1. Forest Fire
Idea: A forest fire has broken out due to either careless campers or some other means.
Prereq: Forest region
Result:
Accept: you pay gold to extinguish the fire.
Decline: you lose wood
2. City Ruins
Idea: A settlement has been ransacked somewhere on the map OR Roman ruins from roman occupation have been discovered.
Prereq: A settlement has been ransacked
Result:
Accept: You Pay gold to complete a building
Decline: You gain materials to assist with construction
3. Happy Hunting
Idea: You have the optoin of sending out a hunting party to gather food for a feast.
Prereq: Forest Region AND Archery Unit Trained.
Result:
Accept: you get +10 food in the city's food storage
Decline: Nothing
4. Motherload
Idea: A gold mine you control has struck the motherload.
Prereq: Goldmine in one of your regions. The mine has to be constructed.
Result: you get gold
5. Washed out
Idea: A road you have constructed has been washed out by torential rain or flooding.
Prereq: road constructed
Result:
Accept: Pay gold to repair the road
Decline: you lose the road constructed
6. At the Sword
Idea: A swordsman has lost over 50% of its men in a single battle and the remaining men have gained valuable experience which they
share with trainers. - this event would only ever occur once.
Prereq: A Sword unit has lost 50% of its number in one battle.
Result: All future Swordsman gain XP
7. Inspired Mission
Idea: A local priest has been holding sermons and increasing religion.
Prereq: 90% religion dominance in capital
Result: All churches gain +1 religous law or whatever the benefit is churches grant.
8. Hymns and Sculptures
Idea: A cathedral has been built and inspires the population
Prereq: Atleast 1 cathedral has been built
Result: +Happiness and +religion
9. Careless Apprentice
Idea: An apprentice has caused a fire
Prereq: Settlement with Blacksmith
Result:
Accept: you pay gold to take out immediate repairs
Decline: Lose the Blacksmith
10. Famine
Idea: For whatever reason, divine or not, a food shortage is noted by your council and you must share food storage.
Prereq: None
Result:
Accept: Pay gold to cover the costs
decline: Lose food to supply the kingdom
11. Slave Revolt
Idea: Peasants are unhappy with your rule
Prereq: None
Result:
Accpet: Grant the peasants lower taxes (recieve reduced income for 1 year)
decline: A handful of peasants revolt outside the capital.
12. Farm Bandits
Idea: Bandits have attacked your farms
Prereq: None
Result:
Accept: Pay gold to cover the cost and to pay for more patrols
Decline: Lose food storage and a decrease in happiness due to bandit attacks
13. Horticulture
Idea: Your scientists/sage whatever, has discovered new techniques or somesuch
Prereq: Calender Event has occured.
Result:
Accept: Farms gain +prodution
Decline: Markets gain +income
14. Fugitive
Idea: A fugitive from a rival faction has escaped into your lands. Will you release him back to the faction or torture him to gain
information.
Prereq: At War
Result:
Accept: Realeasing him grants positive faction relations and global relations.
Decline: Torturing grants negative feedback and reveals faction map for remainder of turn.
15. Pestilence
Idea: a disease or pestilence has broken out
Prereq: pasture/plantation constructed
Result: Building is destroyed.
16. Joyous Wedding
Idea: One of your nobles marries a neghboring factions nobles. Will you assist in wedding costs?
Prereq: none
Result:
Accept: Pay gold and gain faction relations with the faction.
Decline: Nothing.
17. Wedding Feud
Idea: A wedding between nobles has ended disastrously between your faction and one other. Will you assist the noble in regaining
thier honor or ignore the problem.
Prereq: none
Result:
Accept: Lose gold and gain +happiness for one year.
Decline: Lose faction relations.
18. Left at the Altar
Idea: A nobles interfaction wedding never took place because of your noble not turning up.
Prereq: none
Result: Lose faction relations
19. Spicy
Idea: A local spice has been descovered in your surrounding lands. Will you take advantage of this oppertunity.
Prereq: none
Result:
Accept: Pay gold and gain a increase in spice production
Decline: Nothing
20. Torrential Rain
Idea: Torrential rain destroys a farm.
Prereq: Plains tile with improvement under your control AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Result: Building is destroyed
21. Baby Boom
Idea: With the signing of peace treaties there is always the chance for poulation booms.
Prereq: You signed a Peace Treaty
Result: Gain population in a settlement... Or population bonuses through EDB...
22. Bard's Tale
Idea: A travelling bard has been singing songs and using poetry to talk of your deeds
Result: Gain Law bonuses, Happiness etc...
23. Looters
Idea: Looters have looted your storage...
