Civilisation IV - Beyond the Sword
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Author: Warfreak
Version: 1.0
Day Started: 27/7/07
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Table of Contents
[1] Introduction
[1.01] Introduction
[1.02] Version History
[2] Random Events
[2.01] Random Events
[2.02] Quests
[2.03] Civilization Events
[2.04] City Events
[2.05] Tile Events
[2.06] Unit Events
[2.07] Foreign Events
[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
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[1.01] Introduction
Welcome to my 18th FAQ. I've some Civ 4 the base game, but haven't done
Warlords, which I will, sooner or later. Anyway, Beyond the Sword is the
second Expansion Pack for Civ 4, which I might add, is massive. It hads many
things to Civ 4, which in itself, is wonderful. Read the reviews if you
want to know what happens. As for the game itself, it seems that this seems to
cover everything from the Warlords expansion and as such, it makes that
worthless and this worthwhile.
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[1.02] Version History
Version 0.1 [27/7/07]
Started the Guide. Random Events up and running.
Version 0.2 [29/7/07]
More random events.
Version 0.3 [30/7/07]
More random events, with 100% more goodiness.
Version 0.4 [31/7/07]
Even more random events. There are too many of them. Just when you do one,
pop comes out some more.
Version 0.5 [2/8/07]
Have to finish random events first. This is going to be a long time.
Version 0.6 [21/8/07]
Must update more random events when I can.
Version 0.7 [22/8/07]
Update on random events. About halfway there.
Version 0.8 [23/8/07]
More than halfway done on random events. This is taking a long time.
Version 0.9 [24/8/07]
Two thirds of the way there. Only Quests remain
Version 1.0 [29/8/07]
This should be the end of these pesky random events. All gone.
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[2.01] Random Events
Random Events are arguable the most expansive addition in Beyond the Sword,
and besides the Corporations, one of the reason why I bought it. They can
occur at any time, at any point in your game. They can be good, some can be
bad and some can be a bit strange. There is over 1 Mb and a half of text
that I had to sift through to bring these events to you, so be at least
grateful. For the events to happen, you must have the "No Random Events" not
enabled to allow for the events to occur.
Not all events will occur in one game. Some will appear, some won't. Below,
I will list everything, the options and what happens. There are several types
of events that I have seperated. Quests are missions you have to do.
Civilization Events effect your entire empire, City events effect one
specific city, Tile events effect a production tile, Unit events effect your
units and Foreign Events are events that have an effect overseas.
Here is how it goes. The symbols you have to be aware for.
[Civ Adjective] = Adjective for your nation. For example, America
will be American, China will be Chinese, etc.
[Civ City] = A city under your control.
[Civ City Building] = A building inside one of your cities.
[Civ Corporation] = A corporation under your control.
[Civ Unit] = A Unit under your command.
[Civ Religion] = A religion worshipped in your Empire
[Civ Religion Adjective] = The Adjective for a religion. For example, Islam
will be Islamic, Buddhism will be Buddhist.
[Civ Wonder] = A Wonder
[Other Civ] = Another Civilisation
[Other Civ Adjective] = The Adjective of another Civilisation's empire.
[Other Civ City] = Another Civilisation's City
[Another Civ] = A third Civ
[Tile Improvement] = A tile improvement
[Tile Resource] = A bonus on a tile
X = A defined number
Y = Another defined number
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[2.02] Quests
*****************
*THE BLESSED SEA*
*****************
--==Scenario==--
"Our spiritual leaders are urging us to seek the blessings of the sea! The
wise masters have divined the way regarding our relationship with the sea.
They urge us to embrace the sea, to broaden our influence over it and spread
our traditions to new lands."
--==Quest Help==--
"The Blessed Sea. You are tasked by your religious leaders to found cities
on new landmasses. If you can build enough cities on new landmasses you will
please the masters, who will offer you a choice of rewards."
"To complete this quest, you must establish or capture cities on X total
landmasses of any size, from one-plot islands to massive continents. All
landmasses where you have at least one city are counted. Note that additional
cities on the same island or continent do not help in this quest. The goal
is to establish your presence on a number of different landmasses and
thereby prove your mastery over the waters. You will fail this quest if you
change state religions, cease to have a state religion or reach Industrialism
without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Galley, Caravel or Galleon unit
Buddhism, Confucianism or Taoism religion
One of the Three is a State Religion
Obsoleted By = Industrialism (Steam Power, Steel, Scientific
Method or Artillery)
--==Options==--
"Establish your religion in a number of your cities."
"Receive a Temple Improvement in all cities with five population or more,
where your State Religion is present."
"Receive a Great Prophet."
--==Results==--
Option 1 - "Establish your religion in a number of your cities."
Result = Convert up to 20 of your cities
Option 2 - "Receive a Temple Improvement in all cities with five population
or more, where your State Religion is present."
Result = Temples in all cities with 5+ Population with State religion
Option 3 - "Receive a Great Prophet."
Result = You receive a Great Prophet
--==Failure==--
"You have failed the quest of The Blessed Sea."
--==Appears in Events==--
[Civ Religion Adjective] leaders have bestowed grand rewards upon the
[Civ Adjective] people for completing the Quest of The Blessed Sea!"
***************
*HOLY MOUNTAIN*
***************
--==Scenario==--
"Our religious leaders believe our people can earn the blessings of the deity
if we can reclaim the Holy Mountain! They have studied the scriptures with
an eye towards locating the holy mountain. They have so far not found it
anywhere within our lands and believe that it must lie elsewhere. More study
will be needed if we are to identify the sacred location."
--==Quest Help==--
"The Holy Mountain. You are tasked by your religious leaders to locate, settle
near and seize control over the Holy Mountain."
"To complete this quest, you must extend your cultural influence and control
over the Peak plot that is the Holy Mountain. You may achieve this by
Divine Providence by settling near any Peaks you find. Eventually you may
find the right one. Or you may seek further guidance from studying the holy
scriptures. If you build X religious buildings (Temples and Monasteries),
your religious leaders will solve the puzzle and identify the correct
location of the Holy Mountain, which you must then still go and settle near
to complete the quest. A [Christian Cathedral, Jewish Synagogue or Islamic
Mosque] allows for more co-ordinated worship and is worth as much as four
Temples for the purposes of this quest. You will fail this quest if you
change state religions, cease to have a state religion, or reach
Industrialism without having met the conditions. You will also fail this
quest if any other civilisation takes control of the Holy Mountain before you
do."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Judaism, Christianity or Islam
One of the three is a State Religion
Obsoleted By = Industrialism (Steam Power, Steel, Scientific
Method or Artillery)
--==When Found==--
"Look at the Holy Mountain"
"Congratulations! You have located the Holy Mountain and extended your
cultural influence over the sacred site!"
"You have built enough religious buildings for your religious leaders to
solve the puzzle and identify the correct location of the Holy Mountain.
Settle near that location to complete this quest!"
--==Options==--
"Your People are inspired by the way in which you have honored your faith."
--==Results==--
Option 1 - "Your People are inspired by the way in which you have honored
your faith."
Cost : None
Result : +1 Happiness for All Cities
--==Failure==--
"You have failed the quest of The Holy Mountain."
--==Appears in Events==--
"The faithful [Civ Religion Adjective] people are inspired by the divine
providence of the [Civ Adjective] Empire for completing the Quest of the
Holy Mountain!"
******************
*HORSE WHISPERING*
******************
--==Scenario==--
"Our horse trainers believe that it would be possible to gain a much deeper
bond with and understanding of our riding animals. They require a longer and
more coordinated network of Stables to pursue this goal."
--==Quest Help==--
"Horse Whispering. You are tasked by your elite trainers to build enough
stables for them to transcend the traditional limits of animal husbandry."
"To complete this quest, you must build X Stables in your various cities. You
will fail this quest if a rival civilisation completes it first, or if you
reach the Renaissance Era without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Horse Bonus
Animal Husbandry Tech
Obsoleted By = Renaissance (Nationalism, Printing Press, Education,
Gunpowder)
--==When Complete==--
"Congratulations! You have met the goals of our horse trainers and built for
them enough facilities to empower their plans. Please choose a reward from
along the benefits your horse trainers are able to provide to you."
--==Options==--
"Use our advantage to immediately train Horse Archers."
"Use our existing horses as more effective scouts."
"Our horses are trained to be more productive on the farm."
--==Results==--
Option 1 - "Use our advantage to immediately train Horse Archers."
Cost : None
Result : Receive X number of Horse Archers
Option 2 - "Use our existing horses as more effective scouts."
Cost : None
Result : All Mounted Units gain Sentry Promotion
Option 3 - "Our horses are trained to be more productive on the farm."
Cost : None
Result : Stable Yields +1 Food
--==Failure==--
"You have failed the quest of Horse Whispering"
--==Appears in Events==--
"[Civ Adjective] stable masters and horse trainers have completed the quest
of Horse Whispering."
***************
*HARBOURMASTER*
***************
--==Scenario==--
"Our harbourmasters request government aid in expanding our overseas trading
empire. We will need to build enough Harbours in our cities and construct
enough ocean worthy ships."
--==Quest Help==--
"The Harbourmaster. You are tasked by your merchant marine industry to build
enough Harbours for them to become the undisputed trading kings of the sea.
You will also need to build a fleet of Caravels to help carry cargo across
deep water."
"To complete this quest, you must construct X Harbours in your various coastal
cities. You will also have to build Y Caravels. You will fail this quest if a
rival civilisation completes it first, or if you reach the Industrial Era
without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Compass Tech
Obsoleted By = Industrial Era (Steam Power, Steel, Scientific
Method or Artillery)
--==When Complete==--
"Congratulations! You have met the goals of your merchant marine and built for
them enough ships and docks to empower their plans. Please choose a reward
from among the benefits your new trading empire is able to provide you."
