update to 3.17 comments welcome. i like random events and always play with them on. for those that dislike random events due to barbarian uprisings, i address this concern in the barbarians section. the gambits, for the most part, are common enough events that, with a little forward planning, you can expect to contend for most them in about 80% of your games. furthermore, good and bad events have been separated for convenience, as have events dealing with unit promotions. credits to moderator ori, et al, for mining all of this data, ShannonCT who knows more about maths than i do, and PieceOfMind for helping me to think some of this stuff out. if you need more general information on how all of the active/weight scores works, scroll down. gambits Spoiler : these seemed like the best events that you might have some effect on triggering using a few gambits. all of these events have a relatively high likelihood of occurring sometime in your game. however, this is a first draft and not meant to be the final word on anything; comments are welcome. credits to ori, et al. all of this info has been ripped straight from him. *keep forest/jungle **take relations hit ***event disabled Event2 City Ruins Prereq: City Ruins in your control Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY Active/Weight: 90/1000 Result: 1.you get 15% of remaining tech cost for a tech 2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3 3.you get +15% of remaining tech cost for a tech it is always a good idea to let any ruins stand. Event6 At the Sword Prereq: 1 damaged Swordsman Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY Active/Weight: 100/500 Result: 1.the chosen Swordsman gains 3 XP since you can get it in all games, you might as well throw in a shock swordsman for barbarian defense. Event7: Man named Jed Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit (i.e. the scout or explorer) on this plot Obsolete: None Active/Weight: 75/5000 Result: 1.Nothing 2.you pay 10 gold and Oil is revealed i'm sure that many thoughtful people will disagree that this one is practical. however, the high weight, the highest of all events, makes it interesting to me. Event12: Slave Revolt Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING Obsolete: None Active/Weight: 80/500 Result: 1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND chance of looping to 3 2.you pay 10 gold AND -1 population AND 1 turn revolt AND chance of looping to 3 3.1 turn revolt the best example of why you should keep at least 10 gold on hand at all times, it is a much maligned event on these boards. however, if you study its prereqs you can see that there are a few ways to protect against it. if spiritual, plan your whips so that you only have to spend 5 turns at a time under the slavery civic. or, if you plan on staying in slavery for a long time, you can use the whip unsparingly so that your cities don't spend that much time above pop 4. *Event17: Horticulture Prereq: Forest OR Jungle tile under your control AND CALENDAR Obsolete: None Active/Weight: 80/200 Result: 1.The tile yields +1 commerce 2.you pay 100 gold, the tile yields +1 commerce, chance for 3 3.+3 health AND 1 free scientist in nearby city a good reason not to clear cut jungles; you can leave 2 jungles in a city without suffering any negative effects. if you have roads or other improvements around the jungles, they can't spread. *Event25 Spicy Prereq: Forest tile under your control AND CALENDAR AND 4 or less happy resources AND no spices Obsolete: None Active/Weight: 50/100 Result: 1.The tile gains Spices 2.You pay 20 gold, the tile gains Spices, the Forest is removed and a road and plantation is build not very likely to happen in a typical game, but another compelling reason to keep some forests. **Event29 Looters Prereq: at least one angry in neighboring AI's city Obsolete: None Active/Weight: 70/100 Result: 1.one tile improvement is pillaged 2.you pay 40 gold AND 2 to 4 tile improvements are pillaged 3.you loose 50 Espionage points (with that AI) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4 4.-2 Attitude with neighboring AI basically a good event, but you have to decide whether to take the relations hit. i'd say that normally it's worth it; 2 to all buildings destroyed. **Event30 Brothers in Need Prereq: You and other AI have same state religion AND can trade resources AND you have more then 1 of any of the listed resources AND the other AI lacks this resource: COPPER or IRON or HORSE or IVORY or OIL or URANIUM AND other AI is at war AND you are not at war Obsolete: None Active/Weight: 100/1000 Result: 1.Nothing 2.you gift Copper 3.you gift Iron 4.you gift Horse 5.you gift Ivory 6.you gift Oil 7.you gift Uranium it depends on who you want to stay friends with. the prereqs are a bit confusing. i'm not sure if i have every gotten this event, but i have been asked for resources during wartime. ***Event33 Tsunami Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal Obsolete: None Active/Weight: 0/0 Result: 1.if city has less then 6 population it is destroyed 2.else city looses a number of buildings AND looses 5 population disabled. i think it should be in the game, though, because it's totally brutal. Event36 Volcano Prereq: own a peak tile WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING Obsolete: None Active/Weight: 70/100 Result: 1.cottages, hamlets, villages and towns around the peak are destroyed particularly brutal, and a good reason not to cottage around peaks. Event48 Ice Sculpture Prereq: own tundra tile AND AESTHETICS Obsolete: None Active/Weight: 70/100 Result: 1.