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Rife Events Design Thread

Bumping this thread back to the first page (and posting here rather than in the FfH2 Common Events Thread since the action's moved here now).

If you're still open to event ideas, here's a couple of simple ones. Some of you might recognize where the second one comes from. If you accept either or both, feel free to modify as you see fit.

Cave Art

Requirement: a tile with hills.

“Explorers have discovered a cave near [City Name] with prehistoric art on the walls.” (+1 :) in [City Name].)


Class President

“We met a young man in [City Name] and, seeing his noble bearing, asked him what student government office he holds: Secretary, Treasurer, or perhaps even Secretary-Treasurer. He is in fact Class President. The Lord Chamberlain suggests bringing him to work in the Palace, saying we can start him in Sector 7G. What should we do?”

a) “The Lord Chamberlain is right, start him in Sector 7G. He will make an excellent drone.” (Palace provides +1 :hammers:.)

b) “Sector 7G? No, let the Lennies and Carls of the world waste their lives in that testicle-shriveling torture chamber. We'’ll start this young man in Sector 6F.” (Palace provides +1 :science:.)
 
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this event only kicks off when you are at war with somebody

"Rogue Mercenaries are wrecking havoc near (city), looting villages and burning farms. what should be done?

*Send some soldiers to deal with them (Mercenary units pop in a random farm/cottage tile near city)

*Make them an offer they can't refuse (minus gold and gain mercs in the city)

*The Guild of Nine will not be happy these Mercenaries broke their contracts. Let them deal with it. (Must have Guild of Nine, and nothing happens)

*Send some of the Order to convert them and give them purpose (must have Order religion, gain crusader)

Edit: changed my little mistake....
 
Only when the Armageddon counter is high
"A man claiming to be Kyolrin Reborn is creating panic/distress/fear/consternation in the streets of (cityname). He claims to be able to take his followers to a better world.

*Kill him and his supporters, we will show future pretenders how we deal with upstarts (city may riot for a certain amout of turns, and also a chance of :mad: citizens for a few turns)

*Bring him and his followers to me. I will show them that I am even mightier than Kyolrin (Must be the Emperor, Happy bonus in city) (I'm kinda on edge about this one, I dont know if the Emperor would do this)

*Let this fool take his followers to this "better world." (-1 pop in city)

*Have the Undercouncil deal with him quitely (must be part of Undercouncil and -100 gold (for the assassin))
 
(can only happen on a hill with a mine)
"Miners near (cityname) have stumbled upon a Dwarf Clan deep underground. The Dwarves have sent an Emissary to us to discuss their fate.

*Hmmm they will make a good addition to my Carnival (Must be Balseraphs, Must have Carnival in city, creates freak show)

*Let the dwarves take over the mining operations with our support. (creates Dwarf Mine,-gold)

*Conscript them into the army, their numbers will be a boon for my armies (gain 2 dwarven axemen, maybe -gold)

*I have no use for these fools! Destroy and loot their home. (must be Evil, a golden hammer item spawns on mine, +200 gold)
 
"The game engine got bored with this game."

* Yeah, me too. Basically I've already won this game anyway. ( must have the highest score, must have conquest victory available, defeats all other players )
* You're right. Screw this. ( player retires )
* What ? No! I'm useful, I'm having a wonderful time. ( imagine this sentence said by Zoidberg, game continues )


edit: grammar
 
Just a minor tweak idea: the Mary Morbus event really shouldn't provide unhealthiness for the Legion of D'Tesh or similarly non-living civs. Might be a good place to put something interesting!
 
Hmm, nobody really wrote any religious quests. It's always been a little boring that the prophets just magic the religious buildings/books into existence, so how about making them require a quest that is activated upon founding the religion.

e.g.

"The people rave in the streets, and our tentacled benefactors have made us see the truth! 'Tis truly a glorious site, but I have reports of an ancient book, one that was supposedly written by the Great One himself. The explorer said the book calls to him, from the ruins of a ancient temple, deep in the ocean. Let us claim it in the glorious name of the Overlords!"

Given once you have founded OO, gives you explored vision of Rinwell Isle, Spawns two Stygian guards, and a named Stygian Guard with Strong and Water 3, called Obed Marsh. The two Stygian guards are leashed with a range of 2, while Obed is stuck on the island.

Defeat the Guards and take the Island, then a item will be given to the ship or unit that killed Obed, called the Necromicon (obviously) which then has to be taken back to your Holy City, where it can be turned into a building.

This would both create a far more straightforward way to get it, as well as not having to wait for a prophet.

I think this method could be applied to almost all the religions, given the large amount of "flavor" named areas (e.g. Celestial throne, Big Bog, Big Brother range, etc) or they could be linked to certain items, scattered across the world (Tablets of Bambur could be in a bunch of different mountains, all guarded), or require a certain tech, then a certain amount of units (though the BTS style is a little boring). I would be happy to write up the rest of them, including the new 1.4 religions, provided you think this a good idea.
 
Hi,

As well as prereqEvents is there a neat way to have some events block others?
What I'm thinking of is: Event A is a pre-requisite to events B & C. Event B blocks event C and vice versa.
 
Hmm, nobody really wrote any religious quests. It's always been a little boring that the prophets just magic the religious buildings/books into existence, so how about making them require a quest that is activated upon founding the religion.

e.g.

"The people rave in the streets, and our tentacled benefactors have made us see the truth! 'Tis truly a glorious site, but I have reports of an ancient book, one that was supposedly written by the Great One himself. The explorer said the book calls to him, from the ruins of a ancient temple, deep in the ocean. Let us claim it in the glorious name of the Overlords!"

