Ideas needed: Common Events

Ebony found
Requires a forest tile inside the fat cross of one of your cities.

Sir, our working lumberjacks have found ebony in a nearby forest. Ebony is a tough and beautiful, although specially difficult to lumber. What shall we do?

1 - Do nothing. We will clean that forest as soon as possible - -1 in the forest, will dissappear if the forest is cleaned

2.- Use this wood for building tougher bows, and train our archers to use them propperly - Requires archery range in closest city, -1 in the forest. Archery range gets "-20% when building archery units, newly built archery units get +20% combat strength and + 1 first strike", forest cannot be cleaned (or bonus is lost if the forest disappears)

i seriously doubt that you could make a bow out of ebony, it is the wrong kind of wood.
 
Honey
"sire we have found bees that aren't aggressive and produce large amounts of honey!"
Tile gains +1 commerce +1food 50%chance of spawning barbarian bear
 
Sewers overflowing
Prereq: City with pop >=5
Sir, our sewers in [city] are overflowing, streets are filled with sewer dirt. Epidemies are expected.
A: We can't do anything. - in [city]: +6 :yuck: for 10 turns, all living units in [city] are diseased.
B: Hire more medics and perform some sanitation - -30 gold, +3 :yuck: for 10 turns in [city].
C: (req. Aqueduct): Make a flood and wash out everything. -2 pop, +2 :mad: for 10 turns in [city].
D: (req. OO state religion): This is a message from the deep! Use this to perform drowning rituals. -2 pop., gain 2 drowns, all living units in [city] mutated, +3 :yuck: for 10 turns in [city].

Provision problems
Prereq:Undead unit in a city.
Sir, we are suddenly out of provision for our [unit] in [city]. It is starving.
A: No matter. - [Unit] gains Weak promo.
B: Buy what is necessary from locals. -30 gold
C: Let it hunt on the streets. [Unit] gains Cannibalize promo and +2xp, -1 pop, +1:mad: for 10 turns in [city].
 
Lanun Pirates
Requires Lanun to be in the game, requires at least one coastal city.

"Sire, we have captured a party of Lanun buccaneers who have been preying on our shipping near (city name). The Lanun ambasador maintains that they are peaceful traders and demans that we turn the pirates and their cargo over to him. What shall we do?"

a) "Hang them, and seize their cargo" +20 gold, -1 relations with the Lanun
b) "Return the prisoners and the cargo" +2 relations with the Lanun, 1 :mad: in (city name) for 10 turns
b) (req. Council of Essus) "Cut a deal with the pirates to share the loot" +50 gold, +5% crime rate on (city name), +1 relations with the Lanun
b) (req. Harbor) "Free them, if they will give up raiding and set up a permanent trading post" +1 gold on harbor in (city name), +1 relations with the Lanun, 1 :mad: in (city name) for 10 turns.
 
req-war, units in your territory

Militia squad
-a militia squad has popped up in ~cityname~, will you fund a (military building), recruit the militia to join your cause, or dismiss them?

build a barracks
-you gain a barracks in the city
recruit them
-you gain 2/5 the military units of a commander, with no xp
dismiss them
-50/50 +3, -3 happyness for 10 turns
(they are glad the war is going well/ they feel chided like a kid)
 
Here’s an idea for a series of witch-related events. They’re meant to be separate fairly common events, but most of them can trigger the “witch captured” secondary event. The goal would be to set the “witch captured” so it has a 100% chance of happening on the next turn if triggered by another event, but only a rare chance of occurring otherwise.

In a perfect world, there’s probably a cool way to have a behind the scenes event that flips a ‘witch active’ trigger in the background, which adds a duplicate set of events, which have greater probability of coming up and greater probability of the witch outcomes occurring. This would create ‘witch-heavy’ phases for a while until the witch is caught and dealt with. But that’d be a lot of work that most players wouldn’t even notice, so I don’t know that it’d be worth it.

One of your advisors has been acting strangely recently.

