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Random Events list

Discussion in 'Civ4 Strategy Articles' started by ori, Aug 7, 2007.

  1. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,368
    Location:
    Baden-Württemberg, Germany
    Updated for 3.13 on Oct. 8, 2007

    This list of all events and Quests for BtS has been compiled primarily to facilitate the discussion about whether Random Events can be allowed for the HOF – but since it might be of general interest I post it here ;)

    There is a grace period of 20 turns (NOT scaling with gamespeed) at the start without random events (defined in GlobalDefines.xml).
    There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
    Each event has a weight value – the chance for a specific event to occur is dependent on the combined weights of all currently allowed events.
    Some events seem to scale with map size and speed – this is all for normal/standard

    All Descriptions follow the following template:
    Name of Event
    Prereq – i.e. what is required before this event can be triggered
    Obsolete – i.e. what (tech) is required to make sure the event can no longer be triggered
    Active – i.e. the game decides at the start which events are included in current game, this is the chance that it is included
    Weight
    Result

    Caution long spoilers ahead ;)

    Spoiler Events 1-20 :


    Code:
    Event1
    	Forest Fire
    	Prereq: Forest in city fat cross
    	Obsolete: None
    	Active/Weight: 70/100
    		Result:
    1.you pay 10 gold
    2.you pay 4 gold and lose 1 forest
    3.you pay nothing, lose one forest and gain 1 angry face (lasts as long as whip anger)
    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
    Event3
    	Happy Hunting
    	Prereq: Tundra Forest in your control AND ARCHERY
    	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
    	Active/Weight: 90/500
    		Result:
    1.you get +8 food in the city's food storage
    Event4
    	Motherload
    	Prereq: Goldmine with either road OR railroad in your control AND either WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.you get 20 – 40 gold
    Event5
    	Washed out
    	Prereq: road OR railroad in your control
    	Obsolete: None
    	Active/Weight: 80/100
    		Result:
    1.you lose one road
    2.you pay 20 gold
    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
    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
    Event8:
    	Inspired Mission
    	Prereq: City with 2 religions 1 of them your state religion
    	Obsolete: None
    	Active/Weight: 75/200
    		Result:
    1.State religion spreads to 4 own cities (with 1 or no other religions)
    2.you pay 10 gold AND State religion spreads to 4 own and 1 foreign cities (with 1 or no other religions)
    3.you pay 25 gold AND State religion spreads to 4 own and 4 foreign cities (with 1 or no other religions)
    Event9:
    	Hymns and Sculptures
    	Prereq: City with 1 cathedral (any religion) AND 10 cathedrals built globally
    	Obsolete: None
    	Active/Weight: 20/200
    		Result:
    1.Free Great Artist emerges in chosen city
    Event10:
    	Careless Apprentice
    	Prereq: City with Forge
    	Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
    	Active/Weight: 75/200
    		Result:
    1.you pay 50 gold
    2.you pay 10 gold and lose the forge
    3.you lose the forge AND gain one angry face (like whipped)
    Event11:
    	Famine
    	Prereq: None
    	Obsolete: None
    	Active/Weight: 70/100
    		Result:
    1.Nothing
    2.your city loses 50% of food storage AND you gain +1 Attitude with one AI
    3.you pay 10 gold AND your city loses 100% of food storage AND you gain +3 Attitude with one AI
    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 will trigger 3 next turn
    2.you pay 10 gold AND -1 population AND 1 turn revolt AND will trigger 3 next turn
    3.1 turn revolt AND 40% chance to trigger 3 next turn
    Event 13:
    	Blessed Sea (see Quests)
    Event14:
    	Airliner Crash
    	Prereq: Share borders with other player AND other player has FLIGHT
    	Obsolete: None
    	Active/Weight: 70/300
    		Result:
    1.+1 Attitude with other AI
    2.+1000 Espionage points (with the other AI?)
    3.+15-35% of research costs for FLIGHT AND -2 Attitude with other AI
    Event15:
    	Farm Bandits
    	Prereq: Farmed Wheat OR Rice OR Corn AND Road OR Railroad on that plot AND unit on (near?) this plot
    	Obsolete: None
    	Active/Weight: 85/200
    		Result:
    1.you pay 10 gold may loop to 3
    2.you lose 5 food in nearby city AND the unit cannot attack for 2 turns may loop to 3
    3.you lose 5 food in nearby city
    Event16:
    	Holy Mountain (see Quests)
    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
    Event18:
    	Fugitive:
    	Prereq: FEUDALISM
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.+1 Attitude with AI1, chance for 3
    2.+500 Espionage points AI1, chance for 4
    3.-1 Attitude with  AI2
    4.-1 Attitude with AI1
    Event19:
    	Pestilence1/Pestilence2
    	Prereq: Tile with pasture/plantation
    	Obsolete: None
    	Active/Weight: [55/100]/[100/100]
    		Result:
    1.Tile improvement is destroyed
    Event20:
    	Marathon
    	Prereq: You at war with other Player, other player makes first attack on your plot
    	Obsolete: None
    	Active/Weight: 100/800
    		Result:
    1.Free Golden Age
    

