Events

  1. Tsarsies
    Tsarsies
    This thread will be for the discussion and creation of the various events the mod will have. The first few posts will be a collection of the events. Please add any ideas that u may have. This will be an on going collection.

    There will be four kinds of events as detailed below. Each type of event listed below will contain a mixture of both regular and interactive events.

    EDB-Events - Events the player and AI can manually select. They will only be available via the building tree. Any event that 'should' be able to happen when ever the player chooses. Such as holding a banquet or jousting tournament.

    Random Events - A series of completely random events. My idea is to have 52 seperate events and place them all in the one monitor with a random value being chosen from 1-100 (48 blank). This monitor will fire every turn (Once a week). This will increase replayability quite a lot and will not add to turn lag as it is all in one monitor. Events would include but by no means limited to... Brigands attack, Peasant Revolt, Treasure found, A Noble household marries, Thunderstorms, Fires and other natural disasters, A Gift and yeah... anything else we can come up with...

    Faction Specific Events - The idea here is to have a series of events designed around each playable faction. We have 3 playable Saxon Factions, Rotherwood (Leadership), Wolfric (Jousting) and Longsword (Swordplay). Each has a strength in Leadership, Joust or Swordplay. The events will more or less be based around that strength. Such as Longsword being expected to raid a castle and Rotherwood would construct a specific buildings etc... But the events are by no means limited to that. We can set events that ask for Rotherwood to take a specific settlement and request robins aid. The events will be numbered from 1-20 (unless we have less or more), the player must complete event 1 before event 2 is revealed and so on. So the player may not even complete all events by the time the game is over. Each event granting some kind of bonus be it monetary or a unit etc. Each event getting harder then the previous.

    Historical Events - The mod is 1 week = 1 turn. So the player will need to be reminded what month it is. So these events will be things like xmas, easter or whatever particular medieval holidays existed at the time of the mod. Other events in this type would be festivals and anything historical.
  2. Tsarsies
    Tsarsies
    Random Events -

    All Descriptions follow the following template:
    Name of Event
    Idea - General idea that the event description will detail.
    Prereq – What is required before this event can be triggered. Once an event is chosen by the script, if there is a prereq, another monitor would fire and check if the condition is met. Using the first event of Forest Fire, a settlement turn start monitor would fire to ensure one of your regions has a forest. If so, the event fires. If not, no event. I have not had my modding computer so am not using conditions from the docudemons here as yet.
    Result: Accept or decline... Some events just occur and u have no say in the matter. The event would be detailed in a pop up message to the player, for example, take event 1, a forest fire, the event may ask the player if he wishes to let the fire burn out or put the fire out themself. Based on the decision there will be an outcome. either Accept or Decline. The outcomes will be properly adjusted on release, the values here are merely a guide to give you an idea.

    Not all events are finalized...

    Spoiler Alert, click show to read: 

    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
  3. Tsarsies
    Tsarsies
    Faction Specific Events -

    Factions being: Cedric of Rotherwood, Wolfric the Wild and Geoffrey Longsword

    Cedric of Rotherwood: Ivanhoe’s father. Cedric is gruff and full of loathing for the Normans. He disinherits Ivanhoe after the young man joins the hated Normans in their Crusades in the Holy Land. Cedric is the main character for the Saxons.
    Special Stat - Leadership

    Wolfric the Wild:
    Special Stat - Jousting

    Geoffrey Longsword:
    Special Stat - Swordplay
  4. Tsarsies
    Tsarsies
    Historical Events -

    These are merely suggestions and nothing is definitive. Some may be re-occuring others may occur once. I would like to think of a way that each one effects game play, be it something simple like granting additional happiness for a period, or something entirely different. I will add to this list as i am able...

    These events will be in the events file and not scripted. Being in the events file makes them usable as event_counters. Such counters can be turned on and off in the EDB and this will not cause turn lag. No matter how many events we have, so please add any suggestions u have.

