Ideas needed: Common Events

Wild elves
Requiements: Forest tile inside cultural borders

Wild elves have survived the Age of Ice and have lived in this forest for generations. What shall we do with them?
  1. They are slowing the progress of our glorious civilization. We don't want them!
    Spawn a barbarian elven archer on the tile
  2. Help with their living conditions on their forest and let them join our empire
    Requires: Being able to build cottages. -20 :gold:. Creates an elven cottage in the forest
  3. Hire them as expert archery trainers
    Requires archery range in closest city. -50 :gold:. Transforms the archery range on nearest city into a Ljosafar archery range. +1 :mad: in closest city for 10 turns (assimilation time)
  4. They belong to their mother civilization: the Ljosalfar
    Requires: Contact and peace with Ljosalfar. Not being Ljosalfar. +1 relations with Ljosafar
  5. They are welcome back to where they belong!
    Requires: Being Ljosalfar. +1 population on closest city

Wild dark elves
Requiements: Forest tile inside cultural borders

Wild dark elves have survived the Age of Ice and have lived in this forest for generations. What shall we do with them?
  1. They are slowing the progress of our glorious civilization. We don't want them!
    Spawn a barbarian elven hunter on the tile
  2. Help with their living conditions on their forest and let them join our empire
    Requires: Being able to build cottages. -20 :gold:. Creates an elven cottage in the forest
  3. Hire them as expert hunter trainers
    Requires hunting lodge in closest city. -50 :gold:. Transforms the hunting lodge on nearest city into a Svartalfar hunting lodge. +1 :mad: in closest city for 10 turns (assimilation time)
  4. They belong to their mother civilization: the Svartalfar
    Requires: Contact and peace with Svartalfar. Not being Svartalfar. +1 relations with Svartalfar
  5. They are welcome back to where they belong!
    Requires: Being Svartalfar. +1 population on closest city

Wild dwarves
Requiements: Hill tile inside cultural borders

Wild dwarves have survived the Age of Ice and have lived in the caves of this hill for generations. What shall we do with them?
  1. They are slowing the progress of our glorious civilization. We don't want them!
    Spawn a barbarian dwarven warrior on the tile
  2. Help with their living conditions on their hill and let them join our empire
    Requires: Being able to build mines. -20 :gold:. Creates a dwarven mine on the hill (probabilty of finding resources based on earth mana as if it was built by Khazad)
  3. Hire them as expert master blacksmiths
    Requires forge in closest city. -50 :gold:. Transforms the forge on nearest city into a Dwarven Smithy. +1 :mad: in closest city for 10 turns (assimilation time)
  4. They belong to their mother civilization: the Khazad
    Requires: Contact and peace with Khazad. Not being Khazad. +1 relations with Khazad
  5. They are welcome back to where they belong!
    Requires: Being Khazad. +1 population on closest city

...

Similar events could be created for different civilizations and races
 
Some Ideas

Harsh Harvest (Requires Farm)
My lord, a farm near (name of City here) has had a particularly harsh growing season, and is not able to produce it's quota of food or tax this year
A) This is unacceptable. They must find a way to meet their obligations. Force them to if you must. (-1 happiness in the City for 10 turns)
B) We must be understanding in cases such as these. (-5 food in the City)
C) This is an opportunity to help our less fortunate people. Send them a small dividend to better prepare next year's crops. (-5 gold, +1 happiness in the surrounding City for 10 turns, 50% chance of +5 food in the City)

Path Not Taken (Requires Road and an adjacent tile without a Road in boarders)
Sire, it seems that some of our citizens have made an addition to our roads to meet their needs, but the road is poorly made and there have been some accidents as a result.
A) There is little need of a road in our kingdom that is a hazard. Have it closed so there are no further incidents (Nothing happens)
B) We should see to the needs of the citizenry. Make improvements to the road so that there is no need for them to worry. (-5 gold, new Road in adjacent square, 50% chance of +1 happiness in nearest City for 10 turns)
C) Find the people who have constructed this road, and train them to do quality work. After they repair their road, then use them to improve other parts of our empire. (-45 gold, new Worker in adjacent tile, begins building road)