    Spoiler Events 21-40 :
    Code:
    Event21
    	Faux Pas
    	Prereq: None
    	Obsolete: None
    	Active/Weight: 70/100
    		Result:
    1.-1 Attitude with other AI
    Event22
    	Joyous Wedding
    	Prereq: You and neighboring AI have the same State Religion
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.Nothing
    2.You pay 15 gold AND gain +1 Attitude with neighboring AI
    3.You pay 60 gold AND gain +3 Attitude with neighboring AI
    Event23
    	Wedding Feud
    	Prereq: You and neighboring AI have different State Religion
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.-1 Attitude with neighboring AI
    2.you pay 15 gold AND gain -2 Attitude with neighboring AI AND gain +1 happy face for 30 turns in all your cities with the state religion
    3.you pay 60 gold AND gain -2 Attitude with neighboring AI AND gain +1 Attitude with AIs with your state religion, neighboring player is asked if he wants to declare war.
    Event24
    	Left at the Altar
    	Prereq: You share borders with other AI
    	Obsolete: None
    	Active/Weight: 80/100
    		Result:
    1.-1 Attitude with other AI
    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
    Event26
    	Tornado
    	Prereq: Plains tile with improvement under your control AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
    	Obsolete: None
    	Active/Weight: 75/200
    		Result:
    1.Improvement is destroyed
    Event27
    	Baby Boom
    	Prereq: You signed a Peace Treaty
    	Obsolete: None
    	Active/Weight: 100/500
    		Result:
    1.All cities gain 10 food in storage
    Event28
    	Bard's Tale
    	Prereq: MUSIC
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.City gains 100 culture points
    2.you pay 25 gold AND city gains 450 culture points
    3.IF you have RADIO you pay 10*number of cities in gold and all cities gain 250 culture points
    Event29
    	Looters
    	Prereq: at least one angry  in neighboring player'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 lose 50 Espionage points (with that player) 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
    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
    Event31:
    	Hurricane
    	Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal AND population is more than 2
    	Obsolete: None
    	Active/Weight: 75/100
    		Result:
    1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
    2.city loses 1 population point
    Event32
    	Cyclone
    	Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal
    	Obsolete: None
    	Active/Weight: 70/100
    		Result:
    1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
    2.city loses 1 population point
    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 loses a number of buildings AND loses 5 population
    Event34
    	Monsoon
    	Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is not coastal AND city has jungle nearby
    	Obsolete: None
    	Active/Weight: 85/100
    		Result:
    1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
    2.city loses 1 population point
    Event35
    	Blizzard
    	Prereq: tundra tile with improvement and road or rail AND  WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
    	Obsolete: None
    	Active/Weight: 80/100
    		Result:
    1.tile improvement and route are destroyed
    2.you pay 5 gold
    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
    Event37
    	Dust Bowl
    	Prereq: Own 4 farmed plains tiles AND CIVIL_SERVICE
    	Obsolete: None
    	Active/Weight: 70/100
    		Result:
    1.pay 40 gold lose 1 farm
    2.lose 1 farm chance of looping
    Event38
    	Parrots
    	Prereq: Own 1 Jungle tile AND ANIMAL_HUSBANDRY
    	Obsolete: None
    	Active/Weight: 85/50
    		Result:
    1.the tile gains +1 commerce
    Event39
    	Jade
    	Prereq: own tile with mine AND Iron AND road or railroad
    	Obsolete: None
    	Active/Weight: 85/50
    		Result:
    1.tile gains +2 commerce
    Event40
    	Black Pearls
    	Prereq: own tile clams AND fishing boat
    	Obsolete: None
    	Active/Weight: 70/50
    		Result:
    1.tile gains +1 commerce
    

    Spoiler Events 41-60 :
    Code:
    Event41
    	Saltpeter
    	Prereq: own 4 forest hill tiles AND GUNPOWDER
    	Obsolete: None
    	Active/Weight: 90/20
    		Result:
    1.tiles gain +1 commerce
    Event42
    	Clunker Coal
    	Prereq: own tile with mine AND coal AND road or railroad
    	Obsolete: None
    	Active/Weight: 90/50
    		Result:
    1.tile loses 1 production
    Event43
    	Sour Crude
    	Prereq: own tile with oil AND well or offshore platform
    	Obsolete: None
    	Active/Weight: 90/50
    		Result:
    1.tile loses 1 production
    Event44
    	Truffles
    	Prereq: own grass tile
    	Obsolete: None
    	Active/Weight: 70/20
    		Result:
    1.tile gains +1 food AND +1 commerce
    Event45
    	Sea Turtles
    	Prereq: own coastal tile AND CALENDAR
    	Obsolete: None
    	Active/Weight: 70/20
    		Result:
    1.tile gains +1 food
    Event46
    	Tin
    	Prereq: own mined hill AND BRONZE_WORKING
    	Obsolete: None
    	Active/Weight: 85/50
    		Result:
    1.tile gains +2 production
    Event47
    	Prairie Dogs
    	Prereq: own plains tile AND ANIMAL_HUSBANDRY
    	Obsolete: None
    	Active/Weight: 70/50
    		Result:
    1.tile gains +1 commerce
    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
    Event49
    	Appleseed
    	Prereq: own plains tile AND CIVIL_SERVICE
    	Obsolete: None
    	Active/Weight: 75/50
    		Result:
    1.Tile gains forest AND +1 food
    Event50
    	Mining Accident
    	Prereq: own mine AND BRONZE_WORKING and THE_WHEEL and MYSTICISM and HUNTING
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.pay 20 gold
    2.pay 5 gold AND lose the mine
    3.lose the mine AND gain +1 angry face (like whipping anger)
    Event51
    	Breakthrough
    	Prereq: None
    	Obsolete: None
    	Active/Weight: 80/50
    		Result:
    1.+10% remaining Tech cost towards current tech
    Event52
    	Setback
    	Prereq: None
    	Obsolete: None
    	Active/Weight: 65/30
    		Result:
    1.you lose 8 percent of research towards a tech
    Event53
    	Running Bulls
    	Prereq: Pastured Cows AND road OR railroad AND ANIMAL_HUSBANDRY and FEUDALISM
    	Obsolete: None
    	Active/Weight: 70/200
    		Result:
    1.City gains 100 culture
    2.pay 35 gold AND city gains 300 culture
    Event54
    	Great Depression
    	Prereq: at least 1 founded corporation somewhere
    	Obsolete: None
    	Active/Weight: 40/100
    		Result:
    1.All players lose 25% of their gold
    Event55
    	Bermuda Triangle
    	Prereq: 1 DESTROYER or BATTLESHIP or MISSILE_CRUISER or STEALTH_DESTROYER or SUBMARINE or ATTACK_SUBMARINE or CARRIER or TRANSPORT on Ocean plot AND FLIGHT
    	Obsolete: None
    	Active/Weight: 50/100
    		Result:
    1.Unit is destroyed
    Event56
    	Patron of Knowledge
    	Prereq: Library 
    	Obsolete: None
    	Active/Weight: 85/200
    		Result: 
    1.+10%  remaining tech cost towards current tech
    2.pay gold (10% of current tech cost) AND gain +1 research in the city's library
    Event57
    	Master Smith
    	Prereq: Forge 
    	Obsolete: None
    	Active/Weight: 70/100
    		Result: 
    1.+1 production for the city's forge
    Event58
    	Rural Farmers
    	Prereq: Grocer 
    	Obsolete: None
    	Active/Weight: 80/100
    		Result:
    1.+1 food for the city's Grocer
    Event59
    	Money Changers
    	Prereq: Market 
    	Obsolete: None
    	Active/Weight: 75/100
    		Result:
    1.+1 gold for the city's market
    Event60
    	Bowyer
    	Prereq: ARCHERY 
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 35/50
    		Result:
    1.All your Archery units gain the Combat 1 promotion
    