--==Options==--
"Use our advantage to boost the seamenship of our current and future Naval
units."
"Our trade empire should be leveraged in to producing lots of wealth."
"Our ship captains gain extra experience, enabling them to better navigate."
--==Results==--
Option 1 - "Use our advantage to boost the seamenship of our current and
future Naval units."
Cost : None
Result : All Naval units gain Combat I Promotion
Option 2 - "Our trade empire should be leveraged in to producing lots of
wealth."
Cost : None
Result : All Harbours yield +1 Gold Commerce
Option 3 - "Our ship captains gain extra experience, enabling them to better
navigate."
Cost : None
Result : All Naval units gain Navigation I Promotion
--==Failure==--
"You have failed the quest of the Harbourmaster."
--==Appears in Events==--
"The seaworthy [Civ Adjective] people have completed the quest of The
Harbourmaster!"
********************
*CLASSIC LITERATURE*
********************
--==Scenario==--
"Our eldest scholars have collaborated on an effort to collect, record, and
preserve all of our oral traditions and unwritten literature."
--==Quest Help==--
"Classic Literature. You are tasked by your scholars to build enough Libraries
to hold the newly recorded texts of our ancient stories and oral traditions."
"To complete this quest, you must build X Libraries in your various cities. An
additional reward option will be available if you control the Great Library
if and when this quest is successfully completed. You will fail this quest if
a rival civilisation completes it first, or if you reach the Renaissance Era
without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 20%
Required = Writing Tech
Obsoleted By = Renaissance Era (Nationalism, Printing Press,
Education, Gunpowder)
--==When Complete==--
"Congratulation! You have met the goals of our scholars and built for them
enough Libraries to store their newly recorded works. Please choose a
reward from among the benefits your new treasure trove of written
literature are able to provide to you."
--==Options==--
"Our library with the largest repository of classic literature receives a
research bonus."
"Discover and decipher lost knowledge from within some of the literature."
"The Great Library receives additional scholars to help boost research."
--==Results==--
Option 1 - "Our library with the largest repository of classic literature
receives a research bonus."
Cost : None
Result : Library Yields +2 Research Commerce
Option 2 - "Discover and decipher lost knowledge from within some of the
literature."
Cost : None
Result : Receive Technology from Ancient Era not Discovered
Option 3 - "The Great Library receives additional scholars to help boost
research."
Need : Great Library Wonder
Result : Scientists where Great Library is based
--==Failure==--
"You have failed the quest of Classic Literature."
--==Appears in Events==--
"[Civ Adjective] scholars have successfully recorded all of their oral
traditions and stories in to a new compendium of literature, thereby
completing the quest of Classic Literature!"
*******************
*MASTER BLACKSMITH*
*******************
--==Scenario==--
"The master blacksmith in [Civ City] has offered to take on and train
multiple apprentices if the government will build new forges for them to
operate once their training has been completed. We will need to build X
Forges in our cities to accommodate the master's new students."
--==Quest Help==--
"The Master Blacksmith. You are tasked by the Master Blacksmith to build
enough new Forges to provide acceptable working environments for all the
students to whom he intends to pass on his trade secrets."
"To complete this quest, you must build a total of X Forges in your various
cities. This may include Forges already completed. The master smith is a
religious man. An additional reward option will be available if your
civilisation has a state religion if and when the quest is completed
successfully. You will fail this quest if a rival civilisation completes it
first, if you lose control over [Civ City] and the master smith, or if you
reach the Renaissance Era without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Forge Building
Obsoleted By = Renaissance Era (Nationalism, Printing Press,
Education, Gunpowder)
--==When Complete==--
"Congratulations! You have met the goals of your master blacksmith and built
enough Forges for each for his students to have his own to operate. Please
choose a reward from among the benefits your new metalworking empire is able
to provide to you."
--==Options==--
"Use our advantage to discover a new source of Copper."
"Our metalworking empire should be leveraged into producing stronger
weaponry."
"The master's best student will be granted control over his forge when he
retires, launching a tradition of metalcasting excellence in that city."
--==Results==--
Option 1 - "Use our advantage to discover a new source of Copper."
Cost : None
Result : A new source of Copper is discovered.
Option 2 - "Our metalworking empire should be leveraged into producing
stronger weaponry."
Cost : None
Result : Swordsman gain Shock Promotion
Option 3 - "The master's best student will be granted control over his forge
when he retires, launching a tradition of metalcasting excellence
in that city."
Need : State Religion
Result : Great Engineer
--==Failure==--
"You have failed the quest of The Master Blacksmith."
--==Appears in Events==--
"The skilled [Civ Adjective] metalworkers have completed the quest of The
Master Blacksmith"
**************
*BEST DEFENCE*
**************
--==Scenario==--
"Our generals request government aid in expanding our fortifcations. We will
need to build enough Castles to satisfy their views on mounting a proper
defence for our nation."
--==Quest Help==--
"The Best Defence: You are tasked by your armed forces to build enough Castles
for them to ward off invasion effectively."
"To complete this quest, you must build X Castles in your cities. An
additional reward option will be available if your civilisation controls the
Great Wall. You will fail this quest if a rival civilisation completes it
first, or if you discover Rifling, Railroad or Economics without having met
the conditions."
--==Mechanics==--
Chance of Event in Game = 30%
Required = Engineering Tech
Obsoleted By = Rifling, Railroad, Economics Tech
--==When Complete==--
"Congratulations! You have met the goals of your military planners and built
enough Castles to serve as fortresses against invaders. Please choose a
reward from among the benefits your defence is able to provide to you."
--==Options==--
"Use our advantage to help better train our forces."
"Leverage our defensive advantage in to political capital."
"Now that we are safe, focus on learning what others are planning."
--==Results==--
Option 1 - "Use our advantage to help better train our forces."
Cost : None
Result : Melee Units gain City Garrison I Promotion
Option 2 - "Leverage our defensive advantage in to political capital."
Cost : None
Result : Receive +X attitude from all leaders
Option 3 - "Now that we are safe, focus on learning what others are planning."
Need : Great Wall
Cost : Great Wall Yields +25 Espionage Commerce Points
--==Failure==--
"You have failed the quest of The Best Defence"
--==Appears in Events==--
"The sturdy [Civ Adjective] people have completed The Best Defence Quest!"
***************
*SPORTS LEAGUE*
***************
--==Scenario==--
"Our cultural advisors believe that our nation could benefit from city-based
sports franchises if we built enough Colosseums to support national sports
leagues. Each major city would require its own facility in which its teams
could play."
--==Quest Help==--
"National Sports League. You are tasked by your cultural advisors to build
enough Colosseums to support viable sports leagues."
"To complete this quest, you must build X Colosseums in your cities.An
additional reward option will be available if you control The Statue of
Zeus if and when this quest is successfully completed. You will fail this
quest if a rival civilisation complete it first, or if you reach the Modern
Era without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Construction Tech
Obsoleted By = Modern Era (Radio, Refrigeration, Plastics,
Satellites, Advanced Flight, Ecology)
--==When Complete==--
"Congratulations! You have met the goals of your sports entrepreneurs and
built enough Colosseums to support viable leagues. Please choose a reward
from among the benefits your new national pastimes can provide to you."
--==Options==--
"Use the leagues to make your people happy."
"Leverage these sport leagues in to a cultural tradition."
"Organise large-scale periodic sporting events in the name of Zeus."
--==Results==--
Option 1 - "Use the leagues to make your people happy."
Cost : None
Result : All Colosseums +1 Happiness
Option 2 - "Leverage these sport leagues in to a cultural tradition."
Cost : None
Result : All Colosseums yield +4 Culture
Option 3 - "Organise large-scale periodic sporting events in the name of
Zeus."
Need : The Status of Zeus
Result : Start a Golden Age
--==Failure==--
"You have failed the quest of The National Sports League."
--==Appears in Events==--
"The [Civ Adjective] cities have built enough Colosseums to complete the
National Sports League quest, strengthening their social fabric and their
national identity."
*********
*CRUSADE*
*********
--==Scenario==--
"Our war against the [Other Civ Adjective] continues. Our spiritual leaders
crty out for us to wage a crusade to wrest control of [Civ City] away from
them."
--==Quest Help==--
"Crusade. You are tasked by your religious leaders to capture and occupy the
Holy City."
"You will fail this quest if a rival civilisation captures [Civ City] first,
if you chance your state religion, or if the war ends for any reason prior
to your success."
--==Mechanics==--
Chance of Event in Game = 50%
Required = Nation is at War
Enemy Nation has a Holy City of State Religion
State Religion
--==When Complete==--
"Congratulations! Your Crusade to secure the sacred lands of [Civ City] has
wrested control of the city away from the [Other Civ Adjective]. Please
choose a reward from among the benefits that may accrue from the joy your
people feel in this successful Crusade."
--==Options==--
"The Holy City needs more protection. Recruit and train capable units from
among the faithful."
"Harness the fervor of the believers to construct a Holy Shrine to honour the
sacred sites where our faith was born."
"Spread the word of our success and of the blessings of our faith as far and
as wide as possible."
--==Results==--
Option 1 - "The Holy City needs more protection. Recruit and train capable
units from among the faithful."
Cost : None
Result : Adds X number of units to the City
Option 2 - "Harness the fervor of the believers to construct a Holy Shrine to
honour the sacred sites where our faith was born."
Cost : None
Result : The Special Religion Wonder is built
Option 3 - "Spread the word of our success and of the blessings of our faith
as far and as wide as possible."