A New Trend (Requires a City with a foreign trade route)
My lord, there is a new fashion from foreign lands that is taking (name of City here) by storm. People cannot seem to buy enough of these unusual clothes, and there have been instances of riots in the marketplaces when they are in short supply. Elders warn that this new trend could be an affront to our own culture.
A) There is no problem here that I need to address, let's move on. (60% chance nothing happens, 20% chance +1 culture in the City, 20% chance 2 turns of unrest in the city)
B) There is an opportunity here to capitalize on the sensation. Import more of these clothes in every city, but tax the revenues to make it profitable for our kingdom. (50% chance of +10 gold, 30% chance of nothing happens, 20% chance -10 gold, 10% chance +25 gold and +1 culture in all Cities)
C) We should stay in step with the times. Buy some of these clothes for me, and see that the court is dressed to match. (-5 gold, +1 happiness in the City for 10 turns, 20% chance +1 happiness in all Cities for 10 turns)
D) Heed the elders' words. These fashions are an abomination, and we must ban their sale and the wearing of them in public. (-1 happiness in the City for 10 turns, 10% chance of +1 culture in the City)

Sickness from Abroad (Requires a City with a foreign trade route)
Sire, there has been an outbreak of disease in (name of City here). Our sources say that it is due to an illness that originated outside our kingdom, and that it has been brought over through our commerce with other nations.
A) Let us not be too hasty, this could be an isolated instance. See to the sick, and try not to start a panic. (-2 health in the City for 10 turns, 50% chance -2 health in all Cities with foreign trade routes for 10 turns)
B) Disease is a threat to the entire nation. Quarantine the sick, and shut down all foreign trade until we can find the source. Spare no expense! (-10 gold, no foreign trade routes for 10 turns, 20% chance of -1 happiness in all cities for 10 turns)
C) This is a legitimate concern for a long time to come. Set up checkpoints to insure that there are no sick among those entering our cities, if there are, see that they are treated or turned away. (-25 gold, +1 health in all cities)
D) Treat the sickness, and offer the treatment to other nations so it need not threaten anyone again (Requires Medicine, -10 gold, +2 relations with all nations with Open Boarders)

Tinkers (No requirements)
My lord, a group of wanders has led there caravan to the gates of (name of City here). They offer services fixing pots and providing services in exchange for food and supplies.
A) Turn them away, we do not know who they are or where they come from. They could be thieves, or spies from a foreign land. (Nothing happens)
B) Allow them to trade, but watch them closely, and see that they do not stay too long. (50% chance nothing happens, 20% chance +1 production for 10 turns in the City, 20% chance +1 culture in the City and +1 production for 10 turns, 10% chance -10 gold, -1 happiness in the City for 10 turns)
C) We should encourage commerce. Invite them in with open arms, arrange a feast to greet them, learn what we can from them. (-5 gold, +1 culture in the City, 50% chance +1 production in the City for 10 turns, 40% chance of finding a map (like the goodie hut function) and +1 production in the City for 10 turns, 10% chance -10 gold, -1 happiness in the City for 10 turns)
D) Invite these people to stop their wanderings and settle here. We could use the extra hands, and they may enjoy having a place to call home. (+1 culture in the City, 50% chance +1 population and +1 production in the City, 50% chance -10 gold and -1 happiness in the City for 10 turns)

Idolatry (Requires Pagan Temple and a state religion)
Sire, there is a group of people in the City of (name of City here) that have taken to the worshiping of old gods in the forms of idols. The priests of the city are aghast and are demanding that some action be taken.
A) Leave these people to their own beliefs. There should be room in this kingdom for all faiths. (70% chance nothing happens, 20% chance +1 happiness in all Cities for 10 turns, 10% chance of unrest in the City for 2 turns)
B) Idolatry is an affront to our proper beliefs. Have these people arrested and their idols destroyed. (40% chance +1 happiness in the City for 10 turns, 30% chance +1 happiness in all Cities with state religion for 10 turns, 30% chance of unrest in the City for 2 turns)
C) Arrange a peaceful conference between our priests and these idolaters. Maybe they can be shown the error of their ways. (+1 happiness in the City for 10 turns, 50% chance of +1 happiness in all Cities with state religion for 10 turns, 50% chance of unrest in the City for 4 turns)
D) Idolatry, huh. Maybe they have the right idea. Send them a giant golden calf, with my blessings (-10 gold, reverts government to no state religion, +1 happiness in the City, -1 happiness in all other Cities with former state religion for 10 turns)
 
Mana Burst

The idea is to have an event for each type of mana node to add a bit of flavor depending on your mana choices and to make mana nodes in the city radius more worthwile due to possible plot improvements.

