Random Event Suggestions

I'm suitably impressed :) I played it a lot a few years' back, but I was never into the forum aspect of the game.
 
Super-Virus event done. Whew. That one took a lot of SDK & Python.
 
Super-Virus event done. Whew. That one took a lot of SDK & Python.

Is it possible to create a "global pandemic" sort of event? (Pardon the scatterbrained part of this, am at home recovering from some dental work and my sleep is suffering a bit.)

Random Event Title: Global Pandemic
Prerequisite Techs: Flight (no other way for a pandemic to spread so quickly)
Obsolete Techs: One of the medical-based transhuman techs, perhaps.
Other Requirements (Gameoptions, Buildings, etc...): I'm not sure. An Airport on each continent, regardless of civilization, maybe? Ooo... maybe if the UN Resolution forcing open borders is active as well? Something that eases travel from country to country could make spread of a disease easier and something could get out before quarantines could lockdown.
Main Body Text: Read The Stand or The Last Centurion or one of the DoomDiscovery Channel's apocalyptic documentaries for ideas.
Option 1 Text: Oh (deity$) hang on...
Option 1 Requirements: This is where it breaks down. Not sure on options. This one is the result of doing nothing.
Option 1 Effects: At worst, food restored to zero and population of every city on the planet reduced to 1 with a temporary happiness and health penalty. The whipping mechanics can handle the happiness and something like the espionage function can handle the health penalty. I'm not thinking of destroying cities, or civilizations for that matter, something that cripples them and the above is the absolute worst I can think of that doesn't include destroying cities. The food penalty is to make recovery slower, since even with the food bonuses you get in the late game, it will take more than a few turns to get a city past population 1, especially on snail. Could add military units dying too, though I'm thinking a huge military for a civilization suddenly reduced to 1 pop cities will go broke and have to disband units. Is it possible to temporarily disrupt trade routes for all cities as well? Maybe reduce trade routes to zero, then restore each available route every x turns or something. Or start with resource trading disabled for x turns, then have that come up and then x turns after that, the first available trade route goes active, then in x turn increments the rest of a city's trade routes are restored.

Other option effects? Not sure. Something that mitigates the spread and the death toll. The idea here is something gets out and spreads and does damage to everybody, but doesn't wipe out the species or any civilization, just causes a really, really bad time for people all over the world. So, despite my recommending of looking at The Stand for ideas on the text, the effects shouldn't go that far.

If there are a set of python commands or similar that can be run from the in-game console for the "reduce food level of all cities in the game to zero" and "set population of all cities in the game to 1" I can test that to see what happens to later game civs. I actually tried it in worldbuilder with one city by simply using city editor to set the population to 1 recently, but it didn't work too well because the food stores let the city grow at one population point per turn. I could remove the granary, but that still might not work.

Maybe the painkillers and recent viewing of Fullmetal Alchemist:Brotherhood is inspiring this, though I have no idea how to... (using spoiler tags for those who haven't seen it)
Spoiler :
...make a nation-sized alchemical circle to turn the population into a huge Philosopher's Stone.

...though that idea would probably work better as a very twisted wonder and belong in a mod like Fall From Heaven.
 
Can I make a pandemic event, sure. Will I? Probably Not. I want the events to be fun. A global pandemic would be fun for like 5 seconds, until you released your capital was size 1 too.
 
Nuclear Power Plant Meltdown.

Sets off a nuclear explosion in one of your cities.

Very rare, must have nuclear power plant present in the city.
 
Random Event Title: Severe Drought

Prerequisite Techs: Pottery

Obsolete Techs: Refrigeration

Other Requirements (Gameoptions, Buildings, etc...):
Granary in city (has to have at least 30 :food: in it)

Main Body Text: A severe drought has forced nomad tribes from surrounding hills and mountains to gather around your city, as it's granary is the only place near and far where supplies still are being held.


Option 1 Text: Give them a friendly welcome, share our food with them and aid their old and ill ones. Don't give them a date when to leave, try to integrate them into our society.

Option 1 Requirements: 30 :food: in granary, Fire Pit in city

Option 1 Effects: Granary gets shortened by 30 :food:. Half of the nomads decides to stay in your city (+2 population), citizens get angry about the smaller portions they receive because of the -as they say- "illegal" immigrants (+2 :mad: for 200 turns, +3 instabilty points in city for 100 turns)


Option 2 Text: Leave our gates closed but sell them the requested food for extortionate prices.
Tell them them to send envoys to their homeland to gather all of the juwellery passed down for generations in exchange for a few loafs of bread - ha ha ha!
If they still want to spend more gold and our supplies are getting short, too, downscale the portions of our people and continue selling the grain to the aliens.

