Ideas needed: Common Events

How about a traveling magic item shop? *Relics*

"My lord, a man visiting our town of (insert name) proclaims to be a retired adventurer purveying arcane relics from his journeys. He wishes permission to establish a shop for this purpose."

a) Foolishness, this is just some beggar trying to trade off shiny boubles. Have him driven from town. (Nothing happens.)

b) Unlikely, however if the people are intersted, we could profit from this. Allow him to set up his shop, and let the taxes benefit us. (plot receives +1 gold, +1 happiness.)

c) Fascinating, I've a passing intersted in such tales. Send someone to purchase his magical item, then send him on his way. (Cost 75 gold, 60% chance to receive one minor magic item.)

d) Ah, the fates shine on us today. Offer to buy his full inventory, and let us reap the rewards of his long years. (Cost 150 gold, 45% chance to receive two minor magic items.)

-----

Also a little something for fun. *Vendetta*

"My lord, we have received reports of stange happenings on the outskirts of our empire. Animals slaughtered, people gone missing. Our spies have learned the truth, two ancient creatures are battling one another for supremecy inside our borders."

a) What in Erebus has caused this calamity to befall us? Order the people to stay in their homes, and double the city guard to protect them untill this crisis reaches it's bloody conclusion. (+2 unhappyness for 30 turns)

b) Prepare for battle, I will not tolerate this feud a moment longer. Send our troops to destoy these ancient enemies! (Spawns one barbarian vampire, one barbarian ravenous werewolf inside borders.)

c) Perhaps this is an opportunity, rather than a curse. Lend our support to the Vampire, in return for his loyality. (Cost one pop point per city. Receive one vampire. Requires non good alighnment)

d) It is better to act now, than wait and risk facing the vampire alone later. Lend our support to his enemy, in return for loyalty to my throne. (Cost 200 gold. Receive one Blooded Werewolf. Requires non evil alighnment)
 
Wow, I'm loving this mod - I hope you're picky about which ones to include! Here's a quick one to consider:



Bringing Home the Bacon
(can occur at any city near Pigs resource)

An enormous giant arrives at the outskirts of [City]. He looks over the local herd with a greedy leer and licks his pointed teeth; some pigs appear to recognize him and begin a pitiful squealing.

"Tom's pigs run away," he says. "Neighbors give back."

---

"Certainly, my good man. What are neighbors for?"
Gain Hill Giant. Pigs disappear.

"These worthless pigs are thin and sick. But our larders are heavy, friend, join us in a feast to remember!"
-20 :gold:. Food stores in [[City]] reset to 0.

"Get your own, you slobbering oaf."
Spawn Barbarian Hill Giant outside [City].
 
Dimensional Portal
(can occur in any city, requires Knowledge of the Ether)

My lord, a careless apprentice has opened a gate to another plane! Dark creatures are looming behind it.

a) So what?
(Population reduces by 1-3; 1-3 Pit Beasts spawn near the city)

b) Send some guards to the portal!
(requires a unit stationed in the city; kills the unit; all living units built in the city gain Demon Slaying)

c) Send an adept proficient in law magic to close the gate!
(requires law mana; nothing happens)

d) Nice Construction, indeed!
(requires Sheaim; builds a Planar Gate in the city; an existing Planar Gate adds +2:science: and +2:culture:)
 
Somethin Fishy
(can trigger at any coastal city)

Your Grace, maidens near [[City]] have taken to lying with strange men from beneath the waves, who call to them with songs of an unearthly beauty. Some have brought forth children with odd mouths and bulging eyes.

---

Wretched harlots.. this is not our concern.
+2 :yuck: in City
+ chance for units produced in City to gain a Mutation

Keep women back from the coastline, destroy every child who bears marks of the deep. No abomination must be left alive!
-1 :) in City for 5 turns

[extra choice if religion = OO]
This is a wondrous omen.. distill their blood and consecrate the finest prodigy in a ceremony beneath the stars.
Gain one Zealot (with a Mutation) in City.



Propaganda
(can trigger at any city with >50 or so :culture:)

A weird harlequin in green and crimson has appeared in the town square at [[City]]. He bows deeply and recites the following refrain:

If my palm meets with gold, this town
will find her just and sure renown

but mark my words, unless she pays,
she will be mocked for a thousand days

---

Pay him off. We can scarce afford such gossip.
-75 :gold:. Gain 100 :culture: in City.