Cost : None
Result : Converts X number of cities to your State Religion
--==Failure==--
"Your Crusade has ended. The quest has failed."
--==Appears in Events==--
"[Civ Adjective] armies have completed their Crusade, wresting control of the
Holy City away from the [Other Civ Adjective] people!"
*******
*GREED*
*******
--==Scenario==--
"Our generals covet a source of [Tile Resource] that lies within
[Other Civ Adjective] borders. Without it, we cannot properly train and equip
our troops!"
--==Quest Help==--
"Greed. You are tasked by your military leaders to seize control of that
resource."
"To complete this quest, you must invade [Other Civ] and gain control of the
[Tile Resource] resource. You will fail this quest if a rival civilisation
captures the target city first, if the city is destroyed, or if X turns pass
without achieving this objective.
--==Mechanics==--
Chance of Event in Game = 40%
Required = Bronze Working Tech
--==When Complete==--
"Congratulations! Your Greed is unmatched! You have managed to wrest control
of the coveted [Other Civ Adjective] [Tile Resource] resource! Your generals
are already expanding their military planning."
--==Options==--
"Recruit and train units that take advantage of our new resource. "
--==Results==--
Option 1 - "Recruit and train units that take advantage of our new resource."
Cost : None
Result : X Number of Units
--==Failure==--
"You have failed the Quest of Greed!"
--==Appears in Events==--
"The [Civ Adjective] Army. in a purely greedy bid for strategic resources,
have attacked the [Other Civ Adjective] and seized control of resources they
lacked within their own borders."
**************
*WAR CHARIOTS*
**************
--==Scenario==--
"Our military commanders wish to prepare for war. If we train enough Chariot
units, we should be able to rout our enemies on the field of battle!"
--==Quest Help==--
"War Chariots. You are tasked by your military leaders to train a sizable
force of Chariots."
"To complete this quest, you must train X Chariots units. A source of Horses
will be required. An additional reward option will be available if your
civilisation has a state religion. You will fail this quest if a rival
civilisation completes it first, or if you arrive at the Classical Era
without having met the conditions.
--==Mechanics==--
Chance of Event in Game = 25%
Required = The Wheel
Obsoleted By = Classical Era [Monarchy, Literature, Code of Laws,
Aesthetics, Mathematics, Alphabet,
Horseback Riding, Iron Working,
Metal Casting Techs]
--==When Complete==--
"Congratulations! You have trained a large enough force of Chariot units.
Please choose your reward."
--==Options==--
"With such a large force of chariots working together, additional training
for these units can be achieved."
"Leverage our military advantage into a drive to spread our faith."
--==Results==--
Option 1 - "With such a large force of chariots working together, additional
training for these units can be achieved."
Cost : None
Result : Chariots gain Combat I Promotion
Option 2 - "Leverage our military advantage into a drive to spread our faith."
Need : State Religion
Result : Able to convert 5 of your own cities
--==Failure==--
"You have failed the quest of the War Chariots!"
--==Appears in Events==--
"The [Civ Adjective] people have trained the largest force of Chariot units.
Advisors across the known world are panicking at the thought of their nation
being ground under the thundering hooves and churning wheels of these mighty
war machines."
*****************
*ELITE SWORDSMEN*
*****************
--==Scenario==--
"Our military commanders wish to prepare for war. If we train enough Swordsman
units, we should be able to rout our enemies on the field of battle!"
--==Quest Help==--
"Elite Swordsmen. You are tasked by your military leaders to train a sizable
force of Swordsman."
"To complete this quest, you must train X Swordsman units. A source of Iron
will be required. An additional reward will be available if your civilisation
is operating the Hereditary Rule Civic. You will fail this quest if a rival
civilisation completes it first, or if you arrive at the Middle Ages without
having met the conditions."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Iron Working Tech
Obsoleted By = Middle Ages [Machinery, Feudalism, Music,
Philosophy, Civil Service, Theology]
--==When Complete==--
"Congratulations! You have trained a large enough force of Swordsman units.
Please choose your reward."
--==Options==--
"With such a large force of Swordsmen working together, additonal training
for these units can be achieved."
"Our monarch will establish an institution that will enable current and future
troops to obtain additional training."
--==Results==--
Option 1 - "With such a large force of Swordsmen working together, additional
training for these units can be achieved."
Cost : None
Result : Swordsman gain City Raider I Promotion
Option 2 - "Our monarch will establish an institution that will enable current
and future troops to obtain additional training."
Need : Hereditary Rule Civic
Result : All Melee Units will gain Drill I Promotion
--==Failure==--
"You have failed the quest of the Elite Swordsmen!"
--==Appears in Events==--
"The [Civ Adjective] people have trained the largest force of Swordsman units.
Advisors across the known world are wondering if their civilisations will
survive long enough to see what lies Beyond the Sword."
**********
*WARSHIPS*
**********
--==Scenario==--
"Our naval commanders wish to prepare for war. If we train enough Trireme
units, we could dominate the seas!"
--==Quest Help==--
"Warships. You are tasked by your naval commanders to build a sizable force
of Triremes"
"To complete this quest, you must train X Trireme units. An additional reward
option will be available if your civilisation has built The Great Lighthouse.
You will fail this quest if a rival civilisation completes it first, or if
you arrive at the Renaissance without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 35%
Required = Sailing, Metal Casting
Obsoleted By = Renaissance [Nationalism, Printing Press,
Education, Gunpowder Tech]
--==When Complete==--
"Congratulations! You have built the world's largest combat navy. Please
choose your reward."
--==Options==--
"With such a large fleet of warships, additional training for the crews can
be achieved."
"Leverage our dominance of the sea to better protect our trade routes."
--==Results==--
Option 1 - "With such a large fllet of warships, additional training for the
crews can be achieved."
Cost : None
Result : All Triremes gain Combat I Promotion
Option 2 - "Leverage our dominance of the sea to better protect our trade
routes."
Need : Great Lighthouse
Result : Harbours yield +2 Commerce
--==Failure==--
"You have failed the quest of the Warships!"
--==Appears in Events==--
"The [Civ Adjective] people have trained the largest fleet of warships.
Advisors across the known world whisper of their fears that this fleet will
dominate the seas for centuries to come."
*****************
*GUNS NOT BUTTER*
*****************
--==Scenario==--
"Our generals request that we focus on making guns. These are the weapons of
the future! If we train enough Musketman units, we should be able to command
any battlefield."
--==Quest Help==--
"Guns Not Butter. You are tasked by your military leaders to train a sizable
force of musket units."
"To complete this quest, you must train X Musketman units. An additional
reward option will be available if your civilisation is operating in the
Vassalage civic. An additional reward option will be available if your
civilisation controls The Eiffel Tower. You will fail this quest if a rival
civilisation completes it first, or if you discover advanced firearms
[Rifling or Railroad] technologies without having met the conditions."
--==Mechanics==--
Chance of Event in Game = 30%
Required = Gunpowder Tech
Obsoleted By = Rifling, Railroad
--==When Complete==--
"Congratulations! You have trained a large enough force of musket units.
Please choose your reward"
--==Options==--
"With such a large force of musketmen working together, additional training
for these units can be achieved."
"Leverage our military advantage to collect harsh taxes from our feudal lords
and their countries"
"Enjoy our Golden Age of Muskets"
--==Results==--
Option 1 - "With such a large force of musketmen working together, additional
training for these units can be achieved."
Cost : None
Result : Musketmen gain Pinch Promotion
Option 2 - "Leverage our military advantage to collect harsh taxes from our
feudal lords and their countries."
Need : Vassalage Civic
Result : 400 Gold
+1 Anger in Cities
Option 3 - "Enjoy our Golden Age of Muskets."
Need : Eiffel Tower?
Result : Golden Age
--==Failure==--
"You have failed the quest of "Guns Not Butter!""
--==Appears in Events==--
"The [Civ Adjective] people have trained the largest force of musket units.
Advisors across the known world are panicking at the thought of their
nation being ground under the thundering clatter and deadly terror of an
endless hail of bullets."
***************
*NOBLE KNIGHTS*
***************
--==Scenario==--
"Our civilisation cries out for nobility to lead our people into a brighter
future. If we train enough Knights, we should be able to find our way
forward, through times peaceful or warlike."
--==Quest Help==--
"Noble Knights. You are tasked by the mandate of your people to train a
sizable force of Knight units."
"To complete this quest, you must train X Knight units. An additional reward
option will be available if your civilisation is operating in the Organised
Religion Civic. An additional reward option will be available if your
civilisation controls [Civ Wonder]. You will fail this if a rival
civilisation completes it first, or if you discover advanced firearms
[Military Tradition],"
--==Mechanics==--
Chance of Event in Game = 15%
Required = Guilds, Horseback Riding
Obsoleted By = Military Tradition, Rifling, Railroad
--==When Complete==--
"Congratulations! You have trained a large enough force of Knight units.
Please choose your reward."
--==Options==--
"With such a large force of Knights working together, additional training for
these units can be achieved."
"Enlist our noble Knights into a drive to spread our faith."
"From among our most faithful knights emerges one with a holy vision."
--==Results==--
Option 1 - "With such a large force of Knights working together, additional
training for these units can be achieved."
Cost : None
Result : Knights Gain Flanking Promotion
Option 2 - "Enlist our noble Knights into a drive to spread our faith."
Need : Organised Religion Civic
Result : Convert 5 of your own cities
Option 3 - "From among our most faithful knights emerges one with a holy
vision."
Cost : [Civ Wonder]
Result : Great Priest
--==Failure==--
"You have failed the quest of "Noble Knights!""