Option 2 Requirements: 70 :food: in granary, Walls in city, Trade

Option 2 Effects:
Granary gets shortened by 70 :food:. Receive 350 :gold:, receive a Treasure, receive a Trade Caravan. Citizens get angry about the smaller portions they receive because of your greed (+1 :mad: for 100 turns), +3 instabilty points in empire for 100 turns - the nomads really hate you now, trying to incite revolutions.


Option 3 Text: Hunt down the exhausted tribes and let them survive - as our slaves!

Option 3 Requirements: 30 :food: in granary, Slavery, Military unit in city

Option 3 Effects:
Granary gets shortened by 30 :food:. 1 free slave in city, 1 free worker. +3 instabilty points in city for 100 turns - the nomads really hate you now, trying to incite revolutions.
Military unit can't move for 2 turns (hunting down the nomads).


Other Notes/Comments: Re-occurring Event, but can't occur for the same player twice.

Image Attachment:
Spoiler :
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OK, here's a positive...

Random Event Title: Traveling Storyteller Visits
Prerequisite Techs: Trade
Obsolete Techs: Literature
Other Requirements (Gameoptions, Buildings, etc...): none
Main Body Text: A stranger from far off places has been making the rounds of our towns and villages, telling wild tales from his travels.
Option 1 Text: We should invite him to stay and lift our peoples' spirits.
Option 1 Requirements: none
Option 1 Effects: -200 :gold: , artist is settled in a random city
Option 2 Text: Tell him to move along or he'll be a guest of the sheriff.
Option 2 Requirements: none
Option 2 Effects: none
Option 3 Text: Perhaps there is something we can learn in his stories. Hire him as a spy and have him report back to us.
Option 3 Requirements: Alphabet
Option 3 Effects: +30% boost to :espionage: for 10 turns, - 50 :gold: , -2 :gold: for 10 turns.
...
Other Notes/Comments: maybe the artist is a little overpowered. If there were an entertainer who could be settled in a city, at say 2 :gold:/turn and 1 or 2 :culture: it would be better I think.
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Random Event Title: Captured Weapons
Prerequisite Techs: None
Obsolete Techs: None
Other Requirements:
Must have defeated an enemy unit of a type you do not have the tech to create.
Defeated unit type must be of a type that is granted by a tech you are capable of researching. Combat must be between land units. Can be a recurring event.

Main Body Text: We have captured [Unit_Name] prisoners and a cache of their mysterious weapons in a recent battle, perhaps we can learn from them and equip our own forces to make our armies stronger.

Option 1 Text: If only we had enough gold to put these to use. Destroy them so that they may not get recaptured.
Option 1 Requirements: None
Option 1 Effects: None

Option 2 Text: Arm our troops with these new weapons immediately!
Option 2 Requirements: 50 gold
Option 2 Effects: -50 gold. Victorious unit is transformed into type matching the defeated unit.

Option 3 Text: Send them to our engineers immediately, so that we might learn how to make them ourselves!
Option 3 Requirements: 500 gold.
Option 3 Effects: +XXX Research points toward tech which grants defeated unit type.
---------------------------

Random Event Title: Ship of Wonders
Prerequisite Techs: None
Obsolete Techs: None
Other Requirements: Ship of another player must be in one of your cities. This ship must be of a type that you cannot currently create. Must not be at war with the other player.

Main Body Text: A wonderous [civname] ship has docked at our ports, it is unlike anything we have ever built before!

Option 1 Text: Truly it is a wonder to behold, thank them for their visit, and let them be on their way.
Option 1 Requirements: None
Option 1 Effects: None

Option 2 Text: Send some of our shipbuilders out to see it immediately, give the captain a gift and have them learn whatever they can of how it was made.
Option 2 Requirements: 100 gold
Option 2 Effects: -100 gold. 50% chance to learn +X research points toward a sailing tech needed to build the ship type. 50% change to learn +Y research points toward a navel tech needed to build the ship type.