A witch! A witch! Burn her!
  • 90% (Triggers witch captured event, below.) You have caught a witch.
  • 10% She escapes before you can catch her.
Take her aside and convince her to correct her aberrant behavior.
  • 40% She apologizes, and promises to work extra hard to avoid any suspicion in the future. (+X toward current project in capital)
  • 40% How could you even suggest such a thing! She leaves your service. I heard she works for one of your rivals now. (-X beakers at capital for Y turns)
  • 10% How could you even suggest such a thing! She leaves your service. I heard she works for one of your rivals now. (But she’s actually a witch. Increases chance of any witch-related event below)
  • 10% She says everything’s fine, but then later she disappears with a good chunk of your treasury. (-50% gold reserves, max 30)
Take her aside and accuse her of being a witch.
  • 10% She denies being a witch, and promises to work extra hard to avoid any suspicion in the future. (+X toward current project in capital)
  • 60% How could you even suggest such a thing! She leaves your service. I heard she works for one of your rivals now. (-X beakers at capital for Y turns)
  • 10% (Triggers witch captured event, below.) She confesses, and gives in to your judgement. You have caught a witch.
  • 10% How could you even suggest such a thing! She leaves your service. I heard she works for one of your rivals now. (But she’s actually a witch. Increases chance of any witch-related event below)
  • 10% She says everything’s fine, but then later she disappears with a good chunk of your treasury. (-50% gold reserves, max 30)
(not evil) Take her aside and see what’s been troubling her. Listen to her problems. The poor thing.
  • 10% She takes your concern to heart, and becomes a true leader among your people (Gain a random Great Person)
  • 60% She apologizes, and promises to work extra hard to avoid any suspicion in the future. (+X toward current project in capital)
  • 10% How could you even suggest such a thing! She leaves your service. I heard she works for one of your rivals now. (-X beakers at capital for Y turns)
  • 10% She says everything’s fine, but then later she disappears with a good chunk of your treasury. (-50% gold reserves, max 30)
  • 10% How could you even suggest such a thing! She leaves your service. I heard she works for one of your rivals now. (But she’s actually a witch. Increases chance of any witch-related event below)
(Aerons Bounty, -X Gold) Hire someone to quietly rub her out
  • 80% Mission successful.
  • 10% Mission successful. (No more witch events ever.)
  • 10% Forgive me, my lord. She used her magic to escape. (Increases chance of witch events.)
(Balseraph) I would certainly hope so. In fact, send my other advisors to the slave camps for not acting strangely enough!
  • 100% As you wish. (-X Beakers, -50% production in capital, gain two workers at capital)

(Cow resource connected to a city) Milk has been souring near (city). Peasants are unhappy (and thirsty).
Ignore it.
  • 90% (resource gives no bonus, event will recur)
  • 10% OK, it’s all better now (recurrence ends)
Could be mystical. Investigate.
  • 70% Nope, appears to be perfectly normal. (resource gives no bonus, event will recur)
  • 30% You caught a witch!
When life gives you sour milk, make sour milk-ade!
  • 100% Man, this tastes horrible. (-1 happy in city, -2 health in city, +1 gold in city, all for X turns) (event will recur)
(Religion civic or a state religion) The gods must be unhappy with us. Pray harder, dammit!
  • 70% The gods are still mad. I blame myself. (resource gives no bonus, event will recur)
  • 20% OK, the cows are better now (recurrence ends)
  • 10% The gods not only cure the cows, they bless them with super-tasty milk! (+1 gold in city for X, recurrence ends)
(Brewery in city, or Hippus) Fermented milk is delicious and nutritious! The taste sensation that’s sweeping the empire.
  • 100% Hey, this is actually kinda tasty. (all cows provide +1 gold, recurrence ends)
(Calabim) Let them drink blood!
  • 100% Uh, we’re not all vampires, you know. Does anyone actually read the backstory materials? (-1 happy in city, event will recur)

