Rife Events Design Thread

Well, the Overcouncil is supposed to give you a significant diplomacy benefit with other council members -- more than the Undercouncil, I'm pretty sure. But still, that really doesn't seem to compensate for the fact that most of its resolutions are ones that limit you.

And anyway, the diplomacy benefits only apply if you're playing against AI civs, would be meaningless against human players in MP unless everyone decides to role-play.
 
Diplomacy tends to be fairly useless overall, to be honest, even against AI. We need to go over both councils soon, I think. <Looks pointedly at Valkrionn>
 
With the Pirate Tribunal idea, wouldn't it make sense for the restriction to grant coastal Trade Routes, since all the merchants will breathe easier in the member nations?
 
How about an event in which Aasimars and Cambions are born whenever the AC meter gets too high?
 
I'm not sure either of those two will be very prominent in the main mod, but I have been planning another module civ (like Mekara was before) that would feature Cambions. Remains to be seen if I finish it or not, but the concept might work well.

If so, then I probably will mix in the AC counter for them, but it would be more like the Scions' spawning mechanics than events.
 
The "Scorched Staff" event is one i like but its so lonly and to help it to overcome its lonlyness there can be more Item Events implemented like "The Lightning Rod" wich can cast a few lightning spells and the "The Sword/Hammer of Immortality" when aquipt and a unit is killed it gets a % chance to make a Skelleton/Fleshgolem or the
"Skyth of Death" wich gives bonus against Living or Dead units and so on. ^^
 
more items are on the way, you can make propositions here : urlremoved/rife/forum/viewtopic.php?f=3&t=268


they will mainly be used as lair results, but i might do some events if there is an idea i like
 
An idea for a quest from a tribal village or ruin:

"A wizened hermit emerges from a battered hut and approaches your unit. He/She/It claims to have deciphered the location of a spring sacred to Amathaon during the Age of Dragons, possessed of the miraculous power to make the elderly young again and prevent ageing. According to legend, the spring is well hidden and protected by an mysterious guardian. Being too old and frail to attempt the journey alone, he requests your aid in reaching this ancient wonder."

Creates a ruin somewhere on the map
Generates a named worker unit or something equally fragile (Herman Toothrot or whatever you'd like to name our hermit)

The idea obviously being to escort the hermit to the ruin. I'm not quite sure how the mechanics work, but being 'well hidden' the ruin should require a unit of above-average perception to enter. I'm not sure how to keep others from exploring it, though. I was thinking that the first iteration of exploring the ruin should release a guardian-type creature (perhaps an angel), but it might be more appropriate to have an event which allows for the possibility of negotiating.

"A voice echoes forth to challenge your unit as it passes beneath the final cracked arch. 'Who art thou to disturb this hallowed ground, and what is thy intent?'"

  • We are here to claim this site for our nation, by force if necessary! (Creates a leashed guardian of a suitably scary angel type, relocates stack to adjacent square(?))
  • We seek the holy spring for the good of the world; pray give us your blessing. (Requires 'Good', gives something like the 'Courage' effect on the unit/stack)
  • We are the heroes you have been waiting for. Join our cause as we continue to greater glory! (Requires 'Charismatic', 'Spiritual' or 'Virtuous Pirate' leader trait, gain Angel unit with Life affinity -- or fallen angel, if Evil)
  • Our people have created a great work of Life magic. Your wisdom could help us gain the greatest benefit from this achievement. (Requires 'Aquae Sucellus', gain free Healer specialist in that city)

Second iteration of exploration:

"The old hermit traces mystical symbols on the broken flagstones of the shrine and places a chalice at the feet of the statue of Amathaon. After a few minutes of his arcane muttering water begins to pool in the statue's cupped hands, gradually spilling over the brim into the vessel below.

"Without warning a band of tribal warriors falls upon the group, furious at the desecration of their sacred grounds. The fight is brief and savage; the attackers are dispatched, but not without casualties for the expedition. Amidst the blood lies the hermit, a spear protruding from his chest, gasping out his last ragged breaths; the defenders nurse grievous and potentially fatal wounds, and the statue itself lies broken. Miraculously, the cup sits unscathed. Groans from among the bodies indicate that the leader of the assault and some of his cohorts are still alive. Should your commander..."

  • ... ration the water amongst the injured men in the unit? ('The unit is rejuvenated and presses forth with unprecedented vigour! ' -- Unit gains the 'Phoneix Blood' promotion)
  • ... use all of the water in an attempt to save the hermit? ('The hermit's wounds heal and he vows to return with you and dedicate the rest of his life to your cause.' -- Gain 'Great Sage', friendly units damaged 50-80%)
  • ... divide the water between the mortally wounded of both sides? ('The leader of the savage band swears fealty to you!' -- Gain orcish War Boss unit with Field Survey I promotion (without Recruiter promotion), friendly units damaged 30-60%)
  • ... do what can be done to succour the wounded by mundane means, and pour the water onto the statue's feet as a sacrifice of contrition for the blood spilled on holy ground? ('The pedestal cracks apart to reveal an ancient relic, which bathes your soldiers in a healing radiance.' -- Requires 'Good'; gain the 'Staff of Life' item (+1 Life affinity?), no damage to friendly units)
  • ... revel in the carnage and pour out the water as a sacrifice to Ceridwen ('The ground trembles at this blasphemy and dark laughter fills the air as the corpses of the fallen begin to twitch and warp.' -- Requires 'Evil'; friendly units damaged 50-80%, gain Sect of Flies with the Scourge promotion)
The quest could be extended by a mission to find or craft the chalice first (perhaps requiring access to Ivory or actually taking the hermit to an ivory resource where he can select the right piece), then to an Artisan's Workshop in a specific city, and other such festive gadabouts. I've no idea about the relative balance merits of the options I've given for the stages; I'll leave such judgements to those versed in the appropriate wisdom.
 
Inspired by this news story.

New Island

"A massive volcanic eruption has been reported off the coast of [civ name]. The eruption was so powerful that a new island has been created."

Result: A new one-tile island appears.
 
Given the potentially ephemeral nature of the island, would there be a chance after a suitably long number of turns of the island vanishing again?
 
Given the potentially ephemeral nature of the island, would there be a chance after a suitably long number of turns of the island vanishing again?

Sure, why not? Whatever Valkrionn and the team decide (if they accept the event at all, that is).
 
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