Option 3 Text: Do whatever it takes to keep that ship in port for as long as possible so that we can study it!
Option 3 Requirements: 1000 gold
Option 3 Effects: -1000 gold. +X research points toward navel tech needed to build the ship type. Ship becomes busy for 2 turns. -1 relation with [civname].
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I have a question for the people with modding experience which involves the finishing of a random event that I am creating. Is it possible to break up time-based bonuses/detriments to make them more gradual? My idea is to have something such as:

-10% :gold: for 5 turns, -5% :gold: for 10 turns, -5% :gold: for 20 turns

A total of 20% to begin, but as time goes on, the effects of the random event wear off. I need to know if this is possible before proposing my random event.
 
I have a question for the people with modding experience which involves the finishing of a random event that I am creating. Is it possible to break up time-based bonuses/detriments to make them more gradual? My idea is to have something such as:

-10% :gold: for 5 turns, -5% :gold: for 10 turns, -5% :gold: for 20 turns

A total of 20% to begin, but as time goes on, the effects of the random event wear off. I need to know if this is possible before proposing my random event.

Yes. ;)
 
Oh, absolutely wicked. I'll edit this post with my random event in a moment.

Random Event Title: "Give Us Money!" Quoth the Poet

Prerequisite Techs: Music

Obsolete Techs: Cloning <<The reason behind this is because cloning will be able to, naturally, clone "original" works and creativity is lost>>

Other Requirements (Gameoptions, Buildings, etc...): Theatres and forges as called for by the different options.

Main Body Text: The National Society for the Arts has demanded increased spending on the arts and seeks to promote increased creativity throughout the nation.

Option 1 Text: The curator of the %CITY_NAME% Museum for the Arts is promoting the NSA's proposal by throwing a grand party in his estate. "Art is the best thing come along since the creation of alcohol. --hic-- We should be educating our society --hic-- excuse me, we should be educationg our society in the . . . the ways of expressing ourselves. Money should be --hic-- no expense! Our nations artists will be the finest throughout the world --hic--!"

Option 1 Requirements: At least <number scaled to map size> theatres in the nation.

Option 1 Effects: +200 :culture: one-time bonus in all cities, +1 :) in all cities (permanent), +1 :) in all cities for 30 turns, +1 Great Artist, -3000 :gold:

Option 2 Text: A local art thief, jailed for trying to steal our leader's portrait from %LEADER_NAME% 's home, speaks out against this. "Look, I like art as much as the next guy, but that curator's ridiculous. I met him once. Total drunk. Anyway, this isn't worth the taxpayer's time. It's crazy and impractical and nothing but a drain to the economy."

Option 2 Requirements: None

Option 2 Effects: None

Option 3 Text: A carpenter in %CITY_NAME% is disgusted by this proposal. "Bah, wha's art good fer anyway? Nothin'. The on'y art I go' is this ruddy drawin' me daughter made when she were two. No, no yeh should get rid o' all this artsy nonsense an' force people to get a real, workin' job, like me."

Option 3 Requirements: At least <number scaled to map size> forges in the nation.

Option 3 Effects: [-10% :culture: for 5 turns, -5% :culture: for 10 turns, -5% :culture: for 20 turns] in all cities; [+5% :hammers: for 5 turns, +5% :hammers: for 10 turns, +5% :hammers: for 20 turns] in all cities; [-5% :gold: for 5 turns] in all cities; +2 :mad: for 10 turns in all cities

Other Notes/Comments: Re-occurring Event, but can't occur for the same player twice.

I fear I may have made this event too powerful. Feel free to balance it out and turn this into a working event, if you feel it is, indeed, too powerful. And I'd like to credit a NationStates issue for the idea and title.
 
Random Event Title: Natures Revenge

Prerequisite Techs: Hunting

Obsolete Techs: The tech that grants the trench promotion, Semi Automatic Weapons

Other Requirements (Gameoptions, Buildings, etc...): Survival as civic, Warrior or Jav with Combat 2

Main Body Text: One of our soon to be initiated young warrior groups has trained a lot in the wilderness, inventing a strategy to completely merge within its sourrounding landscape. After celebrating bravery rituals, they then try to impersonate wiggling brushwood, shaking trees, croaking birds, the most experienced of them even roaring big game.
Unconcerned enemies being confronted with such an orchestrated, mystically "alive" nature are often scared to death and flee in panic.


Option 1 Text: Great, welcome them into the group of men let them and their kids found the tradition of being the holy guards of our forests and jungles.