(Corn, Wheat, Fruit, Wine, or Rice resource connected to a city) (plant resource) crops have been withering near (city), despite the good weather.
Ignore it.
  • 90% (resource gives no bonus, event will recur)
  • 10% OK, it’s all better now (recurrence ends)
Could be mystical. Investigate.
  • 70% Nope, appears to be perfectly normal. (resource gives no bonus, event will recur)
  • 30% You caught a witch!
(Religion civic or a state religion) The gods must be unhappy with us. Pray harder, dammit!
  • 70% (resource gives no bonus, event will recur)
  • 20% OK, the cows are better now (recurrence ends)
  • 10% The gods not only cure the cows, they bless them with super-tasty milk! (+1 gold in city for X, recurrence ends)
(-X beakers) Ask your scientists to work with the farmers to improve their yields.
  • 60% OK, it’s all better now.
  • 20% (resource gives no bonus, event will recur)
  • 20% Our scientists make a breakthrough that vastly improves the yields. (that resource type provides +1 Food)
(Hunting Lodge, Pasture, or Camp) Let them eat meat!
  • 80% You’re right. Who needs a balanced diet? (other structure gives +1 Food in all cities, crop resource gives -1 Food in all cities, recurrence ends)
  • 20% Mom, I’m still hungry. (resource gives no bonus, event will recur)

(Cow, Pig, Sheep, Horse, Deer resource connected to a city) (animal resource) herds have been dying near (city), and no one knows why.
Ignore it.
  • 90% (resource gives no bonus, event will recur)
  • 10% OK, it’s all better now (recurrence ends)
Could be mystical. Investigate.
  • 70% Nope, appears to be perfectly normal. (resource gives no bonus, event will recur)
  • 30% You caught a witch!
(Religion civic or a state religion) The gods must be unhappy with us. Pray harder, dammit!
  • 70% The gods are still mad. They must still be mad about that time I swore last year. (resource gives no bonus, event will recur)
  • 20% OK, the animals are better now (recurrence ends)
  • 10% The gods not only cure the animals, they bless them with super-tasty meat! (+1 food in city for X, recurrence ends)
(ties up a nearby scout unit) Maybe it’s wolves. Have scouts scour the area.
  • 60% Yep, your unit defeated those critters. (Unit gains +X XP, recurrence ends)
  • 30% Nope, that wasn’t it. (resource gives no bonus, event will recur)
(-X beakers) Ask your scientists to work with the herders to improve their health.
  • 60% OK, it’s all better now.
  • 20% Actually, these herders already seem to know more about herds than we do. (resource gives no bonus, event will recur)
  • 20% Our scientists make a breakthrough that vastly improves their health. (that resource type provides +1 Food, recurrence ends)

(Fish, Clam, Whale, Crabs resource connected to a city) The oceans have been refusing their bounty to us. Our fishermen are unable to catch (sea resource).
Ignore it.
  • 90% (resource gives no bonus, event will recur)
  • 10% OK, it’s all better now (recurrence ends)
Could be mystical. Investigate.
  • 70% Nope, appears to be perfectly normal. (resource gives no bonus, event will recur)
  • 30% You caught a witch!
(Religion civic or a state religion) The gods must be unhappy with us. Pray harder, dammit!
  • 70% The gods are still mad. Probably something to do with loose women in the cities. (resource gives no bonus, event will recur)
  • 20% OK, the sea is better now (recurrence ends)
  • 10% The gods not only cure the seas, they bless them with super-tasty meat! (+1 food in city for X, recurrence ends)
(ties up a nearby sea unit) Send some navy boats to assist.
  • 60% That seems to make the fisherman happy. They donate some fish. (+20 food to city reserves, recurrence ends)
  • 30% Nope, that wasn’t it. (resource gives no bonus, event will recur)
(-X beakers) Ask your scientists to work with the fishermen to improve their fishing technique.
  • 60% OK, it’s all better now.
  • 20% Uh, we’re scientists, not fisherman. How should we know how to fish? (resource gives no bonus, event will recur)
  • 20% Our scientists make a breakthrough that vastly improves fishing technique. (that resource type provides +1 Food)
(Octopus Overlords) As well they should be! The sea is not for mortal men.
  • 100% The sea scares me. (Spreads Octopus Overlords to X new cities, -1 Food from that resource permanently)

