Ideas needed: Common Events

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])
Nice idea, but I don't think you can check how long an improvement's been present without exposing new functions. You could make it rarer and drop that requirement, or if you were really attached to it you could have mana nodes 'grow' like forts do now, and simply reuse the same graphics for each stage. That could be nicely tied to giving them tile yields too if you wanted - more mature ones could generate a bit of commerce and so on. Mature water nodes could provide fresh water, for instance, without too much effort I think, at least if you don't mind it having the same tech requirement as farms spreading irrigation. Then you could use the different 'levels' of mana node to control the event frequency, the types of units it'd spawn and so on. It might need some (possibly SDK?) effort to have pillaging reset them all to nothing though, I've not looked at that. Sounds like a nice modcomp to me if it's too much effort to include in the main mod. Talk to Magister nicely, he'll probably be able to think of 38 more ways to use node maturity than I can, and implement it in half the time :)
 
A New Governor
Triggers: after a city has been attacked

Your Highness, the goernor of [City_Name] has been kiled while defending the town, you must choose someone to replace him.

1. Don't bother me with such things.
Nothing happens

2. One of our generals has served us well but he is quite old now. Governing [City_name] will be our gift for his services.
+10% military production. -2:science: in the city

3. Put the high priest of [City_Name] in charge. He will lead the citizens by the will of our God .
Requires State religion in the city. +1 :) -2 :culture: in the city.

4.With an archmage as a leader, [City_Name] will be full of scholars.
Requires Armurite civilization. +2:science:, -10%military production ( except disciples and adepts if possible) in the city

5. The guildmaster of Aeron's Guild will now rule [City_Name].
Requires Aeron's guilde in the city, +2:gold:,+20 crime rate +1:mad:, -1pop in the city

...

there are many others possibilities, like a calabim noble , or a bannor demagog ...

edit: i'm not very good at balancing ,so don't say that one possibility is overpowered..., values can be changed ^^
 
Peasant Uprising (rebellion)
Requires a farm
A group of peasants near (city_name) have rebelled against the harsh treatment of the local baron, and have succeeded in driving him from his manor. The nobles at court are demanding that the peasants be put back in place.

a) "Allow the peasants to govern themselves in exchange for special taxes."
Tile gains +1 :commerce:, 1 :mad: in capital for 10 turns (the nobles are pissed off).
b) "Send some troops to reinstate the baron."
Requires a military unit in a nearby city The unit cant move for 3 turns, event may recur.
c) "Both the peasants and their lord have failed in their duty, one through greed and the others through rebellion. Have both parties lashed, and make certain that they obey the law in the future." Requires The Order state religion. Tile gains +1 :commerce:

Illegal Castle (rebellion)
Requires a land tile with at least 1 :commerce:
A minor nobleman has built an illegal castle in royal lands. He is now claiming the surrounding countryside as part of his domain.

a) "Send the army to tear down the castle and hang the nobleman"
Requires a military unit in a nearby city The unit cant move for 3 turns.

b) "We are too busy to do anything"
Gain a fort in the tile, -1 :commerce: in the tile.

c) "This is an affront to Junil, let the people burn the villain in his own keep!"
Requires The Order state religion. City gains 1 :) for 10 turns.

d) "Offer to make the man to make the man a Baron and grant him a pension if he surrenders the castle"
-20 :gold:, gain a fort in the tile.
 
Half Humans TribesContact with Kuriortates, Forest
A Half Humans Tribe that has long lived in this forest has decided our society is oppresive to our kind. The Kuriorates have offered to provide a place for these creatures in their own land.

  • Give them the funds to move to the Kuriorate lands. They do little work for use, and they wil be content. (Forest loses 1 :hammers:, +2 diplomacy with the Kuriorates)
  • I will let them leave, but not fund the expedition.(Nothing Happens)
  • (Evil Only) Enslave these malcontent beasts!(+1 :hammers: on forest, -1 diplomacy with Kuriorates)
  • If I can't have them no one can.(Destroy forest, +1 :) in all cities for 25 turns, -1 diplomacy with Kuriorates)
  • (Empyrean Only) We must work to become a more tolerant society.(+1 :) in all cities for 25 turns, +2 diplomacy with Kuriorates)

Son of LugusRequires contact with Malakim
A child was born in {cityname} with a birthamrk in the sign of the Empyrean. The Malakim are hailing him as a Holy Prophet, and are requesting to bring him to {MalakimCapital}.