The event should be rare, since technically there will be 15 events.

Flavour text: Our (NAME OF NODE) node is fluctuating wildly and seems to have much untapped power, what should we do?



Requirements: improved mana node in cultural radius.


options available for each mana type:

1)Mage guild required: Send our best mages to analyze the Surge. Better understanding will help us with our research (gain current beaker output*3 towards an arcane tech) (works like ancient cache findings in the base game)

2)No requirements: We can´t be bothered with such trivial matters. Let the additional power flow into the ground. (tile gains +2 hammers/+2 commerce)



Specific options:

Death node:
3) Use the power of the node to create an army of death. We will crush our enemies! (Gain two wraiths with summoning II/empower 5 and 3 skeletons with mobility 2 and empower 5.)

Entropy node:
3) Use the additional power to open a gate to other planes (city owning the tile gets a planar gate)

Earth node:
3) We will use the power for production! (+4 hammers in the plot)

Water node:
3) Use the additional power to attract water elementals (gain 3 Water II summons)

Air Node:
Use the power to attract Djinnis (Gain 3 Djinns)

Life node:
3) Use the additional power to provide healing (Gain 3 lifesparks)

Nature node:
3) Use the additional power to gain control over animals (gain one animal unit, similar to the hunter event)

Mind node:
3) Use the additional power to enlighten our populace (+1 free scientist in the city)

Dimensional node:
Use the power to create a stable teleport (city gains an obsidian gate)

Law node:
Use the power to improve our Jurisdiction (-20 to the crime rate, free courthouse)

Fire node: Use the power to unleash the Lions (tile becomes desert, gain 3 Sand lions)

Chaos node: Use the power to unleash Chaos (0-2 random effects from the one possible on other nodes)

Body node: Use the power to strengthen our military (2-6 units gain Heroic Strength or Heroic Defense)

Shadow Node: Use the power to hide from our enemies (All units in hte city gain invisibility)
 
The fire idea is no good. Sand lions and scorch are now sun spells.

Djinns are water summons in FfH.



Some of these seem to strong to not have a down side. I'm thinking they should also have a chance to destroy the mana node, and maybe even the mana resource.

Also, this thread is specifically for common events, so these really don't belong since you said they should be rare.
 
Well they should be rare in the sense that you do not get all the mana node events in every game. But that you are quite likely to get one or two of them. Don´t really know how the probabilities work for events.

Maybe they could be tagged as Common since you are unlikely to have many different mana nodes.

None of those event results is worth destroying a mana node. Which ones do you consider to be too strong?

Good point about the fire, should be sun obviously.
 
First, I apology for any misspelling or grammatical error, as English is not my first language!

Love is all you need


The captain of unit X garrisoned in the city has fallen in love with the most beautiful girl in Town.
  1. Stop that immediately and focus on your duty!
    • +1 unhappiness in City for 1 turn
    • 5% chance the unit becomes enraged
  2. Ah … the power of love
    • Unit is unable to move for 5 – 10 turns
    • unit gains homeland promotion (33% chance), defensive promotion (33%), both promotions (34%)

Romeo and Juliet

My lord, two youngsters from rival merchant families are going to marry against the will of their parents.
  1. Who cares ... Don’t disturb your ruler with such stupid business
    • 5% chance that city goes in revolt for 1 turn (the families will clean the mess themselves)
  2. It shall not be said that the supreme ruler won’t care about his subjects, give my blessing to the 2 youngsters
    • 10% City goes into Revolt for 1 Turn
    • +1 happiness permanent
  3. I shall not allow that, children have to obey their parents, as their parents have to obey the king. I shall rule that those two be parted
    • … Following your “inhumane” order Romeo and Juliet commits suicide. A great mausoleum is erected to their love. Lovers from all countries come to mourn. +2 :culture: in the city (whatever building, also a new specific mausoleum would be nice)

This event could be improved a la xienwolf (I love the idea about not knowing how it will turn out;) ):

Basically you wouldn’t know if they really love each other, in some cases it would only be just an affair and the boy would abandon the girl after some time (and then your city would go in revolt for a couple of turns till the families sort it out one way or another)

The S… Beast (adult only event)