     

    Attached Files:

  2. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,368
    Location:
    Baden-Württemberg, Germany
    Spoiler Events 61-80 :
    Code:
    Event61
    	Horseshoe
    	Prereq: Pastured Horse AND road OR railroad 
    	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
    	Active/Weight: 30/50
    		Result:
    1.All your mounted units gain the Flanking I promotion
    Event62
    	Champion
    	Prereq: NOT at war AND undamaged unit with 3 or more XP AND NOT Leadership promotion
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 30/50
    		Result:
    1.Unit gets Leadership promotion
    Event63
    	Motor Oil
    	Prereq: Oil with Well OR Offshore Platform under your control
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.you get 50 gold
    2.you pay 50 gold AND gain 15 free unit support
    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
    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
    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
    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
    Event68
    	Subway
    	Prereq: 1 Public Transport AND minimum 25 population in city
    	Obsolete: None
    	Active/Weight: 80/400 (* number of Public Transport buildings)
    		Result:
    1.city's Public Transportation gains +5 commerce
    Event69
    	Gold Rush
    	Prereq: mine AND maximum 5 population in city AND industrial era
    	Obsolete: None
    	Active/Weight: 90/500
    		Result:
    1.city gains +1 population
    2.pay 20 gold AND city gains +3 population
    Event70
    	Influenza
    	Prereq: minimum 10 population in a city AND era modern or future AND NOT MEDICINE
    	Obsolete: None
    	Active/Weight: 45/400
    		Result:
    1.pay 100 gold AND city loses 3 population
    2.city loses 3 population AND a number of nearby cities lose 2 population
    Event71
    	Solo Flight
    	Prereq: minimum 8 landmasses (standard size map) AND FLIGHT
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.+1 Attitude with all AIs you have met
    Event72
    	Antelope
    	Prereq: HUNTING AND forest tile with NO road NO railroad AND NO improvement AND no Deer resource AND 4 or less happy resources AND tile can have deer resource
    	Obsolete: None
    	Active/Weight: 55/200
    		Result:
    1.tile gains Deer resource
    2.pay 10 gold AND tile gains Deer resource AND road AND camp
    Event73
    	Whale Of A Thing
    	Prereq: SAILING AND Ocean tile AND 4 or less happy resources AND tile can have whale resource
    	Obsolete: None
    	Active/Weight: 50/100
    		Result:
    1.Tile gains whale resource
    Event74
    	Hi Yo Silver
    	Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
    	Obsolete: None
    	Active/Weight: 35/200
    		Result:
    1.Tile gains silver resource
    2.you pay 20 gold AND tile gains silver resource AND mine AND road
    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
    Event76
    	Independent Films
    	Prereq: MASS_MEDIA AND you do NOT control the Hollywood wonder
    	Obsolete: None
    	Active/Weight: 35/100
    		Result:
    1.you get 1 Movie bonus
    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
    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
    Event79
    	Interstate
    	Prereq: Universal Suffrage civic AND INDUSTRIALISM or RADIO AND Emancipation civic
    	Obsolete: None
    	Active/Weight: 100/100
    		Result:
    1.all units travel faster on roads (I am not sure what “RouteChange = -5” does though)
    Event80
    	Earth Day
    	Prereq: Environmentalism civic AND INDUSTRIALISM or RADIO
    	Obsolete: None
    	Active/Weight: 95/100
    		Result:
    1.All your cities gain +1 happy face for 10 turns
    2.you pay 60 gold AND all cities gain +1 happy face AND some other AIs switch to Environmentalism civic
    

