Ideas needed: Common Events

this idea is a little tounge in cheek...

Event: Little Red

trigger on any forest tile in cultural boundries w/o improvements

Lord, a country lumberjack has recently killed a wolf, saving a young girl and her grandmother. How should we proceed?

Option 1: "This man is a hero and deserves a reward. Expand his operations."
-receive a lumbermill on tile, +500 research towards iron working.

Option 2: "This story will inspire our people and their children. Make sure our bards tell it throughout the land."
- +75 culture in all cities

Option 3: (requires FOL state religion) "We must appease the spirits of our animal brothers. Punish the man."
-receive 2 wolf pack units

the amounts were made up off the top of my head, i assumed that iron working requires a fair amount of research, and that 500 wouldn't be more than a turn or two off. this first option is also intended to give a lumbermill before you can build them. it could be changed to simply a + production hammre instead... suggestions?
-rhuntar
 
An idea designed for early in the game:

Better Tools (req. crafting)

Sire, a craftsman has designed better tools for our city!

a) Well, that would certainly speed up our production. -10 gold, + 20 hammers
b) We must promote this man! Give all our craftsmen these tools! -30 gold, +1 hammer/turn
c) We should sell these to our neighbours! +10 gold per discovered player, + 1 relation.
 
Great ideas here wow.

Just a plea to Kael : We need more events to make the 1st 100 turns a tad more interesting :/
 
Oppressed goblins wish to serve your empire.

Triggered by barbarian goblins near your borders.

Hire them as scouts.
Pay -- gold.
Receive 1 goblin.

Hire them as workers.
Pay -- gold.
Receive 1 goblin(or orc) worker.

There is no place for such abominations in our empire.(Requires good.)
Nothing happens.

Capture them! They will find they were better of with the orcs!(Requires evil.)
50% chance you gain goblin(or orc) slave.
25% chance nothing happens.
25% chance goblin receives burning blood promotion.

This could also work for barbarian warriors or units from an evil civilization(whether at war or peace). There could also be a political component when other civilizations units wish to join you during peace.
 
Svartalfar TroublesRquires Contact with Svaralfar
Noble man from {cityname} was found poisoned in his manor. He was an outspoken oppenent of the Svartalfar. ALready the people have made this connection and are calling for retribution.

Have a grand funeral follwed by a denouncment of the Svartalfar. (+1 happiness in all cities for 20 turns, -2 with the Svartalfar)
Blame a rival of the nobleman to prevent bad relations with the elves.(No effect)
(Requires Empyrean) I will forgive them, if they will repent their past sins.(+2 with Svartalfar, -1 happiness in {cityname})
(Requires Council of Esus) He had it coming. Bribe the killer into joining us.(Recieve 1 assasin)
 
A horrible sickness spreads to <city>. Our seers believe the gods are testing our devotion during hard times.

Triggered by an unhealthy city.

Try to last it out while putting equal faith into the gods and the medics.
-2 health in city for -- turns.

Put our fates in the gods and make the appropriate offerings.
Costs -- gold.
-4 health in city for -- turns.
50% chance +2 health in city.

Make human sacrifices of the diseased and hope it appeases the gods.(requires evil).
-1 population.
-2 health for -- turns.
50% chance +2 health in city.

Find a cure to the disease and teach some herbalists how to treat it.(Grigori only).
Costs -- gold.
-2 health for -- turns.
50% chance +2 health in city.
25% chance to receive Grigori medic.
 
Wandering Guru/Wise man

Send him away!

No affect.

Wecome him to our ivory towers!

70% Gain a free specialist of x type for x turns.
Turns depend on amount of gold (or resource?) payment. Type depends on?
20% lose x flasks from current research (he was actually a dumb-ass!)
10% Lose 1 population (he was a terrorist!)

Torture him for knowledge!

70% +x to current research and +1 unhappy
30% -x to current research (he fooled you!) and +1 unhappy

Ok, the 'torture him for knowledge' is kind of a tongue-in-cheek option and meant to imply alignment possibilities.
 
this idea is a little tounge in cheek...

Event: Little Red
<snip>
-rhuntar
I like it, and I think it'd appeal to Kael's sense of humour too. Need to tone down the scale of the effects to qualify as a common event, but the idea's great.
 
Event: A bartender's day
Requirement: Tavern in city

A Ritualist, a Priest of Leaves and a Stonewarden enters the tavern at the same time. The bartender took one look and said, " Is this a joke?"

