Some ideas for new events

Bushface

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Nov 28, 2005
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2,550
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Torquay, England
#1000 - Old Soldier.
Prereq: warrior alive in 500 AD.
Result: unit gets free upgrade to limit of possibilities, but movement restricted prmanently to 1 tile per turn (due to rheumatism)

#1001 - Ancient Mariner.
Prereq: vessel of any type at sea for 50+ turns without entering a friendly city.
Result: vessel's movement restricted to 1 tile per turn (due to hull fouling) until it enters a friendly city with a Drydock.

#1002 - Icarus.
Prereq: Flight:city with Workshop: no Airports under your control
Result: City gets 2 unhappy (like whipping) (due to "Death of Local Pioneer Airman")

#1003 - Alchemist.
Prereq: Copper, Metal Casting. Obsolete with Chemistry
Result: City gets +2gpt; if with Forge, also gets +1 hammer

#1004 - Concrete.
Prereq: Stone, Chemistry, at least half your cities have Factories
Result: +25% production for Hydro Plant and 3G Dam

#1005 - Leather.
Prereq: Pastured Cow, Horse or Pig. Obsolete with Machinery
Result: tile gets +1 hammer, city gets 1 unhealthiness

#1006 - Cloth.
Prereq: pastured Sheep
Result: city gets +1 commerce

#1007 - Antiseptics.
Prereq: Medicine
Result: hospitals give an extra +1 health

#1008, #1009 - Anaesthetics, Antibiotics.
Prereq: event #1007 has occurred anywhere
Result: a further +1 health per hospital

If anybody feels like implementing these, or adding more, feel free to do so. Make your own decisions about values for "active" and "weight".
 
You know what we need? Events based on unpopular civics (Serfdom) and buildings (Castles). These are all inspired by the Wikipedia article on serfdom

A good harvest
Prereq: Serfdom
Result: +1 food on a farmed tile

A bountiful harvest
Prereq: Serfdom, granary
Result: +1 food on a farmed tile, granary completely filled

Slaves demand more rights
Prereq: Slavery, Feudalism
Result: Opportunity to switch to serfdom with no anarchy

Minor celebration
Prereq: Serfdom, granary
Result: +1 temporary happiness in one random city, +3 food in granary, receive 5 GP

Major celebration
Prereq: Serfdom, granary
Result: +2 temporary happiness in one random city, +5 food in granary, receive 10 GP

A powerful lord
Prereq: Castle, Serfdom, Vassalage
Result: +1 XP to all Knights trained in this city

Popular outlaw
Prereq: Castle, Courthouse, Serfdom, Vassalage, Hereditary Rule
Result: A local outlaw has achieved fame for robbing the rich and giving to the poor. Choice of supporting the lord (-6 temporary unhappiness in one city, major chance of triggering the bandit event, all courthouses reduce maintenance by 5% better than normal), doing nothing (lose 100 GP, major chance of triggering the bandit event), or supporting the outlaw (+3 temporary happiness in one city, +1 happiness for all courthouses, all courthouses reduce maintenance 5% worse than normal)

Constitutional Monarchy
Prereq: Hereditary Rule, Constitution
Result: Additional +1 beaker for all specialists while in Hereditary Rule (only)

Lord of the Manor donates food
Prereq: Serfdom, Castle, granary, city is starving
Result: Choice between doing nothing; or pay 50 GP and having the granary completely filled

Peasant Uprising
Prereq: Serfdom, no Castle
Result: Choice between doing nothing (-2 temporary unhappiness, small chance of buildings being destroyed, small chance for 1 turn of revolt); allow for minor economic reform (20GP, 1 turn of not being able to change civics); [Prereq: Vassalage, Engineering] A new lord is installed (100GP, a free castle is built)

Local serf buys his freedom
Prereq: Serfdom, market
Result: Receive 50GP

Local serf becomes noble
Prereq: Vassalage, Serfdom, at war
Result: A random unit gains +1 XP

Castle becomes tourist destination
Prereq: Castle, Industrial age or later
Result: +1 culture, +1 gold for a random city with a castle

Castle in disrepair
Prereq: Castle
Result: Let the castle rot (-1 culture) or pay to renovate it (+1 culture, 10GP)

Lord makes unpopular law
Prereq: Castle, Courthouse, Hereditary Rule, Serfdom, Vassalage
Result: Support the lord (-1 temporary unhappiness, +1 culture from this courthouse, +1 XP for all stationed units) or overrule the lord (+2 temporary happiness in this city, +1 temporary happiness in all other cities)

Just some ideas. Maybe I'll add them in when I'm bored enough and see how well they play out in the game.
 