  • Of Course! They child needs to be taught the ways of his god.(+3 diplomacy with the Malakim)
  • Let the child ask Lugus where he should go.(50% Free Priest in {cityname}, 50% Free Priest in {Malakim Capital})
  • (Empyrean Only) He will be an excellent High Priest. (Free Great Prophet)
  • (Council of Esus Only) Have the enemy of Esus assasinated. (-2 diplomacy with Malakim, Recieve three Nightwatches)

Enchanter's GuildRequires Contact with the Luchurip, City without a Forge
A Luchurip Noble has entered offering to spread his small enchanters guild into your city, {cityname}

  • This is a wonderful idea! Ask him to create an Arcane Forge. (Recieve free forge, Forge gives Arcane units enchant I, -100 gold)
  • Ask him to use his forge to create household objects which our people can use. (Creates Forge in the city, Forge gives +1:))
  • (Runes of Kilmorph Only) He is a paragon of Kilmorph's Virtues. Hire him for our empire. (Recieve Great Engineer)
  • (Cannot Be Good) Send him away and hire bandits to rob his caravan. (Recieve 500 :gold:)

 
Local Saint
A blind woman in {city_name} has regained her sight after praying at the tomb of a recently deceased local mystic. Our citizens have begun to revere the mystic as a saint, drawing many pilgrims to the tomb.

a) "Hold a feast in the saint's honor!" +1 :) in {city_name} for 10 turns
b) (requires Pagan Temple) "Fund the creation of a fancy reliquary to hold his remains in the local temple" +1 :) from Pagan Temple, -30 :gold:
c) "Set up an order of clerics devoted to the saint" +1 free priest in {city_name}, -200 :gold:
d) (requires Temple of Kilmorph, Runes state religion) "Move the man's remains to the temple and encourage vendors to sell souvenirs in the courtyard" +2 :gold: from Temple of Kilmorph
 
Town Charter
Requires a town improvement
Representatives from a small town near {city_name} are asking you to grant a royal charter to their town. Since doing so would exempt the citizens from feudal dues and obligations, the local lord is naturally opposed.

a) "Grant the charter in exchange for additional taxes."
Tile gains +1 :commerce:, 25% chance of 1 :mad: for 10 turns in {city_name}
b) "Grant the charter if the town agree to raise a regiment for the army"
Receive a free warrior, 25% chance of 1 :mad: for 10 turns in {city_name}
c) "Confirm the local lord's rights in exchange for small present"
Gain 20 :gold:

Bannor Crusaders
Requires contact with the Bannor, peace with the Bannor.
A small party of Bannor crusaders have appeared at our borders near {city_name} and are requesting permission to cross our lands on their way to a distant battlefield.

a) Deny them permission.
-1 relations with the Bannor.
b) Allow them to pass and collect the usual tolls on the road.
+20 :gold:, +1 relations with the Bannor
c) (Requires military unit in {city_name}) Allow them to pass, if they agree to provide a drill sergeant for our troops in {city_name}
Unit in {city_name} gains Drill I, the unit cannot move for 3 turns, +1 relations with the Bannor
d) (Requires evil) Allow them to pass, but poison their food. Make sure to take the gear of their corpses.
Unit in {city_name} gains Combat I and Shock I, -3 relations with the Bannor.
 
Both of these are/can be in single random cities...

