Ideas needed: Common Events

Fish

Requires: Resourceless tile off of coastal city

(City)'s shores appear to be blessed, for local fishermen are all reporting increases in bounties. Sea traffic and trade have increased dramatically as a result, everyone wanting a major haul of their own.

-Prosperity is always welcomed.
(+20-50:gold: )

-We must help direct this activity.
(-60:gold:, city receives Harbor)

-We must be careful not to overfish these waters. Limit fishing activity and let the fish multiply, it could be of benefit in the long run...
(-50:gold:, 30% chance new Fish resource appears)
 
Shepherds of the Trees

Requirement: chopping at least one forest

Event: % chance of spawning a Barbarian Treant in a forest in your territory

Event Text: "A Barbarian Treant has appeared in a forest near [city name]."

Maybe this shouldn't be a BtS-style event, in having a text appear whenever this happens anywhere in the world. I'm thinking this probably makes more sense if it works in a manner similar to how Treants spawn in Ancient Forests in territory of a civ following FoL.

You could have a straight % chance each time a forest is chopped down. Or it could be cumulative, increasing with each chopped forest (the Treants getting progressively angrier until they finally take action).

I'm sure you understand the idea behind this: Treants being more than simply creatures operating under the control of a civ. Rather, having them act in an independent manner as protectors of the forests.
 
A woman has come to your watch in [city name] claiming that a golem has been sent to kill her and her unborn son. She claims that it comes from the future, sent by a viel corrupted barnaxus, and that her son is the only hope of mankind against the golem hordes. she also claims that her son"s father is a soldier sent back to protect her.
this woman is clearly insane, have her locked up.
50% chance nothing happens, 50% chance message: a mysterious man destroyed the watch station and killed the woman, increased crime.
A soldier from the Future, you say? have them all brought here to teach our troops
+2 experience in [city]
Hide them Quickly
+2 happy in city
[requires OO] excellent... brng this woman to our nearest asylum
asylum in nearest city +2 tech
[requires Viel]
Oh, so the luchuirp join us? excellent. sacrafice the woman
+1 happy in all cities, +1 towards luchuirp
 
Stairway to Heaven
A woman in (city name) claims that she has built a stairway to heaven using magical portals and oak wood. She is charging people gold to go through, none that have gone through have returned.

-She is a mad-woman, have her arrested. (no effect)
-A stairway to heaven you say? See if the mages can reverse the portal! (-25 gold, 25% Gain an Angel of Death, 75% nothing happens)
-Let her continue it gives the ones who don't go in hope. (-2 population, +1 happy)
 
Revolt Event Series

All Revolt events require angry citizens in city

Peasant Revolt
(Hits worked village or town near city)
Sire, peasants in village near [city] are revolting. They are complaining about general squalor in their lives, and demand that their living conditions must be improved.

A) Agree to their demands
Tile: -1:commerce:
+2 happy in city

B) Ignore them
75% Chance +2 unhappy in city
25% Chance 2 barbarian warriors spawn in village
(Event may reoccur)

C) This is unacceptable! Send the troops in!
Requires nearby unit, which will be immobilized for 2 turns)
Village reduced to hamlet
+50 gold
50% chance: 1 unhappy in every city

Citizens revolt
(City population less than 10, unhappiness)
Citizens in [city] are revolting! The general living conditions and dissent became so strong that the citizens took their anger to the streets. Luckily, our local militia was able to contain them, but the damage they have done is considerable.
A) Start the public hangings once the order is restored
Up to 3 buildings destroyed, -3 population, 1 turn of revolt in city

B) Try to remedy the situation once the order is destroyed
Up to 3 buildings destroyed, -2 population, 1 turn of revolt
-25 gold
50% chance: +1 happy in city
25% chance: +3 happy in city
25% chance: -1 happy in city

