Ideas needed: Common Events

Retirement (Triggers on any Unit)
--Our [Unit] has reached retirement age and wishes to keep himself busy.
  1. If he wants to retire he had best get his son to replace him, and if he wants to keep busy he should spend what he has saved from his wages!
    • Nothing Happens
  2. Priests don't do much, especially if they don't have a God. Allow him to establish a Pagan Temple in [Nearest City without a Pagan Temple]
    • Lose [Unit]
    • Gain a Pagan Temple in [City]
    • -20 :gold:
  3. I hope he had many Grandchildren, or at least likes kids, cause the only place for him is starting a Carnival in [Nearest City without a Carnival].
    • Lose [Unit]
    • Gain a Carnival in [City]
    • -24 :gold:
  4. Soldiers ought to know their Brew, so set him up with a Brewery in [Nearest City without a Brewery].
    • Lose [Unit]
    • Gain a Brewery in [City]
    • -28 :gold:
  5. Well, we could always use a Harbormaster in [Nearest City without a harbor].
    • Lose [Unit]
    • Gain a Harbor in [City]
    • -24 :gold:
  6. Meh, put the brute in charge of the squabbling citizens of [Nearest City without a Market], maybe he can organize how they conduct their daily trade.
    • Lose [Unit]
    • Gain a Market in [City]
    • -12 :gold:
  7. Well, he ought to be strong enough, point him at a pile of rocks near [Nearest City without a Wall] and tell him to get busy.
    • Lose [Unit]
    • Gain a Wall in [City]
    • -24 :gold:
  8. He ought to know something about killing, have him start up a Lodge in [Nearest City without a Hunting Lodge].
    • Lose [Unit]
    • Gain a Hunting Lodge in [City]
    • -20 :gold:
 
Sylvain ForestRequires a forest, hunting tech

A Half Goat Man was found wandering through a forest near {cityname}. He wishes to offer his services

He would make an excellent addition to our recon forces.
Recieve one Saytr

He could oversee the construction of an academy where he could teach new scouts the way of the forest.
- 50 :gold:
Recieve Hunting lodge in city


We do not want half- breeds in our lans. Kill the beast, and feed him to our people. (Not available to the Kuriorates)
+10 food to {cityname}

Rouge AssasinRequires Aeron's Bounty

Disaster has struck {cityname}. A high ranking member of the Aeron's Bounty has gone mad with dreams of terror, and is killing of all other members of the guild, one by one.

Leave the Guild to it's own affairs
Removes Aerons Bounty from the city

Have the city garrison hunt the assasin down and slay her. I don't care about casualties, the Guild must survive.
Lose 1 population
Garrison unmovable for 3 turns


An invocation to Aeron might help us. We will ask him to slay his fallen disciple.
50% chance Guild is removed
50% chance nothing happens


Send her new weapons. She might want a new master.
Removes the Guild from the city
Recieve an Assasin with combat I & II


Cult of BhallPagan Temple

A group of orcish disciples have arrived in the city of {name}. They seek to spread the worship of Bhall to the city.

We welcome the cult to the city!
Pagan temple gives +2 xp to melee units
Pagan Temple gives +1 :)


Orcs are the scum of earth. Slay them all
+1 happiness in all cities for 20 turns

Establish a good feeling with members of the cult by welcoming the Disciples. (Requires Clan of Embers to be in the game)
+3 diplomacy with the CoE
 
Slinging Mud (Triggers after encountering at least 2 Civilizations)

For some reason, I keep picturing this triggering between Infernals and Calabim:

Dear grandpa,
Mommy says you were a worthless old codger who spent all his time drinking, so I guess that means you're in Hell now. I couldn't find out your address, so I just sent this letter to Mister Hyborem. I think he knows where you live (Please, Mister Hyborem, when you get this letter, send it to my grandpa, OK?).

Anyway, Lord Flauros invited us all to a feast. Mommy looked scared, so I asked her what was wrong. She said we'd all get to visit you soon. Can we stay at your house while we're there?