    Christmas
    Easter
    Michaelmas, 29 September, the feast of Saint Michael the Archangel, Michael is the greatest of all the archangels and is honored for defeating Lucifer in the war in heaven.The archangel Michael is one of the principal angelic warriors, seen as a protector against the dark of night, and the administrator of cosmic intelligence.
    Old Michaelmas Day falls on October 11th (October 10th according to some sources). According to an old legend, blackberries should not be picked after this date. This is because, so folklore goes, Satan was banished from Heaven on this day, fell into a blackberry bush and cursed the brambles as he fell into them. In Yorkshire, it is said that the devil had spat on them. According to Morrell (1977), this old legend is well-known in all parts of the United Kingdom, even as far north as the Orkney Islands.
    Candlemas, February 2nd. falls between the shortest day and spring equinox, and is a time for looking days ahead. Candlemas was traditionally the day when cattle were taken out of the hay fields and the fields were ploughed, ready for the growing season a ahead. A snowdrop flower was known as a "Candlemas Bell" and it was believed to be unlucky to bring snowdrops into the house before Candlemas. Candlemas is the celebration of the Presentation of Jesus in the Temple and the name is a shortened version of Candle Mass. Saxons called February SOL-MONATH because cake was offered to the gods during that month. People called Candlemas, Candlemas because it was a Festival Day or "mass" of Candles.
    Lammas Day (loaf-mass day), August 1, the festival of the wheat harvest, and is the first harvest festival of the year. On this day it was customary to bring to church a loaf made from the new crop. In many parts of England, tenants were bound to present freshly harvested wheat to their landlords on or before the first day of August. In the Anglo-Saxon Chronicle, where it is referred to regularly, it is called "the feast of first fruits". The blessing of new fruits was performed annually on the first or the sixth of August.
  5. Tsarsies
    Tsarsies
    Quests

    The following are Questlines offered to the player. Only 1 Quest active at a time. But the player can elect to cancel the quest in favor of recieving a new one. the quests would be offered randomly and may not be offered at all. These quest lines are meant to take time to complete, and grant permanent bonuses. (the above mentioned events would only provide temporary benefits)


    Quest 1:
    Holy Relic
    Aim: Build 14 churches (cathedrals count as 4 churches) to reveal the holy relic. then ensure you control the region that the relic lies.
    Result: +2 happiness and religion in all your settlements (edb bonuses attached to churches etc)

    Quest 2:
    Horse Whispering
    Aim: Build 8 stables
    Result: You recieve 6 Horse archers, all future mounted units gain +1 exp, and stables now provide food resource...

    Quest 3:
    Harbormaster
    Aim: Build 8 harbors
    Result: All Harbors gain gold income, all future naval units gain + experience

    Quest 4:
    Classic Literature
    Aim: Build 8 libraries
    Result: All Libraries gain +edb bonuses that they currently grant

    Quest 5:
    Master Blacksmith
    Aim: Build 8 forges
    Result: All future trained infantry gain +1 exp. Blacksmiths now grant production resource...

    Quest 6:
    Best Defense
    Aim: Control a minimum of 8 castle settlements
    Result: All future melee units gain +1exp. gain +global faction standings

    Quest 7:
    Greed
    Aim: Random selected resource is chosen (for example, Iron at x/y coord), You are then tasked to declare war on the owning faction and take the region to aqcuire the resource. OR hold the resource with a merchant for minimum of 10 turns...
    Result: Gain a permanent income of the particular resource in question and 6 units to defend it with...

    Quest 8:
    Elite Swords
    Aim: Train 8 infantry units in your capital
    Result: All future infantry trained in the capital gain +exp. Gain 4 free infantry (sword and pike).

    Quest 9:
    Warships
    Aim: Build 8 Naval vessels
    Result: All future naval vessels gain +exp. Gain 4 free naal vessels.

    Quest 10:
    Noble Knights
    Aim: Train 8 Heavy Cavalry in your capital
    Result: All future heavy cavalry trained in your capital gain +exp. Gain 4 free Heavy Cavalry.

    Quest 11:
    Bullseye
    Aim: Train 8 Longbow in your capital
    Result: All future Longbow trained in your capital gain +exp. Gain 4 free Longbow units.
  6. Tsarsies
    Tsarsies
    Updated...
  7. y2day
    y2day
    Wow quite a list T. Very impressive.
  8. Tsarsies
    Tsarsies
    Yeah its quite a lot!. I more or less took the CivIV events and changed some of them to make sense for a total war setting. I likely wont use ALL of them cause thats a hell of a lot of scripting and text entry for each event. Not to mention event pictures... But i would like to use quite a few of them. Ill definatly use the Quest events tho. some of the regular events could even be turned into quests, which might be an idea aswell. I will likely do the Questlines for the initial release of the mod and then the random events as an update.

    Basically the first release will be missing a lot of the gameplay elements i have planned. More or less just setting up a basis to work from, such as completed EDB, EDU, factions etc. Which is making progress. The map is almost finished. I have to add a few more ground types. I will likely test the map for quite a while to try and create some choke points and strategic and tactical positions to hold on the map.
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