1. The Sun has Darkened!!!

Option 1 (for evil and neutral civs): This is an evil omen, sacrifice a Virgin in celebration!!! (60% A single imp appears to serve your empire with a Plus one to Armageddon counter, 40% a single broken land appears)

Option 2: (for good and neutral civs): This is an evil omen, pray for divine guidance (60% an Angle appears to serve your empire with a Negative one to the Armageddon Counter, 40% a single broken land appears)

Option 3: Wait it out our sages say this is a rare solar eclipse (80% plus 50 beakers to research, 20% a barbarian Imp appears)


notes:
a. The broken land still has a chance to revert to a normal land in good/neutral empires
b. There is a rare chance that it could happen on a resource granting toads etc

__________________

2. Sire the sweet nectar of the Lotus flower has infested city_name what should be done?

Option 1: Mmmmm LOTUS!!! (+ 10 Happy, - 10% Production, +100% war weariness and +5 to crime rate for 5 turns)

Option 2: The Lotus is destructive to society stamp out its use and imprison its pushers!!! (+3 Unhappiness and +10% Production for 5 turns)
 
:p

Our Monarch has been acting very strange the last couple of months. It would seem like he is suffering from a temporary crisis of insanity. As a result our realm is left with very little efficient guidance.

>Request military guidance. -15 Gold, free Melee unit in the capital

>Request administrative guidance. -15 Gold, free worker unit in the capital

>Request Religious guidance. -15 Gold, free adept unit in the capital

>“A question that sometimes drives me hazy: am I or are the others crazy?". 1 turn of anarchy
 
Mmmm, a few from me. A random person of randomocity.

You are taking a stroll through the woods and find a pan-galactic-gargle-blaster sitting untouched in a clearing. What do you do?

A: Sell it to the highest bidder! (+100-300 gold)

B: Give it to a forigen diplomat in honor of relations. (Equal chance of +4 or -4 relations)

C: Put it on display in a museum for all to see. (+10 culture/turn for the next 100 turns)

D: Guzzle it. (AI gains control of your civilization for the next turn, during which all mantance, unhealth, and unhappiness is wived)


A bowl of petunias and whale fall onto a nearby range of hills. What do you do?

A: Useful materials! Have the peasants salvage the remains! (+10 :hammers: and +20 :food: in stocks)

B: What an odd event, have the sages contemplate this conundrum. (+100 :culture: in closest city)

C: It shoud be a great attraction! Make it a tourist attraction of the location! (+1 :commerce: in square and +10 :gold: )

D: Requires Perpentach: Ah! Today is a wounderous day! Let us all... WEAR TUNA ON OUR HEADS! (+10 :culture: in closest city and capital, +1 :happy: in closest city for 10 turns, +10 :gold:, 50% -1 populaton in closest city, 50% +1 population in closest city, and 5% chance each of great sage or prophet in closest city.)


Now for some more... Sane things.

(Requires knowledge of the ether)
The ley lines have shifted, our adepts suspect this may be significant.

A: Requires at least one mage unit: Dispatch our adepts immediately, this could be important! (-50 :gold: ) (50% chance of new mana node near city. Separate 50% chance of an other mana node vanishing.)

B: Requires a state religion: This must be a sign from the gods! We must follow its movements! (-25 :gold) (10% chance of free relgion-spreader unit, 25% chance of new mana node near city. Seperate 25% chance of an other mana node vanishing. 5% chance of great prophet. )

C: Oh. Well. Thats interesting. (25% chance of new mana node near city, 10% chance of new resource appearing near city. Seperate 50% chance of an other mana node vanishing. )


Sir! A new river has burst the grounds near X. What should we do about it?

A: Allow it to flow, a river would be good for trade! (Generates river starting near city X)

B: Dam it! We must not let it alter the ecology! (Converts tile near city X to fresh water lake)

C: Requires water mana and knowlege of the ether: Have our adepts drive it back into the underground! We have no need for such a thing.

D: Requires runes of killmorph: Aha! Wonderous, harness it for our uses! (Free waterwheel on tile at river mouth and river generated starting near city X)
 
A nymph has petitioned us to save her forest. (can happen when a worker starts to chop down a forest)

Option 1 (for evil civ): Imprision her for my personal amusement... 2-5 Random wild animals attacks the capital

Option 2. (for all civs): BEGONE!!! That forest belongs to my empire and it stands in the way of development find a new forest... 50% 2-5 Random wild animals attack a random city or 50% nothing happens.

Option 3. Your lands shall be under my personal protection (an ancient forest that can never be choped down (must be burned down) will spawn in a random location in your empire does not require FOL)

Capturing these animals can be added to make cages for the carnival.
 
