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
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