(entering ruins) Scouts exploring ancient ruins find an attractive young woman living there.
She must be strong to survive out here on her own. Recruit her for my military!
  • 100% Gain an adept. (or make it a warrior if it’s too early for Adepts)
She must be wise to survive out here on her own. Let her teach us!
  • 100% Gain a Great Sage, fixed in nearest city.
A witch! A witch! Burn her!
  • 100% Catch a witch.
(male) Attractive, you say? Invite her to my palace.
  • 100% +1 Pop in capital

You haven’t been sleeping well. Each night, you are haunted by visions of death.
Try to ignore the visions.
This isn’t working. I need advice. (+X% corruption in capital, event recurs)
Stop sleeping. That’ll make everything better.
  • 80% So… sleepy. (+(2X)% corruption in capital, event recurs)
  • 20% Yep, that did it. (no recurrence)
(Incense resource in capital) Burn that special incense that helps me go to sleep.
  • 10% Oooh, pretty dreams. That gives me an idea… (+X beakers, no recurrence)
  • 80% Yep, that did it. (no recurrence)
  • 10% So… sleepy. (+X% corruption in capital, event recurs)
(Elder Council or Mage Guild in capital) Seek magical advice.
  • 10% Hmmm… no clue. (recurs)
  • 60% It’s just stress. Wear this charm to sleep. (no recurrence)
  • 30% Yes, this is clearly the work of a witch. We’ll get her. (catch a witch, no recurrence)
(any Temple) Seek religious advice.
  • (no state religion) Yes, I sense ill spirits around you. Take these herbs. (no recurrence)
  • (Order) Tsk. Demons. They’re everywhere. We’ll send a squad of demon-smashers to watch over your bedroom. (no recurrence)
  • (Runes) Stop your whining and get back to work. (no recurrence)
  • (Leaves) Here, take these herbs. They’ll refresh you. (no recurrence)
  • (Octopus) In his house dead Danalin waits dreaming. (no recurrence)
  • (Veil) Oh, sorry. That was me. Just trying out some new demons. (no recurrence)
  • (Sheaim, Calabim) Yes, what’s new about that? (no recurrence)

Members of your council complain of odd illnesses and tragedies. Just last week, one stubbed his toe really bad. Some say they are cursed.
Cursed? What silly superstition.
  • 80% (recurs)
  • 20% (no recurrence)
Those guys? Not my problem.
  • 70% (-1 happy in Capital, recurs)
  • 30% (no recurrence)
(God King or Balseraph) Cursed? Me? How can one curse a god? Send the blasphemers to the work camps.
  • 100% (gain one worker in capital, -2 happy in capital for X, no recur)
(Elder Council, Mage Guild) Seek sage advice.
  • 10% Hmmm… no clue. (recurs)
  • 60% It’s just stress. Wear this charm to sleep. (no recurrence)
  • 30% Yes, this is clearly the work of a witch. We’ll get her. (catch a witch event triggered, no recurrence)
(any Temple) Seek religious advice.
  • (no state religion) Yes, I sense ill spirits around you. Have them take these herbs. (no recurrence)
  • (Order) Tsk. Demons. They’re everywhere. We’ll send a squad of demon-smashers to watch over your bedroom. (no recurrence)
  • (Runes) Stop your whining and get back to work. (no recurrence)
  • (Leaves) Here, have them take these herbs. They’re refreshing. (no recurrence)
  • (Octopus) He shall rise and his kingdom shall cover the Earth. (no recurrence)
  • (Veil) Oh, sorry. That was me. Just trying out some new demons. (no recurrence)
  • (Sheaim or Calabim) Yes, what’s new about that? (no recurrence)