Prereq: at war or been in war
Result: Lose some resources in storage.
24. Brothers in Need
Idea: A neighboring faction requests aid.
Prereq: none
Result:
Accpet: Lose some resources stored and gain faction relations.
Decline: Lose faction relations
25. Hurricane
Idea: A coastal settlement suffers a major storm...
Prereq: Coastal Settlement
Result: Lose population in that settlement and some resource storage
26. Cyclone
Idea: A coastal settlement suffers a major storm...
Prereq: Coastal settlement
Result: Lose population, resource storage, AND a building
27. Tsunami
Idea: Major storm in coastal settlement...
Prereq: Coastal settlement.
Result: Lose major population (like a few thousand), lose resources and a building or 2...
28. Monsoon
Idea: Major storm inland or specific settlements...
Prereq: Not coastal city
Result: Lose population in that settlement and some resource storage
29. Blizzard
Idea: Major storm during winter.
Prereq: Specific settlements only in snow areas...
Result: Lose population in that settlement and some resource storage
30. Volcano
Idea: Nearby active volcano has erupted
Prereq: Specific settlements, requires research for volcanos...
Result: Populaiton loss around affected area...
31. Dust Bowl
Idea: One of your farms is not being looked after properly... Pay to ensure its upkeep...
Prereq: High level Farm constructed...
Result:
Accpet: Pay gold, farm is restored...
Decline: Farm goes into disuse, and is destroyed...
32. Birds
Idea: Some flashy birds (i will research bird types for this), have called the region home, increasing tourism and income.
Prereq: none
Result: Gain +income or EDB bonuses for commerce on a building
33. Jade
Idea: Jade has been found in one of your mines. Increasing Income.
Prereq: Mine constructed.
Result:
Accept: Increase mine income.
Decline: nothing
34. Black Pearls
Idea: Rare tradable resource found. Increases Harbour income.
Prereq: Have trained atleast 1 naval vessel.
Result:
Accept: Costs gold, Gain income...
Decline: nothing
35. Truffles
Idea: You have found a rare tradable resource and can increase income.
Prereq: none
Result:
Accept: Costs gold, Gain food resource and income...
Decline: nothing
36. Sea Turtles
Idea: Rare Tradable resource...
Prereq: own coastal settlement
Result:
Accept: Costs gold to set up the little trade route...+food resource.
Decline: nothing
37. Tin (if used as resource on map)
Idea: If you construct mine on the tile while this event is active you will gain additional income form the mine.
Prereq: un-mined Tin resource
Result:
Accept: Increase mine income if mine completed in so many turns.
Decline: nothing
38. Ice Sculpture
Idea: Local artist wishes to construct an ice sculpture, increasing happiness
Prereq: Own settlement in cold area in winter...
Result:
Accept: Cost gold, Increased happiness if you fund the artwork
Decline: nothing
39. Appleseed
Idea: The oppertunity to harvest and plant apple trees. Granting additional food storage.
Prereq: none
Result:
Accept: cost gold, increases food income.
Decline: nothing
40. Mining Accident
Idea: An accident has happened in a local mine, mine collapses or something...
Prereq: Mine constructed
Result:
Accept: Pay gold to fix the problem
Decline: either lose the mine or suffer income penalty for a few turns.
41. Breakthrough
Idea: Scientists and theologians have made a minor breakthhrough with a more advanced technology of somekind...
Prereq: None
Result: Gain an EDB benefit like happiness or income bonus...
42. Setback
Idea: Scientists or Theologians have had a minor setback in tech advances...
Prereq: None
Result: Gain a reduced benefit in the EDB
43. Patron of Knowledge
Idea: Librarians have uncovered some ancient text which will assist in tech advances or building construction...
Prereq: Library built
Result:
Accept: If you invest in this you gain increased happiness or income...
Decline: the texts are ignored and nothing happens...
44. Master Smith
Idea: A blacksmith has mastered his craft
Prereq: Blacksmith built
Result: Gain production resources from Blacksmith buildings.
45. Rural Farmers
Idea: Rural farmers have increased thier productivity
Prereq: Tier 3 Farms built
Result: Gain food resource income
46. Money Changers
Idea: Money changers have become interested in your markets, increasing income...
Prereq: Market built
Result: Increased income from market building
47. Bowyer
Idea: A master bowyer and Fletcher has master his craft.
Prereq: Longbow units trainable...
Result:
Accept: Invest in spreading his knowledge to grant all future trained archery units +1 combat experience when trained...
Decline: nothing
48. Horeshoe
Idea: A better method has been discovered for better horse shoes
Prereq: If we use technology in the EDB, then Animal Husbandry AND horseshoes...