--==Appears in Events==--
"The [Civ Adjective] people have trained the largest force of knights.
Advisors across the known world tremble at the thought of facing rows of
lances powered by the thundering hooves of a full battle charge."
********************
*OVERWHELM DOCTRINE*
********************
--==Scenario==--
"Our brightest admiral has proposed an amphibious assault strategy designed
to capture port cities with lightning strikes. If we construct a large
enough aircraft carrier battle fleet, we can bring any coastal city to its
knees, making it much easier to attack amphibiously. We need a force large
enough to disable all defences with heavy shore bombardment and soften the
defenders by bombing from the air. Then our troops may land on the same day
the battle begins and thrust inland against a foe who will be in total
disarray."
--==Quest Help==--
"The Overwhelm Doctrine. You are tasked by your military leaders to construct
a fully functional aircraft carrier battle fleet."
"To complete this quest, you must build X Aircraft Carriers, X2 Destroyers,
X3 Fighters, and X4 Battleships. A source of Oil will be required to fuel the
planes. An additional reward option will be available if your civilisation
was the one to build [Civ Wonder]. You will fail this quest if a rival
civilisation completes it first."
--==Mechanics==--
Chance of Event in Game = 35%
Required = Flight, Industrialism
Obsoleted By = Robotics
--==When Complete==--
"Congratulations! You have built a powerful Aircraft Carrier battle fleet
capable of conquering enemy cities in a single attack. A force capable of
executing the Overwhelm Doctrine is now yours to command. Please choose your
reward."
--==Options==--
"Take advantage of our momentum to provide additional training for these
crews. Prepare them for battle."
"Our intent is to keep the peace through strength. Leverage our might in to
commercial opportunity."
"Leverage our military advantage to persuade the world to ban nuclear
weapons."
--==Results==--
Option 1 - "Take advantage of our momentum to provide additional training for
these crews. Prepare them for battle."
Cost : None
Result : Destroyer, Battleship, Carrier, Fighter, Jet Fighter gains the
Combat I Promotion
Option 2 - "Our intent is to keep the peace through strength. Leverage our
might in to commercial opportunity."
Cost : None
Result : Harbour yields +5 Commerce
Option 3 - "Leverage our military advantage to persuade the world to ban
nuclear weapons."
Need : [Civ Wonder]
Result : No Nuclear Weapons
--==Failure==--
"You have failed the quest of the "Overwhelm Doctrine!""
--==Appears in Events==--
"The [Civ Adjective] people have constructed what is by far the most deadly
fleet of warships in the history of warfare. Their aircraft carrier battle
group could crush anything that gets in its way."
*********************
*CORPORATE EXPANSION*
*********************
--==Scenario==--
"The Chief Executive Officer of [Civ Corporation] seeks government incentives
to better enable his company to expand. If we can assist in spreading his
corporation to new cities, profits will skyrocket."
--==Quest Help==--
"Corporate Expansion. You are tasked by your corporate leaders to expand the
reach of their corporation."
"To complete this quest, you must spread [Civ Corporation] to X new cities."
--==Mechanics==--
Chance of Event in Game = 70%
Required = A Corporation
--==When Complete==--
"Congratulations! You have completed the quest of Corporate Expansion and
enabled [Civ Corporation] to turn extra profit."
--==Options==--
"Cha-ching! Show me the money!"
--==Results==--
Option 1 - "Cha-ching! Show me the money!"
Cost : None
Result : Extra Corporation Profit
--==Failure==--
"You have failed the quest of the Corporate Expansion"
--==Appears in Events==--
"The [Civ Adjective] people have completed the quest of Corporate Expansion.
[Civ Corporation] profits expected to skyrocket."
******************
*HOSTILE TAKEOVER*
******************
--==Scenario==--
"The Chief Executive Officer of [Civ Corporation] covets getting out from
under the thumb of foreign suppliers of raw materials. If we can obtain
control over all resource types his corporation needs for industrial use,
their profits will skyrocket."
--==Quest Help==--
"Hostile Takeover. You are tasked by your corporate leaders to obtain (by
any means necessary) our own source of all resource types they need to
conduct their operations."
"To complete this quest, you must settle near uncontrolled resources or
attack rival civilisation and take over their resources. You will need to
obtain new sources of [Tile Resources]s. You must also retain control over
all needed resource types already owned. You will fail this quest if a rival
civilsation who is also seeking to obtain control over needed resources for
one of its corporations should happen to complete this task ahead of you.
--==Mechanics==--
Chance of Event in Game = 80%
Required = A Corporation
--==When Complete==--
"Congratulations! You have completed the quest of Hostile Takeover and
enabled [Civ Corporation] to turn extra profit."
--==Options==--
"Cha-ching! Show me the money!"
--==Results==--
Option 1 - "Cha-ching! Show me the money!"
Cost : None
Result : Extra Corporation Profit
--==Failure==--
"You have failed the quest of the Hostile Takeover!"
--==Appears in Events==--
"The [Civ Adjective] people have completed the quest of Hostile Takeover.
[Civ Adjective] profits expected to skyrocket."
------------------------------------------------------------------------------
[2.03] Civilization Events
**********
*MARATHON*
**********
--==Scenario==--
"A brave and hardy soldier has run over twenty-six miles on foot to warn of
the invasion!"
--==Mechanics==--
Chance of Event in Game = 100%
Required = At war with another Civ
--==Options==--
"This heroic deed has inspired our entire Army!"
--==Results==--
Option 1 - "This heroic deed has inspired our entire Army!"
Cost : None
Result : Starts a Golden Age
--==Appears in Events==--
"A [Civ Adjective] soldier has run a great distance to warn of invasion,
inspiring defenders all across their lands."
***********
*BABY BOOM*
***********
--==Scenario==--
"Our soldiers, returning from war, have dedicated themselves to peace and to
raising families. Our civilisation is experiencing a baby boom!"
--==Mechanics==--
Chance of Event in Game = 100%
Required = Finished war with another Civ
--==Options==--
"Our people are thriving in peace time."
--==Results==--
Option 1 - "Our people are thriving in peace time."
Cost : None
Result : +10 Food to all Cities
--==Appears in Events==--
"[Civ Adjective] soldiers and their wives are celebrating the end of war by
creating a baby boom."
"The [Civ Adjective] population is growing rapidly as a post-war baby boom
sweeps through their settlements."
**************
*BREAKTHROUGH*
**************
--==Scenario==--
"Our researchers have made a technological breakthrough, rapidly advancing
their progress."
--==Mechanics==--
Chance of Event in Game = 80%
Required = None
--==Options==--
"Good job, knowledge is power!"
--==Result==--
Option 1 - "Good job, knowledge is power!"
Cost : None
Result : +10% on Current Research
--==Appears in Events==--
"[Civ Adjective] researchers are rumoured to have made a technological
breakthrough, rapidly advancing their progress."
"Discoveries made by the [Civ Adjective] Empire have boosted progress on
their current research project."
*********
*SETBACK*
*********
--==Scenario==--
"Our researchers have experienced a setback in their efforts."
--==Mechanics==--
Chance of Event in Game = 65%
Required = None
--==Options==--
"Progress sometimes comes more slowly than we would wish."
--==Result==--
Option 1 - "Progress sometimes comes more slowly than we would wish."
Cost : None
Result : -8% on Current Research
--==Appears in Events==--
"[Civ Adjective] researchers are rumoured to have suffered a major setback,
slowing their progress."
"[Civ Adjective] discoveries have turned out to be false! The dead end result
has slowed their current research project."
*****************
*FEDERAL RESERVE*
*****************
--==Scenario==--
"Our economists have devised a system of regulating interest rates to help
normalise economic growth."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Free Market Civic
Corporation Tech
--==Options==--
"Let the free market make use of these techniques."
"Fund a national Federal Reserve Bank to carry out the new policy."
--==Results==--
Option 1 - "Let the free market make use of these techniques."
Cost : None
Result : -10% to inflation
Option 2 - "Fund a national Federal Reserve Bank to carry out the new policy."
Cost : 200 Gold
Result : -25% to inflation
--==Appears in Events==--
"[Civ Adjective] economists have developed advanced economic theory pertaining
to inflation costs."
******************
*ELECTRIC COMPANY*
******************
--==Scenario==--
"The workers for our electric companies are so happy and well motivated, they
repair damaged lines quickly no matter the conditions."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Emancipation Civic
Electricity Tech
--==Options==--
"Freedom is best motivator. We are lucky to have workers like these, who keep
the power flowing to our citizenry."
--==Results==--
Option 1 - "Freedom is best motivator. We are lucky to have workers like
there, who keep the power flowing to our citizenry."
Cost : None
Result : +1 Happiness to all Cities
--==Appears in Events==--
"Motivated by freedom and quality of life in the [Civ Adjective] Empire, the
power company workers restore electricity outages rapidly, making the
citizens there even happier."
************
*HINDENBERG*
************
--==Scenario==--
"Reckless merchants used hydrogen instead of helium to fill their dirigibles
and one has caught fire and crashed in a spectacularly fatal accident."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Airship Unit
Radio Tech
--==Options==--
"Outlaw the use of hydrogen in lighter-than-air vehicles."
"Fund a drive to regulate air traffic, improve safety and ensure the viability
of commercial air travel."
--==Results==--
Option 1 - "Outlaw the use of hydrogen in lighter-than-air vehicles."
Cost : None
Result : None
Option 2 - "Fund a dirve to regulate air traffic, improve safety and ensure
the viability of commercial air travel."
Cost : 45 Gold
Result : +1 Happiness to All Airports
--==Appears in Events==--
"A hydrogen-filled [Civ Adjective] airship has exploded and crashed. Their
Government is scrambling to prevent a reoccurance."