Send him on his way. We can scarce afford such frivolity.
wait a few turns, then the following event:
Inns and taverns far and wide are alive with unprintable limericks involving the townsfolk of [[City]] and various farm animals. The name of [[City]] is forever spoken of with a smirk.
City loses 100 :culture:.

Kill him for his insolence.
He dies noiselessly. The next morning, all the bards within forty miles awake to find their harp strings have snapped.
City will not generate :culture: for 5 turns

[extra choice only if city :culture: > some cutoff]
Shower the harlequin with gifts; beg him to remain in the city.
-200 :gold:. Great Bard in [[City]]
 
Wild beasts have been spotted in the forests near [city name].
Let the locals deal with it. (May spawn a barbarian animal.)
Hunt it down and kill it. (Costs gold. Won't spawn animal.)
See if we can capture it. (Requires Animal Handling. Costs gold. Will spawn an animal, which may be either barbaric or given to you.)
Send our finest hunters to capture it! (Same as above, but better odds of capturing it. Requires FoL.)​

I like the above suggestion.

My own suggestion:

---Healing Berries---

"Local berries in [cityname] have been found to have healing properties! What shall we do with them?"

+ Grow and harvest them for the city. [-50 gold, +1 city health]
+ Grow them to sell them in the city. [-50 gold, +1 gold from city per turn]
+ Show the people the berries and let them do as they please. [+1 happiness for ten turns]
 
Just a few suggestions:

Dam Trees!
A fallen tree has partially dammed a river, causing some of the surrounding flood plains to, well, flood!

-Hire someone to undam the river (-10 gold)
-Let is flood, this is a blessing! (flood plain becomes coast)

Knight's Tale
(Req. horses) A new sport has arisen among the people called jousting. People cry for a national tournament to crown a champion!

-We have no time for silly games! (no effect)
-Fine, give the masses what they wish (-25 gold, +1 happy)
-A tournament? Interesting. Let us have a lavish event, complete with music from a future time period and a future cowboy/madman! (-100 gold, +3 happy)

Old Man is Snoring
The city of (CITY) has been sieged with rain clouds for almost a full year, they demand something be done!

-What do they want? I'm no miracle worker! (+1 unhappy)
-See what the mages can do. (Req. Mage Guild, -25 gold)
-Start a rain festival for this blessing! (-25 gold, -1 hammer, +1 happy, +25 culture)

Hippy Paradise
(Req. AC<10)The world seems at peace, no evil has spread for a while, the people of (CITY) think something shoud be done.

-Of course, have a festival to honor the peace! (-50 gold, +3 happy)
-Just live life to the fullest! (+1 happy)
-Yes, something must be done, call the mages, a ritual needs to be performed... (+5AC)

Vigilanty Spirit
(Crime rate> 10) Criminals have begun turning themselves in in (CITY), claiming to have been confronted by a ghost. City residants are beginning to fear this vigilante spirit, but crime rates are plumeting
-Do nothing, this is a great help to us! (-10 to crime rate, -1 happy)
-Find a shaaman or mage to rid us of the spirit! (No effect)
 
Peace
(Will trigger after AC=100 and at war with another player)
Our has offered us peace to return our empires to their original state.

No we will continue this war untill the end! (-5 diplomacy with other player, 2:mad: in all cities. You refused an offer to rebuild!

Yes, let peace spead through the lands!(+5 diplomacy with other player)

Yes, lets use this opportunity to bring our empires closer together!( Form a team with other player.)
 
"We work hard, we play hard"

requires Guild of Hammers, Drama

A guild of Hammers representitive comes to the Palace. "The Guild's members work hard to help build our nation into a stronger society - it is time our members were rewarded for their efforts"

Reward the Guild- Sets Culture bar to 20%. If reduced from this within 10 turns risk of Guild strike
Ignore the Guild - Guild members on strike = x% unhappy faces. Also chance that the guild will establish itself in neighbouring cities
Punish the Representative - X% chance per city that the Guild will leave the civ and establish itself in neighbouring civs. Where the Guild membership doesn't leave a city = unhappy faces.
 
Invention of Steel:
Requires Iron Working, a source of iron, and a Forge.

"A local smith claims he's found a way to purify iron by blowing air on it while it's molten, and by mixing the pure iron with carbon, he can produce an alloy that nearly rivals mithril in strength. However, he needs funding in order to complete his research."