Result: All future trained mounted units gain +1 experience
49. Champion
Idea: A veteran unit gains experience...
Prereq: A general has atleast 3 chevrons
Result: Grant a general a special ancilliary, granting morale bonuses
50. Comet Fragment
Idea: a comet or meteorite has been seen landing allowing a chance for investigation. Possibly a new rare metal or somesuch...
Prereq: none
Result: Next unit trained in your capital gains +1 attack and defense (Rare bonus)
51. Gold Rush
Idea: Local peasants are gaining interest in mining thier own gold... will you help fund the interest, or stop them...
Prereq: Gold mine built
Result:
Accept: cost gold and increased income for a few turns...
Decline: -happiness
52. Influenza
Idea: a sickness has broken out and need immediate attention...
Prereq: none
Result:
Accept: Pay gold and lose population
Decline: dont pay anything and lose even more population
53. Antelope
Idea: the oppertunity to help stimulate the local deer population
Prereq: none
Result:
Accept: Pay gold to increase food resource...
Decline: nothing
54. Whale Of A Thing
Idea: Start whale hunting...
Prereq: Harbour settlement...
Result:
Accept: cost gold and increase food storage
Decline: nothing
55. Hi Yo Silver
Idea: Construct the mine while the event is active to gain increased income
Prereq: Silver un mined ...
Result:
Accept: If mine is constructed while event is active, increase income
Decline: nothing
56. Wining Monks
Idea: Local monks wish to trade thier wine...
Prereq: none
Result:
Accept: For a yearly or quarterly fee gain happiness...
decline: nothing
57. Axe Haft
Idea: A blacksmith has perfected axes...
Prereq: Blacksmith constructed
Result:
Accept: Fund his teachings and all future trained axe units gain +exp.
Decline: Nothing
58. Tower Shield
Idea: An infantry captain/officer has realized a better strategy for his men when using shields...
Prereq: none
Result:
Accept: Grant next unit trained in capital +defense.
decline: nothing
59. Smokeless Powder
Idea: a gunsmith has researched a new type of smokeless powder
Prereq: GUNPOWDER discovered
Result:
Accept: Fund his knowledge and all future gunpowder units gain +exp
decline: nothing
60. Stronger Fittings
Idea: A professional crossbowman has invented stronger fittigns for the crossbow...
Prereq: none
Result:
Accept: Fund his teachings and all future crossbow units gain +exp
Decline: nothing
61. Rifled Cannon
Idea: A new method for cannons discovered...
Prereq: cannon forge... (if we use cannons...)
Result:
Accept: Fund the new technology and gain + exp on al future cannon units...
Decline: nothing
62. Halberd
Idea: New technology or formation for polearm units...
Prereq: none
Result:
Accept: Fund the technology and all future pike units gain +exp
Decline: nothing
63. Reinforced Hull
Idea: New methods for shipbuilding
Prereq: a harbour
Result:
Accept: Fund the technology and all future ships gain +exp
Decline: nothing
64. Cigarette Smoker
Idea: During an event held at the local theatre a fire has broken out...
Prereq: Theater of soemsuch built
Result:
Accept: pay gold to repair theater/collosium etc
Decline: lose the building
65. Heroic Gesture
Idea: You are winning a war and offer peace...
Prereq: You are at war and winning
Result:
Accept: Make peace and increase faction and gloabal standings positively
Decline: nothing, war rages on...
66. Great Mediator
Idea: You are at war and have the oppertunity for peace...
Prereq: You are at war
Result:
Accept: Gain faction and global standings...
Decline: nothing
67. Prince of Thieves
Idea: A local legend has been stealing from the rich and goving to the poor...
Prereq: nothing
Result: Lose income, but gain happiness for a number of turns...
68. Ancient Texts
Idea: Ancient texts have been discovered...
Prereq: None
Result: Gain global standings...
69. Waters of Life
Idea: A local lake, river or otherwise watersupply is granting additonal benefit from its bounty
Prereq: none
Result: Gain food and income...
70. The Barbarians
Idea: Barbarians are raising flags against you...
Prereq: none
Result: A barbarian Army spawns somewhere on the map...
71. The Vandals
Idea: Barbarians are raising flags against you...
Prereq: none
Result: A barbarian sword/infantry Army spawns somewhere on the map...
72. The Goths
Idea: Barbarians are raising flags against you...
Prereq: none
Result: A barbarian Axe/Inftantry Army spawns somewhere on the map...
73. The Philistines
Idea: Barbarians are raising flags against you...
Prereq: none
Result: A barbarian spear/pike/infantry Army spawns somewhere on the map...
