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New Random Event Class

Khan Quest

Prince
Joined
Dec 5, 2003
Messages
317
Location
Right behind you
I enjoy the random events, quests, etc. which add another dimension to game-play. I was thinking about what else could be suggested along these same lines, and Robin Hood came to mind, then Spartacus. There are notable characters from history that do not make the leader/great person lists. Also, (as I have detailed in previous posts) I would like to see the aspect of “Barbarians” expanded. Here is the suggestion:

Robin Hood
Trigger requirements: Feudalism known by >25% of civs. A “wealthy” city with at least four forested tiles in its BFC. (“Wealthy” definition TBD.)
Target: In the randomly selected civ, a wealthy city with most forest in the BFC and in tiles adjacent to the BFC.
Affect: Half the city’s commerce is lost for 25 turns. Half the city’s land trade routes (round down) are interrupted for 25 turns.
Background: A group of bandits led by the notorious Robin Hood, from the cover of forests, is raiding and interfering with tax collection.
Stats: Robin: Long-bowman, Drill II, Woodsman II, Leadership; Merry-men: Standard Swordsman
Solutions:
1: Wait out the 25 turns.
2: Chop all the forests in the BFC. This will result in unhappiness for 10 turns (“the city considers you a villain” like a defied resolution).
3: Post military units adjacent to each forested tile (not in, and city and fort garrisons do not count) to ferret out the bandits. Robin and his merry-men will appear in a random forest tile and attack if the odds are ok. He will remain visible as long as all the adjacent units are present. If killed, this will result in unhappiness for 10 turns (“the city considers you a villain” like a defied resolution).
4: Agree to his demands. The civ will lose an amount equal to maximum of the half that cities commerce during Robin’s raidings, while Robin lives (the trade routes are restored). The Robin Hood unit is under the control of the civ. The Swordsman unit is disbanded.

Spartacus
Trigger requirements: Iron Working known by >25% of civs; Construction known by >25% of civs. A civ with at least one coliseum running slavery.
Target: Anywhere within the civ’s cultural borders.
Affect: A random tile is pillaged anywhere within the cultural borders each turn for 25 turns. Each subsequent pillaged tile will be within 5 tiles of the last.
Background: A group of gladiators led by the notorious Spartacus, is looting and pillaging.
Stats: Spartacus: Praetorian, Combat II, Guerilla II, Leadership; gladiators: Combat II spearman
Solutions:
1: Wait out the 25 turns.
2: Post military units within the 5-tile radius of the last-turn pillaged tile (city and fort garrisons do not count). If the random pillaged tile in any turn has an adjacent tile with a military unit, Spartacus & co. will appear. He will attack if the odds favor it, or will move to better defendable tile if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands. Stop using the slavery civic. Switching back to slavery will destroy the Spartacus unit. The Spartacus unit is under the control of the civ. The Spearman unit is disbanded.

Others:
Attila the Hun
Trigger requirements: Horse-back Riding known by >25% of civs;. Monarchy known by >25% of civs;. A civ bordering open lands.
Target: Near no-man’s-land border.
Affect: A random tile is pillaged within 8 tiles of no-man’s-land border. Random city near no-man’s-land border has 20% chance of -1 population for 25 turns. Citizens of city nearest pillaged tile unhappy as “we fear for our safety”.
Background: Mounted archers terrorize the land demanding tribute and pillaging.
Stats: Attila and the Huns : Keshik, Strength 8, Combat I, Drill II, Shock, Leadership
Solutions:
1: Wait out the 25 turns.
2: Post military units within the 8-tile radius of the no-man’s-land border (city and fort garrisons do not count). If the random pillaged tile in any turn has an adjacent tile with a military unit, Attila will appear. He will attack if the odds favor it, or will move to escape, if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands, tribute. Give tribute of 2.5% of total commerce for remainder of 25 turns.
4: Agree to his demands, mercenary. Lose 5% of total commerce while Attila lives. The Attila unit is under the control of the civ.

