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?
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?
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?
...
Similar events could be created for different civilizations and races
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?
- They are slowing the progress of our glorious civilization. We don't want them!
Spawn a barbarian elven archer on the tile - Help with their living conditions on their forest and let them join our empire
Requires: Being able to build cottages. -20. Creates an elven cottage in the forest
- Hire them as expert archery trainers
Requires archery range in closest city. -50. Transforms the archery range on nearest city into a Ljosafar archery range. +1
in closest city for 10 turns (assimilation time)
- They belong to their mother civilization: the Ljosalfar
Requires: Contact and peace with Ljosalfar. Not being Ljosalfar. +1 relations with Ljosafar - 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?
- They are slowing the progress of our glorious civilization. We don't want them!
Spawn a barbarian elven hunter on the tile - Help with their living conditions on their forest and let them join our empire
Requires: Being able to build cottages. -20. Creates an elven cottage in the forest
- Hire them as expert hunter trainers
Requires hunting lodge in closest city. -50. Transforms the hunting lodge on nearest city into a Svartalfar hunting lodge. +1
in closest city for 10 turns (assimilation time)
- They belong to their mother civilization: the Svartalfar
Requires: Contact and peace with Svartalfar. Not being Svartalfar. +1 relations with Svartalfar - 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?
- They are slowing the progress of our glorious civilization. We don't want them!
Spawn a barbarian dwarven warrior on the tile - Help with their living conditions on their hill and let them join our empire
Requires: Being able to build mines. -20. Creates a dwarven mine on the hill (probabilty of finding resources based on earth mana as if it was built by Khazad)
- Hire them as expert master blacksmiths
Requires forge in closest city. -50. Transforms the forge on nearest city into a Dwarven Smithy. +1
in closest city for 10 turns (assimilation time)
- They belong to their mother civilization: the Khazad
Requires: Contact and peace with Khazad. Not being Khazad. +1 relations with Khazad - 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