires high AC
-1 Health in all Cities for 10 turns, removes access to fresh water for 10 turns.
+1 Pop in all cities (Calabim only) -- or +1 xp to every demon and vampire.

The Hunt

Requires Hunting, Aristocracy.
A minor courtier suggests that you organise a hunt for the aristocracy.
- We have no time for such frivolity. 25% chance of +1 Unhappiness in one random city for 10 turns.
- Anything to keep them happy. +20 Gold. 25% chance of +1 Happiness in one random city for 10 turns
- Let the hunt begin. +50 Gold. +1 Hapiness in one random city for 10 turns. 10% of gaining on random animal follower. 40% chance of gaining Furs in one forest tile.

A tear in time.

Requires Sorcery and a relatively high AC.

"Our mages report a tear in the fabric of time itself."
- Tell them to ignore it.
- Fund investigations into it (200 Gold). +20% Science Beakers towards some kind of magic tech. 10% Chance of receiving a Child of Kyrolin mounted on a Golden Stag from Fall from Heaven: Age of Ice. -- 10% chance AC rises by 4, 10 percent chance AC falls by 4, 10 % chance one magic unit upgrades if tech available (adept to mage or mage to archmage)




The Joust
Requires: Two or more Knights stationed in the same city
Your Knights organise a Jousting tournament.
- +1 Happiness in that city for 10 turns. +1 XP for each Knight in that city. 10% chnace that each knight is reduced to half strength.

--- excellent idea. Could have civ specific and unit specific versions of this event.

--- for amurites, two adepts or mages or archmages in same city show off, if allow it: 20 percent chance one building destroyed, -1 happy for 10 turns, 20 percent chance + 1 happy for 10 turns, 20 percent chance + 1 xp for each mage, 20 percent chance both mages reduced to half strength, 20 percent chance that 1 completely random demon or undead unit appears as barbarian outside city.

if not: 50 percent chance +1 happy for 10 turns, 50 percent chance -1 happy for 10 turns.

edits inserted above
 
re: http://forums.civfanatics.com/showpost.php?p=7183832&postcount=365

Weaker religion events:

The priests of [city] ask for a donation!

1) FoL
[big donaton] Gain one treant for 5 turns.
[medium donation + elven] one grassland and plains plot n city radius gets ancient forest
[medium donation] one desert or tundra in city radius to grasslands
[small donation] + 1 health for 20 turns
[no donation] 30 percent chance of nothing, 30 percent chance of forest fire, 40 percent chance of disease in town -1 health for 20 turns

2) RoK
[Massive donation] One plains or grassland turns to hill OR one mountain peak turns to hill
[big donation] +1 happy for 20 turns, +1 engineer GP for 1 turn
[medium donation] nothing, cheapskate
[small donation] -1 happy for 20 turns
no option for no donation

OO
[big donation] dreams of madness: gain 1 lunatic per 5 pop, round up.
[medium donation] dreams of poetry gain 2 culture for 20 turns
[medium donation] cleansing floods -- remove fires from fat cross
[small donation] + 20 culture one time
[no donation] 10 percent chance for each unit in city that it gains the enraged promotion this turn

Order
[big donation] Crime rate down 10
[big donation] AC-1
[medium donation] -1 unhappy for 10 turns
[small donation] remove all poison and diseased promotions in units in city
[no donation] 50 percent chance crime rate up 5, 40 percent chance +1 unhappy for 10 turns, 10 percent chance +1 AC

AV
[massive donation] AC+2
[medium donation] get one balor in town and a random barbarian demon appears just outside your borders
[medium donation and infernal and AC over 70] Get 1 vent x map size as AC event.
[small donation + sacrifice 1 population] -3 unhappy for 20 turns
[no donation] 50 percent chance AC -1, 40 percent chance random demon barbarian appears adjacent to town, 10 percent chance +1 unhappy for 10 turns

Empy
[massive donation] +1 percent science in all cities for 10 turns
[big donation] +10 percent science in this city for 5 turns
[big donation] +10 percent culture in this city for 5 turns
[medium donation] spread empy to this city or if this city already has empy, spread religion to one random foreign city that has a trade route to this one.
[small donation] + 1 culture in this city for 5 turns
[no donation] 40 percent chance -1 beaker in this city for 10 turns, 40 percent chance -1 culture in this city for 10 turns (city can die), 20 percent chance +1 unhappy in this city for 20 turns