My lord, a prisoner broke out of jail and went to the nearest orphanage. He went directly to the girls’ dormitory
  1. That is disgusting. Stop him immediately
    • +1 happiness for 1-3 turn
  2. umh ... the land remains to be settled, we can still welcome new people
    • +1 population
    • +1 unhappiness for 1-3 turn
  3. calabim only: Ah those disturbing, but energetic humans … put him in the breeding pit
    • 75% +2 population … (then he finally dies of exhaustion)
    • 25% if no breeding pit, one is created and breeding pit gets +2 food … (whoa did you say full of energy …)

I am not sure of the last one, my understanding was that humans were kept in the breeding pit, but maybe it is just misunderstanding. Anyway, I think everyone understands the concept here :p

Praise the mighty HP Lovecraft

requirement: Octopus Overlord must have been founded (also not present in the city necessarily)

My Lord, some people behave strangely and have started to worship curious but disgusting beings. Some say they are planning to sacrifice their daughters to what lies beneath the sea.
  1. Stop this madness
    • +1 unhappiness for 1 turn
  2. encourage them … secretely
    • Octopus overlord spread in the city
    • 50% chance one unit of drown is created
  3. promote them, appoint their leader as the mayor of town
    • Octopus overlord spread in the city
    • 75% chance one unit of cultist is created
    • 75% chance +1 unhappiness for 1-3 turns
 
Added some feedback text to my "No Tooltip" series of events. I suppose they might do well to have a fourth option in each one to basically ignore the event and get no (or a minor) result no matter which of the three it actually is that you are facing. That way people who do not want to gamble can have a way out of it. But in general your chances of something bad are slim, or the bad effect is relatively minor. I think they'll be a blast myself.


Dog Sled Triggers on a Tundra, Snow, or Ice Tile.
"A local family has begun to hold races with dogs pulling them across the ice! How bizarre, yet amazingly enjoyable!"
+25 :culture: in nearest city.

Rare Beauty Triggers on a Forest Tile
"People tell tales of spotting a beautiful young woman in the woods. Artists throughout the Empire are inspired by the tales."
+10 :culture: in all cities.
 
Lots of good ideas here! I particularly dig Lord Bayushi's -- minor events with little game effect, but well-balanced and interesting. It really gives a sense of the kind of daily judgement calls you need to make as the ruler of an empire, but without getting bogged down in micromanagement.

Along similar lines:

INSUBORDINATION (requires garrisoned unit of level 3+):
One of our most popular and decorated sergeants has struck a superior officer!
(A) Witnesses say the attack was justified. Release the offending soldier immediately and launch an investigation into his superior. (+5% maintenance for 10 turns, unit gains +2 exp, 25% chance of unrest for 2 turns)
(B) There's no excuse for insubordination. Throw the sergeant into the dungeons. (City receives permanent +5% military production bonus, 40% chance of unrest for 2 turns, 20% chance unit turns Barbarian)
(C) I'm too busy to deal with issues like this. Leave it to the tribunal. (requires Courthouse, -25 gold, unit immobilized for 4 turns, 25% chance of permanent +5% military production in city, 25% chance of unrest for 2 turns)
(D) Let them fight it out! (requires Neutral or Evil civ, 25% chance unit receives +3 exp, 25% chance city receives permanent +5% military production bonus, 25% chance of unrest for 3 turns, 25% chance of +10% maintenance for 10 turns)

LOCUST SWARM (requires 1+ Farms in FC):
Terrible news, my lord! A swarm of locusts is approaching our Farm! What shall we do?
(A) I'm afraid there is little we can do but weather the storm. (-10 Food, 20% chance Farm destroyed AND 20% chance event reoccurs next turn on different Farm in same City)
(B) Wait until the swarm descends, and burn the fields! (Farm is destroyed)
(C) Consult with our mages and priests! They should be able to control this plague. (Requires Nature mana, nothing happens)

FLOOD (City borders a river):
My lord, due to the recent hard rains, the river outside [CITY] has overflown its banks!
(A) Evacuate to higher ground, and leave behind those who can't. (+2 Unhealthiness for 10 turns, 3 turns of unrest, 20% chance riverside improvement is destroyed)
(B) Send out our soldiers to sandbag the riverbanks and control the flooding! (requires garrisoned unit, unit immobilized for 3 turns, -25 Gold, 20% chance +1 Unhealthiness for 10 turns, 10% chance riverside improvement is destroyed)
(C) We'll control the waters with magic! (requires Water mana, nothing happens)