74. The Vedic Aryans
Idea: Barbarians are raising flags against you...
Prereq: none
Result: A barbarian archer Army spawns somewhere on the map...
75. Holy Ritual
Idea: A holy ritual must be held...
Prereq: church constructed...
Result:
Accept: Pay the gold to fund the ritual...
Decline: lose religious tolerance...
76. Security Tax
Idea: Pay to ensure walls are properly manned
Prereq: High level walls built.
Result:
Accept: Pay gold to man the walls... Recieve additional law bonuses...
Decline: Lose law bonus...
77. Literacy
Idea: Many new ideas are being formed by your scientists...
Prereq: Library built
Result: Capital gains happiness...
78. Farm Plows
Idea: Local farmers devise a better plow...
Prereq: Blacksmith built
Result:
Accept: Fund the idea and gain increased farm output
Decline: nothing
79. Stained glass
Idea: Locals want the cathedral beautified...
Prereq: Cathedral built
Result:
Accept: Pay to have stained glass used. Increase happiness and religion...
Decline: nothing
80. Marble Statues
Idea: Local stone cutters are trading thier works of art...
Prereq: none
Result: Gain gold...
81. Thoroughbred
Idea: Horse breeding better developed
Prereq: horse pastures built
Result: Increased horse breeding from horse pastures...
82. Girls Best Friend
Idea: A local blacksmith has mastered the use of precious metals
Prereq: Blacksmith built
Result: Gain gold form the increased trade
83. Miracle
Idea: it seems a local priest has performed a miracle, will u cash in on it, or let the worshippers go about thier business
Prereq: Church built
Result:
Accept: +1 income from church, -1 religious tolerance
decline: +2 religious tolerence
84. Esteemed Playwright
Idea: a local playwright is attracting much attention... will u cash in on it...
Prereq: theatre built
Result:
Accept: pay gold and increase revenue of theatre and +happiness
Decline: nothing
85. Secret Knowledge
Idea: A secret stash of knowledge has become available. Investing in its research may prove valuable...
Prereq:library/university and/or gunpowder discovered...
Result:
Accept: pay gold and gain income per turn...
Decline: nothing
86. High Warlord
Idea: A local lord has increased his status amongst ur enemies
Prereq: Castle built
Result: Gain a general.
87. Spoiled Grain
Idea: grain has become spoiled...
Prereq: granary or farm built
Result:
Accept: pay gold to replace lost food
Decline: lose food storage
88. Experienced Captain
Idea: An experienced captian shares his knowledge...
Prereq: Port built
Result:
Accept: Fund his knowldege and all future naval units gain +exp.
Decline: Nothing
89. Heresy
Idea: a flase priest is spreading heresy
Prereq: none
Result:
Accept: Pay to deal with the heretic
Decline: Heretic spawns
90. New Dynasty
Idea: Major chance to revitalize your ranks...
Prereq: no heir...
Result: Gain General, Merchant and a Priest
91. Friendly Locals
Idea: Friendly locals help a wounded unit
Prereq: none
Result: Random unit gains exp
92. Slave Revolt
Idea: Slaves and peasants revolt
Prereq: none
Result: A small army of peasants revolt and spawn
93. Immigrants
Idea: Your capital attracts immigrants
Prereq: none
Result: Capital gains population
94. Healing Plant
Idea: A local has discovered a medicanal herb
Prereq: none
Result: Gain +happiness
95. Great Beast
Idea: A great beast has been prowling the countryside
Prereq: none
Result:
Accept: fund an expidition to elimate this beast, gain +food
Decline: -happiness
96. Controversial Philosopher
Idea: A local philosopher has a grand idea... will you trust him...
Prereq: none
Result:
Accept: pay gold, gain -happiness in capital, but recieve current building project completed automatically.
Decline: -happiness for a few turns
97. Defecting Agent
Idea: An agent defects...
Prereq: none
Result: Lose global standings...
98. Dungeon
Idea: A riot has taken place in one of ur dungeons
Prereq: Dungeon built
Result:
Accept: Pay to have the riote quelled, lose happiness
Decline: Lose even more happiness...
99. Rabbi
Idea: Traveling Rabbi...
Prereq: none
Result: Decrease to your religion
100. Preaching Researcher
Idea: A Preacher who has been studying founds new methods... or somesuch...
Prereq: Library built
Result:
Accept: Fund his ideas and library gains +religion
101. Dissident Priest
Idea: A priest who challenges his superiors
Prereq: none
Result:
Accept: Pay gold and stop his misleading teachings
Decline: -religion
102. Pasture Built
Idea: Pasture gets built...
Prereq: No pasture in capital...
Result: Pasture building is built automatically