Where two eve
1)Enterprising traders in city x ask for funds
a) fund x gold 90 percent change of +1 trade route for [scaled 20 turns]
b) no money – 10 percent chance somebody else's city gets + 1 trade route for [scaled 20 turns], 30 percent change of -1 happy
c)Throw them in the asylum! -1 happy for 20 turns, +1 lunatic. Requires OO
d)Promote them! + 1 priest, requires RoK or Empyrean or Esus
2)Food traders arrive in city!
a) Pay x gold for y food
b) Steal from them! (requires OO or AV or Esus) 50 percent acquire x gold, 20 percent acquire 1 slave
C) ignore them. 20 percent chance +1 food for 1 turn, 20 percent chance -1 gold for one turn
3) Market shows unusual activity
50 percent chance + 2 gold for [scaled 5 turns], 50 percent chance -2 gold for [scaled 5 turns].
4) Adventurers wish to serve you
a) Attack them -- barbarian axemen combat 4 appears outside city. 20 percent chance enchanted weapons, 20 percent chance courage, 20 percent chance medic 1
b) poison them in their sleep -- requires Esus or AV and an assassin or priest in town -- 30 percent change 20 gold, 30 percent chance +1 xp for unit, 10 percent chance +2 xp for unit, 10 percent chance unit dies and barbarian as above appears outside of town ==> if that happens, 10 percent chance 1 barbarian assassin shows up outside of town in five turns.
c) hire them for x gold to search a nearby dungeon -- resolve as search nearby dungeon.
d) requires agnostic. hire unit -- get your top available melee non uu unit (warrior, axe, or champion) for [scaled 100 gold] starts with 10 xp
5) A worker wishes to join the army
a) Pay for upgrade from worker to melee or missile unit, lose 1 worker
b) No! 10 percent chance worker becomes barbarian, 40 percent chance worker becomes warrior in your army, 10 percent chance worker becomes adept or priest unit, 20 percent chance worker disappears and shows up in enemy capital as a warrior in their control.
c) Put them to the test! 50 percent chance unit disappears, 50 percent chance becomes civ-appropraite unit with 2 xp for free:
doviello or bannor or Clan or illian warrior, Balseraph freak, Dwarven Solider of Kilmorph or Axeman, Elven archer of leaves or archer, Svart or Sidar assassin, Amurite adept, Hippus horseman, malakim lightbringer, grigori scout or warrior, lanun warrior or boarding party, calabim bloodpet, mercurian or infernal warrior or angel/manes. Kurio get an acolyte or priest. Elohim get a monk or acolyte.
6) Werewolves appear! 1 x [scaled turns / 100] number of werewolves appear just outside your borders.
7) Vampire appears! 1 x [scaled turns / 100] number of vampire melee units (barbarian) at barbarian's max melee tech (warrior or axemen or champions)
8) Active town! If any plot in city has town but no road, adds road. If has road but any adjacent square has no road, add road there, if has roads and city has no granary, city gets free granary. If city has all of the above, city gets +1 coin from that plot for [scaled 5 turns].
9) Successful training day! Unit in town with fewest xp gets 1 xp per difference in level between that unit and the unit in town with the most xp. Note that hero could get xp or provide it.
10) Civ hero-specific events.
Govannon teaches! 1 free adept.
Grigori -- adventurer trains your units! All non-adventurer units in a city that also has an adventurer gain 1 xp.
Svart -- Alazkan on the rampage! -1 pop in a svart city, but plus 2 xp for Alaz, or if not in a city, he kills the weakest melee or missile unit in the stack and gains appropriate xp.
Khazad -- Maros == open to suggestions
Lui -- the people teach Barnaxus -- +1 xp to barnaxus if he is in a city.
Kurio/Sheaim Either dragon -- Get a mini dragon hoard worth +1 coin, called hoard of Eurabatres or hoard of Abashi
Merc or Infernal -- 1 free angel or manes.
