Ideas needed: Common Events

OK. This is a very silly one to make players smile.

Cows speaking Patrian
Requires: Perpentach and one cow resources.

The cows near (city) have started have started speaking a strange foreign language.

* Marvellous. My plans grow nearer to completion every day. +1 Happiness in (City) for 10 turns.
 
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)

There should be a Fellowship of Leaves option, in which everyone is a vegan. :lol:
 
(Requires a city with a harbor and somebody to have knowledge of sailing)

Pirate Raid

The town of (city name here) has been raided by pirates as of late. What should we do?

1. What can we do? (-5 gold, temporary :mad: )

2. (requires dungeon) Lock them up forever! (temporary :) )

3. (requires Bannor) To the gallows. I'm sure the public will be entertained. (+10 :culture: )

4. (requires Lanun) These men seem quite skilled, why not recruit them? (gain one hidden nationality galley with bounty hunter)
 
Forest Uprising
Requires the death of the Svartalfar civ.

An assorted number of assassins, hunters, rangers etc, depending on tech level, is spawned under barbarian control in some forest tile. They all have the sinister promotion and hidden nationality.

Pirate Infestation
Requires the death of the Lanun civ.

Several pirate ships under barbarian control spawn at sea, they roam about killing any ship they can and pillaging what they can.


Aid of the Umberguard
Requires the death of the Khazad civilization and RoK state religion.

Several former Khazad men are available for hire as mercenaries.
Have some appropriate options available.
 
In FoL, everyone is pure carnivore. You dare kill a plant?

Not true. While there are many in the fellowship who hunt (and make sure they use every part of their victims), the most devout followers of the fellowship, the Fyrdwell, are strict vegetarians. I believe they probably follow a dietary system similar to that in Jainism, so they would probably not take plants that have to be killed or seriously injured in order to fed us. Thus they wouldn't eat any root plants, but would forage for a lot of berries.
 
Forest Uprising
Requires the death of the Svartalfar civ.

Pirate Infestation
Requires the death of the Lanun civ.

Aid of the Umberguard
Requires the death of the Khazad civilization and RoK state religion.

I second, third, and fourth this awesome idea. Anything based on the death of civs would be totally sweet.

. . . of course, since I just popped in and read the last page of this thread, it might have been someone else's idea originally. No disrespect to them in that case :-)
 
Something to let you play around with different spell spheres other than what you usually have:

Requires an Arcane Unit
Something strange in the air causes your [unit] to sleep restlessly. Upon waking he realizes that a faint aura of power has been distracting him, and he suspects that it comes from some kind of magical artifact or effect nearby.
***We haven't the time to wonder about this. [no effects]
***Have him investigate whatever is emanating this magic. [unit cannot move for three turns. At the end of it, you get the message that "Your unit has found a small ring laced with exotic energy nearby, and has learnt to harness its arcane power". He then learns a random Level I spell sphere, not necessarily one that you have]
 
The Experiment

A local sage claims if he puts a cat in some sort of box that it will be both dead and alive at the same time!

1) I don't care about cats and boxes. -Nothing happens-
2) Pay him to share his knowledge with our civilization. Pay 25 gold. Free sage in capital.
3) Burn the necromancer at the stake. Reqs Order. +1 happiness for 20 turns.
4) Then put him in the box. Reqs Ashen Veil. Receive a Skeleton unit in capital.

(I was bored)
 
The lore threads have gotten me into Tali, so I have to make a suggestion for one:

Some of the population of [insert city here] have started to follow the God of Air, Tali. They intend to do a dangerous cliff climb in his honour. What should we do?

1) Let them go (-1 Pop)
2) Stop them, it's foolish and dangerous (+1 temporary :mad:)
3) Tali is already with us; send an Adept to show them (Reqs Air Mana) (+1 temporary :) )
4) They are heretics, burn them! (Reqs Order) (+1 temporary :) -1 Pop)
5) This is a worthwhile endeavour, give them support (-25 Gold, +1 temporary :) )
6) This has my full support. Hopefully someone will return, blessed by Tali (-100 Gold, gain an Adventurer)


I think #6 might be a bit too "broken", since Adventurers are pretty special, but I thought something about Adventurers should be involved since the Wiki text says that Tali "is also the Patron god of Adventurers".
 
That's funny because Cassiel thinks Tali is a stuck up brat!
(Not really but it's funny to say so)
:mischief:
 
I remember seeing, but can't find, some charts and tables which I think were in a Dragon magazine years ago. (Probbaly about 20 years!) These were events, I THINK, which a temple leader might have to deal with on a day-by-day basis. A chart of 1-100 odd things which can happen to make mini-adventures or tiny dilemmas. I seems to recall a similar thing for Castles. Does anyone know what I am talking about? My memory is a bit vague on this. If we had more articles like that we could plunder them for dozens of event ideas.