DEFECTOR (requires Open Borders with another civ):
My lord, a wise man from [CIV] promises to share some of their technological secrets with us... for a price.
(A) Pay the man whatever he wishes! Knowledge is power! (-XXX gold, +YYY beakers towards tech, -2 relations with civ)
(B) Torture the secrets out of him. (requires Evil, 65% chance +XXX beakers towards tech, 35% chance -XXX beakers towards [TECH], -2 relations with civ)
(C) We have no need for mercenaries like that. Turn him away. (nothing happens)
(D) I'm sure [CIV] would look favorably on us turning this spy over to them. (+4 relations with civ)
 
My ideas are to bring religeous conflict into play:

Demonic Sacrifices

(requires AV in a city)

A man has been found trying to summon demons secretly!

1) (requires AV State Religeon) Excellent! Get a real summoner to train him in our ways! (recieve 1 Ritualist, +1 Happiness for 10 turns)
2) (requires Order State Religeon) This is bad news! We must exterminate him and all the traces of his cult! (remove AV from the city, +1 Happiness for 10 turns)
3) Exile him permenantly (no effect)
4) (requires you to be the Elohim) Exile him, and sanctify the ground! (1 Adept is promoted to Life 1, AV removed, and the AC is lowered by 5)



Another idea I have is to make the Cult of the Dragon less of an annoyance (unless it has been removed without me realising)

An Abomination!

A child has been found with wings and a short tail!

1) Kill it immediately! (+1 Happiness for 10 turns, remove CotD)
2) Train it. It may be an effective weapon... (recieve one warrior with 'Dragonkin' promotion (+20% Str, 50% Fire resistance, vunerable to Dragon-Slaying) -2 Happiness for 20 turns)
3) (must be Kuriotate or Sheaim) This child will be an excellent warrior! Ensure it recieves training from the best military officials we have! (-5G recieve one warrior with Dragonkin promotion & 5 free EXP)



And I like events with a short term and long term benefit too, as it involves strategy.

A better harvest has meant more food for our people!

1) Wonderful. Stockpile it (+1 pop)
2) It will be useful to sell (recieve 10G)
3) Use the crops to provide more seeds, ensuring a better harvest. (+1 food on the tile)
 
Those events do nothing, but are just here for your entertainment

Rincewind

A young mage has appeared in one of your city, you rejoice that such a prominent champion has joined your civilization.
Well, he is wearing his hat with the word WIZZARD emblazoned across it in sequins
  • Join me, I will give you riches and power beyond your imagination

Just as you were finishing your sentence, he ran away from you
A few minutes later, a strange LUGGAGE with hundreds of little legs appear from nowhere and start following him

You wonder what happened

Gandalf

An old wizard appear in your land, you have him brought to you:
I am Gandalf the Grey, I am here to find the one ring
  • What is he talking about? Better sent him someplace else. Yeah, we have had rumors of nice beautiful ring far away to the West
  • Clan of embers only event. Man … this must be this crazy magician, your half brother Sauron is talking about during family reunions. This guy is a complete psychotic and hates your half-brother for whatever reason, better send him far away from your family. Yeah, we have had rumors of nice beautiful ring far away to the East

Azathoth

Requirement
Octopus overlord as your state religion

Beware mortals; the mighty Azathoth has arrived from the Void. It is the end of everything. Ah Ah Ah … Ah. It is too late now, you should have never messed up with things inhumane.
  • It is the end, my game is lost, I should never have turned OO

Azathoth the all mighty arrived with a couple of flute-playing demons. He just seem to enjow the melody though … and after a couple of hours he leaves …

The Naked Gun

A strange mortal has arrived in your land, he is wearing strange clothes and is travelling in a stranger chariot with no horses. You invite him for lunch.
Sergeant Frank Drebin, I am looking for Quentin Hapsburg. He has kidnapped Dr. Albert S. Meinheimer.
  • What the heck is he talking about? Better not mess too much with this psychotic, you send him far away in the mountains to the East.
  • Calabim only event. Ah man, this is the guy who is trying to catch Quentin, your half brother from the Hapsburg branch of the family (those with a little accent – ach so), better send him far away in the mountains to the West-
 
I especially like Rincewind! He should be the Amurite hero... :lol:
 