Option 1 Requirements: None

Option 1 Effects: Unit promoted to Woodsman I, II and III, every (camp/orchad/silk farm) plot where unit is on* +1 :commerce:


Option 2 Text: These juvenile heroes may help to protect our rich cornfields from being eaten by animals and burned down by enemies. Tell them they shall wander the fields and maintain the irrigation systems in the meantime.

Option 2 Requirements: Agriculture

Option 2 Effects: Unit is promoted to Fieldsman I, II and III, every (farmed) plot where unit is on* +1 :food:, unit costs 1 :gold:/turn


Option 3 Text: They shall become the masters of our holy mountains. This may scare away strangers from knowing about our secret and profitable mines.

Option 3 Requirements: Mining

Option 3 Effects: Unit is promoted to Guerilla I, II and III, every (mined) plot where unit is on* +1 :hammers:, +2 :commerce:, unit costs 2 :gold:/turn


Other Notes/Comments: Re-occurring Event, but can't occur for the same player twice.

Image Attachment: Yeah coming to this I had a hard time finding a picture of "young hidden, scaring natives" This is what I came up in the end

Spoiler :
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Spoiler :

or
indianer.jpg


but dont miss out on what I stumbled upon during my search^_^

Spoiler :
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Spoiler :
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Spoiler :
Wallensteins-wilde-Jagd.gif

Spoiler :
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Spoiler :
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and finally this one ;-)
Spoiler :
Indianer.jpg


*Hey Afforess, is it possible to make a function that gives a tile where a unit stands production/food/commerce bonuses? If the unit moves its new location gets the bonusses then maybe? For example a place with a trade caravan/great merchant on it may give 1 :commerce: extra? A worker working a tile could give +1 :hammers: and so on...
Many military unit standing on a tile might lower the food and production of that place etc. There are various places to use this, I guess.


I also have a few ideas about battle chokepoints and forts being placed by events and so on. May create pretty realistic borders over time and actually help the weaker civs. More tommorow.
 
Ok, here's my little piece about forts and bunkers

Random Event Title: Maginots dream

Prerequisite Techs: Mathematics

Obsolete Techs: Space Flight

Other Requirements (Gameoptions, Buildings, etc...): Triggering unit must be fortified for 15 turns, %Civ% must be at war (for like 15 turns?).

Main Body Text: Your soldiers near %City% have lasted the enemy for quite some time now. Their small earthworks make them feel pretty confident about defending this place. But on the opposite, their morale to leave now and face the enemy has dropped quite a lot.

Option 1 Text: Let them continue to work on their entrenchments and tell them to get settled there. Static Warfare is the future anyway! (Plus, we run out of men...)

Option 1 Requirements: %Civ% is below half of the army-size of all civs,
costs 35 :gold: (for the housing and the fortress materials.)

Option 1 Effects: A fort is built on the place where the event-triggering unit is fortified. The unit loses all movement points but gets promoted to drill I, II and III.

(Has to be abandoned later maybe as it can't be upgraded without movement, I think... ;-) Is there a way to get around this?)

Option 2 Text: Make this place a stronghold for our guerilla warfare! The Ho Chi Minh trail shall be nothing compared to those underground facilities!

Option 2 Requirements: The "bunker" technology, 350 :gold:

Option 2 Effects: You receive a bunker where your unit is fortified. in the North-East and South-West of the unit as well (if possible)
Triggering unit loses 1 movement point and is promoted to trench I,II and III


Option 3 Text: Tell our soldiers to get ready to leave, the time for hiding is over, cities have to be taken back! Arrange a workforce out of the local population and let them continue the works.

Option 3 Requirements: The locals demand goods for their efforts: 50:gold:

Option 3 Effects: A worker and a trade caravan is generated on the plot.
The triggering units morale is demolished and it loses half its hitpoints.


Option 4 Text: "Let them continue their outstanding works and..." "Sir?" "Yes?" "The enemy is approaching!" "Continue to coordinate the trenching. I have to hurry, helping this unit to survive at least one more turn!!!"

Option 4 Requirements: Enemy unit has to be located beside triggering unit

Option 4 Effects: Unit gets ability to build forts and is promoted to "heroes of the sword" and to combat I,II and III


Other Notes/Comments: Re-occurring Event, can occur for the same player twice.