(PS I don't like Flauros. I think he's scary)


Gladiator

Require: Balseraph are ingame and you are not Balseraph
Target: one unit, the player can see which unit

Perpentach has been approaching you,
My dear, beloved neighbor
You can not understand
How much I am bor'
would you please lend
for me your best horde
in my arena to stand

  1. Of course my beloved Perpentach,
    thou shall have my best attack
    • Lose unit
    • Receive 50:commerce:
    • Relation +3 with Balseraph
  2. Balseraph master,
    to give my army,
    o king of jester,
    impossible unfortunately
    • Relation -1 with Balseraph
  3. Go to Hell
    • Relation -3 with Balseraph

I definitely need a native english speaker to improve my limited poetic ability

Close. Perpentach speaks in what appears to be iambic quatameter. Eight syllables per line, alternating stress on the syllables. The first two lines are almost right, except the lines should end in a stressed syllable, and he sticks with rhyming couplets (rhyme scheme: AABBCCDD).

Retirement (Triggers on any Unit)
--Our [Unit] has reached retirement age and wishes to keep himself busy.

I like this event. It seems like a good way to pick up a few buildings that you may overlook. There should probably be a few more provisions, though:
  1. Living units only (I guess you technicall can retire a golem, but not in that way)
  2. No heroes ("Baron Duin Halfmoon wishes to retire. Do you dare refuse?")
 
Becoming a military instructor would probably make more sense (I think that this warlords/BtS specialist should be added, and Great commanders be allowed to join cities as them)
 
I like the events that are currently in the game that are civ specific (i.e. Calabim Refugees, Dwarven Forge, Balseraphs Carnival, etc.). I would like to see more events like this. It would be nice if the same event wouldn't repeat. Making a chain event out of it isn't bad though (so if you build the Dwarven Forge, a series events are likely to follow).

I also like some of the ideas were you can choose between a tile improvement and a building (i.e. the Elven Cottage ideas).

I personally miss the "quest" events from BTS. FfH is supposed to be more role playing oriented, and yet the quest events are absent. I like getting the quest to find the Holy Mountain, or to take a vital resource through war, or to build several units of a perticular type. It seems like I earn the reward when I have to do something for it rather than just click the best (and often the only good) option on the list.

Since magic and mana are such a big part of FfH, it seems like there could be more events linked to mana resources or to mana nodes of different types.

Just my two cents.
 
Perhaps events related to the type of node? Such as a Life or Nature Node starting to provide more food as the mana makes the surrounding plants grow, eventually growing a forest, with Death or Entropy Nodes doing the reverse. Or a Water Node acting as a fresh water source, or a fire node sparking blazes in woods, or turning terrain from ice to tundra to grassland to plains to desert? If and when ice is implemented, then an Ice Node could do the reverse. Maybe dimensional nodes could act as teleportation portals with each other.
That's all I can think of for now.
 
I like the events that are currently in the game that are civ specific (i.e. Calabim Refugees, Dwarven Forge, Balseraphs Carnival, etc.). I would like to see more events like this. It would be nice if the same event wouldn't repeat. Making a chain event out of it isn't bad though (so if you build the Dwarven Forge, a series events are likely to follow).

I also like some of the ideas were you can choose between a tile improvement and a building (i.e. the Elven Cottage ideas).

I personally miss the "quest" events from BTS. FfH is supposed to be more role playing oriented, and yet the quest events are absent. I like getting the quest to find the Holy Mountain, or to take a vital resource through war, or to build several units of a perticular type. It seems like I earn the reward when I have to do something for it rather than just click the best (and often the only good) option on the list.

Since magic and mana are such a big part of FfH, it seems like there could be more events linked to mana resources or to mana nodes of different types.

Just my two cents.

The fact that those cultural specific events are repeating so much is most likely the main reason for the big push to add in many lesser effect events now.

Quests are coming with Ice, or late in shadow from what I am understanding. They are planned, but will most likely be far more involved.
 
I realized that I was always limiting my series sets to having a negative outcome possibility, instead of just making it so that no one choice was always the better choice of the three. So here are 2 with actually no possible bad outcome IMO.

Great Orator Series
Triggers between you and the Civ with the HIGHEST relationship toward you (closesy ally).

The Ties that Bind
--A Great Orator has risen in our lands during these times of peace with [Closest Ally]. He is fluent in their language and ways with much desire to act as our Ambassador.
  1. Instruct him to discuss our current Military Standings. If we combined our Military Might we would be unstoppable!
    • Forms a Defensive Pact between the two Civilizations
    • +10 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] shares your sentiment and hopes that this new era of cooperation is a glorious one."
  2. Let him discuss the possible economic Incentives of enhanced Tourism between our Empires.
    • +1 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] appreciates the idea, but feels that in these turbulent times tourism is the least of concerns."
  3. I've long desired to improve trade between our cultures, let him discuss those feelings with [Closest Ally].
    • +5 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] finds the concept fascinating and is eager to discuss matters in more detail."