I've not really thought up any quick events that I liked yet (though there are definitely some in this thread with potential), but I did whip up a quick list of possible things that could trigger early events. Not everything on this list is necessarily appropriate for Kael's request of Common Events, as it was a quick brainstorm, and it's certainly not exhaustive... and I'm not even sure that all of them are actually possible triggers for events... but something on the list might trigger a brilliant idea to someone :), so I decided it might be worth posting:

Early Buildings:
Palace
Obelisk
Pagan Temple
Elder Council
Carnival
Brewery
Harbor
Market
City Wall
Hunting Lodge

Terrain:
--Events could happen on the location with the terrain, or to a city with the terrain in it's workable area
Plain
Grassland
Desert
Tundra
Ice
Hill
Mountain
Coast
Ocean
Fresh Water Lake
River

Feature:
--Events could happen on the location with the feature, or to a city with the feature in it's workable area
Forest
Jungle
Flood Plains
Oasis
Ice Floe

Improvements:
--Events could happen on the location with the improvement, or to a city or civ with the improvement
Road
Farm
Cottage
Fishing Boat
Mine
Plantation
Pasture
Winery
Camp

Bonuses:
--Events could happen on the location with the bonus, or to a city or civ connected to a bonus
Corn
Wheat
Rice
Copper
Marble
Mana
Cow
Horse
Sheep
Pig
Reagents
Incense
Fruit
Wine
Fish
Clams
Crabs
Pearls
Whale
Deer
Elephants
Fur
Starting mana (from palaces)

Early Units:
Scout
Hunter
Warrior
Worker
Settler
Work Boat

Early Triggers:
Contact with another civilization
Spot an animal
Spot another civilization's unit
Spot a barbarian
Spot a skeleton
Spot a lizardman
Defeat a barbarian
Defeat a skeleton
Defeat a lizardman
Defeat an animal
Defeat an enemy unit
Lose to an animal
Lose to an enemy unit
Spot a Goody Hut
Get a Goody Hut
Get a specific result from a Goody Hut
Spot a barrow
Destroy a barrow
Spot a ruins
Destroy a ruins
Spot a unique feature
Connect city to a unique feature
Connect a trade route
Fortified unit
Capture an enemy worker
Capture an enemy city
Get a great person
Use a great person

Early Civics:
Despotism
God King
Pacifism
Religion
Nationhood
Agriculture
Fend for Themselves

Specific Leader Traits
Specific Leaders
Specific Civilizations
Units with specific promotions
 
I like Xienwolf events. I think they would be great, if technically doable (Results must not be seen immediately). Also, for lioness death of the scout seems a bit harsh, and whatever you choose (Follow, Approach, Attack) it could be that it kills your scout, so at least for that event you could add 4 option: Leave
But great ideas!
 
I think people are overlooking one of the primary uses for these events: Filling the gap right after you make your first city. This is a time when you have no mana, no religion, most likely no improvements. Just a scout (maybe), a warrior, and a single city. As it is, EVERYONE has gotten the "Rare Herbs" event for permanent boost in health in all cities, and the "We made progress!" almost always followed shortly by "We suffered a setback!"

The idea is to make it so that there is variety to spice up your life while you are just clicking "End Turn" 20 times waiting to research something to make it worthwhile to build that first worker, and waiting to get 5 Population so you can start building the worker and settler.

Yes, some events for later are also good, but we want to also have a wide variety for that early period where events are all you have.

EDIT: CowsaysMoooo posted while I was writing up my event. He is definately on the right track with his list of trigger ideas :)



Honeymoon Triggers in any city with at least 2 population
--A newly married prominent couple has requested to abandon their jobs and embark on a lengthy honeymoon. They are vital to [City], so losing them will be a setback, but with all their contributions so far... What shall we tell them?
  1. Allow them their Honeymoon, with my Blessings.
    • -1 Population in [City] for 3 turns. (or more simply, -1 Population with 100% chance of +1 Population in 3 turns)
    • -50 :gold:
    • 75% Chance of +1 Population after 4 turns.
    • "The Couple have returned from their Honeymoon and seem to have enjoyed themselves"
    • (If population grows on 4th turn) "It seems that the Honeymooners REALLY enjoyed themselves!"
  2. Allow them their Honeymoon, but make it short.
    • -1 Population in [City] for 1 turn. (or more simply, -1 Population with 100% chance of +1 Population in 1 turn)
    • 25% Chance of +1 Population after 2 turns.
    • +1 :mad: for 5 turns in [City].
    • "The Couple have returned from their Honeymoon."
    • (If population grows on 2nd turn) "It seems that the Honeymooners may have enjoyed themselves on thier trip afterall!"
  3. "Inform them that their contributions to [City] are simply too important. But send a generous gift."
    • -75 :gold:
    • +1 :) Permanently in [City].
  4. "Inform them that their contributions to [City] are vital and I will not allow them to leave."
    • +1 :mad: for 15 turns in [City].
 