I like random events. It's probably my favorite addition to the game even though bad ones come so often. Still, it's a nice change.

The only thing I would change in the ones listed by the OP is the concrete one. Being that ancient civs had and used concrete quite regularly, I'd say factories shouldn't be a requirement. IIRC the ancient Incas made concrete basically by powdering stone and adding water, and they used stone tools.

Like signing up for Geico online, it's so easy a caveman could do it.
 
I may be adding a few ideas inspired by these into my events mod...that will be built on Solver's mod, more than likely.

I particularly like the Magna Carta idea--Constitutional Monarchy. I'm adjusting it to give you some more options, as to how to respond to your nobles drafting the proposition.
 
I like a lot of these. The one about Slavery to Serfdom without anarchy sounds cool. Maybe that one could be expanded to others, too:

Vassalage --> Nationhood
Organized Religion --> Theocracy

Or maybe even a cross-section of civics:
A civ running Vassalage may be offered to switch to Serfdom
A civ running Police State may be offered a free switch to State Property
Any combo of Universal Suffrage <--> Free Speech <--> Emancipation <--> Free Market <--> Free Religion (or even a free super-revolt to get all these civics without anarchy would be really cool...if too over-powered, maybe make it a quest where that's the reward...if it's a quest, then allow the user to choose any civics available, not just the ones mentioned above, without anarchy).
 
More quest style events would be cool.

Quests also seem a bit too random. It would be nice if there were a very high chance for at least one quest per game.

I have had several games with no quest events and one of my games had three or four quest events, some of them running at the same time.
 
How about this:

Favored Nation event (or make it a quest)
Prereq: Merchantilism PLUS Economics discovered PLUS peace with a nation for x number of turns PLUS open borders with the nation
Result: Allows foreign trade routes with a specific nation for as long as you maintain peace with that nation. Effects end upon declaration of war by either side, even if peace treaty is signed later on. Effects will temporarily end if the open borders agreement is canceled, but will resume if open borders are signed later on, so long as peace has been maintained between the two civs.
 
More quests in the modern age would be cool. like building more factories or building more hospitals etc...

More events related to modern units could be good.

Workers making improvements get a speed boost of 50% when you invent robotics and have many Laboratories. Or workshop(s) give you bonus hammers. etc...

A certain farm tile or winery or plantation or a pasture give you extra food when you invent genetics.
 
How about this:

Favored Nation event (or make it a quest)
Prereq: Merchantilism PLUS Economics discovered PLUS peace with a nation for x number of turns PLUS open borders with the nation
Result: Allows foreign trade routes with a specific nation for as long as you maintain peace with that nation. Effects end upon declaration of war by either side, even if peace treaty is signed later on. Effects will temporarily end if the open borders agreement is canceled, but will resume if open borders are signed later on, so long as peace has been maintained between the two civs.

I always figured a favored trading partner would be a new diplomatic option alongside Defensive Pacts, Open Borders, and the such. I'm still working on my list of events, though...but I'm going for some more unique events based on what government you are running. For example, the only Hereditary Rule event right now is your dynasty dying out and you getting a great person in the capital. The only Universal Suffrage one is an election that is too close to call, and it doesn't give as great as effect.

The Constitutional Monarchy event could be implemented as an event that occurs if you run Hereditary Rule after discovering Constitution (or another "representative government tech" like Democracy or Liberalism). For Representation and Universal Suffrage, there could be an additional event where a major political party falls out of favor with the people.
 
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