Other suggestions welcome
11) Religious fervor!
a) Pay x gold x chance of 1 to 4 temples in your cities that already have state religion but no temples yet.
b) ignore, x chance of revolt in one city
c) Hire them! Order == x gold for 1 or more warrriors or monks, FoL x gold for some archers of leaves, RoK x gold for some soldiers of kilmorph, infernal x gold for one pop in dis, mercurian x gold for one acolyte or priest, OO or AV x gold for some adepts , esus x gold for one assassin, empy x gold for one worker.
d) Missionaries! x gold 40 percent chance spread religion to one town that currently doesn't have state religion, 30 percent chance 1 revolt in town that doesn't have state religion, 10 percent chance spread state religion to 2 towns that that currently doesn't have state religion, 10 percent chance to spread state religion to 3 towns that that currently doesn't have state religion, 10 percent chance failure.
12) Guild of Merchants want a road!
if build a road to city or harbor in city that currently has no roads or harbor within [scaled 20 turns] get free mercantile building (market, bank, inn, RoK temple, courthouse, granary, or monument -- or nothing if town already has all of those)
13) A child tames an animal! Free random animal in a town.
14) Guild of merchants wants more trade! Build a market or bank or inn or money changer within 20 turns and get:
70 percent chance of Result: Guild of Merchants grateful! What do you wish?
a) pay x gold and get random number of animals
b) pay x gold and get free road from town to nearest unconnected town
c) pay x gold a get a courthouse at cost, not double cost.
d) pay x gold and get a harbor at cost x 1.5, not double cost
e) pay x gold and get a palisade at half cost, not double cost
f) get a free temple to the state religion
g) get a free monument
Fail and get: merchants leave! -1 pop in your town and + 1 pop in one other random town that your town has a trade route to.
15) If winning a war, traitor (level 3 or less) offers to join your army! Pay 2x cost of building unit for free and get (50 percent) low level (level 3 or less) unit in your capital (20 percent) get enemy maps or (30 percent) unit caught and killed before it escapes: enemy loses 1 unit.
16) Civ specific events:
Amurites: one adept in a square with a mage or archmage learns any one level 1 spell that the mage or archmage knows but the adept does not know. If no such spells available, adept teaches mage or archmage. If no such spells available, no event.
Khazad: one plains or grassland turns into a hill in a square near capital
Illians: Free snowfall in square closest to capital that has none
Elohim or Kurio: Accept refugees: foreign city with highest unhappiness (if any) -1 pop, Elohim city with highest food surplus, +1 pop.
17) Trait specific events:
Barbarian: 1 barbarian unit joins your civ at your capital
Organized: Gain one free courthouse in a city that has none
Charismatic: Gain additional +1 relation with all civs for 20 turns.
Defensive: Gain one free palisade
Spiritual: Gain one free temple to state religion in a city that has none
Industrious: Gain 10 free hammers in city that requires the most turns to complete its current project
Creative: Gain [20 culture -- as acolyte] in city with highest happiness
Tolerant: Gain + 1 pop in city with largest food surplus. Nothing if cities have no food surpluses.
suggestions welcome
18) Impressed by the fire dragon!
Non-barn unit closest to the fire dragon leaves civ and joins city with the fire dragon.
19) Flooding!
a) Pay x gold lose 0 population and gain 1 food per turn in city for [scaled 20 turns] and lose 1 farm
b) Pay x gold and lose 1 population but no farms
c) pay nothing and lose 1 population and 1 farm.
d) Fallow: no effect
e) OO: turn 1 warrior or 1 population into drowned for free
20) Civic specific events:
?
21) Events to influence AC +1 or -1?
22) Mages have positive influence on your city, which do you wish?
a) + beakers for research
b) +1 relationship with every civ for 20 turns
c) +1 or -1 to AC
d) 1 free adept in capital
e) +2 xp to any adept.
23) Training opportunity!
+2 xp to any one unit.
24) [unit type] advisor! Get upgrades at 90 percent of regular price for ][unit type] for 1 turn.