****************
*COMET FRAGMENT*
****************
--==Scenario==--
"A comet fragment has crashed to earth in a remote tundra region,
obliterating an entire forest and speeding the earth's rotation by two
seconds."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Forest on Tundra Tile
Rocketry Tech
--==Options==--
"What if something even bigger is out there, on a collision course with our
world? If so, we must find it. We must get into space."
--==Results==--
Option 1 - "What if something even bigger is out there, on a collision course
with our world? If so, we must find it. We must get into space."
Cost : None
Result : All Laboratories have +2 Research
Forest is destroyed
Space Production Increased 5%
--==Appears in Events==--
"A comet fragment has struck the earth in a remote tundra region,
obliterating a whole forest. [Civ Adjective] scientists are scrambling like
mad to learn more about potential threats posed to our planet by other rogue
heavenly bodies: comets, asteroids, meteors, and whatever else may be lurking
out there."
************
*INTERSTATE*
************
--==Scenario==--
"Our engineers have conceived a national highway system of divided highways
free of all traffic stops, built in straight lines on smooth grades."
--==Mechanics==--
Chance of Event in Game = 100%
Required = Universal Suffrage Civic
Industrialism, Radio Tech
--==Options==--
"Construction will begin as soon as plans are finalised."
--==Results==--
Option 1 - "Construction will begin as soon as plans are finalised."
Cost : None
Result : Interstate is Built
--==Appears in Events==--
"The [Civ Adjective] Empire has begun construction of a modern national
highway network that shall be the envy of the world."
***********
*EARTH DAY*
***********
--==Scenario==--
"Our Government announces the first annual Earth Day to raise awareness of all
environmental issues among the populace."
--==Mechanics==--
Chance of Event in Game = 95%
Required = Environmentalism Civic
Industrialism, Radio Tech
--==Options==--
"Enshrine the day as a national holiday."
"Fund an international awareness effort in addition to our local efforts."
--==Results==--
Option 1 - "Enshrine the day as a national holiday."
Cost : None
Result : All Cities +1 Happiness for 10 turns
Option 2 - "Fund an international awareness effort in addition to our local
efforts."
Cost : 60 Gold
Result : +1 Happiness to all Cities
Can Persuade other Nations to adopt Environmentalism
--==Appears in Events==--
"The [Civ Adjective] Empire has announced the first annual Earth Day,
crusading for the cause of Environmentalism."
*****************
*FREEDOM CONCERT*
*****************
--==Scenario==--
"Musical artists from across our nation have gathered in [Civ City] to raise
money and awareness for the cause of religious freedom."
--==Mechanics==--
Chance of Event in Game = 95%
Required = Free Religion Civic
Industrialism, Radio Tech
--==Options==--
"Donate the money raised to the local Temples."
"Use the money to fund a public service ad campaign for religious freedom and
tolerance."
--==Results==--
Option 1 - "Donate the money raised to the local Temples."
Cost : None
Result : +1 Happiness in [Civ City]
+1 Population in [Civ City]
Option 2 - "Use the money to fund a public service ad campaign for religious
freedom and tolerance."
Cost : None
Result : Spread each religion present to a new city
--==Appears in Events==--
"The [Civ Adjective] Empire has donated funds raised at a charity event to the
cause of religious freedom."
***************
*ANCIENT TEXTS*
***************
--==Scenario==--
"Archaeologists have unearthed a cache of scrolls and stone tablets buried in
the desert sands."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Desert Tile
Steam Power, Steam, Scientific Method,
Artillery Tech
--==Options==--
"Disperse the texts to various researchers and specialists, to see what we
might learn."
"Fund an effort to preserve these artifacts in museums, accessible only to the
most careful scholars."
--==Results==--
Option 1 - "Disperse the texts to various researchers and specialists, to see
what we might learn."
Cost : None
Result : +15% to Research Tech
Option 2 - "Fund an effort to preserve these artifacts in museums, accessible
only to the most careful scholars."
Cost : 200 Gold
Result : Preserves Texts
--==Appears in Events==--
"In the sands of a [Civ Adjective] desert, archeologists have unearthed a
cache of ancient texts."
********************
*BARBARIAN UPRISING*
********************
--==Scenario==--
"A dangerous number of barbarian Horse Archer units have spawned near our
border."
"A dangerous number of barbarian Swordsman units have spawned near our
border."
"A dangerous number of barbarian Axeman units have spawned near our border."
"A dangerous number of barbarian Spearman units have spawned near our border."
"A dangerous number of barbarian Archer units have spawned near our border."
--==Mechanics==--
Chance of Event in Game = 20%
Required = None
Obsoleted By = Nationalism, Printing Press, Education, Gunpowder
Note that all the Scenarios are different and have the same triggers.
--==Options==--
"We are likely to take the worst of the barbarian horde's fury."
--==Results==--
Option 1 - "We are likely to take the worst of the barbarian horde's fury."
Cost : None
Result : Barbarian Units spawn near the borders
--==Appears in Events==--
Scenario 1
"A massive barbarian uprising is occurring. Attlia the Hun leads his forces
in a crusade against the very concept of civilisation."
Scenario 2
"A massive barbarian uprising is occurring. The Vandals strike out against
civilisation, seeking to claim its prizes with their swords."
Scenario 3
"A massive barbarian uprising is occurring. The Goths have gathered an army
and their axemen seek to plunder civilisations."
Scenario 4
"A massive barbarian uprising is occurring. The Philistines have gathered an
army of spearmen and are on the march."
Scenario 5
"A massive barbarian uprising is occurring. The Vedic Aryans seek to plunder
the riches of civilisations."
*************
*NEW DYNASTY*
*************
--==Scenario==--
"The old dynasty has died out! No more hereditary heirs remain to claim the
throne!"
--==Mechanics==--
Chance of Event in Game = 45%
Required = Hereditary Rule Civic
Palace is Built
Machinery, Feudalism, Music, Philosophy, Civil
Service, Theology Tech
--==Options==--
"Throw support behind the leading general to become the new monarch via coup
de tat."
"Let the nobles fight amongst themselves. The strongest or cleverest will
emerge as the new monarch."
"Follow the guidance of spiritual leadership in identifying who enjoys
divine favour, then support that claimant."
--==Results==--
Option 1 - "Throw support behind the leading general to become the new monarch
via coup de tat."
Cost : None
Result : Great General
Option 2 - "Let the nobles fight amongst themselves. The strongest or
cleverest will emerge as the new monarch."
Cost : None
Result : Great Merchant
Option 3 - "Follow the guidance of spiritual leadership in identifying who
enjoys divine favour, then support that claimant."
Cost : None
Result : Great Priest
--==Appears in Events==--
"The [Civ Adjective] hereditary dynasty has died out. A new faction has
claimed the throne and is off to a roaringly successful start."
**********************
*CRISIS IN THE SENATE*
**********************
--==Scenario==--
"The eldest senator of the leading opposition party has been disgraced by
scandal. The entire senate has been thrown into chaos."
--==Mechanics==--
Chance of Event in Game = 55%
Required = Represenation Civic
Nationalism, Printing Press, Education,
Gunpowder Tech
--==Options==--
"Let the senators fight amongst themselves. When both sides are weakened,
step in and assert presidential authority."
"Support the ruling party in impeaching numerous members of the scandalised
party, destroying all effective opposition to the ruling party."
"Rely on judical authority to enforce the letter of the constitution."
--==Results==--
Option 1 - "Let the senators fight amongst themselves. When both sides are
weakened, step in and assert presidential authority."
Cost : None
Result : Barracks Yields +2 Espionage Commerce
Option 2 - "Support the ruling party in impeaching numeroud members of the
scandalised party, destroying all effective opposition to the
ruling party."
Cost : None
Result : 400 Gold
Option 3 - "Rely on judical authority to enforce the letter of the
constitution."
Cost : None
Result : +1 Happiness to All Cities
--==Appears in Events==--
"Scandal has thrown the [Civ Adjective] senate into chaos. A constitutional
crisis has emerged. Yet this also opens the door to political reforms."
*******************
*TOO CLOSE TO CALL*
*******************
--==Scenario==--
"Election results are so close, they fall within the margin of error typically
written off to system inadequacies such as lost or mismarked ballots, hanging
chads, or counting errors. With no indisputable way to decipher the true vote
count, the election's outcome has been placed in the hands of the courts."
[Direct Reference to 2000 Al Gore v George W Bush Florida Scandal]
--==Mechanics==--
Chance of Event in Game = 60%
Required = Universal Suffrage Civic
Nationalism, Printing Press, Education
Gunpowder Tech
--==Options==--
"Let the court case take its course, even if the judges seem to split their
vote along a purely partisan basis. Follow the constitution to its letter,
even though the outcome appears to come down to which party in the dispute
had more supporters on the bench."
"Refuse to submit to constitutional rule of law, citing wishful
misrepresentations of the constitution or arguments based on passion and
principle. Arrive at the desired outcome without heed to the actual
constitution."
--==Results==--
Option 1 - "Let the court case take its course, even if the judges seem to
split their vote along a purely partisan basis. Follow the
constitution to its letter, even though the outcome appears to
come down to which party in the dispute had more supporters on the
bench."
Cost : None
Result : Courthouse Yields +1 Commerce Gold
Option 2 - "Refuse to sumbit to constitutional rule of law, citing wishful
misrepresentations of the constitution or arguments based on
passion and principle. Arrive at the desired outcome without heed
to the actual constitution."
Cost : None
Result : Courthouse Yields +3 Culture
--==Appears in Events==--
"[Civ Adjective] election results were so close, the courts had to rule on the
vote-counting procedures to arrive at an outcome."