Esus
[massive donation and at war] largest enemy city + 1 unhappy for 20 turns
[big donation and at war] get 1 esus assassin in capital
[big donation and at war] 1 enemy unit not UU not hero gains poisoned promotion
[big donation] +1 relations for 20 turns with all empyrean civs, if none, then with all order civs (big lie), if none, then with civ currently have worst relations with.
[medium donation] spread CoE to this city if not already here, otherwise spread to every city that has a trade route with it but only if this city has a smuggler's port, otherwise option greyed out.
[small donation] 50 percent chance of 1 slave, 50 percent chance +1 gold and +1 crime in city for 20 turns
[no donation] 50 percent chance +10 crime for 10 turns, 50 percent chance -10 crime in city for 10 turns
 
In the "Events involving Somnium" thread I proposed this:

How about an event triggering on becoming head of the Over/Undercouncil? "*Leadername* isn't happy with the result, and challenges you to a Somnium game with the leader post at stake. Should s/he lose, *Leadername* will pay you (x) gold per turn for (n) turns. Do you accept?"

No forced Somnium, a relevant challenge.

I suppose it could be changed so that it would only require council leadership.
 
I have a silly one: A grateful populace has given you furs for your throne room! (no effect on the game)
 
Your people have found a local plant that, when brewed, creates a stimulating beverage! +1 :hammers: to tile. (may require craft tech)
 
Early on exploration events:


Goblin's at work
Preqs: Scout on terrian with no improvements

Sire our Scout has just found a group of goblins constructing 1 of theier forts. He asks for instructions.

- mark the spot on the maps and leave the place
(move the scout to adjected tile, construct the goblin fort on the event tile and spawn 1 goblin archer to defend it)
- try to sabbotage the construction [non-brarbaric leader]
(40% + unit level*10% chance of mission succes)
(on succes: grant 3 experience points to scout)
(on fail: the unit is destroyed, construct the goblin fort on the event tile and spawn 1 goblin archer to defend it)
- offer our help construction, for a fee ofcourse [barbaric leader]
(unit cant move this turn, recive 5-15 gold, construct the goblin fort on the event tile and spawn 1 goblin archer to defend it)

Ransom
Preqs: Scout on terrian outside cultural border

Our scout have been captured by a hostile tribe. They demend ransom for the men's life.
- We don't need incompetent scouts
(loose the unit)
- Pay them in gold [if have ennough money]
( -10g from coffers)
- Pay them with food [if capital has enough food]
( -10 food from capital food reserves)
 
Some events that perhaps wouldn't affect a player directly

No Illian team, Civ/Barbarian hook up a road to Letum Frigus - chance that Mokka and the Frostlings are spawnded (they will bring terror to Erebus with their cover version of Ice Ice Baby...)
-------------------------------------------------

No Illian team, Barbarian City is spawned within 5 tiles around Letum Frigus
-50% chance that this converts to Illian control with a further 50% chance that other (Acheron-less) Barb cities within 10 tiles also convert to the cause, with each city spawning a javellin thrower or two. The new Illian civ would get all the Barb equivalent tech + an 80% chance of Philosophy and underlying tech, and perhaps a 20% chance of Priesthood?

One issue with this is if a player has specifically set-up the game to not include the Illians so perhaps would only spaek if people have selected random on the civs they choose at game start?

---------------------------------------------
Barbarian Warlord
If a Barbarian (no Dov/Clan) unit wins combat with less than 20% odds, then the unit has a 25% chance of being promoted up to the next tier unit. Furthermore the unit would have a 20% chance of being granted Hero to represent how it has become an aspiring mini-Orthus.

So;
Orc Warrior - Axeman,
Axeman - Champion
Lizardman - 60% chance Ranger, 40% chance Assasin
Ranger - 60% chance Beastman, 40% chance Druid
Assasin - 60% chance Shadow, 40% chance Marksman
etc...
 
A bit of thread necromancy, but you can't have too many events...

Festival

Sire, a festival is being planned in [city name] to celebrate how great you are!

1) The people love me, do they not? (no production this turn, +10 Culture)
2) We shall make a festival worth remembering! (no production, -50 gold, +30 Culture, +1 temporary happiness)
3) Get back to work! (+1 temporary unhappiness)

Glassworks

Req: Desert terrain, Fire/Sun Mana

Sire, while practising his art, one of our magicians has crafted a most interesting and beautiful material. He says that they could be made into statues.

1) We could sell these at the markets... (+1 gold in market)
2) Promote these products so that all may learn of them! (-20 gold, +1 Culture in market)
3) Give the material to our sages, so that they may study it. (requires Elder Council)

If 3, 90% chance for...