Barbarossa Brothers
Trigger requirements: Optics known by >25% of civs; Gunpowder known by >25% of civs. A map with ocean.
Target: Anywhere along the coast.
Affect: Standard privateer blockade (I forget what is called) on random coastal city for 25 turns. The city has 20% chance of -1 population (captured slaves).
Background: A fleet of privateers led by the Barbarossa brothers terrorize coastal cities.
Stats: Barbary Corsair: Privateer, Sentry, Navigation II, Drill I, Flanking I, Leadership
Solutions:
1: Wait out the 25 turns.
2: Post naval units near coastal cities (ships in port do not count). The AI selects a random tile near a the random coastal city. If a ship is in an adjacent tile to the AI selected tile, the Barbary Corsair will appear. He will attack if the odds favor it, or will escape seaward, if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands, tribute. Give tribute of 2.5% of total commerce for remainder of 25 turns.
4: Agree to his demands, mercenary. Lose 5% of total commerce while the Barbary Corsair lives. The Attila unit is under the control of the civ.

The Hole-in-the-Wall Gang
Train-robbing calvary unit with guerilla II (and can use terrain to defend)

Che Guevara
Infantry unit?

Dare I say Osama bin Laden unit?
 
Looks like a Grand Random Events... Maybe you get to decide every time they strike but the demands will increase?

Pirates of the Carribean
The Pirates agree to unify under Jack Sparrow to terrorize the Carribean
1 Frigate under Jack Sparrow, with drill 2, tactics 2, leadership, twice of Galleons below. +2 Seasoned Crew Macemen with City raider 2, drill 3
3 Galleons with drill1, holds 3 "Swashbucklers" Musketeers with drill1, combat2, City Raider1 holds 1 Grand Cannon, 1 normal cannon.
10 turns will close off all sea trade, need an archipelego with at least 2 islands without a tile improvement,
10 turns they will try to gain a naval base by attacking the weakest city while raidng seafood and 'converting' destroyed vessels. 15 Swashbucklers and 5 cannon.

Accept Demands "Free Piracy", Keep Frigate and it's crew, galleons become Privateers. some chance of turning barbarian with a consort of caravels. (the Privateers)
Accept Demands "Ransom" Pay ships times 200 gold + 100. Minimum of 800 gold. They will attack a civ of your choise.
Crush them, if you succeed you will recive -1 happy 'You killed a Hero' for 15 turns
Chance of reviving
Chance of Producing the Movie. + 5 Happiness for 20 turns and 2 for rest 'Jack Sparrow is Awesome'

:joke:
 
Charles Li,

Thanks for the post. I suspect ABC/Disney would take exception with Firaxis using their trademarked Pirates of the Carribean and Jack Sparrow.

You suggesttion would make for a great senario, but I think it would be too disruptive to a standard game
 
Yeah, that is why it is a joke.

I think they can make a Large Random Events that can effect more than 5 tiles or more than 1 city, smudging the line between a Barbarian Uprising events and Random events.

Such are...
'Large Migration of Deer brings in wolves of the mountains'
They start cloaked, and follow deer, if you kill deer herd you get 5-15 food to a granary, but it might run away. Wolves might attack units, cut off trade, or disrupt population.
A- Hunting Season! Let's hunt! Get 2 Archers will Drill1-2 and Woodsmen1-2 'Hunters', chance that starving wolves become visible, stronger Dire Wolves and roam your nation. Chance that you get permanent deer resources.
B- Wall them in and save them for later! Get 1 worker, wolves act same as above. Larger chance of getting resources, cost gold.
C- Ignore them, we will get what we need. The herd will slowly travel away, you can kill some with units. Starving wolves act as normal.

Wolves
Exterminate them! Get 2 Spearmen 'Stalkers' that will kill the wolves. They run away, some dire dire.
Ignore them. They will act normally
Try to domesticate them. If successful all camp tiles get +1 food. If not some turn dire wolves.

Starving Wolves
Str2 2m
Can go into Cultural Tiles.

Dire Wolves
Str4 2m Mounted
Can go into cultural Tiles
Rare
 
So what exactly is the new class of random events? Random events involving famous characters from legends? I see no problem with that.
 
So what exactly is the new class of random events? Random events involving famous characters from legends? I see no problem with that.

Basically, yeah.

1 Historical characters
2 A game challenge with different solutions
3 Of which, one solution will grant a a special military unit - with an associated cost - which could offer an advantage (like other events) without being too game-changing.
 
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