*************
*CHARISMATIC*
*************
--==Scenario==--
"A stronger, more Charismatic dictator has seized control of the Party and
the nation!"
--==Mechanics==--
Chance of Event in Game = 65%
Required = Police State Civic
Nationalism, Printing Press, Education
Gunpowder Tech
--==Options==--
"Advise him to focus on his relationship with the armed forces."
"Advise him to focus on domestic harmony and stamping out sources of
opposition."
--==Results==--
Option 1 - "Advise him to focus his relationship with the armed forces."
Cost : None
Result : All Gun Infantry Gain March Promotion
Option 2 - "Advise him to focus on domestic harmony and stamping out sources
of opposition."
Cost : None
Result : +2 Happiness in All Cities
--==Appears in Events==--
"A charismatic [Civ Adjective] dictator has risen to control the Party. This
strong man is reshaping the government to suit his plans."
*****************
*FRIENDLY LOCALS*
*****************
--==Scenario==--
"A small tribe of friendly locals have granted sanctuary to our
beleagured [Civ Unit].
--==Mechanics==--
Chance of Event in Game = 90%
Required = Injured Land Unit
--==Options==--
"This assistance should help our unit recover its strength."
--==Results==--
Option 1 - "This assistance should help our unit recover its strength."
Cost : None
Result : Unit Gains 1 Experience
--==Appears in Events==--
"Friendly locals have granted sanctuary to a wounded [Civ Adjective] unit."
"A wounded [Civ Adjective] unit has received assistance from a small faction
who resists the rule of their enemy."
"A pious tribe who believe in mercy have extended religious protection to a
wounded unit of [Civ Adjective] origin."
------------------------------------------------------------------------------
[2.04] City Events
**********************
*HYMNS AND SCULPTURES*
**********************
--==Scenario==--
"The music played in your [Civ City Building] in [Civ City] has inspired a
young person, who has grown into a Great Artist!"
"The art and sculptures decorating the [Civ City Building] in [Civ City] has
nurtured the imagination and talents of a new Great Artist!"
--==Mechanics==--
Chance of Event in Game = 20%
Required = Jewish, Christian, Islamic, Hindu, Confucian,
Buddhist or Taoist Cathedral
--==Options==--
"Please grant an audience to this promising new artist so that we may decide
how best to make use of their talents."
--==Results==--
Option 1 - "Please grant an audience to this promising new artist so that we
may decide how best to make use of their talents."
Cost : None
Result : A Great Artist
--==Appears in Events==--
"Inspired by religious hymns and sculptures in [Civ City], a new Great Artist
has emerged in the [Civ Adjective] Empire."
*********************
*CARELESS APPRENTICE*
*********************
--==Scenario==--
"A careless apprentice started a fire at the Forge in [Civ City], during which
the facility was destroyed."
"Brush fires sparked by dry conditions near [Civ City] spread to the trade
district. The Forge was burnt down."
"Unknown Arsonists have torched the Forge in [Civ City]
--==Mechanics==--
Chance of Event in Game = 75%
Required = Forge Building in the City
Obsoleted By = Radio, Refrigeration, Plastics, Satellites,
Advanced Flight, Ecology
--==Options==--
"Organise a rebuilding effort."
"Investigate the cause of the fire."
"We are too pressed to spare any attention to a small fire."
--==Results==--
Option 1 - "Organise a rebuilding effort."
Cost : 50 Gold
Result : Forge survives
Option 2 - "Investigate the cause of the fire."
Cost : 10 Gold
Result : Forge is destroyed
Option 3 - "We are too pressed to spare any attention to a small fire."
Cost : None
Result : Forge is destroyed
+1 Anger in the City
--==Appears in Events==--
"A fire has destroyed the Forge in the [Civ Adjective] city of [Civ City]."
**************
*SLAVE REVOLT*
**************
--==Scenario==--
"A slave revolt has taken place in [Civ City]!"
"The slaves in [Civ City] have rebelled against their keepers. The city is in
chaos."
"Production at [Civ City] has been halted temporarily by rebellious slaves."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Slavery as National Civic
At least 4 population
Writing, Monotheism, Priesthood, Iron Working
--==Options==--
"Crack down on the rebels. Put down the revolt. Re-establish order."
"Restore order first, then investigate and redress some of the slaves'
grievances."
"We are too busy to be bothered. Leave the matter to the local authorities.
(Revolt may continue)."
--==Results==--
Option 1 - "Crack down on the rebels. Put down the revolt. Re-establish
order."
Cost : None
Result : Revolt for 1 Turn
-2 Population in City
Option 2 - "Restore order first, then investigate and redress some of the
slave's grievances."
Cost : 10 Gold
Revolt for 1 Turn
-1 Population in City
Option 3 - "We are too busy to be bothered. Leave the matter to the local
authorities."
Cost : None
Result : 40% Chance for Slave Revolt Again
Revolt for 1 Turn
--==Appears in Events==--
"A slave revolt has taken place in the [Civ Adjective] city of [Civ City]."
********************
*SLAVE REVOLT AGAIN*
********************
--==Scenario==--
"The local authorities in [Civ City] have so far been unable to put down the
slave revolt"
"The slave revolt in [Civ City] continues unabated. The economy there is at a
standstill."
--==Mechanics==--
Chance of Event in Game = 100%
Required = Result from Option 3 in Slave Revolt
--==Options==--
"Crack down on the rebels. Put down the revolt. Re-establish order."
"Restore order first, then investigate and redress some of the slaves'
grievances."
"We are too busy to be bothered. Leave the matter to the local authorities.
(Revolt may continue)."
--==Results==--
Option 1 - "Crack down on the rebels. Put down the revolt. Re-establish
order."
Cost : None
Result : Revolt for 1 Turn
-2 Population in City
Option 2 - "Restore order first, then investigate and redress some of the
slave's grievances."
Cost : 10 Gold
Revolt for 1 Turn
-1 Population in City
Option 3 - "We are too busy to be bothered. Leave the matter to the local
authorities."
Cost : None
Result : 40% Chance for Slave Revolt Again
Revolt for 1 Turn
--==Appears in Events==--
"The slaves in [Civ City] are still in revolt. Local authorities are bumbling
the crackdown."
**************
*FARM BANDITS*
**************
--==Scenario==--
"Farmers outside [Civ City] are complaining of bandits robbing them
regularly."
"Criminal activity has disrupted food production in a farming region outside
[Civ City]."
"We may need to take action against thieves in [Civ City] who are preying
upon our farmers."
--==Mechanics==--
Chance of Event in Game = 85%
Required = 1 Military Unit
Farm Improvement
Wheat, Rice or Corn Bonus
Road or Railroad Route Improvement
--==Options==--
"We need that food. Do whatever it takes to deal with those bandits."
"Dispatch some of our troops to hunt down those bandits."
"We are too busy to be bothered. Leave the matter to local authorities.
(Banditary may continue.)"
--==Results==--
Option 1 - "We need that food. Do whatever it takes to deal with those
bandits."
Cost : 10 Gold
Result : Bandits disappear
Option 2 - "Dispatch some of our troops to hunt down those bandits."
Cost : Dispatch Units, costing 5 Food
Result : Unit unusable for 2 turns
-5 Food
Bandits disappear
Option 3 - "We are too busy to be bothered. Leave the matter to local
authorities.
Cost : 5 Food
Result : Farm Bandits Again
--==Appears in Events==--
"Bandits are wreaking havoc in [Civ Adjective] farmlands."
********************
*FARM BANDITS AGAIN*
********************
--==Scenario==--
"The local authorities of [Civ City] are still struggling to control the
bandit activity plaguing our farmers."
"Criminals are still preying on our farmers. A more stringent response
may be necessary in [Civ City]."
--==Mechanics==--
Chance of Event in Game = 100%
Required = Option 3 in Farm Bandits
--==Options==--
"We need that food. Do whatever it takes to deal with those bandits."
"Dispatch some of our troops to hunt down those bandits."
"We are too busy to be bothered. Leave the matter to local authorities.
(Banditary may continue.)"
--==Results==--
Option 1 - "We need that food. Do whatever it takes to deal with those
bandits."
Cost : 10 Gold
Result : Bandits disappear
Option 2 - "Dispatch some of our troops to hunt down those bandits."
Cost : Dispatch Units, costing 5 Food
Result : Unit unusable for 2 turns
-5 Food
Bandits disappear
Option 3 - "We are too busy to be bothered. Leave the matter to local
authorities.
Cost : 5 Food
Result : Farm Bandits Again
--==Appears in Events==--
"The [Civ Adjective] Empire continues to suffer a loss of food production due
to banditary."
*************
*BARD'S TALE*
*************
--==Scenario==--
"A songwriter from [Civ City] has composed a heartending ballad, which is
growing in populatity amongst the people there."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Music Tech, Theatre for Option 2, Radio for Option 3
--==Options==--
"We are glad to see that the local culture is thriving."
"Fund the writing of a play that revolves around this ballad, to be performed
at the local Theatre."
"See that the artist is given a recording contract."
--==Results==--
Option 1 - "We are glad to see that the local culture is thriving."
Cost : None
Result : +100 Culture in City
Option 2 - "Fund the writing of a play that revolves around this ballad, to
be performed at the local Theatre."
Cost : 25 Gold
Result : +450 Culture in City
Option 3 - "See that the artist is given a recording contract."
Cost : None
Result : +250 Culture in City
--==Appears in Events==--
"A heartending ballad written by an artist in [Civ City] is inspiring cultural
pride amongst the [Civ Adjective] people."