People in (city) are infertile. No babies have been born recently.
Could be mystical. Investigate.
  • 70% Nope, appears to be perfectly normal. (-1 pop in city, event will recur)
  • 30% You caught a witch!
Give a speech explaining to everyone in (city) about birds and bees.
  • 60% Uh, we knew that part. It’s just not working. (-1 pop in city, event will recur)
  • 40% Oh, that’s how it works. (no recurrence)
(Falamir or God King) Invite the women of (city) to my palace for special training sessions.
  • 10% Wow. Just… wow. (+2 Population in (city), We Love the President Day triggered there)
  • 40% Was it good for you too? (+1 Population in (city), +1 happy in city for Y)
  • 40% Uh, sorry, I gotta get going. (+1 Population in (city), -1 happy in city for Y)
  • 10% You want me to do what? (City revolts, event recurs.)
(God King) Invite the men of (city) to my palace for special training sessions.
  • 10% Wow. Just… wow. (+2 Population in (city), We Love the President Day)
  • 40% Was it good for you too? (+1 Population in (city), +1 happy in city for Y)
  • 40% Uh, sorry, I gotta get going. (+1 Population in (city), -1 happy in city for Y)
  • 10% You want me to do what? (City revolts.)
(Carnival, Winery or Brewery and –X Gold) Hold a big party, get everyone drunk, and they’ll figure out the rest.
  • Woo hoo! Party time! Excellent! (+1 Population in (city), Brewery effect doubled forever in this city)
(Fend for Themselves) They can fend for themselves.
  • 80% (-1 pop in city, event will recur)
  • 20% It works itself out. (no recurrence)
(Breeding Pit) Some time in the pit will help them remember.
  • 100% (-1 Pop in city, -1 happy in city, +2 food for X, no recurrence)

(Elder Council at capital) An old woman shows up at your palace and asks to join the Elder Council.
A witch! A witch! Burn her!
  • Catch a witch.
Sure, why not?
  • (Elder Council +2 Beakers for X)
(Religion or Nationhood civic, or Runes) Sorry, but tradition insists that those in the Elder Council must be local residents only.
  • (+20 culture in capital)
(Lanun, Balseraph) Only if she can sing me a good sea shanty.
  • 50% That’s a catchy tune. (Elder Council +2 Beakers for X, +20 culture in all cities)
  • 50% You call that singing? (-50 culture in capital)
(Balseraph and banana resource at capital) Only if she can balance a banana on her nose while whistling.
  • 30% Genius! Who needs an Elder Council! You can all be clowns! (Remove Elder Council, gain Carnival or Theater in capital, +50 culture in all cities)
  • 50% Not bad. You can stay. (Elder Council +2 Beakers for X)
  • 20% You call that a banana? (-100 culture in capital)

(during war, triggered when you lose a city) An old woman appears in the capital and offers her services to aid in our war. She must be a powerful witch.
Sure! We could use the help! Get her to the front!
  • 90% Gain a Adept unit with lots of xp. (meant as a counter-balance when you’re losing a war)
  • 10% Hmmm… she’s actually just an old woman (Gain a Worker)
Sure! We could use the help! Start researching!
  • 100% Genius! (+50 beakers, or +X beakers in capital, or just a free tech since this is meant to be a counter-balance)
A witch! A witch! Burn her!
  • Catch a witch.