1. Get the joke
( +1::) in the city for 10 turn)
2. Don't get it
(+1:mad: in the city for 10 turn)
3.Evil civ only: Off with their heads! Put it on a pike in front of the tavern.
(+3 culture for tavern)
4. Perpentach leader only: HAHAHAHAHAHAHAHA!
( 50% chance for +2:) or 50% for +2:mad: in the city for 10 turn)
 
Event : Moon Light

Rumors of werewolves hunting the forest are spreading in {city with forest around}, and some children are reported missing

1] We'll hunt the werewolf down => 1 happy for 10 turn + 50% chance one barbarian werewolf arrepar on forest tile.
2] Werewolves are human before all, investigate to help the poor guy ==> 1 unhappy for 10 turn + 50% gain a werewolf
 
Murder of Sonne (requirement: cottage, hamlet, village, or town)

Rumor speaks of a man visiting the village of Foxford. after he left, the body of the young girl Sonne was found, brutally dismembered. The Villagers are calling for revenge... and it seems some of them have become werewolves, secretly.

a) Have the Villagers lynch one of thier own every evening.
(50% chance village is destroyed/downgraded a leveland barbarien werewolf is created on the tile. 50% chance the village is upgraded a level)
B) well... sucks for them.
(50% chance village is destroyed/downgraded a leveland barbarien werewolf is created on the tile. 50% chance the village is upgraded a level)
c) belseraph only: let's go watch!
(50% chance village is destroyed/downgraded a leveland barbarien werewolf is created on the tile. 50% chance the village is upgraded a level. additionally, +1 happy in all cities for 5 turns)
 
Event - Trained Ravens
Requires - Animal Handling, Hunting Lodge in City

Animal Trainers in *cityname* have successfully trained their ravens to carry messages to all corners of our empire! How should they focus on using this training?

Options
- This will help our armies communicate (free Flanking I promotion for all units produced in this city)
- This will help to increase trade to this city (+2 trade routes in this city)
- (Svartalfar Only) Send these ravens with our infiltrators, the more we know of the enemy, the better (free Sentry I for every Council of Esus unit)

It it too powerful?
 
Old man of the sea
req - a ship
An old man of ragged appearence and dripping with water has appeared at the port of (city) and has offered to give us the blessings of the sea for a price

- the old man wants 50 gold
50% - it appears the old man was just a vagabond drunkard - lose 50 gold and city gets 1 unhappy for 5 turns
50% - the old man has blessed one of our ships with the sign of the shark - loose 50 gold and one ship gains flanking
- the old man wants 100 gold
50% - it appears the old man was just a vagabond drunkard - lose 100 gold and city gets 1 unhappy for 5 turns
50% - the old man has blessed our ships with the sign of the albatross - all ships gain fair winds

- req OO - the old man wants all children born in the last 2 months to take with him beneath the waves
50% - lose 1 pop and gain 1 kracken and 1 cultist
50% - lose 1 pop and barbarian leviathan is spawned on the map and city has 2 unhappy for 10 turns
 
Old man of the sea
- req OO - the old man wants all children born in the last 2 months to take with him beneath the waves
50% - lose 1 pop and gain 1 kracken and 1 cultist
50% - lose 1 pop and barbarian leviathan is spawned on the map

Should probably cause unhappiness until you've invented Mind Stapling ;)
 
I didn't read the whole thread so I don't know if this is original but...

Natural Born Warrior

Requirements: Finish building a melee unit.

This unit has shown extraordinary potential in training.
Unit gets +3 Experience
 
Since the magic system is revamped, I thought I'd try events to add in the spells.

Hatur's CallRequires OO state religion, OO priest
Hastur has chosen {unit} as his chosen prophet. He has given access to the essence of chaos magic, which will be used against our enemies.

  • May he use these powers to smite our foes. (Unit gains the Hastur's Razor spell)

Peak of GloryPeak
Strange calls can be heard from the peak near {cityname}. The screeches are unearthly, and disturb residents. Life mana seems to be acting oddly. What shall we do?

  • Send an expedition to find the source. (50% unhappiness in city, 50 gain a griffon)
  • Focus entropy magic to destroy the source. (Nothing Happens, requires entropy mana)
  • Use life mana to attract the source. (Gain a griffon, Happiness in city, Requires life mana.

 
I like it, and I think it'd appeal to Kael's sense of humour too. Need to tone down the scale of the effects to qualify as a common event, but the idea's great.

Thanks for the feedback. the effects could easily scale down to small amount of culture or gold instead, just a lumbermill, and just a wolf unit... my original suggestions were mostly based on missing the wolf pack units, and trying to scale up to them...

-rhuntar
 
Old man of the sea
req - a ship
An old man of ragged appearence and dripping with water has appeared at the port of (city) and has offered to give us the blessings of the sea for a price

- the old man wants 50 gold
50% - it appears the old man was just a vagabond drunkard - lose 50 gold and city gets 1 unhappy for 5 turns
50% - the old man has blessed one of our ships with the sign of the shark - loose 50 gold and one ship gains flanking
- the old man wants 100 gold
50% - it appears the old man was just a vagabond drunkard - lose 100 gold and city gets 1 unhappy for 5 turns
50% - the old man has blessed our ships with the sign of the albatross - all ships gain fair winds

- req OO - the old man wants all children born in the last 2 months to take with him beneath the waves
50% - lose 1 pop and gain 1 kracken and 1 cultist
50% - lose 1 pop and barbarian leviathan is spawned on the map and city has 2 unhappy for 10 turns

I like this one.
 
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