Grain Merchants
Req. Agriculture, req. coastal city

"A foreign merchant house is set to begin exporting large amounts of grain through the port of {city_name}, and they have approached us about renting the city's harbor..."

a) "Give them a loan to build a harbor"
Gain Harbor, loose 80 :gold:
b) "We will forgo the rents if they build a granary"
Gain granary in city_name.
c) (req. Harbor) "Rent out the harbor to the company"
Harbor gains +2 :gold:
d) (req. Runes state religion, Harbor) "This sounds like a great way to invest the temple's funds!"
Harbor gains +3 :gold:, +1 :food:
 
My personal biography


Sire, a famous writer has decided to write your biography. He is asking for information about you.

1) Give him all information he wants
  • 25% chance +1:) for 10 turns
  • 50% chance +1:mad: for 10 turns - you forgot to hide compromising evidence
  • 25% chance nothing happens

2) Let him come, I will personally answer all of his questions. This will become a nice hagiography
  • +1:) in all cities permanently - we are thrilled to have such a great leader
  • For each other civ, your civ is in contact make a check:
    • 60% chance nothing happens
    • 30% chance -1 relation - king of civ is unhappy having been called king of stupidity
    • 5% chance -2 relation - queen of civ is particularly upset having been compared to a big cow
    • 5% chance +1 relation - king of civ is particularly happy of the way he is described in the biography

3) Balseraph only - a biography great, help him 120%
  • 90% +2:) in all cities permanently - :king:
  • 10% +3:) in all cities permanently - this is a true masterpiece :goodjob:
  • For each other civ, your civ is in contact make a check:
    • 60% chance -1 relation - king of civ is unhappy having been called king of jerks
    • 30% chance -2 relation - queen of civ is particularly upset having been compared to a big whale
    • 5% chance -3 relation - king of civ is outraged that you said he had the manners of a bear, will of a sheep and the strength of your big lazy old cat, who is basking in the sun and waiting for the day // maybe even declare war
    • 5% chance +3 relation - king of civ is particularly happy of the poem you wrote about him; maybe he just didn't understand it

4) Don't answer this guy
  • 80% nothing happens
  • 20% +2:mad: permanently - the great writer with a huge ego was so upset he wrote down your biography in a very funny tone. We don't know how he got information about your childhood, however. We have burnt your old nanny, just in case though
 
People still tend to propose events with strategical outcome rather then common. And mostly positive - noone like to have negative outcome events. :) We need more negative events.

Fire
Prereq: city without Aqueduct but with at least 1 common building.
[City] is in fire. [Random common building] is lost.

Racial criminal wars
Prereq: City with crime >15, pop>3, human civ.
Sire, criminal organisations of orcs and dwarves are fighting for the control on elven prostitution bussiness. What should we do?
A: This is not our bussiness. +5 crime, +1:mad: temporary in [city]. 50% chance revolting for 2 turns.
B: Assign our [unit] to patrol and stop fighting. +1:mad: temporary in [city], +2xp for [unit]. 10% chance to loose [unit] and [city] revolt for 4 turns.
C: Wipe out all those rotten creatures from our nice [city]! -15 crime -3 pop in [city], all cities +1 :) permanenly, -1 relation with all orcish, dwarven and elven civs in game. Spawn barbarian orc and dwarven warriors.
D: Support dwarves for a percent of their profit. -1 pop, + 1 gold in [city], -1 relation with Clan if it is in game. Spawn barbarian orc warrior.
E: Support orcs for their military service. -1 pop in [city], +1 relation with Clan, -1 relation with dwarven civs if they are in game. Gain orc warrior, spawn barbarian dwarven warrior.
F: [Req slavery]: All those creatures are best as slaves. -15 crime, -3 pop in [city], all cities +1 :) permanenly, -2 relation with all orcish, dwarven and elven civs in game. Gain 1 orcish, 1 elven and 1 dwarven slaves.
 
My first shot:

These Goblins are Revolting!

A pathetic band of goblin refugees stumble toward the city gates. Their disheveled leader explains his people were on the run from their cruel orc master, only to be assaulted by a rampaging sludge beast on their trek to freedom. They are have many injured, are desperately low on supplies, and are quite smelly. They beg for asylum within the walls of [City Name].