WITCH CAPTURED CLOSING EVENT:
A witch has been captured.
(not evil) Are you sure? She looks pretty normal to me. Set her free.
  • 10% Touched by your leniency, she vows to aid your research however she can. (Gain a Great Sage.)
  • 40% OK, thanks. (No effect)
  • 50% Um, sir, I’m not sure that’s a good idea, but if you insist… (Increases chances of future witch events.)
(Evil) Are you sure? She looks pretty normal to me. But kill her just to be safe.
  • 80% Yep, that sure killed her dead. (No effect)
  • 20% She uses her dark powers to survive the executioner’s axe, and swears vengeance on you. (Trigger for event below, sometime later)
Burn her! Burn her!
  • 50% She burns to a crisp. A witchy, evil crisp. (+20 culture in capital, We Love the President day triggered)
  • 30% Um, she seems to burn kinda like a person would. Are you sure she was a witch? (-1 Happy in Capital)
  • 20% She uses her dark powers to survive the fires, and swears vengeance on you. (Trigger for event below, sometime later)
(-X gold) Pay her to go bother our neighbor.
  • Can we make these events happen against someone else? If not, then just give another civ –X gold and possibly -1 relationship to you.
(not good) Force her to teach us her magical secrets. Using any means necessary.
  • 30% She resists! And she used her powers to escape. (chance to trigger mad witch, below)
  • 40% She knows a great many mystic theories. (+X Beakers)
  • 30% We will be able to extract secrets from her for years. (+X Beakers for Y turns)
(Falamir) Is she cute? Invite her to my place.
  • 60% Oh yeah, baby. (Gain a Adept with 10xp.)
  • 40% You want to what? You pig! (Triggers mad witch event, below, on next turn.)
(evil, -X gold) Offer her a place in our army. If she refuses, kill her.
  • 20% She refuses, then disappears with our gold. (Increases chances of future witch events.)
  • 80% She accepts. (Gain a Adept with 10xp.)
(good) Show her the error of her ways, and forgive her. From within a prison cell.
  • 20% She repents and begs forgiveness. (Gain a Great Sage.)
  • 80% She sticks to her evil ways, and spends the rest of her days in a cell. (no effect)
(if the first event above occurred before this) Is that my old friend? Invite her over for dinner.
  • 30% She forgives you and offers to help your side. (Gain a Great Sage)
  • 40% She forgives you and departs. (No effect)
  • 30% She’s as mad as ever. (Triggers bad witch event, below, on next turn.)

(chance to occur if witch captured event goes badly, or possibly on its own rarely)
A witch has appeared in the capital, blasting citizens with bolts of eldritch might. I think she’s mad at you.
Ignore her. I’m sure she’ll go away.
  • Eventually she gets bored and goes away. (-1 Pop in capital, recurs)
(ties up a military unit) Send in the army!
  • 50% She’s too tough for them! They’ve been slaughtered and she escaped! (unit dies, recurs)
  • 50% Woo hoo! They defeated her! (+X XP for unit, no recur)
(-X Beakers) Have the mages make up some sort of mystic prison or something.
  • 80% That did it. (no recur)
  • 20% Nope, she escaped. (recurs)
(-X Gold) Send her a nice fruit basket and an apology.
  • 20% That did it. (no recur)
  • 80% She’s gone for now, but I think she’s still mad. (recurs)

This isn’t part of the witch series, and it’s a little more powerful than requested so it would likely be rarer, but I threw it in anyways:

(when you subdue an animal) As your (unit) subdues the (animal), it speaks! It promises to grant your (unit) a wish if you set it free!
Demon spawn! Kill it! Then kill the pieces to be sure!
  • Removes animal unit.
Tell it to get back to work. And keep quiet.
  • No effect, keep the animal unit.
Wish for power.
  • 80% +XP for that unit
  • 20% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
Wish for money.
  • 80% +Gold
  • 20% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
Wish for love.
  • 80% +Pop in nearest city
  • 20% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
Wish for more animals.
  • 80% Creates three of that animal type in its square, with full health.
  • 20% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
Wish for more wishes.
  • 10% Smaller version (30% power) of all four of the basic wishes, above.
  • 90% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
(pacifist civic) Wish for peace.
  • 80% +All Relationships, ends current wars
  • 20% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
(agriculture civic) Wish for food.
  • 80% Fills granaries in all cities.
  • 20% You set it free, but it was actually just a normal talking animal, so you get no wish and no unit.
(Balseraphs) Wish for a sandwich… on rye bread…with lettuce and mustard, and…*and*…I don’t want any zombie turkeys, I don’t want to turn into a turkey myself, and I don’t want any other weird surprises.
  • 80% Hey! Not bad. Nice, hot mustard. Good bread. The turkey’s a little dry…The turkey’s a little dry! Oh, foe and cursed thing! What demon from the depths of hell created thee?! (no effect)
  • 20% You set it free, but it was actually just a normal talking animal, so you get no sandwich and no unit.
 