    Spoiler Events 81-100 :
    Code:
    Event81
    	Freedom Concert
    	Prereq: Free religion civic AND INDUSTRIALISM or RADIO AND city with 3 or more religions
    	Obsolete: None
    	Active/Weight: 95/100
    		Result:
    1.City gains +1 population AND +1 happy face
    2.every religion in that city is spread to another (nearby) city
    Event82
    	Axe Haft
    	Prereq: BRONZE_WORKING
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 25/200
    		Result:
    1.All Axeman units gain the Shock promotion
    Event83
    	Tower Shield
    	Prereq: MINING
    	Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
    	Active/Weight: 20/200
    		Result:
    1.All Melee units gain the Cover promotion
    Event84
    	Smokeless Powder
    	Prereq: GUNPOWDER
    	Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
    	Active/Weight: 40/200
    		Result:
    1.All Musketman units gain the Pinch promotion
    Event85
    	Stronger Fittings
    	Prereq: MACHINERY
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 25/200
    		Result:
    1.All Crossbowman units gain the Combat 1 promotion
    Event86
    	Firing Pins
    	Prereq: MILITARY_SCIENCE
    	Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
    	Active/Weight: 25/200
    		Result:
    1.All Grenadier units gain the Pinch promotion
    Event87
    	Rifled Cannon
    	Prereq: RIFLING and STEEL
    	Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
    	Active/Weight: 35/200
    		Result:
    1.All Cannon units gain the Combat 1 promotion
    Event88
    	Metal Decks
    	Prereq: FLIGHT and INDUSTRIALISM
    	Obsolete: COMPOSITES
    	Active/Weight: 35/200
    		Result:
    1.All Carrier units gain the Drill 3 promotion
    Event89
    	Long Range Fighters
    	Prereq: FLIGHT
    	Obsolete: COMPOSITES
    	Active/Weight: 20/200
    		Result:
    1.All Fighter units gain the Range 1 promotion
    Event90
    	Halberd
    	Prereq: ENGINEERING
    	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
    	Active/Weight: 25/200
    		Result:
    1.All Pikeman units gain the Shock promotion
    Event91
    	Reinforced Hull
    	Prereq: METAL_CASTING
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 25/200
    		Result:
    1.All Trireme units gain the Combat 1 promotion
    Event92
    	Cigarette Smoker
    	Prereq: DRAMA AND city with Theater
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.you lose 30 gold
    2.you lose 10 gold AND the Theater is destroyed
    3.the Theater is destroyed AND the city gains +1 angry face (like whipped)
    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
    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
    Event95
    	Forty Thieves
    	Prereq: Organized Religion civic AND HORSEBACK_RIDING
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 90/200
    		Result:
    1.chosen tile gains +2 commerce
    Event96
    	Ancient Texts
    	Prereq: Desert tile with NO Flood plains NO Resource NO road NO railroad AND NO improvement AND STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.You get 15% of remaining tech cost for a tech
    2.You pay 200 gold AND gain +1 Attitude with all AIs you have met
    Event97
    	Waters of Life
    	Prereq: Oasis tile
    	Obsolete: MEDICINE
    	Active/Weight: 95/200
    		Result:
    1.Tile gains +1 commerce
    Event98
    	Impact Crater
    	Prereq: Tile with Jungle or Forest AND PHYSICS AND NO Uranium resource
    	Obsolete: None
    	Active/Weight: 20/200
    		Result:
    1.Nothing
    2.You pay 500 gold AND the tile gains Uranium AND road AND mine
    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
    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
    

    Spoiler Events 101-120 :
    Code:
    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
    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
    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
    Event104
    	Holy Ritual
    	Prereq: City with temple AND tile with Incense AND Plantation AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/200
    		Result:
    1.You pay 20 gold
    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
    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
    Event107
    	Farm Plows
    	Prereq: City with Forge AND tile with Iron resource AND mine AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.You gain 30 to 60 gold
    Event108
    	Stained glass
    	Prereq: City with Cathedral
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 40 to 70 gold
    Event109
    	Marble Statues
    	Prereq: AESTHETICS AND tile with Marble AND quarry AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 50 to 70 gold
    Event110
    	Crab Cakes
    	Prereq: City with Grocer AND tile with Crabs resource AND fishing boats
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 30 to 70 gold
    Event111
    	Boilers
    	Prereq: STEEL AND City with Factory
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 90 to 140 gold
    Event112
    	Personal Computers
    	Prereq: COMOUTERS AND City with Factory
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 140 to 230 gold
    Event113
    	Fuel Additives
    	Prereq: ECOLOGY AND City with Public Transportation
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 110 to 180 gold
    Event114
    	Hamburger Joint
    	Prereq: RADIO AND tile with pastured Cows resource AND road or railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 240 to 330 gold
    Event115
    	Tea
    	Prereq: SCIENTIFIC_METHOD AND City with Harbor AND NOT Mercantilism civic
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 50 to 100 gold
    Event116
    	Fashion
    	Prereq: RADIO AND City with Factory AND tile with silk AND plantation AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 180 to 260 gold
    Event117
    	Thoroughbred
    	Prereq: City with Stable AND tile with Horse resource AND pasture AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 30 to 70 gold
    Event118
    	Girls Best Friend
    	Prereq: City with Forge AND tile with gems resource AND mine AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 120 to 180 gold
    Event119
    	Banana Split
    	Prereq: REFRIGERATION AND tile with banana resource AND plantation AND road OR railroad
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.you gain 160 to 240 gold
    Event120
    	Horse Whispering (see Quests)
    
     
  3. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,368
    Location:
    Baden-Württemberg, Germany
    Spoiler Events 121-140 :
    Code:
    Event121
    	Harbormaster (see Quests)
    Event122
    	Classic Literature (see Quests)
    Event123
    	Master Blacksmith (see Quests)
    Event124
    	Best Defense (see Quests)
    Event125
    	Sports League (see Quests)
    Event126
    	Crusade (see Quests)
    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
    Event128
    	Esteemed Playwright
    	Prereq: City with theater AND NOT Slavery civic
    	Obsolete: None
    	Active/Weight: 85/200
    		Result:
    1.+1 commerce for city's theater
    2.you pay 10 gold AND gain +3 culture for city's theater
    Event129
    	Favorite Son
    	Prereq: City with colloseum
    	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
    	Active/Weight: 85/200
    		Result:
    1.you gain 20 gold
    2.you pay 10 gold AND gain +2 culture for city's colloseum
    Event130
    	Secret Knowledge
    	Prereq: City with monastery AND GUNPOWDER or EDUCATION or PRINTING_PRESS or NATIONALISM or ASTRONOMY
    	Obsolete: None
    	Active/Weight: 70/200
    		Result:
    1.You get 15% of remaining tech cost for a religious tech
    2.you pay 10 gold AND gain +4 culture for city's monastry
    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
    Event132
    	Spoiled Grain
    	Prereq: City with granary
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.City loses all stored food
    2.you pay 20 gold
    Event133
    	Angel of Mercy
    	Prereq: City with Hospital
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.City gains +2 gold for its hospital
    2.you pay 100 gold AND city gains +1 happy face for its hospital
    Event134
    	Chilly Flight
    	Prereq: City with Airport
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.City gains +2 gold for its airport
    Event135
    	Industrial Fire
    	Prereq: City with Factory
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.Factory is destroyed
    2.you pay 100 gold
    Event136
    	Laboratory
    	Prereq: City with Laboratory AND Free Speech civic
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.You get 15% of remaining tech cost for a tech
    Event137
    	Experienced Captain
    	Prereq: City with Drydock AND GALLEY or TRIREME or CARAVEL or GALLEON or PRIVATEER or FRIGATE or SHIP_OF_THE_LINE or IRONCLAD or TRANSPORT DESTROYER or STEALTH_DESTROYER or BATTLESHIP or MISSILE_CRUISER or SUBMARINE or ATTACK_SUBMARINE or CARRIER 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
    Event138
    	Heresy
    	Prereq: Theocracy civic
    	Obsolete: None
    	Active/Weight: 85/200
    		Result:
    1.City gains +1 angry face (like whipped) AND you spread your state religion to 2 own cities
    2.you pay 40 gold AND gain 15% of remaining tech cost for a religious tech
    3.Nothing
    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
    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
    