1) Ignore the stench! Throw open the gates! City gains +2 :yuck: for 5 turns, and +1 population.

2) Give these poor creatures some food. They can stay . . . outside. City loses all stored food. Get a free goblin worker.

3) Back into the wild, foul beasts! +2 :) in City for 5 turns.

4) You were better off with the sludge beast! Kill the scum! Random unit in garrison gets Orc Slayer promotion.
 
People still tend to propose events with strategical outcome rather then common. And mostly positive - noone like to have negative outcome events. :) We need more negative events.

I will adopt a slightly different view here. Thinking of events during the day, I also came to the conclusion that most proposal were flat out boni, which don't interest me (no roleplay, no nothing).

However I am not interested also in flat out mali.

What I would like to see more are events that are basically trade-offs:

  1. exchange one bonus against another
  2. get a bonus now, but payback will hurt you later on

To make things more clear, with examples:

  1. My previous proposal exchanging horse resource for a sheep resource with pasture ==> tough sell.
    • On one side you get a resource already worked out ==> perfect for a start, but you lose a horse which has military value. If you have only one, what would you choose?
  2. In the events I am going to propose (afterwards), you can let Cult of Dragon spread to your land, for a nice bonus today, but a lot of headache later on

This way, leaders have to make a choice, based on whatever they want (roleplay, careful analysis, pure random choice :p ), but their choice will influence their game afterwards.
With a flatout + or -, well nothing really difficult to think about

I am also in favor of randomness, I know some people don't like them (and I respect this), but I think they add uncertainty to the game, which for me mimics life. Of course some people play civ like they would play chess. it is perfectly respectable though, it is just not my playstyle.

Of course people can also argue that there are randomness in which event you get or get not, but I like to make not completely informed decision, that is decision that might 80% be what I want :D , and 20% well bad ... :(

However I would be happy to hear what the people think, since lots of people have contributed to this thread, but with probably very different ideas in mind (that is the great pleasure with this game, all people can find a little something that will let them say, wait one more turn and shut down just when they realize it is already morning ... At least that happened to me more than a couple of times on civ, civ II and civ IV FFH - not civ III btw)

What do you guys think?
 
Well, I noticed that you can have a trait requirement to trigger an event, and I wrote this one up before I checked if you can have a trait requirement for each option within an event. Unfortunately it doesn't look like you can, but I'll post it anyway. Planning to write up some trait specific events, but this helped to show me how hard it might be to cover all 20 of them (wonder if that means there is another trait planned to make it an even 21...)