You no take candle!

Requiers a mine.

A local mine has been overun with small ratlike humanoids that seems to like candles. What should we do?


  • Send out the local guards to kill them.
Nothing happens.​


  • Ignore them.
The mine is destroyed.​

Must be Neutral.

  • Send them some candles.
The mine now gives +1:gold:
 
In reply to xienwolf who made a good point, a possible event for early stage

events a la xienwolf

Student prank

A statue of your favourite deity has spoken; you must bathe naked in the sea to wash away your sins and renew your alliance with the gods
  1. I refuse, I am the king, I won’t be humiliated
    • After some research it appears that it was just a student prank, they are punished harshly, everyone understands now
    • +1 happiness for 10 turns
  2. May your will be done
    • You bathe naked in front of your subject, at the most sacred moment a mob of students burst out laughing "the king is naked". You have been subject to a student prank
    • +1 unhappiness for 20 turns. Your subjects are still laughing at your expense

If you are the Grigori, option 2 is greyed


Call from beneath the sea


A statue of your favourite deity has spoken; you must bathe naked in the sea to wash away your sin and renew your alliance with the gods
  1. I refuse, I am the king, I won’t be humiliated
    • The Gods are angry now, they punish you … harshly
    • One building is destroyed
  2. May your will be done
    • You bathe naked in front of your subject, at the most sacred moment, the sea open and a beautiful mermaid offers you a reward
      1. A building, build a granary, a smokehouse or a harbour, a lighthouse whichever is possible (not present and buildable in the city)
      2. Weapons and armours, one of your unit is promoted to iron weapons
      3. Gold + 100 :commerce:

If you are the Grigori, option 2 is greyed
 
Pandora's jar
prereq: Unit on a tile outside a city.
"You have found a jar sealed with an ancient symbol "nuke" from the Age of Magic. What would you like to do?"
A. Sell. (have between 5 and 20 gold.)
B. Open Immediately.
- 30% unit is lost.
- 30% have fallout on the tile, unit mutated.
- 30% gain a Djinn.
- 10% nothing happens.

BTW nice to have an equipment "Pandora's Box" which can be found as an event and make a random effect from the long list on activation. That would be very universal event.
 
I really have mixed feelings about the earlier Xienwolf events. They are basically just events with random outcomes -- there's no actual weighing of risk vs. reward, or of short-term gain vs. long-term gain, which is what I personally feel is the attraction of events. On the other hand, if they were consolidated into single events, I think they would work. For example, the Lioness:

(A) Have him spend some time with her, he can learn how to deal with other Animals as well. (33% chance unit gains Subdue Animals promotion, 33% chance unit gains +2 exp, 33% chance unit suffers x hit points of damage)
(B) Have him follow her and see if there are others equally calm. (33% chance unit gains Woodsman I & II, 33% chance +10 food in nearest city, 33% chance unit dies)
(C) Destroy it! These beasts are a threat to our livestock! (33% chance unit gains Flanking I & II, 33% chance unit gains +2 exp, 33% chance unit dies)
(D) Leave the beast alone. (Nothing happens)

This allows the player to actually make an educated decision based on what might happen, rather than just (metaphorically) casting the dice.
 
That could work well as an option too. I hadn't really considered doing them in the light of risk/reward planning for strategy, but rather to encourage RP appropriate decisions instead of mechanically sound ones all the time :)

EDIT: Of course, you could just make those be the tooltips that you recieve, so you know the possibility of the choices over all 3 events. However it is really exactly the same as my proposal except that in your version the dice are cast after the decision, and in mine they are cast before the decision (same chances either way though).

EDIT 2: Yeah, on further reflection, nihonjeff is perfectly on the money. It is just hard not to be defensive about your own ideas, ya know? ;) His way of actually letting you see the options is probably the method that would be preferred universally. But at least writing it the way I did encouraged me to make text for all the possible outcomes, and ties them together thematically. ;)
 
You know nihonjeff I was just about to post almost the same suggestion about that event.
 
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