    Spoiler Events 141-153 :
    Code:
    Event141
    	Crisis in the Senate
    	Prereq: Representation civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Obsolete: None
    	Active/Weight: 55/100
    		Result:
    1.gain +2 Espionage points for all barracks
    2.gain 400 to 600 gold
    3.+1 happy face in all cities
    Event142
    	Too Close To Call
    	Prereq: Universal Suffrage civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Obsolete: None
    	Active/Weight: 60/100
    		Result:
    1.gain +1 gold for all courthouses
    2.gain +3 culture for all courthouses
    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
    Event144
    	Friendly Locals
    	Prereq: damaged unit
    	Obsolete: None
    	Active/Weight: 90/50
    		Result:
    1.unit gains 1 XP
    Event145
    	Greed (see Quests)
    Event146
    	War Chariots (see Quests)
    Event147
    	Elite Swords (see Quests)
    Event148
    	Warships (see Quests)
    Event149
    	Guns Butter (see Quests)
    Event150
    	Noble Knights (see Quests)
    Event151
    	Overwhelm (see Quests)
    Event152
    	Corporate Expansion (see Quests)
    Event153
    	Hostile Takeover (see Quests)
    

    Spoiler Quests :
    Code:
    Quest1:
    	Blessed Sea
    	Prereq: GALLEY or CARAVEL or GALLEON AND State Religion BUDDHISM or CONFUCIANISM or TAOISM AND Minimum number of Landmasses is 2*default number of players for this map size (12 for standard) AND Maximum number of Landmasses you have cities on is 0.5*default number of players for this map size (3 for standard)
    	Obsolete: INDUSTRIALISM
    	Active/Weight: 85/300
    		Aim:
    		Have cities on 1.5*default number of players for this map size (10 for standard) landmasses while never switching State Religion
    		Result:
    1.convert 20 own cities to your state religion
    2.gain a temple in every city size 5 or more
    3.get on great prophet unit
    Quest2:
    	Holy Mountain
    	Prereq: State Religion JUDAISM or CHRISTIANITY or ISLAM
    	Obsolete: INDUSTRIALISM
    	Active/Weight: 85/200
    		Aim:
    		Build 2*default number of players for this world size temples/monasteries (14 for standard), cathedrals count as 4 temples/monasteries to reveal the holy mountain peak 
    		Settle at the holy mountain peak to control it
    		Result:
    1.+1 happy face in all your cities
    Quest3:
    	Horse Whispering
    	Prereq: ANIMAL_HUSBANDRY AND Horse resource
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 25/500
    		Aim:
    		Build default number of players for this world size stables (7 for standard)
    		Result:
    1.you get  default number of players for this world size Horse Archers (6 for standard)
    2.All mounted units get the Sentry promotion
    3.All stables provide +1 food
    Quest4:
    	Harbormaster
    	Prereq: COMPASS AND Map has at least 40% water tiles
    	Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
    	Active/Weight: 25/500
    		Aim:
    		Build default number of players for this world size harbors (7 for standard) AND half that number +1 caravels (4 for standard)
    		Result:
    1.All Naval Units gain the Combat 1 promotion
    2.All harbors gain +1 gold
    3.All Naval Units gain the Navigation 1 promotion
    Quest5:
    	Classic Literature
    	Prereq: WRITING
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 20/500
    		Aim:
    		Build default number of players for this world size libraries (7 for standard)
    		Result:
    1.+2 research in one (triggering) city's library
    2.get one ancient era tech
    3.IF you control the Great Library wonder gain +1 scientist specialist for this wonder
    Quest6:
    	Master Blacksmith
    	Prereq: City with Forge
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 25/500
    		Aim:
    		Build default number of players for this world size forges (7 for standard) while not loosing the city triggering the quest
    		Result:
    1.1 Copper resource is revealed
    2.All Swordsman units gain the Shock promotion
    3.IF you have a state religion gain 1 engineer specialist in the triggering city
    Quest7:
    	Best Defense
    	Prereq: ENGINEERING
    	Obsolete: RIFLING or RAILROAD or ECONOMICS
    	Active/Weight: 30/400
    		Aim:
    		Build default number of players for this world size castles (7 for standard)
    		Result:
    1.All Melee units gain the City Garrison 1 promotion
    2.gain +3 Attitude with all AIs you have met
    3.IF you control the Great Wall gain +25 Espionage points for the Great Wall
    Quest8:
    	Sports League
    	Prereq: CONSTRUCTION