It might be nice if there were "early" events - things which affect a small settlement, interesting in early turns but once your empire grows you would have people in place to deal with them. In the first 100 turns if little Timmy falls down the well, the leader of the civ would be involved - later on, they might not even hear about it. Similarly disputes between neighbours would later be handled by courts other than that of the leader. [A mining family is accused of dumping waste in a neighbouring farm, the miners say the farm hands are stealing ore and harrassing carts: 1. Tell the miners to rebuild their mineworks to accomodate the farmer (mine destroyed, +1 food in farm); 2. Tell the farmer to build roads through their land to accomodate the miners (destroy farm, gain a road in mine and farm, gain +1 gold from mine) 3. Order a trial by combat ... etc]

I might dig out that big fat history book I had - Chronicle of the World or something like that, had "news clipping" style mini-articles about historical events around the world. Might get some inspiration there.
 
(Ideally triggered by the population of a specific animal crossing some kind of threshold.)

Animal Hunt!

News of the overpopulation of [animal type] within Erebus has reached the attention of a wealthy noble. To tackle the issue and provide entertainment to the masses, he has sponsored a hunt! For the next 20 turns, defeated [animal type]s will earn 2 gold coins apiece.

a) Sound the horns! (Participate in the hunt)
b) Boycott the event; the slaughter of animals is not a righteous pursuit.(Temporary happiness, requires Nature Mana).

Given that sometimes animals over-breed when left alone for a long time, this could be an interesting way to create gameplay from it. Mostly this would occur within vast uncolonised areas - and could entice a rush over to "bear island" to profit! With the right rewards (and maybe further responses depending on alignment / religeon / mana owned could be thought up) it could be a natural fit for the game. If possible within the scripting, maybe also have a prize for the leader who killed most, once the tournament closes.
 
(Ideally triggered by the population of a specific animal crossing some kind of threshold.)

Animal Hunt!

News of the overpopulation of [animal type] within Erebus has reached the attention of a wealthy noble. To tackle the issue and provide entertainment to the masses, he has sponsored a hunt! For the next 20 turns, defeated [animal type]s will earn 2 gold coins apiece.

a) Sound the horns! (Participate in the hunt)
b) Boycott the event; the slaughter of animals is not a righteous pursuit.(Temporary happiness, requires Nature Mana).

You should probably get more then 2 gold a piece, and who is the "he" you are talking about?

***

Anyways, if I recall people were asking for some changes to the Kuriotate Recon line, since this was never implemented I think it's time to let my favorite of those fun creatures have a cameo in the game:

Meet the Mustevals
A group of rat-looking creatures that call themselves Mustevals have emerged from a forest outside of (city-name) and claim your people have been killing them in disgust, they wish to give you a gift in exchange for safety.

-Rat-People? Ew! Kill them! (nothing happens)
-Mustevals? I hear they are excellant trackers and spies! They can teach our men! (+2 experience to units produced from Hunting Lodge)
-Wish to give us a gift? Well, lay on the cash! (+50 gold)
-Sentient creatures needing aid? They probably can take care of themselves, and they will love our society, let them settle in (city-name)! (Req. Kuriotates, +1 happy and healthy, +1 population)
 
[to_xp]Gekko;7588079 said:
I really like the Schrodinger's cat one :lol:

I agree, I thought that was really funny. Now we just need an Occam's Razor event -- or maybe an item?

@Grey Fox

Very nice ideas about events triggered by the collapse of a civ. You could have it generate a mix of barbarians (barbarian dwarves, elves, etc.) as well as units joining other civs.

Could do something similar when a holy city is captured by a civ with a different religion -- spawn a mix of barbarian and available units of that religion (paramanders, fawns, etc.)
 
A wandering Herbalist has appeared to [city name]. What should we do?

1. This is good luck indeed! Get her aid the sick.(-45 g, +1 health in city for x turns)
2. Great! Get her teach our troops.(Req a unit in city without medic. -50 g, Unit is promoted to Medic I, Unit becomes immobile for 1 Turn)
3. This is very good, have her teach our herbalists.(Req Herbalist, Sanitation. -550g, Herbalist +1 health)
4. This is great, we can always use one more slave.(Req Evil, city constructing a building, +20 production on current construction)
5. Really? And I was thinking I need a new drone!(req Evil, Octapus Overlords. -300g, receive a drone)
6. A fortunate thing indeed! Conscript her in our Crusade!(Req Good, Bannor, Civic Crusade. -50g, receive a warrior with Medic I)
7. Nice! Feed her to our vampire!(Req Evil, Calabim, a Vampire in the City. Vampire Gets +1 Exp)
8. Ask her if she would like to learn magic.(Req Amurites, Knowledge of the Ether. -100g, Receive an Adept with Medic I)
9. Let her join our ranks.(Req Elohim, Good, orders from heaven. -60g,Receive an Acolyte)
10. We have no use of her services.(No effect)

This is a pretty long one, but I think it can be used as a common even...
 
Back
Top Bottom