Citizens revolt
(Population higher than 10, unhappy)
Citizens in [city] are revolting! The general living conditions and dissent became so strong that the citizens took their anger to the streets. Our local militia was not able to contain them, and they are now attempting to take control of the city.
A) This is terrible!
Spawns 3 barbarian warriors, 1 axemen, 1 horsemen
Destroys up to 3 buildings, -2 population, 1 turn of revolt

Citizens destroy the main plaza
Angry citizens have gathered on the main square to protest and destroyed the monument in protests!
A) This is terrible, something must be done
Monument destroyed
-50 :culture:
-1 happy
B) Organize the rebuilding effort
-50 gold
-1 happy

Guerrilla fighters
Desperate under your rule, some citizens have escaped to the forests and started a guerrilla war, attacking lone soldiers and farmers
A) They must be stopped!
Spawns 1-2 barbarian scouts or hunters (of your race, not lizardmens)
(They could also be promoted with stealth, heh)



Crime Event - Overcrowded dungeon
Requires crime rate over 20%, dungeon
Our dungeon in [city] is so full with criminals that there is barely enough room for all inmates. Escapes, fights and assaults on guards are all reported
A) Who cares? The dungeon is not supposed to be a comfortable inn.
Dungeon: +1:unhappy:
B) Hire more guards and expand dungeon capacity
-30 gold
C) Release all small crooks, so there is enough room for true criminals and thugs.
+10 crime rate
D) Requires Good alignment
Make a full effort to reduce a crime rate in the city and teach criminals how to do useful labor
-10 crime rate, -120 gold,
E) Requires non-Good
Execute the entire dungeon, every last of them, they are all thugs anyway. That will make some space...
-10 crime rate, +1 unhappy, 25% chance city revolts for one turn
 
Hmm, making unhappy faces a true threat to your empire... makes the Calabim even happier to, ahem, conduct population control.

Actually, add that as an option to some of those events:

-Send the criminals/rioters/badguys to the calabim and show them what real despotism is... (-2 population, +3 unhappy, +8 with Calabim)
 
Rivers of Blood

Requires high AC
-1 Health in all Cities for 10 turns, removes access to fresh water for 10 turns.
+1 Pop in all cities (Calabim only)

The Hunt

Requires Hunting, Aristocracy.
A minor courtier suggests that you organise a hunt for the aristocracy.
- We have no time for such frivolity. 25% chance of +1 Unhappiness in one random city for 10 turns.
- Anything to keep them happy. +20 Gold. 25% chance of +1 Happiness in one random city for 10 turns
- Let the hunt begin. +50 Gold. +1 Hapiness in one random city for 10 turns. 10% of gaining on random animal follower. 40% chance of gaining Furs in one forest tile.

A tear in time.

Requires Sorcery and a relatively high AC.

"Our mages report a tear in the fabric of time itself."
- Tell them to ignore it.
- Fund investigations into it (200 Gold). +20% Science Beakers towards some kind of magic tech. 10% Chance of receiving a Child of Kyrolin mounted on a Golden Stag from Fall from Heaven: Age of Ice.

The Joust
Requires: Two or more Knights stationed in the same city
Your Knights organise a Jousting tournament.
- +1 Happiness in that city for 10 turns. +1 XP for each Knight in that city. 10% chnace that each knight is reduced to half strength.
 
Voyage of the Damned
Req. Costal City

Escaped criminals from around the world are flocking to (city) on the promise that a ship will sail them away from civilazation so they may live with others like them in exile away from their crimes.

-Who authorized this, extrodite all the criminals back to their home countries! (-50 gold, +2 with all leaders)
-Now what!?! We don't have the cash to pay for any of this! (+25 crime rate)
-Give them what they want, but I want whoever spread this rumor killed! (-25 gold, -10 crime rate)

The Siege
Req. non-AV religion, crime rate >20

A group of Ashen Veil Sympathizers has caused mass terror among the people, burning buildings and random killings mark their path of destruction.