Sage's Findings

Our Sage's have discovered that, with adjustments, they can magnify certain things.

1) Excellent, give them to our sages to help with small writing. (+1 Research in Library and Elder Council)
2) That would be useful for our ships... (all ships gain Sentry I Promotion)
3) Our scouts would find those very handy... (Recon units gain Sentry I)
4) (requires Sailing) Magnify, you say? Perhaps some sort of weapon could be made... Give our sages some incentive to work a bit harder on this. (costs 50 gold, Civ can now build Mirror Towers in coastal cities, which give bonuses against Naval units)

10% Chance for:

Breakage

Sire, while moving the material, it was accidentally dropped and it smashed.

-Such a shame, but if it was that easy to break, it can't have been useful.
 
Abandoned Airship

at city: "A speck in the sky observed yesterday afternoon from the high towers of [city name] has resolved itself by morning into an obviously foundering floating ship of strange design! Those knowledgeable in such things estimate that by the time it reaches [city name] proper it will be low enough that people stationed on rooftops might have a chance to grab the trailing rigging and bring the curiosity to earth."

1. By all means bring it in! A flying ship would be very useful to have.
a. 33% chance [receive airship]
b. 33% chance "As the afternoon dragged on the intrepid rooftop stevedores brought the ship around, the hull creaked ominously before breaking in two and crashing into a useless heap atop the buildings" [nothing happens]
c. 33% chance "As night fell the intrepid rooftop stevedores brought the ship around by torchlight. The sagging balloon above stuck on a spire with a hiss. Suddenly the building was engulfed in a mysterious explosion!" [lose building]

2. Let it pass by unhindered. We want nothing to do with that thing.
a. [nothing happens]


Ladies in lakes?

at worked city tile: "Laborers near [city name] report that past midnight an otherwise insignificant mill pond fills with fog and a lady dressed in white cotton can be seen walking about on the surface."

1. "Leave the spirit alone if all it's doing is walking around a stinking pond"
a. 90% chance nothing
b. 10% chance plus 1 commerce on tile (tourism)

2. "Encourage local folk to go investigate the specter."
a. 70% a spooked gaggle of children return to report that an injured succubus has made the old mill its home while it heals it's wounds [spawn barbarian succubus with weak promotion]
b. 30% the recently deceased miller's daughter leads the men to a nearby cave where a pair of bandits were preparing to skip town after knocking over a certain nearby mill. Ad hoc justice ensues and the men bring home a taxable amount of unclaimed loot [receive about 250 gold]

3. [-100 gold] "Commission a small expedition to scour the area for a reason to the spiritual unrest"
a. 50% "The expedition quickly disturbs a nest of smugglers operating in the abandoned mill. They were employing an illusionist in an effort to keep the random curious away." [Spawn barbarian 1 adept, 2 swordsmen on tile]
b. 50% "A lake diver comes up holding a faintly glowing hammer with obvious magical properties. The thing must have been the cause because the specter has not been seen since" [spawn 1 golden hammer on tile]
 
I figured a thread bump was in order before this thread got too stale. I'm sure a lot of readers will recognize the origin of this proposed event.

The Doctor

"We hear reports of a strange man who has arrived in [city name]. The rumors say he calls himself "the Doctor" and travels in a blue box." [City experiences a random minor positive effect, e.g., +1:), +1:health:, +5:food:, +20:culture:]
 
I figured a thread bump was in order before this thread got too stale. I'm sure a lot of readers will recognize the origin of this proposed event.

The Doctor

"We hear reports of a strange man who has arrived in [city name]. The rumors say he calls himself "the Doctor" and travels in a blue box." [City experiences a random minor positive effect, e.g., +1:), +1:health:, +5:food:, +20:culture:]

this one should destroy a nearby lair/named monster, and result in loss of population from city!
 
Abandoned Airship

at city: "A speck in the sky observed yesterday afternoon from the high towers of [city name] has resolved itself by morning into an obviously foundering floating ship of strange design! Those knowledgeable in such things estimate that by the time it reaches [city name] proper it will be low enough that people stationed on rooftops might have a chance to grab the trailing rigging and bring the curiosity to earth."

1. By all means bring it in! A flying ship would be very useful to have.
a. 33% chance [receive airship]
b. 33% chance "As the afternoon dragged on the intrepid rooftop stevedores brought the ship around, the hull creaked ominously before breaking in two and crashing into a useless heap atop the buildings" [nothing happens]
c. 33% chance "As night fell the intrepid rooftop stevedores brought the ship around by torchlight. The sagging balloon above stuck on a spire with a hiss. Suddenly the building was engulfed in a mysterious explosion!" [lose building]

2. Let it pass by unhindered. We want nothing to do with that thing.
a. [nothing happens]

could use a little balancing, I dont think 33% chance of something bad happening is too high to do nothing.