Whooo

Really impressive set of event :goodjob:

I just wish you would make more rewards for Perpentach (or Keelyn), such as:
launch new sandwich fashion (get one sandwich resource +1:food: or +1:commerce:)

Hope it gets implemented:)

Well done:goodjob:
 
A river has burst it's banks in [City]!
-All non-hill improvements adjacent to a river in [City] are destroyed (except hamlet/town/village which are downgraded one point)
-Adjacent river tiles become floodplains

I like this event. It has a down side, but can be turned into a positive witht he floodplains. All tiles adjacent might be overpowered. Perhaps one or two tiles that are either plains or desert.
 
Honey
"sire we have found bees that aren't aggressive and produce large amounts of honey!"
Tile gains +1 commerce +1food 50%chance of spawning barbarian bear

Thias nice too.
 
Ambitious General (Requires a melee, archer, or mounted unit with at least 5xp)

Sire, we've heard rumors that the commander of (unit) has a lust for power.

Bah! I know this commander and he is loyal to me. Ignore the rumors.
50% chance nothing happens
20% chance the unit gains the loyalty promotion
30% chance the unit becomes a barbarian

Yes I know commander, and he has always had higher aspirations. Make him a general.
-25 gold
80% chance the unit gains the loyalty promotion
10% chance that all melee/archer/mounted units in the stack gain the loyalty promotion and 2xp
10% chance that all melee/archer/mounted units in the stack become barbarians

I don't trust this commander. Court martial him.
80% chance the unit loses 2xp
20% chance the unit loses 2xp and a barbarian warrior spawns beside of it

(Evil only) His ambition is dangerous. Execute him!
60% the unit gains the enraged promotion and loses 2xp
10% chance the unit gains the loyalty promotion and loses 2xp
30% chance the unit becomes a barbarian unit with the enraged promotion

(CoE as state religion only) Don't worry, that commander is about to have an unfortunate accident.
The unit loses 4xp and gains the loyalty promotion
 
Monk PilgrimageRequires Elohim in the Game, Unique Feature in your empire

Monks from Elohim have come to you asking for permission to make a holy pilgrimage to {Unique Feature}.

  • They are always welcome in our lands. (Open borders with the Elohim, +2 with the Elohim
  • Of course they can, for a price (50 :gold:, -1 relations with the Elohim)
  • Ask them to join our cause as protectors of the sacred site. (-50 :gold:, Recieve a monk unit on the Unique Feature
  • Ask the monk to join {cityname} as a priest, and educate the locals on the {uniquefeature} (1 free priest specailist in {cityname}
  • (Good Only) Let them in and help them in any way you can. In return, request they perform a Hallowin Rituaal. (+1 relations with Elohim, -5 to the AC)
  • (Non good only) Allow them to go to the site, then abduct them and interrogate them on the site. (-2 relations with Elohim, + 50 beakers to current tech)
  • (Ashen Veil Only) Kill the pacificist monks. Use their souls for a armagedonnite ritual. (-6 with Elohim, +5 to the Armaggedon Counter)
 
I didn't go through this entire thread so hopefully something like this hasn't been suggested.

Giant Ants! (requires jungle within city radius)

Rising from the depths of the jungle near <City Name>, a swarm of giant fire ants is creating a swath of destruction in the region.
  • Burn the area with torches - 10 gold (sets fire to the jungle)
  • Take no action (50% chance of destruction of improvements on jungle and surrounding tiles)
  • Calm the swarm - Requires Nature Mana (Ends the Giant Ants! threat)
 
Monk PilgrimageRequires Elohim in the Game, Unique Feature in your empire

Monks from Elohim have come to you asking for permission to make a holy pilgrimage to {Unique Feature}.