"A songwriter from [Civ City] has gained local and national recognition,
strengthening [Civ Adjective] culture."
***********
*HURRICANE*
***********
--==Scenario==--
"A powerful hurricane has made a direct hit on [Civ City]."
--==Mechanics==--
Chance of Event in Game = 75%
Required = Writing, Monotheism, Horseback Riding, Iron Working
--==Options==--
"Buildings have been destroyed."
or
"Citizens have been killed."
--==Results==--
Option 1 - "Buildings have been destroyed."
Cost : None
Result : Some buildings destroyed
Option 2 - "Citizens have been killed."
Cost : None
Result : -1 Population
--==Appears in Events==--
"The [Civ Adjective] city of [Civ City] took a direct hit from a powerful
hurricane."
*********
*CYCLONE*
*********
--==Scenario==--
"A powerful cyclone originating in the southern hemisphere has made landfall
at [Civ City]."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Writing, Monotheism, Horseback Riding, Iron Working
--==Options==--
"Buildings have been destroyed."
or
"Citizens have been killed."
--==Results==--
Option 1 - "Buildings have been destroyed."
Cost : None
Result : Some buildings destroyed
Option 2 - "Citizens have been killed."
Cost : None
Result : -1 Population
--==Appears in Events==--
"A massive cyclone has made landfall at the [Civ Adjective] city of
[Civ City], causing widespread wind and storm surge damage."
*********
*TSUNAMI*
*********
--==Scenario==--
"A wall of water more than fifteen meters high has struck without warning at
[Civ City]. The tsunami has caused unprecedented destruction!"
--==Mechanics==--
Chance of Event in Game = 0% [This is destructive, you have to manually edit
the XML file to have it."
Required = Theology, Literature, Code of Laws, Machinery
--==Options==--
"The city now lies in ruins. All life has been lost, all property
obliterated."
or
"The city has suffered massive loss of life and property. Recovery will take
decades."
--==Results==--
Option 1 - "The city now lies in ruins. All life has been lost, all property
obliterated."
Cost : None
Result : City destroyed, replaced with City Ruins
Option 2 - "The city has suffered massive loss of life and property. Recovery
will take decades."
Cost : None
Result : Many buildings destroyed
-5 Population
--==Appears in Events==--
"A tsunami more than fifteen meters high has rolled over the [Civ Adjective]
city of [Civ City]. The destruction is unprecedented in world history."
*********
*MONSOON*
*********
--==Scenario==--
"Although [Civ City] is used to some flooding during monsoon season, a rare
and powerful monsoon gas brought devastatingly strong floods this year."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Writing, Monotheism, Horseback Riding, Iron Working
--==Options==--
"Buildings have been destroyed."
or
"Citizens have been killed."
--==Results==--
Option 1 - "Buildings have been destroyed."
Cost : None
Result : Some buildings destroyed
Option 2 - "Citizens have been killed."
Cost : None
Result : -1 Population
--==Appears in Events==--
"Monsoon flooding, more severe than usual for [Civ City], has visited
disaster upon the [Civ Adjective] people there."
***************
*ICE SCULPTURE*
***************
--==Scenario==--
"An artist in the frozen tundra near [Civ City] has perfected a means of
crafting beautiful ice sculptures."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Tundra Plot
Aesthetics Tech
--==Options==--
"We are glad to see that the local culture is thriving."
"This is an endeavor worth pursuing. Fund an effort to master this new art
form and incorporate it in to the local culture."
--==Results==--
Option 1 - "We are glad to see that the local culture is thriving."
Cost : None
Result : +100 Culture
Option 2 - "This is an endeavor worth pursuing. Fund an effort to master this
new art form and incorporate it in to the local culture."
Cost : 120 Gold
Result : A Great Artist
***************
*RUNNING BULLS*
***************
--==Scenario==--
"The people of [Civ City] have launched a popular new tradition called
"Running with the Bulls."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Pasture Improvement
Cow Bonus
Road or Railroad Route Improvement
Animal Husbandry or Feudalism Tech
--==Options==--
"We are glad to see that the local culture is thriving."
"We should make this a national holiday!"
--==Results==--
Option 1 - "We are glad to see that the local culture is thriving."
Cost : None
Result : +100 Culture
Option 2 - "We should make this a national holiday!"
Cost : 35 Gold
Result : +300 Culture
--==Appears in Events==--
""Running With The Bulls", an annual ritual practiced by the people of
[Civ City], is gaining worldwide renown."
*********************
*PATRON OF KNOWLEDGE*
*********************
--==Scenario==--
"Upon his passing, a patron of knowledge from [Civ City] has willed his
extensive collection of writings to the library."
"A wealthy family from [Civ City] has discovered a cache of lost and rare
writings in one of their vaults. They have opted to give these materials to
the library."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Library Building
--==Options==--
"Disperse the writing to our researchers so that we may obtain some immediate
benefit."
"Fund the expansion of the Library to include a new wing housing all of these
precious writings."
--==Results==--
Option 1 - "Disperse the writing to our researchers so that we may obtain some
immediate benefit."
Cost : None
Result : +10% to Current Research
Option 2 - "Fund the expansion of the Library to include a new wing housing
all of these precious writings."
Cost : None
Result : -10% to Current Research
+1 Research to Library in City
--==Appears in Events==--
"A patron of knowledge from the [Civ Adjective] city of [Civ City] has donated
a cache of rare writings to the local library."
"The Library in the [Civ Adjective] city of [Civ City] has received an influx
of precious writings thanks to the generosity of a wealthy family."
**************
*MASTER SMITH*
**************
--==Scenario==--
"[Civ City] has produced a grand master blacksmith who has overseen the
expansion and upgrade of the Forge to increase its efficiency."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Forge Building
--==Options==--
"We applaud the accomplishments of our revered grand master blacksmith."
--==Results==--
Option 1 - "We applaud the accomplishments of our revered grand master
blacksmith."
Cost : None
Result : Forge has +1 Production
--==Appears in Events==--
"A grand master Blacksmith has overseen improvements to the Forge in the
[Civ Adjective] city of [Civ City]."
***************
*RURAL FARMERS*
***************
--==Scenario==--
"A grocer in [Civ City] has struck a deal with rural farmers who live outside
the normal range of business of any major city."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Grocer Building
--==Options==--
"This arrangement brings more food to the city? Excellent."
--==Results==--
Option 1 - "This arrangement brings more food to the city? Excellent."
Cost : None
Result : Grocer in City has +1 Food
--==Appears in Events==--
"Enterpising [Civ Adjective] grocers in [Civ City] has struck a deal to import
surplus food from rural farmers outside the normal range of city business."
"The Grocer in the [Civ Adjective] city of [Civ City] is becoming renowned for
its superior selection, quality and quantity of foodstuffs."
****************
*MONEY CHANGERS*
****************
--==Scenario==--
"The Market in [Civ City] has attracted a number of prominent money changers
and is becoming renowned for its dealings involving foreign currency."
--==Mechanics==--
Chance of Event in Game = 75%
Required = Market Building
--==Options==--
"These dealings in foreign currency increase the Market's profitability? That
is welcome news."
--==Results==--
Option 1 - "These dealings in foreign currency increase the Market's
profitability? That is welcome news."
Cost : None
Result : +1 Gold for the Bank in City
--==Appears in Events==--
"The Market in [Civ City] has become renowned as a worldwide centre of
dealings in global currency. This is bolstering [Civ Adjective] profits."
"Money changers have flocked to the Market in the [Civ Adjective] city of
[Civ City], attracting all manner of customers in need of changing one
nation's currency for another's."
********
*SUBWAY*
********
--==Scenario==--
"The glorious city of [Civ City] has added an underground railroad network to
its mass transit system, greatly boosting commercial traffic."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Public Transportation in City
Population of 25 or more
--==Options==--
"This is a model for the entire world to follow. Great work."
--==Results==--
Option 1 - "This is a model for the entire world to follow. Great work."
Cost : None
Result : Public Transportation Yields +5 Commerce
--==Appears in Events==--
"The [Civ Adjective] metropolis of [Civ City] has constructed a mass transit
marvel: an underground railroad network. They are calling it the Subway."
***********
*GOLD RUSH*
***********
--==Scenario==--
"Small amounts of gold panned from streams have sparked a gold rush to the
area by immigrants looking to strike it rich."
"Prospectors have successfully mined newly discovered veins of gold near
[Civ City]. This news has produced a gold rush."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Mine Improvement
--==Options==--
"When the boom passes, many of the immigrants will settle down."
"Fund efforts to motivate more of the gold seekers to settle down when the
rush ends."
--==Results==--
Option 1 - "When the boom passes, many of the immigrants will settle down."
Cost : None
Result : +1 Population
Option 2 - "Fund efforts to motivate more of the gold seekers to settle down
when the rush ends."
Cost : 20 Gold
Result : +3 Population
--==Appears in Events==--
"A gold rush has begun at the [Civ Adjective] city of [Civ City]. Fortune
seekers from across the world travel there in hopes of getting rich quickly."
"The [Civ Adjective] Empire is enjoying a population increase at [Civ City]
thanks to a gold rush bringing in prospectors and hopefuls."
***********
*INFLUENZA*
***********
--==Scenario==--
"An influenza epidmeic has struck hard at the people of [Civ City]. Most have
fallen ill and many are dying."
--==Mechanics==--
Chance of Event in Game = 45%
Required = None
--==Options==--
"Spend whatever is necessary to quarantine the city."
"If only we had knowledge of Medicine!"
--==Results==--
Option 1 - "Spend whatever is necessary to quarantine the city."
Cost : 100 Gold
Result : -3 Population in City
Option 2 - "If only we had knowledge of Medicine!"