+100 culture in nearest city 2.pay 120 gold AND nearest city gains 1 settled great artist here's good reason to start keeping more on reserve as the game progresses. Event54 Great Depression Prereq: at least 1 founded corporation somewhere Obsolete: None Active/Weight: 40/100 Result: 1.All players loose 25% of their gold a not-so-compelling reason to not keep on hand. it won't happen in very many games and i've never seen it. Event55 Bermuda Triangle Prereq: 1 modern ship or submarine on Ocean plot AND FLIGHT Obsolete: None Active/Weight: 50/100 Result: 1.Unit is destroyed so don't sleep units on ocean tiles. Event64 Federal Reserve Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION Obsolete: None Active/Weight: 90/200 Result: 1.-10% Inflation 2.pay 200 gold AND -25% Inflation this is a perennial favorite on the boards. it gives the most compelling reason to keep 1000 in the bank. while it is not highly weighted, it is 90% certain that it is going to happen to one of the players in your game. it might as well be you. Event65 Electric Company Prereq: Emancipation Civic AND no angry citizen any city AND ELECTRICITY Obsolete: None Active/Weight: 90/200 Result: 1.+1 happy face in every city another reason to run emancipation. Event66 Hindenberg [sic] Prereq: 1 Airship anywhere AND RADIO Obsolete: None Active/Weight: 85/500 Result: 1.Nothing 2.pay 45 gold AND gain +1 happy face for every Airport it won't cost too much to build one measly airship and park it, although kind of happens late and isn't super useful. *Event67 Comet Fragment Prereq: Forest Tundra tile with NO road NO railroad NO improvement under your control AND ROCKETRY Obsolete: None Active/Weight: 80/100 Result: 1.+5% Spaceship production AND +2 Research for every laboratory AND the forest is removed another reason to keep forests. Event75 Wining Monks Prereq: at least 1 Monastry AND grassland OR plains tile with NO Forest NO Jungle NO road NO railroad AND NO improvement AND MONACHY AND no wine resource available Obsolete: None Active/Weight: 65/100 Result: 1.Tile gains Wine resource 2.you pay 20 gold AND tile gains wine resource AND Winery AND road not a very likely or even that good an event. it just made me think to say that roads and improvements should be build on the same tiles, don't just waste worker turns building roads on every single square. Event77 Ancient Olympics Prereq: POLYTHEISM AND State Religion is NOT Judaism OR Christianity OR Islam Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY Active/Weight: 75/400 Result: 1.Nothing 2.pay 20 gold AND gain +1 attitude with all neighboring AIs here's a reason why the abrahamic religions are less fun to run than some of the others. plus, if you get this event, you know that you can get the next one in 100% of your games. Event78 Modern Olympics Prereq: SCIENTIFIC_METHOD AND Event77 option 2 has occurred Obsolete: None Active/Weight: 100/500 Result: 1.+1 Attitude with all AIs you have met just make sure that you keep at least 20 in reserve throughout the classical era. Event93 Heroic Gesture Prereq: You are at war and winning Obsolete: None Active/Weight: 80/350 Result: 1.Nothing 2.You make Peace AND gain +1 Attitude with the opponent if you are at war long enough, this event will likely occur. i wouldn't take it if i was going to take the enemy capitol on the next turn. Event94 Great Mediator Prereq: You are at war for 10 or more turns Obsolete: None Active/Weight: 85/200 Result: 1.Nothing 2.You make Peace AND gain +1 Attitude with the opponent if you are at war long enough, this event will likely occur, especially if you are trying some ancient ai choke strategy. Event105 Security Tax Prereq: METAL_CASTING or IRON_WORKING or MONARCHY or ALPHABET or MATHEMATICS or CODE_OF_LAWS or AESTHETICS or THEOLOGY AND city with walls Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Active/Weight: 70/500 Result: 1.you gain 20 to 80 gold another reason to build walls. Event106 Literacy Prereq: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND all cities have a library Obsolete: None Active/Weight: 30/100 Result: 1.1 city gains a free settled great scientist this is a rather powerful reward. however, it isn't going to happen in that many games, and having a library in every single city is a bit clumsy. Event127 Miracle Prereq: City with walls AND state religion Obsolete: None Active/Weight: 90/200 Result: 1.+1 commerce for city's walls 2.you pay 30 gold AND spread your state religion to 2 own cities another reason to build walls. Event131 High Warlord Prereq: City with castle AND NOT Emancipation civic Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY Active/Weight: 80/200 Result: 1.you gain 100 gold 2.you gain 2 free Pikeman units 3.city gains 1 free settled great general another reason to build a castle. Event137 Experienced Captain Prereq: City with Drydock naval unit with 7 or more XP Obsolete: None Active/Weight: 95/200 Result: 1.City gains +2 gold for its drydock 2.you pay 250 gold AND city gains Military Academy you need steel for dry-dock. it has a high payoff, especially for just keeping one ship in harbor for a few-many turns. it will occur in almost every game you play, though its average weight means that it may take many turns to actually trigger. might as well go for the cheap military academy, though. Event139 