Ladies in lakes?

at worked city tile: "Laborers near [city name] report that past midnight an otherwise insignificant mill pond fills with fog and a lady dressed in white cotton can be seen walking about on the surface."

1. "Leave the spirit alone if all it's doing is walking around a stinking pond"
a. 90% chance nothing
b. 10% chance plus 1 commerce on tile (tourism)

2. "Encourage local folk to go investigate the specter."
a. 70% a spooked gaggle of children return to report that an injured succubus has made the old mill its home while it heals it's wounds [spawn barbarian succubus with weak promotion]
b. 30% the recently deceased miller's daughter leads the men to a nearby cave where a pair of bandits were preparing to skip town after knocking over a certain nearby mill. Ad hoc justice ensues and the men bring home a taxable amount of unclaimed loot [receive about 250 gold]

3. [-100 gold] "Commission a small expedition to scour the area for a reason to the spiritual unrest"
a. 50% "The expedition quickly disturbs a nest of smugglers operating in the abandoned mill. They were employing an illusionist in an effort to keep the random curious away." [Spawn barbarian 1 adept, 2 swordsmen on tile]
b. 50% "A lake diver comes up holding a faintly glowing hammer with obvious magical properties. The thing must have been the cause because the specter has not been seen since" [spawn 1 golden hammer on tile]

maybe add another option where you go yourself and

a) possibly get a rare piece of equipment (King Arthur style),
b) chance of having a unit killed (you manage to escape, but your escorts died in the process
c)its a trap, but your escorts manage to rout them (unit is injured, gets 1-2 exp)
d)very small chance (like 1%) that you get killed and lose your leader traits
 
Kings don't flounce about the countryside in their fine pants looking after a random rumor! This kind of thing is what underlings are for.

Also people should always have the option to do nothing with no consequences. IMHO
 
Also people should always have the option to do nothing with no consequences. IMHO

duh

Kings don't flounce about the countryside in their fine pants looking after a random rumor! This kind of thing is what underlings are for.

they would if it was good enough. maybe this option could be in the regicide modmod, since there would be a unit.
 
Kings don't flounce about the countryside in their fine pants looking after a random rumor! This kind of thing is what underlings are for.

Weeeellll, some kings do. They just die quicker then the ones that don't.
 
Kael mentioned in another thread (
http://forums.civfanatics.com/showthread.php?t=303570 ) he wanted some new events, so...

Animal Tamer
Requires: Carnival.

A famed hunter offers to capture an animal for your carnival.
* Ask him to capture a Wolf. (Pay X gold, receive Wolf)
* Ditto for Bear, Gorilla, Tiger and Lion.
* We have no time for such fripperies. Send him away.

This event would really help players trying to build the GM.

Coin Clippers
Requires: Currency

Sir, we have found evidence that a criminal gang is shaving coins and keeping the precious metals used in their manufacture.
* Make an example of them. (-X Gold, -2 Crime Rate)
* Instruct them that they may only clip foreign coins. (Requires: Trade link to another nation and Undercouncil) (+5 Crime Rate, Each other nation that trades with you loses X Gold and you receive X gold)

Night Soil
Requires: Agrarianism Civic and Plains plot.

Our priests have discovered a new type of soil with mystical properties near <City>.
* Hold the necessary cermonies in honour of the wonder of nature. (Requires: FoL National Religion)
25% chance: Mushrooms in that plot
25% chance: Increased crop yield: +30 Food in City
25% chance: Regeants in that plot
25%: The people are happy that we are blessed by Kilmorph himself. +1 Happiness in City.

* The earth rejoices at our faith. Hold a ceremony in honour of Kilmorph (Requires: RoK National Religion)
25% chance: The ground rises before us. Plains turns to Hills.
25% chance: It is as though the ground itself wishes to divest its fortune. Receive a free mine.
10%: A valuable seam is found yeilding wealth beyond measure. Plot receives Gold or Gems.
40%: The people are happy that we are blessed by Kilmorph himself. +1 Happiness in City.

* Use the magical energies to curse the land and hasten the arrival of the end times. (Requires: AV)
70%: +5 to AC. Plot becomes Field of Perdition.
30%: The curse has backfired. All the food in <City> has turned into ash. (City) loses all stored food.