Tongue of Silver
--A Great Orator has risen in our lands during these times of peace with [Closest Ally]. He is fluent in their language and ways with much desire to act as our Ambassador.
  1. Instruct him to discuss our current Military Standings. If we combined our Military Might we would be unstoppable!
    • +5 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] appreciates the idea of closer military ties, and is eager to discuss it in more detail."
  2. Let him discuss the possible economic Incentives of enhanced Tourism between our Empires.
    • Open Borders Agreement between the two Civilizations
    • +10 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] agree completely that the people must be urged to explore this great world all around them, and see how our allies conduct their daily lives."
  3. I've long desired to improve trade between our cultures, let him discuss those feelings with [Closest Ally].
    • +1 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] feels that current trade relations between our people are sufficient for both of our needs, but wishes you well in the coming year."

Pulse of the People
--A Great Orator has risen in our lands during these times of peace with [Closest Ally]. He is fluent in their language and ways with much desire to act as our Ambassador.
  1. Instruct him to discuss our current Military Standings. If we combined our Military Might we would be unstoppable!
    • +1 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] feels that in this age of prosperity it would be innapropriate to dwell publicly on the worst of what tomorrow may bring."
  2. Let him discuss the possible economic Incentives of enhanced Tourism between our Empires.
    • +5 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] is moved by the words of our Great Orator and sends news of his desire to discuss more open tourism with you personallly."
  3. I've long desired to improve trade between our cultures, let him discuss those feelings with [Closest Ally].
    • Trade Route is automatically built between the two Empires (if possible to connect via roads, and auto-build roads. If not, just gain 1 trade route in all cities for both Civs, and only a +10 Diplo to match the others)
    • +15 Diplomatic Relations with [Closest Ally]
    • "[Closest Ally] is so deeply moved by the speech of our Ambassador that he funds a collosal effort to fascilitate trade between our peoples!"

Latent Power Series
Triggers on any Unit.

Physical Prowress
--Our [Unit] has been visited in his dreams by Dagda! The Great Angel instructed him to go out into the wilderness and he will be granted a boon from one of the creatures he finds.
  1. Tell [Unit] to seek out a Wolf. Their speed and loyalty can serve our Empire well.
    • [Unit] gains +1 Movement Point (if it must be done via Promotions, Light + Empower 1 & 2)
    • "The Speed of the Wolf flows through [Unit]'s very veins! Praise be to Dagda!"
  2. Tell [Unit] to seek out a Panther. Their strength and courage can serve our Empire well.
    • [Unit] gains Treetop Defense
    • "The Agility to leap from Branch to Branch through the jungles has graced our [Unit]!"
  3. Tell [Unit] to seek out a Skeleton. Their resilience and otherworldly strength can serve our Empire well.
    • [Unit] gains Cannibalize
    • "The foul taint of the Skeleton has pervaded into [Unit]'s very soul. Few men are willing to stand beside him in battle now, but even fewer are capable of standing against him."

Mental Might
--Our [Unit] has been visited in his dreams by Dagda! The Great Angel instructed him to go out into the wilderness and he will be granted a boon from one of the creatures he finds.
  1. Tell [Unit] to seek out a Wolf. Their speed and loyalty can serve our Empire well.
    • [Unit] gains Woodsman 1
    • "The Confidence and Ease of the Wolf in the Woods has seeped into every core of [Unit]'s being!"
  2. Tell [Unit] to seek out a Panther. Their strength and courage can serve our Empire well.
    • [Unit] gains Dextrous
    • "The very Strength of the Panther is evident in but a casual glance from [Unit]! Praise be to Dagda!"
  3. Tell [Unit] to seek out a Skeleton. Their resilience and otherworldly strength can serve our Empire well.
    • [Unit] gains Guardsman
    • "The utter lack of concern for [Unit]'s own wellbeing can only be likened to one already dead. Have we done the right thing?"