Triggers in a city with an Obelisk
--Rioting has broken out in [City] and they are tearing down an Obelisk. If this is not handled quickly, people may get hurt!
  1. Requires Adaptive: "Join the people in tearing down the Obelisk and discuss their complaints afterwards."
    • Obelisk destroyed
    • +20 Culture in [City]
  2. Requires Aggressive: "Round up the troops and disperse the crowd!"
    • +3 :mad: in [City] for 10 turns
    • +2 XP to all troops in [City].
  3. Requires Agnostic: "It is good that they express their idependance from iconography. Prepare a feast for after the event so we may calm the riots tonight."
    • Obelisk destroyed
    • +10 :food: in [City]
  4. Requires Arcane: "Authorize the Governor to Charm the crowd and send them back to work."
    • +1 :mad: in [City] for 8 turns
    • +15 :hammers: to current production in [City]
  5. Requires Barbarian: "Gah! I just had that Obelisk worked on. Get me my axe!"
    • -1 Population in [City]
    • Obelisk provides +1 :)
  6. Requires Charismatic: "Clear my schedule for the day. I shall speak with my people."
    • 1 turn of Anarchy
    • +2 :) permanently in [City].
  7. Requires Creative: "Well, obviously it is not to their liking then. Send a demolition crew to take it down safely and announce a contest for creation of a new Obelisk in [City]."
    • -20 :hammers: to current production in [City]
    • Recieve 1 free Bard specialist in [City].
  8. Requires Defender: "I'm not sure why I bothered to build the thing in the first place. When they have finished tearing it down, use the stone to erect some fortifications."
    • Obelisk destroyed
    • [City] gains Walls
  9. Requires Expansive: "If the populous has that much energy to spare see to it that they are working toward the goals of the Empire."
    • -1 Population in [City]
    • 2 free Slaves granted in [City]
  10. Requires Fallow: "Let it crumble!"
    • Obelisk destroyed
    • Free Sect of Flies granted in [City]
  11. Requires Financial: "Send the guards to organize things. Charge the people for each swing at the Obelisk and grant a prize to whoever breaks off the largest chunk."
    • Obelisk destroyed
    • +30 :gold:
  12. Requires Industrious: "Keep an eye on them, anyone who handles a hammer well can work for the Blacksmith."
    • Obelisk destroyed
    • City gains a free Engineer Specialist
  13. Requires Ingenuity: "Conscript the lot of them into the Military. And their first task will be to erect me a new Obelisk!"
    • -1 population in [City]
    • Free Warrior granted in [City]
  14. Requires Insane: "Cheerio! Build a new one for me, but this time... Build it with CHEESE!"
    • +2 :yuck: in [City]
    • -20 to Crime
  15. Requires Organized: "Call a City meeting. Form an Action Comittee to address all future grievances."
    • -1 :culture: on Obelisk
    • Obelisk now grants -10% to City Maintenance
  16. Requires Philosophical: "If our people are wishing to be free of archaic symbols then we should promote the endeavor."
    • Obelisk destroyed
    • Recieve 1 free Sage specialist in [City]
  17. Requires Raiders: "There are far better uses for that much stone, look at these plans I have written up..."
    • Obelisk destroyed
    • Free Catapult granted in [City]
  18. Requires Spiritual: "I should have expected as much. Erect in place of the Obelisk a small pedestal for people to express their views from."
    • Obelisk destroyed
    • Recieve 1 free Priest specialist in [City]
  19. Requires Sprawling: "Let us use the space for a Market instead. There is so much demand for more space to erect stalls."
    • Obelisk destroyed
    • Recieve 1 free Merchant specialist in [City]
  20. Requires Summoner: "Animate the Obelisk and allow it to fight back. That'll teach them to stay in their place."
    • -1 population in [City]
    • Obelisk gains +2 :hammers:

EDIT: In response to the comments in the last 2 posts, I would say that it is nice to have a tradeoff within each option so that there is no requirement (thus often forcing you to have only 1 option), but no obvious choice. However, as with the Civics, sometimes the downside is that you cannot select the other options. Nothing wrong with everything being a bonus, as long as there is no clear "Best" choice.
 
This is intended as a follow-up event for the romance serie of events (night spent with XX).

Btw, are they corrected in latest patch, I got Keelyn event while being Keelyn on a previous patch

Triggered: 3-12 truns after event night with XX

Note: This is more roleplay for me, you don't have that much choice with the first event, but what I like here is the possibility to completely reverse alliance

Do you remember the night you spent with Lady XX. No, just a serious hangover? Then I have a seriously bad news for you Mylord.
This is payback period, and you don’t even have the pleasure of remembering the good moments.

Lady XX has just arrived in our castle. She is accompanied with a young boy. She is claiming he is your son, born 9 months after your secret meeting. She already met a couple of prominent officials and, well … How to put this … They all remembered you spending the night with her … Ah, and they also think he looks like exactly like you … to make things worse, she has started distributing food and gifts to the citizens, saying it is a gift of the young prince. We are in serious trouble Mylord. What shall we do?