    	Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
    	Active/Weight: 25/500
    		Aim:
    		Build default number of players for this world size Colosseums (7 for standard)
    		Result:
    1.+1 happy face for every Colosseum
    2.+4 culture for every collosseum
    3.IF you control the Statue of Zeus wonder trigger a golden age
    Quest9:
    	Crusade
    	Prereq: State religion but you do not control the Holy City
    	Obsolete: None
    	Active/Weight: 50/1000
    		Aim:
    		Declare War on the owner of the Holy City, stay in war until you conquer the Holy City
    		Result:
    1.get 0.5*default number of players for this world size+1 conscript units (4 for standard)
    2.build the shrine for your state religion
    3.spread your state religion to  default number of players for this world size cities (7 for standard)
    Quest10:
    	Greed
    	Prereq: BRONZE_WORKING AND lacking either of the following revealed resources: Oil OR Copper OR Iron OR Horse
    	Obsolete: if GrowthPercent for the current Game Speed number of turns have ellapsed (100 for normal)
    	Active/Weight: 40/300
    		Aim:
    		Declare War on the owner of the resource triggered, stay in war until you conquer the resource
    Result:
    1.get 0.5*default number of players for this world size+1 units (4 for standard) with the conquered resource as prerequisite
    Quest11:
    	War Chariots
    	Prereq: THE_WHEEL AND State Religion
    	Obsolete: MONARCHY or LITERATURE or CODE_OF_LAWS or AESTHETICS or MATHEMATICS or ALPHABET or HORSEBACK_RIDING or IRON_WORKING or METAL_CASTING
    	Active/Weight: 25/200
    		Aim:
    		Build default number of players for this world size +1 Chariots (8 for standard)
    		Result:
    1.All Chariot units gain the Combat 1 promotion
    2.Spread your state religion to 5 own cities
    Quest12:
    	Elite Swords
    	Prereq: IRON_WORKING AND State Religion
    	Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
    	Active/Weight: 25/200
    		Aim:
    		Build default number of players for this world size +1 Swordsmen (8 for standard)
    		Result:
    1.All Swordsman units gain the City Raider 1 promotion
    2. IF running HEREDITARY RULE: All Melee units gain the Drill 1 promotion
    Quest13:
    	Warships
    	Prereq: SAILING and METAL_CASTING AND Map has at least 55% water tiles
    	Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
    	Active/Weight: 35/200
    		Aim:
    		Build default number of players for this world size Triremes (7 for standard)
    		Result:
    1.All Trireme units gain the Combat 1 promotion
    2.IF you control the Great Lighthouse all harbors gain +2 commerce
    Quest14:
    	Guns Butter
    	Prereq: GUNPOWDER
    	Obsolete: RIFLING or RAILROAD
    	Active/Weight: 30/200
    		Aim:
    		Build default number of players for this world size +1 Musketmen (8 for standard)
    		Result:
    1.All Musketman units gain the Pinch promotion
    2.IF Vassalage civic gain 400 gold
    3.IF you control the Taj Mahal wonder trigger a golden age
    Quest15:
    	Noble Knights
    	Prereq: GUILDS and HORSEBACK_RIDING
    	Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
    	Active/Weight: 15/200
    		Aim:
    		Build default number of players for this world size +1 Knights (8 for standard)
    		Result:
    1.All Knight Units gain the Flanking 1 promotion
    2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
    3.IF you control the Oracle get a free settled great priest in the Oracle city
    Quest16:
    	Overwhelm
    	Prereq: FLIGHT and INDUSTRIALISM AND Map has at least 55% water tiles
    	Obsolete: ROBOTICS
    	Active/Weight: 35/200
    		Aim:
    		Build 4 destroyers, 2 battleships, 3 carriers and 9 fighters
    		Result:
    1.All DESTROYER, BATTLESHIP, CARRIER, FIGHTER and JET_FIGHTER units gain the Combat 1 promotion
    2.All harbors gain +5 commerce
    3.IF the Manhattan Project has been build pass the Nuke Ban resolution
    Quest17:
    	Corporate Expansion
    	Prereq: own a corporate HQ
    	Obsolete: None
    	Active/Weight: 70/200
    		Aim:
    		spread the corporation to default number of players for this world size +1 cities (that did not have it when the quest was triggered) (8 for standard)
    		Result:
    1.+10 gold for the corporate HQ
    Quest18
    	Hostile Takeover
    	Prereq: own a corporate HQ and do not control at least 1 instance of all resources the corporation uses
    	Obsolete: None
    	Active/Weight: 80/200
    		Aim:
    		own all resource types the corporation uses
    		Result:
    1.+20 gold for the corporate HQ
    