Given once you have founded OO, gives you explored vision of Rinwell Isle, Spawns two Stygian guards, and a named Stygian Guard with Strong and Water 3, called Obed Marsh. The two Stygian guards are leashed with a range of 2, while Obed is stuck on the island.

Defeat the Guards and take the Island, then a item will be given to the ship or unit that killed Obed, called the Necromicon (obviously) which then has to be taken back to your Holy City, where it can be turned into a building.

This would both create a far more straightforward way to get it, as well as not having to wait for a prophet.

I think this method could be applied to almost all the religions, given the large amount of "flavor" named areas (e.g. Celestial throne, Big Bog, Big Brother range, etc) or they could be linked to certain items, scattered across the world (Tablets of Bambur could be in a bunch of different mountains, all guarded), or require a certain tech, then a certain amount of units (though the BTS style is a little boring). I would be happy to write up the rest of them, including the new 1.4 religions, provided you think this a good idea.

It's a great idea, but I'm on edge about it. The evil nations would get nothing from Great Prophets then, since evil nations can't build the Altar. The main reason I go for Great Prophets as a evil nation is to get the unique buildings.
Would the AI get the building from a prophet or would they have to finish the quest?
 
Personally, I find the idea of having a quest to found a religion equally enticing.

The Tablets quest would be a great one, although adapting the Holy Mountain quest to the Runes might be effective. Antagonistic religions like the Order could easily be founded one after the other, or perhaps after a major victory like a hero's assassination.
 
It's a great idea, but I'm on edge about it. The evil nations would get nothing from Great Prophets then, since evil nations can't build the Altar. The main reason I go for Great Prophets as a evil nation is to get the unique buildings.
Would the AI get the building from a prophet or would they have to finish the quest?

I have no idea how the AI works in this game, so I was thinking it would be a player only thing, something to be activated in the "challenge" section of the custom game settings type of thing. And I've never understood why Evil cant build the Altar, they'd gain just as much by the favor of the One God, though the Sheiam wouldn't I suppose. Irregardless I rarely use the Prophets for anything else then financing for expansions (e.g settling them)
or building the Uniques, so I didn't really think about what the lesser need of them would entail. Maybe introduce a new upgrading unique, similiar to the Altar, but used in an evil way?
 
I want some sort of epic world war event where all good empires are thrown into a state of alliance with other good and into war with evil. (and vice versa).

I guess lorewise it could only be instigated by certain course of action undertaken by an evil empire or undercouncil. Inspiration is Lord of rings saga.

There could be some decent rewards (items, gold, units, culture etc) for taking a forward stance in the war and any number of side/follow on quests.

But i also hear that alignment and stuff is changing, so maybe good vs evil doesn't even exist any more.

And what would neutral do in this war? Well thats for smarter brains than me to decide.
 
So a few answers:

First religious quests:
If i code religious quests ( and that's very possible), i won't have them being made with the same design , whether it is for the reward or the quest itself. Both will have to be tied into the religions themselves BUT not be absolutely needed for the game but a fun bonus ( so no quest for founding or for holy building). For the design, i won't accept BTS Style quests which are just boring.

With those rules, i'll be happy to let anyone who wants to write a quest do so, whether it is a religious quest, a civ-specific quest or a general one.

An example you have currently in the module for the quests is the Lanun civ quest which is a treasure hunt, with enigmas indicating where you need to go for the reward ^^
Those quests can happen for AI but results is calculated automatically based on criterias different for each quest.


Next, the blocked event tag, i've been looking at the code managing the events and i may try t add this tag, but i cannot give promises as it is not the clearest part of the code.


Next : once the main balancing of the new version is done, i'll do a complete rebalancing of events, including fixing oddities ( unhealthiness for undead civs)



finally about the alignment, the current good vs evil is still there but its name is changing to Loyalist vs Renegade , which is the alignment on the godswar, good vs evil becoming an alignment linked to a more classic meaning of the terms.


For the godswar itself and the loyalist/renegade alignment, i agree that more events, or quests revolving around it, without going as far as an automatic world war ( but i'd be glad if one could happen sometime)


Think i'm done with answering, anything else ?
 
This is a suggestion for the existing events where the Overcouncil and Undercouncil offer additional support to your civ. You might want to consider making these events recur after a specified number of turns -- I'm thinking here of the recurring elections you have when you adopt the Republic civic.

So, the idea would be to have the respective Councils offer support every X number of turns after you join.

This might be a way to make Council membership more significant than it currently is.

And maybe have the Overcouncil's offer of support be more frequent than the Undercouncil's, to balance out the fact that several of the Overcouncil's Resolutions are limiting: outlawing mana that might be useful, forcing you into a civic that you might not want, etc.

I don't know what frequency would make sense, maybe 20 turns for the Overcouncil and 40 for the Undercouncil? Or more frequent, less frequent?

Anyway, just a suggestion.
 
Since we're on the Councils, how about as an addition to the Overcouncil they allow a Pirate Tribunal, which if convened prevents Overcouncil members from producing Hidden Nationality units and/or exposing Hidden Nationality units?
 
Since we're on the Councils, how about as an addition to the Overcouncil they allow a Pirate Tribunal, which if convened prevents Overcouncil members from producing Hidden Nationality units and/or exposing Hidden Nationality units?

Adding such an Overcouncil resolution would be another reason to have the Overcouncil's support recur more frequently, since this would be yet another example of an Overcouncil resolution where you're denying yourself a potentially useful ability.
 
Perhaps an Ovecouncil resolution could establish a Peace and Reconciliation Commission - to eliminate/reduce diplomatic penalties between council members who were previously at war with each other.
 
That would be preferrable, tbh. Having it just limit you makes little sense - it should be about cooperation and mutual benefit.
 
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