  1. I am not being manipulated, sent her away
    • WAR with civ XX
    • For each city except your capital:
      • 50% chance rebellion for 1-3 turns
      • 25% chance nothing happens
      • 25% chance +2:mad: – you are not assuming your responsibilities
    • For your capital
      • 75% chance rebellion for 3 – 9 turns
      • 25% chance +4:mad: – you are not assuming your responsibilities
    • For each of your units that has not loyal promotion
      • 80% chance unit stays loyal
      • 20% chance unit revolts and become controlled by civ XX – we will fight for the new prince
  2. Recognize this son, as mine, but he will be educated by his mother. I don’t want to see her anymore.
    • This will be pretty costly My Lord …
    • If WAR with civ XX then WAR stops
    • Open Border agreement with civ XX
    • -200:commerce: - gifts for the young prince
    • 1-3 of your units come controlled by civ XX – the royal Guard will protect the Prince
    • +4 relation with civ XX
    • -1:mad: in all cities – You should have taken the prince with you, he is the rightful heir to your throne
  3. I give up, this woman is more powerful than I am, Agree to everything … almost
    • If WAR with civ XX then WAR stops
    • Open Border agreement with civ XX
    • Defensive Pact with civ XX (even if not yet researched)
    • +8 relation with civ XX
    • 50% chance +1:) in all cities – Long live the king
    • 50% Golden age starts

In the same vein, we can also have a nice quest, with a Baby that you must protect and that doesn’t know his origins till you bring him to a special location and then … insert your favorite fantasy book (no, no hobbits thanks, I already had lunch)
 
Well, I noticed that you can have a trait requirement to trigger an event, and I wrote this one up before I checked if you can have a trait requirement for each option within an event. Unfortunately it doesn't look like you can, but I'll post it anyway. Planning to write up some trait specific events, but this helped to show me how hard it might be to cover all 20 of them (wonder if that means there is another trait planned to make it an even 21...)

Nice idea though, I was thinking about an event for which the outcome would be different depending on your civ, also like here it would be very hard to come up with 21 different replies :confused:
Indeed, what I would have liked is that as a player you get to choose from all replies available to the civ with which you are in the Over or Undercouncil

but that is probably not feasible
 
Inspiration event

Triggers: nothing (thought leader must be a woman at start, but it can happen both ways)
Target a city not your capital and city has at least 1 building

A great artist

Event 1
A great artist has fallen in love with you. He comes everyday at the Palace gates to meet you. He is reciting poems (not bad by the way). this has attracted quite a crowd at the gates.
What shall we do?

  1. Tell him that No is No
    • nothing happens
  2. Tell him I need to see a proof of his love
    • 80% will lead to event 2 within 2 - 12 turns

Event 2

The artist is crazy about you. He has created a masterpiece that is a nice addition to one of our building in the city.
Many people come to admire it.
  1. Accept this as a proof of his love
    • building gets
    • +2:culture:
    • +1:commerce:
    • 90% chance Event 3 within 2 - 12 turns
  2. Tell him that he has played enough, he must stop now
    • 50% chance building gets destroyed
    • 45% chance nothing happens
    • 5% Event 3 within 2 - 12 turns

Event 3

My Lord, the artist doesn't stop, he is creating masterpieces by the dozen. Many students are joining him to learn about his techniques. He claimed to be inspired by an angel ... I am afraid he means you
  1. Great, encourage him
    • Gain one great artist in the city
    • 95% chance Event 4 within 2 - 12 turns
  2. Tell him that he has played enough, he must stop now
    • Culture in the city is reduced to 1
    • For each building 25% chance the building is destroyed

Event 4

My Lord, the artist has become crazy, he claimed working for an angel has made him an angel too. He wants to marry you.
  1. An angel, well that looks good, I will accept his love
    • Gain creative trait
    • Gain insane trait
  2. No way , I say No
    • 70% chance the city and all units that don't have the loyal promotion (all loyal units come back to your palace) defects to another female leader, if no female leader then it becomes barbarian.
    • 30% city goes into revolt for 1 - 3 turns
overall around 50% chance your city defects ==> what will you choose?
 
Triggers: Cult of Dragon is present in your city, not sheaim or Kuriotates

My Lord, some strange shopkeeper has started to sell small flying dragons, we believe it is a very sophisticated plot by the Cult of Dragon
  1. Send the watch to dispose of him
    • +1:mad: in the city for 10 turns - we loved our flying dragons
  2. Let him sell those dragons
    • trade routes +25%
    • 50% chance all units produced in the city gains cult of dragon promotion
  3. if Aeron's Bounty is present - let the Assassin Guild handles that. The shop closes its door, seems the shopkeeper was too old for this new dragon business. No one has restarted this business
    • nothing happens
 
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