    Spoiler Solver's Events :

    Code:
    Event154
    	Civ Game
    	Prereq: COMPUTERS
    	Obsolete: None
    	Active/Weight: 80/100
    		Result:
    1.+1 happy face in all your cities
    2.all universities get +3 research
    3.you receive gold (320 base)
    Event155
    	Slave Revolt Warning
    	Prereq: Slavery Civic AND city with at least 4 population
    	Obsolete: None
    	Active/Weight: 0/0
    		Result:
    1.text is displayed warning you of the possibility of a slave revolt while in Slavery civic
    Event156
    	Immigrants
    	Prereq: City with at least 55 culture per turn AND more happy and healthy faces than angry and unhealthy ones AND PRINTING_PRESS
    	Obsolete: None
    	Active/Weight: 80/200
    		Result:
    1.City gains +1 population
    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
    Event158
    	Great Beast
    	Prereq: own a plot with camp AND HUNTING and POLYTHEISM and have a State Religion
    	Obsolete: EDUCATION
    	Active/Weight: 75/100
    		Result:
    1.+1 food on plot
    2.pay gold (15 base) AND gain +1 population in a city
    3.+1 happy face for 40 turns in all cities with state religion
    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
    Event160
    	Defecting Agent
    	Prereq: at least 5 Inteligence Agency buildings and contact with another player
    	Obsolete: None
    	Active/Weight: 75/100
    		Result:
    1.lose 300 Espionage points vs. other player
    2.pay gold (50 base) AND 50% chance of 3
    3.-2 attitude modifier with other player
    Event161
    	Jail
    	Prereq: City with Jail
    	Obsolete: None
    	Active/Weight: 80/100
    		Result:
    1.City loses 1 happy face
    2.Pay gold (100 base)
    Event162
    	Spy Discovered
    	Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
    	Obsolete: ROBOTICS
    	Active/Weight: 60/100
    		Result:
    1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
    2.pay gold (300 base) AND gain 1 Great Spy unit
    3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities
    Event163
    	Nuclear Protests
    	Prereq: Free Speech civic AND at least 10 ICBMs and/or Tactical Nukes
    	Obsolete: None
    	Active/Weight: 75/120
    		Result:
    1.disband all ICBMs and Tactical Nukes AND gain +3 happy faces in all cities
    2.lose 2 happy faces in one city
    3.pay gold (400 base)
    Event164
    	Better Coal
    	Prereq: own plor with Coal AND Mine
    	Obsolete: None
    	Active/Weight: 75/100
    		Result:
    1.+4 production from coal plants
    2.+2 production AND +1 health from drydocks
    Event165
    	Broken Dam
    	Prereq: City with Hydro Plant
    	Obsolete: None
    	Active/Weight: 75/100
    		Result:
    1.lose Hydro plant AND +1 angry face (like whipped) AND -1 population in city
    2.pay gold (260 base) AND +1 angry face (like whipped) AND -1 population in city
    3.pay gold (360 base) AND -1 population in city
    Event166
    	Rabbi
    	Prereq: City with Judaism AND Jewish Monastery AND PAPER
    	Obsolete: MASS_MEDIA
    	Active/Weight: 0/0
    		Result:
    1.Convert 5 own and 3 foreign cities to Judaism
    2.pay gold (100 base) AND get 1 free scientist in city
    3.+8 culture AND +5 gold from Jewish monastery in that city
    Event167
    	Golden Buddha
    	Prereq: City with Buddhism AND Forge AND own plot with Gold AND Mine AND Road
    	Obsolete: STEAM_POWER
    	Active/Weight: 0/0
    		Result:
    1.gain gold (180 to 200)
    2.city's forge gains +6 culture
    3.pay gold (70 base) AND gain 350 culture in all cities
    Event168
    	Preaching Researcher
    	Prereq: City with Christianity AND Christian Monastery AND University
    	Obsolete: None
    	Active/Weight: 0/0
    		Result:
    1.City's Christian monastery gains +2 culture
    2.pay gold (120 base) AND City's Christian Monastery gains +2 culture AND +4 research
    Event169
    	Toxcatl
    	Prereq: Player is Aztec AND City with Sacrificial Altar AND at least 1 unit
    	Obsolete: EDUCATION
    	Active/Weight: 90/100
    		Result:
    1.+2 angry faces (like whipped)
    2.pay gold (65 base) AND unit is immobile for 3 turns
    Event170
    	Dissident Priest
    	Prereq: Player is Egyptian AND City does NOT have the state religion AND is NOT the Capital AND does NOT have the Forbidden Palace NOR Versailles AND has at least 30 culture per turn
    	Obsolete: PRINTING_PRESS
    	Active/Weight: 90/100
    		Result:
    1.+1 angry face (like whipped) in city AND 2 turns of revolt
    2.+1 angry face (like whipped) in all cities
    3.pay gold (200 base) AND all libraries gain +2 research AND +2 culture
    Event171
    	Pasture Built
    	Prereq: Own plot with Cow OR Horse OR Sheep OR Pig AND plot has NO Improvement AND NO Road or Railroad AND ANIMAL_HUSBANDRY
    	Obsolete: CALENDER
    	Active/Weight: 80/100
    		Result:
    1.Plot gains Pasture AND Road
    Event172
    	Rogue Station
    	Prereq: City with Broadcast Tower AND ASSEMBLY_LINE AND Player is Russian AND State Property civic AND contact with another player
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.lose 150 Espionage points with other player AND lose Broadcast Tower
    2.+1 angry face (like whipped) in city
    3.+2 angry faces (like whipped) AND factories gain +2 production in all cities
    Event173
    	Anti-Monarchists
    	Prereq: Player is French AND Hereditary Rule civic
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.+3 happy faces from Palace
    2.+2 gold from all cathedrals
    Event174
    	Impeachment
    	Prereq: Player is American AND CONSTITUTION AND has a capital
    	Obsolete: None
    	Active/Weight: 90/100
    		Result:
    1.+6 Angry faces (like whipped) AND +1 happy face for 10 turns in all cities (sic!)
    2.Courthouse in Capital gains +2 production AND city has 2 turns of revolt
    
     
  4. ori

    ori Repair Guy Super Moderator

    Joined:
    Dec 17, 2005
    Messages:
    16,368
    Location:
    Baden-Württemberg, Germany
    Edit: the above is bound to contain mistakes or misunderstandings - so fire away :p
    Edit2: Update to 3.13
    Spoiler change log for 3.13 :
    Code:
    3.13 changelog:
    
    Quest 1: Blessed Sea:
    	can no longer occur IF player is human AND One City Challenge option is set
    	obsoletes with Industrialism Tech (as it is supposed to)
    
    Quest 2: Holy Mountain
    	can no longer occur IF player is human AND One City Challenge option is set
    	obsoletes with Industrialism Tech (as it is supposed to)
    
    Quest 3: Horse Whisperer
    	now also obsoletes with Astronomy
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 4: Harbormaster
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 5: Classic Literature
    	now also obsoletes with Astronomy
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 6: Master Blacksmith
    	now also obsoletes with Astronomy
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 7: Best Defense
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 8: Sports League
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 9: Crusade
    	can no longer occur IF player is human AND One City Challenge option is set
    
    Quest 14: Warships
    	now also obsoletes with Astronomy
    
    Quest 18 Hostile Takeover
    	can no longer occur IF player is human AND One City Challenge option is set
    
    All Barb Uprising events got a new City Attack AI for the Barbs, called UNITAI_ATTACK_CITY_LEMMINGS :) and they will do just that :evil:
    
    Events 60 (Bowyer), 62 (Champion), 82 (Axe Haft), 85 (Stronger Fittings), 91 (Reinforced Hull), 95 (Forty Thieves), 99 to 103 (Barb Uprisings), 105 (Security Tax), 106 (Literacy)
    	now also obsolete with Astronomy
    
    Events 130 (Secret Knowledge), 141 (Crisis in the Senate), 142 (Too close to call), 143 (Charismatic)
    	now can also occur after Astronomy
    
    Added Solver's Events
    








    and 900th post :dance:
     
  5. Ecofarm

    Ecofarm Chieftain

    Joined:
    Mar 12, 2007
    Messages:
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    Univ. Florida
    I may never see all these events, but I like to know what all the possibilities are. Thanks.
     