Partisans Prereq: Emancipation civic AND one of your cities was razed Obsolete: None Active/Weight: 35/0 Result: 1.a number of drafted units (equal to city's culture level -1) spawn at the city site 2.half that number of drafted units spawn in the capital this one is weird because it has a zero weight, but i'm pretty sure that i've seen it happen. i don't seem to recall this event happening more than twice in a single game. but note that the ai can get this event, making city razing more hazardous. the computer usually takes the first option just to harass you. Event140 New Dynasty Prereq: Hereditary Rule civic AND capital AND MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY Obsolete: None Active/Weight: 45/100 Result: 1.Capital gains +1 settled great general 2.Capital gains +1 settled great merchant 3.Capital gains +1 settled great priest very good payoff, but low probability. it is only active in 45% of your games, still hereditary rule is a likely civic to be running from the medieval through the renaissance period. not something i'd fish for, though. Event143 Charismatic Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Obsolete: None Active/Weight: 65/100 Result: 1.All Gun units gain the March promotion 2.+2 happy faces in all cities the only unit promotion type of event with a >50% likelihood of occurring in your game, it is also one of the best. however, not everyone will find a use for police state, and having a rather low weight, it is still very unlikely to occur when compared to some of these other gambits. Solver's events: Event157 Healing Plant Prereq: Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY Active/Weight: 70/100 Result: 1.+1 happy face for 10 turns 2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5 3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6 4.all cities lose 1 population 5.all cities gain +1 healthy face 6.all cities gain +2 healthy faces if you use a GSci to bulb philosophy in most of your games, you will probably miss this one. if you can afford the unhappiness, i'd take option three. it is a short-term hindrance, less early production, for a long-term benefit, half of the expansive trait. Event159 Controversial Philosopher Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY Obsolete: SCIENTIFIC_METHOD Active/Weight: 75/1000 Result: 1.+1 happy face for 15 turns in all cities 2.Capital loses 1 happy faces AND 1 free scientist 3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy another reason to keep in the bank, although i don't often run theocracy. barbarians Spoiler : many players complain about barbarian uprisings, saying that they come too soon and ruin 90% of their games. i think that some of these players must be overstating the barbarian's effectiveness. they have the worst tactics of any ai and generally spawn about 4 units. of these five uprisings at 20% chance each, i'd say that there probably is an 85% chance of barbarians appearing in any game. depending on what maps you play and other settings, there is a likelihood that the uprising occurs on another continent and sets back another player. i think that using early bulbs is part of what causes early barbarian problems. however of these five events, only the huns should end 90% of your games, if any. study the prereqs and you can easily defeat all other uprisings. so, Event99 The Huns Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Active/Weight: 20/200 Result: 1.4 Barbarian Horse Archers (Standard size Map) spawn to defeat the huns: the most devastating of the barbarian uprisings. you might just want to start whipping units if you see this message pop, though with access to spears you are probably going to be okay. i like to get HBR early in many of my games, so i make sure that i have enough units in case it does happen. Event100 The Vandals Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Active/Weight: 20/200 Result: 1.4 Barbarian Swordsmen (Standard size Map) spawn to defeat the vandals: by the time someone has researched metal casting, you should hopefully have the hard counter to swords, the axe. whip axes as soon as you see the vandals appear on your borders. Event101 The Goths Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Active/Weight: 20/200 Result: 1.4 Barbarian Axemen (Standard size map) spawn to defeat the goths: because the ai tends to prioritize math early, so might the goths early appear. however, axemen have several good counters: chariots are their hard counter; archers within cities or on defensive terrain will mostly win, and shock axes are another option. whip units as soon as the goths appear on your borders. Event102 The Philistines Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Active/Weight: 20/200 Result: 1.4 Barbarian Spearmen (Standard size map) spawn to defeat the philistines: here you have several options, and monotheism isn't a super-early tech. Event103 The Vedic Aryans Prereq: One player knows POLYTHEISM AND one player knows ARCHERY Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY Active/Weight: 20/200 Result: 1.4 Barbarian Archers (Standard size Map) spawn to defeat the aryans: they can be a pain if you get super unlucky and they pop ultra early. it is a good reason why you should build a few warriors or other units before starting in on workers and settlers. but because warriors get city defense, you can usually hole up with 3 defenders and not be destroyed. all random events have a 20 turn grace period.