-I want the full city on red alert! Have military units patrol the street continuously, I want these terrorists caught! (Req. extra unit in city, Unit busy for 5 turns, Lose 1 random building, -1 population)
-Keep the local police working on it. (Lose 2 random buildings, -2 population)
-Let the guild of 9 hunt them down. (Req. Guild of the nine, -50 gold, -1 population)
-Their terrorism gives us all the more reason to fight them, have the angelic citezens take to the streets and find them! (Req. Basium, -2 population, Gain 2 Angels)
 
Req. Mage Guild & Horses/Cows

A mage in [town] says that his experiments into some...less than savoury magic could lead to a tangible breakthrough! What should we do?

-This is nothing but the excited rambling of a mage. Do nothing. [Nothing happens]

-Fund him! [-100 gold, 40% chance the resource is changed into nightmares, 60% a barbarian Horseman with Nightmare Promo is spawned]

-What ever he wants! Magic is a corner stone of conquest! [-250 gold, 75% chance of Nightmares, 25% chance of 3 Barbarian Horsemen with Nightmare]

-[Req. Bannor and no Gallows] Such heresy is punishable. [Free gallows in (town)]

-[Req. Amurite] Why must he seek aid? This should already be under way! [40% chance of Nightmares, 60% for Barb horseman]
 
Reqs Chaos mana and 2 units in a city, with different promotions.

A weird cloud of changing colours has swept over the city of XXX. After the passing of the cloud, many weird things happened, not the least being personality swappings, like people exchanging their minds.
-> Unit 1 takes all promotions from unit 2 and vice versa.
 
Any thoughts on Somnium related events (or maybe there already are and I havn't got them yet?)

ie, the balseraphs (sp?) will only cease-fire (or maybe even capitulate) if you can beat them in a game of Somnium?

There are other possibilities as well (perhaps in certain events, if you play a game of Somnium against someone, you can get better results?)
 
@ Valerarren
You cannot play Somnium against a person you are at war against.

The Balseraph leaders already highly value Somnium skill.

Master Craftsman
Requires- Khazak civilization, adept with Enchantment I
A dwarven adpet has learned the secrets of enchanting arrows for our archers.
  • That's wonderful! (Adept recieves Enchantment II, Channeling II)

Assasins
Requires- Guild of Aeron
The Guild of Aeron has offered one of it's members to join your army, if you will imprison a orator who has been attacking him.
  • I will see to it the Orator is silenced. (Recieve assasin with Aeron's Bounty, temporary unhappiness)
  • I will not kill my own citizens, espescially not for a bunch of murderers! (expels Aeron's Bounty from city, recieve a random melee unit)*

* Melee unit symbolizes new militia joining you for your service to the city.
 
@ Valerarren
You cannot play Somnium against a person you are at war against.

The Balseraph leaders already highly value Somnium skill.

Um, I guess I wasn't clear. I was thinking about an event which might spawn if you are at war with the Balseraph. It might go something like this.

[Occasionally occurs if you are at war with the Balseraph and winning]
"Sire, emissaries from Perpentach say they are willing surrender if you are able to best him in a game of Somnium. Will you accept?

(a) Yes let us play [if you win, perpentach surrenders as your vassal, if you lose Perpentach is unwilling to negotiate for anything for an additional X turns and you have to pay Perpentach all your available gold]
(b) No, war is too serious a business to be decided in this way. [Perpentach is unwilling to negotiate for an additional Y turns]"

Variant: (You could be losing, he will cease fire if beat him at Somnium)

EDIT: If you select the option to play the game, the high-stakes Somnium game would automatically start.
 
Other Somnium-related event ideas:

1. Play a game for a culturally disputed city your enemy owns (and who values Somnium). If you win you gain the city, if you lose the enemy gets a culture boost in that city.

Variant: Play a game for a culturally disputed city you own. If you win, you keep the city and get a cultural boost, if you lose, the enemy gains the city. If you refuse to play, the city goes into anarchy for X turns.