1. Sounds like a lot of hot air to me. (nothing happens)
2. This is worth pursuing. Once he is done have our troops outfitted with this new alloy. (-100 gold, all melee units are given Steel Weapons).
3. Should you break it to him that his techniques are out of date, or should I? (All melee units are given Steel Weapons at no cost, requires Khazad)
 
um about ur event MrUnderhill, we would need to change the promotions because the way the metal promos are set up, it is presumed that iron mean steel
 
How about this one:

Goblin refugees fleeing from the wildlands ask to be allowed to settle near your city [CITY].

1) Goblins? We do'nt want these scum in our land. Send them off (spawns one goblin unit near [CITY]).

2) Welcome them despite the grunting of the local population (+1 pop, +1 unhappiness in [CITY]).

3) Give them a hill to dig themselves holes. (receive 1 free mine - requires hill in city radius).

4) Welcome them in a big feast. Drug them and turn them into slaves. (requires non good, cost 20 gold, gain a goblin slave).
 
Explorers' Find

Requires: Scout or Hunter on non-city tile

One of our explorers found a strange object half buried in the dirt. Upon cleaning and inspecting it, he discovered it was an archaic sword that looked old enough to be from a past age.

-Finders keepers. Let him put it to good use. (Scout/Hunter receives Bronze Weapons)

-Antique weaponry? Let's sell it to the highest bidder! (+80 :gold: )

-Antique weaponry? Put it on display as a historical exhibit. (+1 :) in nearest city)

-Turn it over to the alchemists and blacksmiths. Maybe they can learn from it? (cannot have discovered Bronze Working; +35% bonus towards discovery)
 
Pardon abit of thread necromancy.

I'm curious if events are still being added to the mod. Mostly because I'd like some more events to help thin out star event spam. I know atleast one idea has been taken, having seen the 'A great lord died and left you money!' event.

Yeap, I usually read through this thread before every major release looking for ideas, so keep them coming.
 
Alright, Kael, you twisted my arm. ;)

Here's a couple of Tolkien-inspired events. I've got a prerequisite or threshold event for each, but you can ditch that and just make the second event in each set available to all civs -- if you accept either event, obviously. And of course, if you do accept either event, feel free to modify as you see fit.

Cram

Event 1 (Khazad only)

Bakers in [city name] have invented a recipe for a new type of waybread. (city center generates +1 :food:)

Event 2 (non-Khazad only, can occur only if Event 1 has already occurred)

Khazad bakers have taught our bakers in [city name] a recipe for the dwarven waybread known as cram. (city center generates +1 :food:)

Lembas

Event 1 (Ljosalfar only)

Bakers in [city name] have invented a recipe for a new type of waybread. (+1 :health: in [city name], city center generates +1 :food:)

Event 2 (non-Ljosalfar only, can occur only if Event 1 has already occurred)

Ljosalfar bakers have taught our bakers in [city name] a recipe for the elven waybread known as lembas. (+1 :health: in [city name], city center generates +1 :food:)


An alternative would be to have the Khazad/Ljosalfar bakers sell the recipe, so you'd have to subract some gold from your treasury to get the benefit.
 
ooh I like this one! mad props to Ambrose.


To Catch A Thief
(may trigger in any city with an above avg crime rate)

An infamous local brigand chief who has long been ravaging the environs of [City] has at last been captured by the law. He faces justice with an insouciant smile.

"Do with me what you will. The knowledge of hidden treasure I take to my grave is more than enough to buy my way into Outlaw's Paradise. After all, I myself am hardly to blame - all human nature is but a reflected shadow of the warring passions of the gods. These have shaped me in the form of a thief and scoundrel; to act otherwise would be blasphemy against the fabric of our world.."

___

"The gods made me merciful. Return what you have stolen and leave in exile, and you may keep your life. May you learn that it is truly yours to live."
+1 :) in City for 10 turns

"The gods made me with a good head on my shoulders. I'll have yours too, and all the pretty words inside."
Decrease crime rate. +1 :) in City for 5 turns

"The gods made me practical. Arrange a "donation" of half your haul, and I may just allow you to escape.."
Increase crime rate significantly. +50 :gold:. +1 :angry: for 5 turns

(requires Deception)
"The gods made me practical. Let's have a look at the fruits of your labor, and I may just allow you to escape with half.."
triggers following event:

Arriving at the bandit's hideout, [[Leader name]] turns to him with a smile that is all too familiar.
"The gods made me a liar, but also trusting and fair. I'm taking all the gold, but only half your head. I'll even leave the half with your mouth intact -- I trust you'll tell no one about our little arrangement.."
Decrease crime rate. +100 :gold:. +1 :) for 5 turns

(adapted from a vignette by Ambrose Bierce)
 
Scout starts a turn on jungle/forest terrain

"A blasted snakepit! What are your orders?"