Image Attachment:

Spoiler :
1805_wallanlagen.jpg



@Afforess: Is it possible to make units produce :food:, :hammers:, :commerce: where they are located via events? Or is it too complicated and slowing down the game? It would be interesting to see what happenes when units on plots consume food etc. Maybe people would try to play a more strategic game with forts etc. And maybe this forces the AI to do so, even more than now, too.
 
Random Event Title: Sacred Marriage

Prerequisite Techs: Mysticism

Obsolete Techs: Political Philosophy

Other Requirements (Gameoptions, Buildings, etc...): Prophets as civic

Main Body Text: Your priests suggest you to celebrate a ritual called hieros gamos, sacred marriage. They say it fits two purposes: first, as an enactment of the marriage of two deities (or, as they don't dare to say, a human and a deity) you will gain power over the crowd and second, since commoners frequently take this festive opportunity to have sex with their own spouses, it will coordinate the births of children so that they will be born in the winter, when there is more time to take care of them.


Option 1 Text: Advise your vizier to put emphasis on the literary tradition of this ritual, new priests, artists and scribes shall be educated and financed.

Option 1 Requirements: Writing, 75 :gold:

Option 1 Effects: -1 population in city, +1 Priest in city, city stability + 25 %, +4 :culture: in city, [+5 control points on the tiles surrounding the city.?]


Option 2 Text: Tell your priests to campaign the organization of massive religious prostitution, transforming the city to become the international sex fair.

Option 2 Requirements: Trade, 75 :gold:

Option 2 Effects: -1 population (temple prostitutes), +1 relations to all other (non-intolerant) civs, +12% :commerce: in city, +2 :) in city, +2 :yuck:


Option 3 Text: Be moderate orchestrating the ritual, let the women not get all too jealous about their men lingering for other women and only celebrate the meeting of God and Goddess in public, leaving the rest of it to the imagination of husband and wife during nighttime. The spare temple prostitutes shall be sold to rich aliens.

Option 3 Requirements: None

Option 3 Effects: 10% less :food: required for city growth in city, +1 :culture: in city, +1 :gold: per priest in city


Other Notes/Comments: Re-occurring Event, but can't occur for the same player twice.

Image Attachment:
Spoiler :
inanna1.jpg
I'm not sure if this one is a good idea.
 
I'm not sure if this one is a good idea.


Why? Because you're prude? Because others playing the mod may be?
Because sacred marriage was part of mankinds history like the hanging gardens? :mischief: :D
 
I guess I posted my ideas in an older thread...

*House War
Req: Patrician Civic Active
Prevention: Nationalism
Text: One important family is responsible for the assassination of a prominent member of another important family.
Options:
1. Let the two factions fight, hopefully they will not cause too much trouble.
(Result: -2 Happiness, -2 Health temporarily)
2. Banish the family responsible for the assassination, justice must be sought.
(Result: +1 Happiness temporarily, 25% chance of -1 Population)
3. Support the family responsible for the assassination, the other family was causing problems.
(Result: -50 gold, -1 Happiness temporarily, One free Merchant specialist)

*Youth Gangs
Req: Guerrilla Warfare and Globalization. City with 10 or more population
Prevention: Police Station
Text: Gangs of armed thugs are taking power in poor neighborhoods.
1. Let these thugs "police" the neighborhoods, it can save on taxes.
(Result: -1 Happiness, +50 Gold)
2. This is a sign that we need to improve our law enforcement efforts
(Result: -200 Gold, Police Station is built in city)
3. Can these thugs fire a gun? Then recruit them into our military.
(Result: -50 Gold, One free Guerrilla)

*False Flag Terrorism
Req: Fascist
Prevention: None
Text: Your Minister of Propaganda has suggested sponsoring an attack on your own people and blaming it on your enemies.
1. This is a bad idea.
(Result: Nothing)
2. Great idea! Let's blame it on dissidents, followed by a propaganda campaign.
(Result: -1 Population, -25 Gold, +1 Happiness in all cities temporarily, +500 Espionage)
2. Great idea! Let's blame it on another country.
(Result: -1 Population, -25 Gold, War is declared on your worst enemy, 5 Free Infantry)

Pics:
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Why? Because you're prude? Because others playing the mod may be?
Because sacred marriage was part of mankinds history like the hanging gardens? :mischief: :D
It might be a little to detailed for some people. Maybe you could just cut the picture out.
I have no problem with the marriage part.
 
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