Chep
Emperor
(edited)
As per suggestion, I will try to collect suggestions for random events and possibly quests in this post.
Since I have no modding experience, I need the experts to tell me what's possible and what isn't
Random Events
Colony-Related Events
(all also require having at least 1 atlantic access res)
"Free the Slaves!"
pre-requisite: Civ owns at least 1 Colony and controlls at least 1 "Slave Ressource"
'The usage of slaves in your oversea colonies causes unrest with the poor who sympathize with their suffering.'
Option 1) If they care so much for them, let them help -> -1 Population in all cities, +3 unhappiness (decreasing after time) or minus 1-3 stability (permanent), +1 Slave ressource
Option 2) Well, they might care, I don't and if they protest, kill them. -> 1-2 cities revolt for a turn and barbarian units appear just outside them (like successfully dealing with a minor civ revolt)
Option 3) They're right, we should give them the option to become free and live among us -> + 2 population in all cities, -1 slave ressource (permanent), minus 2-5 stability (permanent)
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"Unrest Overseas"
pre-requisite: Civ owns at least 1 non-trading-company-colony (aka one of the earlier ones)
'A new chieftain has risen amongst the indigenous population in our colony and challenges your superiority.'
Option 1) After a while things go always back to normal -> lose income (res) from the colony for 10 turns
Option 2) Send some of our military to deal with the problem -> 1-4 military units leave (similar to crusades mechanic) 50/50 chance that they will succeed and return with some gold (~500) or fail and the colony becomes restless (as option 1) for 20 turns.
Option 3) Lets try to bribe some of his rivals -> lose ~500-800 gold, 20% chance colony will produce 2 of a certain ressource instead of 1 (eg Gold Coast goes from 1 Gold, 2 Slaves to 2 Gold, 2 Slaves)
------
"Fountain of Youth"
pre-requisite: Civ owns at least one of the American colonies (?)
'Sire, there is a rumor that within our colony lies a fountain which grants eternal life'
Option 1) What utter nonsense, but let's cash in on the action. -> grants lump sum of gold
Option 2) Send an Expedition to research it -> costs gold, gives +2 happiness (decreasing over time) plus 10% chance of +2 health in all cities
------
Civic-related Events
"The peasants demand freedom"
pre-req: printing press, civ runs Serfdom or Tribalism
'The rural population demands more rights, Mylord'
Option 1) Switch to Free Peasantry immediately (no anarchy)
Option 2) Ignore their demands (+2 unhappiness, decreasing over time, plus packs of 2-3 barbarians appear within culture every 3 turns for 15 turns)
---
"They poison our wells!"
pre-req: civ running State Religion, Theocracy or Organized Religion; non-state religion present in >1 city (civ not Poland)
'The heathens are a danger to our safety, we hear they poison wells used by the true believers of our faith'
Option 1) Then we have to drive them out with force! -> purges nonstate religion from (up to) 5 cities, +1 diplomacy modifier to all civs with same faith, -2 to all others (not limited to the followers of the persecuted religion)
Option 2) I'm sure that's not true, we have to accept their different ways. -> +1 diplo modifier with civs who control holy cities, 33-50% risk of plague hitting capitol (doesn't spread)
-----
to be continued later
As per suggestion, I will try to collect suggestions for random events and possibly quests in this post.
Since I have no modding experience, I need the experts to tell me what's possible and what isn't
Random Events
Colony-Related Events
(all also require having at least 1 atlantic access res)
"Free the Slaves!"
pre-requisite: Civ owns at least 1 Colony and controlls at least 1 "Slave Ressource"
'The usage of slaves in your oversea colonies causes unrest with the poor who sympathize with their suffering.'
Option 1) If they care so much for them, let them help -> -1 Population in all cities, +3 unhappiness (decreasing after time) or minus 1-3 stability (permanent), +1 Slave ressource
Option 2) Well, they might care, I don't and if they protest, kill them. -> 1-2 cities revolt for a turn and barbarian units appear just outside them (like successfully dealing with a minor civ revolt)
Option 3) They're right, we should give them the option to become free and live among us -> + 2 population in all cities, -1 slave ressource (permanent), minus 2-5 stability (permanent)
-----
"Unrest Overseas"
pre-requisite: Civ owns at least 1 non-trading-company-colony (aka one of the earlier ones)
'A new chieftain has risen amongst the indigenous population in our colony and challenges your superiority.'
Option 1) After a while things go always back to normal -> lose income (res) from the colony for 10 turns
Option 2) Send some of our military to deal with the problem -> 1-4 military units leave (similar to crusades mechanic) 50/50 chance that they will succeed and return with some gold (~500) or fail and the colony becomes restless (as option 1) for 20 turns.
Option 3) Lets try to bribe some of his rivals -> lose ~500-800 gold, 20% chance colony will produce 2 of a certain ressource instead of 1 (eg Gold Coast goes from 1 Gold, 2 Slaves to 2 Gold, 2 Slaves)
------
"Fountain of Youth"
pre-requisite: Civ owns at least one of the American colonies (?)
'Sire, there is a rumor that within our colony lies a fountain which grants eternal life'
Option 1) What utter nonsense, but let's cash in on the action. -> grants lump sum of gold
Option 2) Send an Expedition to research it -> costs gold, gives +2 happiness (decreasing over time) plus 10% chance of +2 health in all cities
------
Civic-related Events
"The peasants demand freedom"
pre-req: printing press, civ runs Serfdom or Tribalism
'The rural population demands more rights, Mylord'
Option 1) Switch to Free Peasantry immediately (no anarchy)
Option 2) Ignore their demands (+2 unhappiness, decreasing over time, plus packs of 2-3 barbarians appear within culture every 3 turns for 15 turns)
---
"They poison our wells!"
pre-req: civ running State Religion, Theocracy or Organized Religion; non-state religion present in >1 city (civ not Poland)
'The heathens are a danger to our safety, we hear they poison wells used by the true believers of our faith'
Option 1) Then we have to drive them out with force! -> purges nonstate religion from (up to) 5 cities, +1 diplomacy modifier to all civs with same faith, -2 to all others (not limited to the followers of the persecuted religion)
Option 2) I'm sure that's not true, we have to accept their different ways. -> +1 diplo modifier with civs who control holy cities, 33-50% risk of plague hitting capitol (doesn't spread)
-----
to be continued later