1. "Caution! Who knows what perils may befall you!" - no movement for the turn (scout is navigating carefully)
2. "Are you man or mouse?! - procede with the exploration"
5% chance unit dies "I'll just brush this odd looking branch out of the....ah...ah...that hurt, oh buggerrhhh...."
5% chance the unit is blinded* and poisoned "I can't see, I can't see!"
5% chance a Baby Spider is spawned and combat ensues "Well of all the rotten luck, I was so busy checking odd looking sticks I didn't notice the web"
10% chance the unit is Poisoned "....mutter...mutter...I'll give him man or mouse...would you look at the holes that blasted snake has left in my breaches..."
70% chance the unit continues as normal "easy does it, snakes, schmakes"
5% chance the unit gains Poisoned Blade "oooh I'll just play a ditty on my flute - oooh look that snake is dancing to the tune, I'll just pop it into this handy basket I just happen to have. I wonder what would happen if I can squirt some of that stuff it seems to like spitting out onto my trusty blade..."

* effect would either be equivalent to blinding light (ie; stuck in situ for 2 turns), or perhaps requires another unit to guide the scout back
 
Some stuff for the beginning of the game, only to happen during the first 100 turns or so (to reduce these astrological events):

Gold!!!
When enlarging your palace, some workers have found an ancient treasure chest.

Effect: Add 10-20 gold to your treasury.


Heavy weather

During a heavy storm, parts of the [building being worked on] have been destroyed.

Effect: Lose 5-15 production.


A bard's tale (requires a unit of level three)
A bard has arrived at [city], recounting the glorious deeds of your brave explorers.

Effect: Add 10 culture to city.
 
GreenPeace on line one...
Req. fishing boat; elves, kuriotates, or OO civ

A group of fanatical citezens has demanded that all fishing be stopped due to the accidental killing of many rare sea creatures!

-Give them some free tuna and be gone with them! (+1 unhappy)

-Fine, resort to the old ways of gathering fish (lose fishing boat, +1 happy for 5 turns, 50% of follow up event)

The fanatics have sent you a thank you gift for closing down the horrid fishing boat. (+50 gold)
 
I'd like to see some events that make civics more fun.
A few ideas:

Government
A daring and promising youngster looks like he could help you with your government tasks:
1)I need no help governing. Give him a club and send him in the army (receive free warrior in capital).
2)(reqs City States and a city without a courthouse) Send him in a city to judge cases (receive courthouse in a city)
3)(reqs God King and a city without pagan temple) Send him in a city to preach the God King's words (receive pagan temple in a city)
4)(reqs Aristocracy) Send him collect taxes from the great barons (-10% inflation)
5)(reqs Theocracy and a state religion) Annoint him priest. (receive a disciple of appropriate religion in capital)
6)(reqs Republic) Appopint him prime minister. (+1 happiness in whole empire for 10 turns.)

Economy
1)(reqs decentralisation)Leprechauns help your crafters in a city. Receive 1 additional turn's worth of hammer in the city.
2)(reqs agriculture)Crops have been exceptionally good in a city. Fill 25% of the food bar in that city.
3)(reqs conquest)Domestic spirits have given a great weapon to one of your units: Free mithril weapons promotion to one unit.
4)(reqs mercantilism)Gnomes have unearthed a treasure! Receive 25 gold
5)(reqs foreign trade)A rich man from a far away country came to visit one of your cities and was so happy with his visit he promised to make a lot of advertisement for it when he gets back home. City receive 10 culture + 1% of current culture boost.
6)(reqs guardian of nature). A hurt bear has been foudn and healed by one of your units. Receive a bear unit in one of your cities.

Compassion
1)(reqs Sacrifice The Weak)Diseases spread in one of your cities. Only the strong will survive. +8 unhealth for 8 turns but new units built there will get +1 experience.
2)(reqs Fend For Themselves)A quarrel over a stolen apple has turned into a brawl, then a fight, and the whole city is upside down. You put all of the riotters into jail and have them pay for the damage. 1 turn of disorder in a city. Receive 50 gold.
3)(reqs Basic Care)A healer tends wounds of your units at their training field, allowing them to train better. All units in a city gain +1 experience.
4)(reqs Protect the Meek)A healer decides to join one of your units. One unit gets Healer promotion.
5)(reqs Public Healers)A healer starts teaching in one of your cities. All units built there during the next 10 turns receive a free Healer promotion.
 
Back
Top Bottom