  • They are always welcome in our lands. (Open borders with the Elohim, +2 with the Elohim
    Of course they can, for a price (50 :gold:, -2 relations with the Elohim)
    Ask them to join our cause as protectors of the sacred site. (-50 :gold:, Recieve a monk unit on the Unique Feature
    (Evil Only) Kill the pacificist monks. Use their souls for a armagedonnite ritual. (-6 with Elohim, +5 to the Armaggedon Counter)

I really like this one, but I think a few options should be changed/added. There should be an option that denies them entry at all (for a larger diplo penalty). Also, -2 relations is much too high of a price for a mere 50 gold. It should be made -1, and/or the amount of gold should be higher. It might also be nice if there were more options with different prices, such as: demanding different amounts of gold for the monks to enter, with different diplo penalties; letting the monk instead join the city nearest the unique feature as a great prophet; increasing the gold/trade from the unique feature; follow the monks and see if you can uncover the secrets of [unique feature] (chance of getting a free tech/research points, a piece of equipment, free promotion, etc.); maybe some options should differ based on what the feature is (it does seem like a pilgrimage to the pool of tears would be rather different than one to the Broken Sepulcher, doesn't it?)

Also, I think that third option you listed should really be AV state religion only.
 
i seriously doubt that you could make a bow out of ebony, it is the wrong kind of wood.

Well, not sure how does ebony suite for a bow in real life, I am not a carpenter, lumberjack or bow-maker ;-)

Anyway most fantasy realms have ebony bows as good quality ranged weapons (Oblivion, Guild Wars...) so I thought it could be possible...
 
I really like this one, but I think a few options should be changed/added. There should be an option that denies them entry at all (for a larger diplo penalty). Also, -2 relations is much too high of a price for a mere 50 gold. It should be made -1, and/or the amount of gold should be higher. It might also be nice if there were more options with different prices, such as: demanding different amounts of gold for the monks to enter, with different diplo penalties; letting the monk instead join the city nearest the unique feature as a great prophet; increasing the gold/trade from the unique feature; follow the monks and see if you can uncover the secrets of [unique feature] (chance of getting a free tech/research points, a piece of equipment, free promotion, etc.); maybe some options should differ based on what the feature is (it does seem like a pilgrimage to the pool of tears would be rather different than one to the Broken Sepulcher, doesn't it?)

Also, I think that third option you listed should really be AV state religion only.


Your suggestions are noted, and I'm changing the entry now.
 
Well, not sure how does ebony suite for a bow in real life, I am not a carpenter, lumberjack or bow-maker ;-)

Anyway most fantasy realms have ebony bows as good quality ranged weapons (Oblivion, Guild Wars...) so I thought it could be possible...

Don't they mine ebony in the Elder Scrolls universe? Plus this is a world in which glass weapons and armor are the most powerful (and expensive) equipment in Tamriel. I'm willing to bet there are a few subtle differences.
 
unstable nodes
req - recently developed mana node
My Lord strange creatures have been coming out of our X nodes and attacking
Spawn 2 level 2 summons from X mana for Y turns (Y= 3 turns on short, 5 turns on normal, 7 turns on long and 9 turns on marathon [i forget the names of the timelimits]
(Wanted to give them enough time to destroy improvements, reduce a cities defenders, and make you postpone a planned invasion and then vanish [Thanks xienwolf])
 
@El_Duderino: You can make a summon unit not be temporary, just as you can make any other unit BE temporary (look at the Brotherhood of Warrens for an example of that). So if a longterm presence is what you want, you can tune it for how long you desire.
 
Controlled burn

Residents in the vicinity of one of our forests think they can attract more game to the region using a controlled burn. Dissenters argue that the fire could easily get out of control, disrupting work in the area. What shall we do?

A) What? Burn down the forest to attract game? I've never heard of such a preposterous exercise! Put them to better use, if they have so much time on their hands!
Gain 1 worker
50% chance for +1 unhappy in city for ten turns.
50% chance +1 happy in city for ten turns.

B) Intriguing...Let them try. What's the worst that could happen?
Fire starts in affected forest tile. In addition
10% chance deer resource appears.
5% chance fur resource appears.
65% chance +1 commerce in tile.
20% chance no effect.

C) (Requires Grove in nearest city) These residents are wise in the ways of the woods. Send their leader to me, and he will serve the nation well.
Gain 1 Druid
25% chance fire starts in affected forest tile. If it appears,
10% chance deer resource appears.
5% chance fur resource appears.
65% chance +1 commerce in tile.
20% chance no effect.
 
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