2. A civ Y will join your war against the X if you are able to defeat civ Y in a game of Somnium. If you lose the game, they will stop trading with you.
 
Coral Reef
Requires: Sailing
Can Occur: Coast

Fishermen from the city of :Cityname: have discovered a coral reef forming off the coast of their city.

Coral would be great for our economy! Have the fishermen dredge the area so we can sell the coral
Spoiler :
+150 :gold:


This area should be protected. Not only will it provide beauty for our nation, but the reef will attract more fish for our tables.
Spoiler :
-50:gold:
+1:) (we love our natural parks)
+1:food: in tile


Find a way to harvest the coral without damaging the delicate ecosystem.
Spoiler :
-100:gold:
+1:)(we love our natural parks)
Chance of :Cityname: getting a free Merchant
 
"Tali has been angered! Lightning has struck in the forests!"

Random forest/ancient forest tile(s) have smoke

What shall we do?
There is nothing we can do! - spawns x number of air elementals
Build a Shrine to Tali - costs x gold, gain pagan temple, the event will not occur again (though the smoke/fire from the initial lightning strike
Build a Shrine to Danalin - costs x gold pagan temple, 80% chance it will trigger this next event

"The heavens have opened up on us!" Heavier than normal rainfall has 50% chance of quelling blazes 30% chance of turning a blaze into smoke, and 95% chance of quelling a tile with just smoke". However, all cities on rivers gain a city size/3 health penalty (rounding down) for 10 turns.
 
This one would take a while to implement them all, but it would work well with the new Elohim trait, and also balance it out a little. Note the unhappiness should be permanant, not temporary.

Tweaking probably will be needed for some events.
Fun with the Tolerant trait!

Each event requires you being the Elohim and you controlling a city of the civ's type.

Amurites:
Sire, the Amurite mages wish to experiment on animals that they've found outside of the city.
-No, what would the rest of the empire think! (+1 unhappy in city)
-Of course, why else would we want their mages! (+1 unhappy in all cities except for Amurite city, gain 1 griffon)

Balseraphs:
Sire, the Balseraph acrobats feel that they could spread out through the carnivals throughout the empire to bring their expertiece, for a small fee.
-It's good to see them adapting, of course they can! (Carnivals: -1 gold +2 happy)
-They can stay in their city. (+1 unhappy in city)

Bannor:
Sire, some Bannor people are criticizing the government for not being harsher on the evils that surround us, some of the citezens of (cityname) are getting quite riled up!
-We'll tolerate them along with the bad (5 turns of disorder)
-So this is the thanks we get! Silence them. (-2 population, +1 unhappy, -5 crime rate)

Calabim:
Sire, the calabim people wish to follow some old traditions of theirs without government interference for a year.
-Of course, just make sure the city is isolated from the rest of the empire! (1 turn of disorder, -1 population, gain 2 vampire units with 15XP, +1 unhappy in rest of empire)
-Of course, NOT! (+1 unhappy in city)

Clan of Embers:
Sire, people in the capital are worried about rumored barbarian activity in the Clan city of (cityname). They fear the Orcs are planning an uprising!
-Silly of them, why would they rise up against our niceness! (Spawn 3 barbarian lizardmen)
-Stamp this horrible occurance out! (-2 population, +1 unhappy)

Doviello:
Sire, the people of (cityname) yearn for battle!
-(req being at war) Of course, conscript them! (-1 population, Gain two swordsmen)
-Let them set up a tournament inside the ciry. (-1 population)
-Those brutes! (+1 unhappy)

Grigori:
(Req. a state religion)
Sire, the people of (cityname) feel it is wrong for us to follow a religion!
-Hire priests to show them how good religion can be! (-35 gold)
-Too bad for them, they'll get what they deserve in the afterlife. (+1 unhappy)

Hippus:
Sire, cities are complaining that Hippus raiders from (cityname) are pillaging improvements!
-It must be untrue, that would be ungrateful! (lose 1 improvement)
-*sigh* Get the Hippus under control (+1 unhappy, -5 crime rate)

Illians:
Not sure what to do here, as the Illians are not fleshed out yet.