Spiritual Sanctity
--Our [Unit] has been visited in his dreams by Dagda! The Great Angel instructed him to go out into the wilderness and he will be granted a boon from one of the creatures he finds.
  1. Tell [Unit] to seek out a Wolf. Their speed and loyalty can serve our Empire well.
    • [Unit] gains Loyalty
    • "Our men are inspired by the sense of Devotion that pours forth from [Unit] ever since his trip into the wilds."
  2. Tell [Unit] to seek out a Panther. Their strength and courage can serve our Empire well.
    • [Unit] gains Courage
    • "The Ferocity with which [Unit] throws himself into battle since that day in the wilds is a thing of Bard's Tales."
  3. Tell [Unit] to seek out a Skeleton. Their resilience and otherworldly strength can serve our Empire well.
    • [Unit] gains +2 Death Damage
    • "[Unit]'s weapons no longer seem to even need touch his enemies before their flesh rends and the wounds ooze out foul pestilence. Has he become Death itself? Dagda be praised for his wonders!"
 
Since I feel we need animals, this events would create them.

Pack of wolves is causing trouble to our farmers.
1)We must deal with it
*-5 food in city
*Wolf is spawned on a farm or pasture

Rampaging elephant spotted
1) We should be careful...
*Elephant spawned on ivory tile
(Anyway I feel ivory and elephants should intertwine somehow)
 
A talking sheep has wondered near your city! (need sheep pasture, pagan temple, mage guild)
hmm, a gift from the Gods! sacrifice it at the pagan temple! (+20 culture)
hmm, breed out his line, crowds will want to buy talking sheep! (+1 commerce)
hmm, let me get an adept on this cause it could be a polymorph! (50% nothing happens, 50% you recieve adept with mutated promotion)
 
Since I feel we need animals, this events would create them.

Rampaging elephant spotted
1) We should be careful...
*Elephant spawned on ivory tile
(Anyway I feel ivory and elephants should intertwine somehow)

This is giving me an idea, I am not sure it is feasible though:

Elephant's Graveyard


triggered when an elephant resource has just been worked

My Lord, our worker just reported that while harvesting ivory from elephant, they just found the legendary elephant's graveyard.
Harvesting this sacred site would make us incredibly rich, although we might incur the wrath of the Elephant God.
  1. Bah ... only superstition harvest it
    • Spam 0 to 8 "regular elephants under acid - see below -" or war elephants
    • +250:commerce:
    • spot gets +2 commerce
  2. We respect the Elephants
    • camp is destroyed
    • create one elephant unit under player control - the Elephant thank you for your kindness -
    • If this is possible to implement, no improvement can be built on tile

Elephant under acid = elephant with mithril weapon promotion
 
Tarzan

Triggered when one of your unit enters a jungle tile

My Lord, our explorer has encountered a strange animal, he looks like a human, is naked except for a tiny leopard underwear and is living among great apes. What should we do with him? He seems to have a vast knowledge of the jungle and can speak to animals. He also possesses an innate ability to scream so loudly that everyone in the jungle can hear him.

  1. Living among monkeys you said, then it (not he) is a gorilla, put him in a cage
    • Create a gorilla cage in nearest city (whether or not there is a carnival), if a gorilla cage is present, add 2 :culture:
  2. He would make a valuable scout
    • Add a scout unit named Tarzan, with jungle promotion I and II and possibly subdue animal (this last might be overpowered though)
 
Romulus and Remus

Same story as Tarzan

Triggered when a unit kills or subdue a wolf

My Lord, our unit just killed a Wolf pack. Searching for their den, they found 2 young boys. It appears that they have been raised among the wolves.
What should we do with them?
  1. Bring them to town and show them to everyone … and erect a monument to Luperca, Goddess of wolves
    • +2:culture: in city
  2. Train them as warrior
    • Create a warrior unit named Romulus
  3. Add them to our unit
    • Unit gains subdue animal promotion
    • Unit name changed to Remus
 
Weapons smuggling

Require: you are at war
Target: one city

My Lord, the war is not going well, many men die on the battlefield. This situation seems to have attracted a bunch of vultures on our shores. A foreign merchant is proposing to supply us with fine quality weapons so we can get the edge over our enemies. It won't be cheap, but it might help us a lot ... or turn into another disaster. But do we have the choice?
  1. Buy them ... spare no gold to equip our men with the mightiest swords
    • All units in the city gains the following promotion (same for every unit)
      • 25% rusted
      • 50% bronze
      • 15% iron
      • 10% mithril
    • -100:commerce:
  2. No, we shall fight with our own weapons
    • nothing happens
 
on the elephants on acid, even with mithril promotions they still couldnt attack, so it doesnt seem like it would be that much of a threat
 
Good remark,

I thought that with mithril they would be able to attack but that doesn't seem to be the case - stupid elephants :mad:

Does anyone knows if the ability "can only defend" can be removed?:confused:

War elephant would be disturbing because they have strength 15, huge at game start (even in middle game)
 
Something Else

Requires civ to NOT have barbarian trait.
Requires a worker to start a turn next to a barbarian unit within the cultural borders.