* Have our sages investigate the effect this is having on the nearby wildlife (Requires 20 Gold and Alchemy Lab)
10%: Receive Myconid
10%: Receive Treant
5%: Terrible accident. Attacked by hostile treants
5%: One nature node in plot.
70%: No effect.

* Bury the dead there and instruct an adept to hold a vigil. (Requires Death Mana)
50%: Receive one Skeleton with Strong and Combat 1.
10%: Receive one spectre with Strong and Combat 1.
40%: We have angered the spirits. Plot receive Barbarian three skeletons.

* I have no time for mud. Pray do not disturb me with such minor incoveniences.
 
The Shadow (Req. Tracking)
I. A Sudden spree of assasinations of high level aristocrats is being investigated by your palace guard. They claim that it is all the work of one man, the legendary Shadow. A group of mourning family members have placed a bounty on this criminals head.
1. This man must be stopped, find him and kill him at all costs! (-30 gold)
a. (40%) You have found the actual shadow, but your men have lynched many innocents in the process! (-2 population, -10 crime rate, +25 gold)
b. (30%) You could not find the real Shadow, but accidentally lynched many citizens! (-2 population, -5 crime rate)
c. (30%) You found the Shadow and gave him a slow painful death. (-1 population, -10 crime rate, +25 gold)
2. Send an extra detail out to find this man.
a.(50%) You could not find the Shadow. (-1 population, +10 crime rate)
b.(50%) You found the Shadow and had him executed. (-1 population, -5 crime rate, +25 gold)
3. Get out the message we want to hire him, this man could be useful! (-10 gold, -1 population, +10 crime rate)
a.(50%) He did not come forward
b. (50%) He has sent a a message, he will meet you when the moon is full! (Spawn second event)

II. You sit at your palace throne, waiting for the shadow to show up, you have a healthy amount of guards sitting around you as you nervousfully fidget. Suddenly, all the lamps in the room go out. Your insides are jumping but you attempt to make the appearance of staying calm. A solitary light in the middle of the room suddenly shines with a strange blue color.
"You sent for me your highness?"
1. I did, but your entrance has scared me to much, guards, kill him! (-15 crime rate, +25 gold)
2. I did and I wish to hire you and put you in the army, for a nice price of course. (-100 gold, gain one assassin with Drill 2)
3. I did, and I wish to hire you as my private killer. (-100 gold, gain one assasin with Drill 1 and bounty hunter)
4. I did, and I wish to hire you to train my troops. (-150 gold, all units in the city recieve marksman promotion)
5. I did, but your price is too high, kill him. (Req. not enough gold, +25 gold -15 crime rate)

Venison is Good (Req. Game Resource)
I. The palace chef has created a truely delicious and nutricious way of preparing Venison!
1. This is too good for everyone else, keep it all for me! (no effect)
2. Give it to our troops, they will enjoy the tasty treat (Give all units in city Morale)
3. Allow the city residants to enjoy this delicious treat! (+1 happy from Game)
4. Advertise this treat far and wide, tourists will love this! (+2 gold in plot)
 
Some people are aiming a little high, I think. These are events that are expected to happen several times per game, and be relevant at the start of the game.

Bandits - requires a road
Bandits have begun preying on travelers on a stretch of road near <townname>.
* Post a bounty on their heads and let adventurers take care of them for us. (costs gold, no further effects from the event)
* Send the army in to clear the roads. (spawns a weak barbarian unit)
* We can't afford any distractions at this time. We'll have to leave them alone for now. (-1g in the tile)
* We can use such enterprising people; hire them at once! (requires Barbarian trait, costs gold, spawns a weak unit under your control)

Renowned Market - requires a city with a market
The market in <townname> is drawing widespread attention as a place one can go to buy anything their heart desires.
* Make a personal visit to the market to give your endorsement. (+1 gold from the market)
* Send out word with the traders! Our market will be known world-wide! (+2 culture from the market)
* Have our sages search the bazaar for interesting relics of the past. (+2 research from the market)

Butterfly Migration - no requirements
Throughout the last several days, massive swarms of colorful butterflies have been seen in <civname>.
* They're butterflies; what do I care? (no effect)
* Declare a festival in honor of the occasion! (requires Good?, temporary happiness in all cities)
* Capture them and pin them to the walls of the palace! (requires Balseraph, bonus culture from the palace)
* Capture a few and breed them, so that our nation will always be graced by their presence. (requires Fellowship of Leaves, small culture boost in all cities)
* Destroy them! Nothing so beautiful will escape from our lands. (requires Sheiam? Evil? Ashen Veil?, adds to armageddon counter)
 
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