Infernal:
Sire, problems are occuring around (cityname).
-We can't do much about it. (Fire spawns around city)

Khazad:
(Req. Unmined hill ouside of city)
Sire, the dwaves in (cityname) yearn for the earth!
-Let them build a mine. (-35 gold, gain a mine)
-Too bad, so sad. (+1 unhappy)

Kuriotates:
(Req. No City of a Thousand Slums)
Sire, the people of (cityname) are feeling cramped!
-Draft some of them to get them some exercize! (-2 population, Gain 1 scout)
-I'm no Cardith Lorda, how can I help? (+1 unhappy)

Lanun:
(Req. Coastal City)
Sire, some Lanun people have taken to the see with no permission!
-See if we can hire them into service (-50 gold ,Gain one Galley, -1 population)
-We'll have to chase them down! (Spawns barbarian Galley, -1 population)

Ljosalfer or Svartalfar:
Sire, the people of (cityname) feel that your brutal chopping of trees must be stopped!
-You can't stop progress! (+1 unhappy)
-Alright, make room for the forests to come back! (Lose 1 improvement)

Luchuirp:
Sire, craftsmen in (cityname) request that you fund there attempts to animate some carvings.
-Of course! (-35 gold, Gain 1 wood golem)
-Apologize that we do not have the funds right now. (+1 unhappy)

Malakim:
(Req. Desert outside of city & a mage's guild)
Sire, Malakim magician's have been scaring away travelers outside of (cityname) by creating bizaare creatures!
-Hmm, see if we can keep one of these creatures permanantly! (Gain 1 sand lion, Mage's guild= -1 gold)
-Make them stop (+1 unhappy)

Mercurians:
Sire, the Mercurians have slain some traveler's that they thought were demons.
-Not again! (+1 unhappy in rest of empire)

Sheim:
Sire, demons from another plane have attempted to liberate (cityname)!
-(Req. extra unit in city) We cannot allow this! Send units to destrot these demons! (Unit is busy for 5 turns)
-The city is lost! (City turns barbarian)

Sidar:
Sire, half the population of (cityname) has disappeared! This happening has frightened the rest of the empire!
-They'll be back. (-1 unhappy TEMPORARY (only one) in rest of empire)
 
Grigori:
(Req. a state religion)
Sire, the people of (cityname) feel it is wrong for us to follow a religion!
-Hire priests to show them how good religion can be! (-35 gold)
-Too bad for them, they'll get what they deserve in the afterlife. (+1 unhappy)

I think hiring priests to convert Grigori would only get them more angry at you.
How about:
-They're probably right. Religion just makes divisions, anyway.
(Convert to "No State Religion", 25% chance of receiving 1 adventurer)
 
This idea has spawned from the suggestion of adding wetlands

Requires crafting, and a non-forested river tile in perhaps in a non tropical region (...if Erebus has tropics?!)

Peat!

"We have developed new techniques to extract peat found near the city"
- "Great, let us put it to good use" -1 food, +2 production
- "Pah,

Event 2 - requires Peat
Dragon Bones!

"Lord, we have discovered well preserved bones that we believe are those of a Dragon!"
- "How intriguing! This need study" -1 production, +1 commerce, +1 relationship with Sheaim and Kuriotates, if the city has an Elder Council/Library +1 beaker, cult of the dragon
- "We cannot lose our peat!" no change to production, -1 relationship with Sheaim/Kurios
-if Sheaim/Kurios option 2 not available

Event 3 - requires Peat...if possible can only happen 20+ turns after the Peat event

Peat exhausted!

"Lord, we have extracted all that we can" -2 production top tile (food remains -1, so the tile becomes pretty barren (and even more so if the Dragon Bones event has happened and there has been a switch to commerce - but there would still be the beaker benefit)
 
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