One of our workers thinks he's something else...

a) Worker discovers he's really, really fast and gains the mobility promo (free)
b) Worker becomes an inspired [strongest melee available] with 2xp to spare (15 gold)
c) Worker gathers followers with his tales of close escape; they're ready to brave the world and move out to found their own city (becomes settler) (25 gold)

Addited: this may not be so common by its very nature... :blush:
 
Religious Holiday

One day of "Golden Age" for all civs that have that religion.
 
A few more.

Arbiter (requires contact with two others civs)
Unable to resolve a bitter dispute, (civ1) and (civ2) come to you as a neutral party.
1) I want no part in this. -1 Diplomacy with both civs. Boths civs receive -3 with each other.
2) Clearly, (civ1) is in the right. +2 Diplomacy bonus with (civ1), -2 with (civ2).
3) Justice flows with (civ2). As above, but reversed.
4) The gods have given me insight; I have a solution that works to everyone's benefit. Requires spiritual. +2 diplomacy bonus with both civs. Both civs receive +1 diplomacy bonus with each other.

Ungrateful (requires just having received a map from a goodie hut.)
1) Thank the natives for their assistance. Nothing happens.
2) Surely they must have something better? Send in someone to conduct negotiations. 50% chance +50gp. 50% chance you anger them and spawn one to two barbarian warriors.
3) This petty gift insults us! Attack them and take what they have. Requires non-good. +75gp. Two to four barbarian warriors spawn.

Dire News Indeed (requires animal standing on/near a mana node)
Our scouts report that a (lion/wolf/whatever) has been mutated after being exposed to a strange rock formation.
1) Hopefully we can hunt it down before it does the same to us. Animal gains several promotions, including dwarf and elf slaying. And human slaying too, if it exists. Also, animal will now enter cultural borders. Alternatively, it mutates into an animal hero (either the hero promotion, or an actual unique animal).

Unruly Warrior (requires warrior, contact with another civ)
One of our warriors lost his temper and killed some (civ) citizens.
1) This is terrible. Confine the warrior to barracks. -1 Diplomacy with (civ). Warrior cannot move for 10 turns.
2) This is inexcusable! Turn him over to (civ)'s justice. +1 Diplomacy with (civ). Lose warrior.
3) I'm glad to see our men are keeping in shape. Requires non-good. -2 Diplomacy with (civ). Warrior gains +2xp, enraged promotion.

Animal Lovers (requires animal cage, FOL in city, but not state religion)
Tree worshipers are gathering to protest our practice of caging animals.
1) They're right. Let the animals go free. Gain Temple of the Leaves. Or existing temple gains +1 happy face. Lose all animal cages.
2) Ignore them. They will eventually become bored with this cause. +1 unhappiness for 10 turns.
3) If they love animals so much throw them into the cages besides them! Requires Balseraphs. Gain human cage. Fellowship of Leaves removed from the city.

Teleportation (requires unit near generic or dimensional mana node)
1) A black vortex just sucked in one of our units! Unit is moved to random mana node.

Firefighters (requires forest that is on fire)
A forest appears to be on fire.
1) We need those trees. Organize a fire brigade. Fire goes out.
2) We needed those trees cleared anyway. Send in men to make certain it doesn't spread and then let it burn. Fire goes out. Lose forest improvement.

Determination (requires a unit to have just been killed)
Our fallen comrade's sense of duty seems to have overwhelmed death itself!
1) If only all of our men were so loyal. Gain skeleton.

Mutton (requires sheep pasture)
Lions are eating our sheep!
1) Quick, organize the militia. Lion spawns on the sheep tile.
2) Let it eat until it becomes fat and slow, then capture it. Gain lion unit. Sheep tile produces -2 food.
 
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