  6. UERD

    UERD Chieftain

    Joined:
    Oct 27, 2006
    Messages:
    52
    It looks like some of the more brutal events (e.g. Tsunami- #33- destroy a city of less than 5 people) were turned off. I wonder if they turned them off during beta testing because of balance issues, but left them in for modders.
     
  7. vale

    vale Mathematician

    Joined:
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    San Antonio
    This is nice. Any chance of indicating which ones are possibly recurring in your list as well?
     
  8. MisterBarca

    MisterBarca Chieftain

    Joined:
    May 22, 2006
    Messages:
    536
    Great stuff.

    But could you explain how the "Active/Weight" ratio works?

    And can you mod this so that good events happen more frequently? :)
     
  9. T_F

    T_F Reynardine the Great

    Joined:
    Jul 31, 2007
    Messages:
    1,163
    Cool. It'd be nice if you had the text for them though.
     
  10. ori

    ori Repair Guy Super Moderator

    Joined:
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    Messages:
    16,368
    Location:
    Baden-Württemberg, Germany
    :) I got tired of keeping track which ones are set to recurr and which ones are set to never recurr but erase all memory of them ever being triggered :crazyeye: so I did not complete that part of the list, I'll try to get to it soon...

    I just combined two values to make the list shorter - so no ratio:
    both can be found (and changed) in the Civ4EventTriggerInfos.xml
    Active=iPercentGamesActive this value determines the probability that this event is included in the list of Events possible at the start of a new game
    Weight=iWeight this value determines the chance for the event to trigger IF any event is triggered (I listed the chances per era in my first post) AND IF its Prereqs are met - what the game does is:
    1 - it determines whether any event is triggered this turn
    2 - it lists all events that are active AND have all prereqs met AND are not obsolete
    3 - it adds all iWeight values of these events
    4- it rolls the dice, with the chance of any event to occur being iWeight/Sum(iWeight) from 3
    Have a look in the CIV4GameText_Events_BTS.xml it gives all of them - but parsing them here would have made everything extremely cluttered ;)
     
  11. vale

    vale Mathematician

    Joined:
    Mar 14, 2007
    Messages:
    742
    Location:
    San Antonio
    Also, once you finish all the changes (adding recurring info, any other stuff), I think it would be good to repost this to the strategy articles subsection of the strategy forum where it will not get buried as quickly.
     
  12. ori

    ori Repair Guy Super Moderator

    Joined:
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    16,368
    Location:
    Baden-Württemberg, Germany
    Good idea - I'll probably ask a mod sometime to move it there...
     
  13. Breunor

    Breunor Chieftain

    Joined:
    Jul 2, 2004
    Messages:
    2,388
    Location:
    Earth
    Great job here!

    Note that event 33 (Tsumnami) has an active/weight of 0/0. It is devastating! Is it only for modding? Sorry, I just saw Uerd mentioned this also.

    Event 139 has an active/weight of 65/0. at 0, how would it ever occur? I wonder if tere is a special trigger, like a city is razed?

    I think most of these look good. Some of the military ones, which give free promotions to each of a type of unit (like 143, to gunpowder units) seems a bit strong. 140 (gives 3 settled great people) also seems quite strong.

    Breunor
     
  14. ori

    ori Repair Guy Super Moderator

    Joined:
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    yes that one is disabled by default

    the city razing is a trigger, but the iweight value puzzles me as well - but the way the code is written an iWeight=0 *might* actually give it a chance of 1/Sum(iWeight) (if the SorenRandNum generator can give 0)...

    Actually - each of the results I list there are the options you can pick - so you get one settled great person but you can choose which...
     
  15. Elandal

    Elandal Chieftain

    Joined:
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    Finland
    140 (New Dynasty) doesn't give three great people but a choice of one of the three. Same is with other cases where multiple results are listed.

    I'd say all the unit promotions are situational. Certainly Persia or Egypt getting War Chariots quest or Horseshoe event sounds powerful. But then again, Tower Shield will help in any axe rush as the normal target is Archer, and will help in the middle ages with maces attacking longbows. I've had Elite Swords with Boudica, and certainly they did work wonders. Later promotions are less powerful because in early game being able to rush with 1-2 axes less means being able to train eg. a worker or settler instead.

    Combining promotions might be game breaking. Out of interest I have tried to break it by triggering events manually using debug console. I'd say Egypt with Combat 1 + Flanking 1 war chariots came out too powerful, but that map happened to be perfect for rushing as well - I got 5 capitols (large map with 11 civs) before I decided to stop and try something else.

    Certainly some catastrophes are nasty as well, but most of the time it takes a string of bad events to really break a civ.


    The single event I'd point out is Horticulture, as it has a chance of providing free scientist and it has not prerequisite techs, time, civics.. That is, it can occur very early - as soon as events activate after grace period. I did get that with Peter the Great once very early in the game, and being philosophical got my first Great Scientist before I had Writing. If it had some prerequisite that made certain it can't occur very early, it'd be just fine.
     
  16. vean

    vean Chieftain

    Joined:
    Aug 6, 2007
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    how can I change this value in mod?

    There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).

    It's to low to me in quick, normal and epic games. Perhaps it should be changed by speed.
     
  17. ori

    ori Repair Guy Super Moderator

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    You cannot easily change it by speed, but if you want to adjust the values for the eras you can just open ...\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\GameInfo\CIV4EraInfos.xml using any text editor and change the values within the <iEventChancePerTurn></iEventChancePerTurn> tags for each era.
     
  18. hoopsnerd

    hoopsnerd Chieftain

    Joined:
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    Nice! One thing though...I looked at all the events, and didn't find the one extremely good one that I got while playing the game. I got a (I forget the event name) random event which gave me the option of 1 of 3 settled super specialists -- Great Prophet, Great Artist or Great Merchant. Did I just miss it? I'm not making it up... :).
     
  19. ori

    ori Repair Guy Super Moderator

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    Try 140: New Dynasty :smug: - and it should be great general, great prophet, great merchant
     
  20. hoopsnerd

    hoopsnerd Chieftain

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    Hey hey! at least im blind and not crazy :) And it was Great General... even better :)
     

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