Cost : None
Result : -4 Population in City
Can spread to other cities
--==Appears in Events==--
"A deadly influenza epidemic has broken out amongst [Civ Adjective] people,
originating in the city of [Civ City]."
*******************
*INDEPENDENT FILMS*
*******************
--==Scenario==--
"A community of independent film producers based in [Civ City] has managed
to secure a slice of the Hit Movies market."
--==Mechanics==--
Chance of Event in Game = 35%
Required = Mass Media Tech
--==Options==--
"That sounds like welcome news for our economy."
--==Results==--
Option 1 - "That sounds like welcome news for our economy."
Cost : None
Result : +X Hit Movies in [Civ City]
--==Appears in Events==--
"[Civ Adjective] filmmakers from [Civ City] have managed to wrest control over
a slice of the Hit Movies market."
******************
*CIGARETTE SMOKER*
******************
--==Scenario==--
"A careless cigarette smoker started a fire at the Theatre in [Civ City],
during which the building was destroyed and numerous patrons died."
"An accident on stage at the Theatre in [Civ City] started a fire that burned
down the building. Most of the audience escaped alive, thank goodness."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Theatre Building
Drama Tech
--==Options==--
"Organise a rebuilding effort."
"Investigate the cause of the fire."
"We are too pressed to spare any attention to a fire."
--==Results==--
Option 1 - "Organise a rebuilding effort."
Cost : 30 Gold
Result : None
Option 2 - "Investigate the cause of the fire."
Cost : 10 Gold
Result : Theatre is destroyed
Option 3 - "We are too pressed to spare any attention to a fire."
Cost : None
Result : Theatre is destroyed
+1 Anger in City
--==Appears in Events==--
"Fire has destroyed the Theatre in [Civ City]."
***************
*FORTY THIEVES*
***************
--==Scenario==--
"The legend of Forty Thieves has attracted treasure hunters and tourists to
the area, boosting local commerce."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Organised Religion Civic
Tundra, Plains, Grass, Snow, Desert Plot
Horseback Riding Tech
Obsoleted By = Nationalism, Printing Press, Education,
Gunpowder Tech
--==Options==--
"Excellent."
--==Results==--
Option 1 - "Excellent."
Cost : None
Result : +2 Commerce on the Plot
--==Appears in Events==--
"The legend of Forty Thieves is luring treasure hunters and adventure seekers
to [Civ Adjective] lands."
*************
*HOLY RITUAL*
*************
--==Scenario==--
"The high priest of the temple in [Civ City] has placed a large order for our
domestically produced incense for use in holy rituals."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Buddhist, Hindu, Jewish, Confucian, Taoist,
Christian or Islamic Temple
Tundra, Plains, Grass, Desert, Snow Tile
Road or Railroad Route Improvement
Plantation Improvement
Incense Bonus
--==Options==--
"Fill the order!"
--==Results==--
Option 1 - "Fill the order!"
Cost : None
Result : 20 Gold + [1 to 40 Gold at random]
--==Appears in Events==--
"[Civ Adjective] sales of incense are booming."
**************
*SECURITY TAX*
**************
--==Scenario==--
"Our citizenry, fully protected by city walls, have accepted the burden of a
Security Tax to help maintain their protection."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Metal Casting, Iron Working, Monarchy, Alphabet,
Mathematics, Code of Laws, Aesthetics, Theology Tech
Obsoleted By = Nationalism, Printing Press, Education,
Gunpowder Tech
--==Options==--
"Collect the taxes!"
--==Results==--
Option 1 - "Collect the taxes!"
Cost : None
Result : 20 Gold + [1 to 60 Gold at random]
--==Appears in Events==--
"The well-protected [Civ Adjective] citizens endure paying a Security Tax to
help maintain their city walls and guards."
**********
*LITERACY*
**********
--==Scenario==--
"Our citizenry enjoys virtually universal litercy. This achievement is bound
to pay off in unexpected ways."
--==Mechanics==--
Chance of Event in Game = 30%
Required = Nationalism, Printing Press, Education, Gunpowder
--==Options==--
"Continue to promote reading and writing. Knowledge is power!"
--==Results==--
Option 1 - "Continue to promote reading and writing. Knowledge is power!"
Cost : None
Result : Free Great Scientist
--==Appears in Events==--
"The learned [Civ Adjective] people enjoy a virtually universal literacy
rate."
************
*FARM PLOWS*
************
--==Scenario==--
"A new plow design has become popular. Our Forges have filled orders for the
new plows from farmers across our lands
--==Mechanics==--
Chance of Event in Game = 90%
Required = Mine Improvement
Road or Railroad Route Improvement
Iron Bonus
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 30 Gold + [1 to 40 Random Gold]
--==Appears in Events==--
"[Civ Adjective] plow sales are booming"
***************
*STAINED GLASS*
***************
--==Scenario==--
"A large order of stained glass has been shipped to [Civ City]."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Jewish, Christian, Islamic, Hindu, Buddhist,
Confucian or Taoist Cathedral
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 40 Gold + [1 to 30 Random Gold]
--==Appears in Events==--
"[Civ Adjective] stained glass sales are booming."
****************
*MARBLE STATUES*
****************
--==Scenario==--
"Local officals in [Civ City] have ordered a large number of marble statues to
adorn their public buildings and their forum."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Quarry Improvement
Road or Railroad Route Improvement
Marble Bonus
Aesthetics Tech
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 50 Gold + [1 to 20 Random Gold]
--==Appears in Events==--
"[Civ Adjective] officals in [Civ City] have lavishly decorated their public
buildings with finely carved marble statues."
************
*CRAB CAKES*
************
--==Scenario==--
"Crab cakes prepared in our cities have become enormously popular across the
region."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Grocer Building
Fishing Boats Improvement
Crab Bonus
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 30 Gold + [1 to 40 Random Gold]
--==Appears in Events==--
"[Civ Adjective] crab cakes sales are booming."
*********
*BOILERS*
*********
--==Scenario==--
"A new design of steel boiler is in demand, because it can raise manufacturing
productivity."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Factory Building
Steel Tech
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 90 Gold + [1 to 50 Random Gold]
--==Appears in Events==--
"[Civ Adjective] factories are benefitting from a new boiler design, providing
a short term rise in their tax revenue."
********************
*PERSONAL COMPUTERS*
********************
--==Scenario==--
"Personal computers manufactured in [Civ City] are in high demand among homes
and small businesses."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Factory Building
Computers Tech
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 140 Gold + [1 to 90 Gold]
--==Appears in Events==--
"[Civ Adjective] personal computers, manufactured in [Civ City], are selling
in record numbers."
****************
*FUEL ADDITIVES*
****************
--==Scenario==--
"The mass transit system in [Civ City] has implemented a city-wide program of
using fuel additives to reduce pollution and improve on maintenance costs and
fuel efficiency."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Public Transportation Building
Ecology Tech
--==Options==--
"Reduced costs, lower pollution and improved revenues are always welcome
news."
--==Results==--
Option 1 - "Reduced costs, lower pollution and improved revenues are always
welcome news."
Cost : None
Result : 110 Gold + [1 to 70 Random Gold]
--==Appears in Events==--
"The [Civ Adjective] mass transit system in [Civ City] has begun to use
advanced fuel additives to reduce pollution, cut costs, and improve vehicle
performance."
*****************
*HAMBURGER JOINT*
*****************
--==Scenario==--
"A new type of rapid-service restaurant selling primarily hamburgers was
launched recently. Thanks to successful radio advertising, the chain is now
expanding across the nation."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Pasture Improvement
Cow Bonus
Road or Railroad Route Improvement
Radio Tech
--==Options==--
"Can we have fries with that? Thanks!"
--==Results==--
Option 1 - "Can be have fries with that? Thanks!"
Cost : None
Result : 240 Gold + [1 to 90 Random Gold]
--==Appears in Events==--
"[Civ Adjective] entrepreneurs have invented the fast food hamburger joint.
Thanks to radio advertising, this phenomenon is spreading rapidly."
*********
*FASHION*
*********
--==Scenario==--
"Silk dresses have become the latest fashion, sweeping the nation thanks to
radio advertising."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Factory Building
Plantation Improvement
Silk Bonus
Road or Railroad Route Improvement
Radio Tech
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 180 Gold + [1 to 80 Random Gold]
--==Appears in Events==--
"Silk dresses manufactured in [Civ Adjective] factories have become an
extremely popular fashion choice across the nation, due in part to radio
advertising."
**************
*THOROUGHBRED*
**************
--==Scenario==--
"A new breed of race horse is generating a lot of revenue from our stables."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Stable Building
Pasture Improvement
Horse Bonus
Road or Railroad Route Improvement
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 30 Gold + [1 to 40 Random Gold]
--==Appears in Events==--
"Thoroughbred horses raised by [Civ Adjective] breeders have generated extra
revenue for their treasury."
********************
*GIRL'S BEST FRIEND*
********************
--==Scenario==--
"Jewelers have successfully launched a tradition of the diamond ring as the
gift of choice for wedding proposals."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Forge Building
Mine Improvement
Gems Bonus
Road or Railroad Route Improvement
--==Options==--
"The taxes from these sales should nicely boost our coffers."
--==Results==--
Option 1 - "The taxes from these sales should nicely boost our coffers."
Cost : None
Result : 120 Gold + [1 to 60 Random Gold]
--==Appears in Events==--
"[Civ Adjective] diamond ring sales are booming."
**************
*BANANA SPLIT*
**************
--==Scenario==--
"One of our ice cream parlours has invented the banana split."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Plantation Improvement
Banana Bonus
Road or Railroad Route Improvement
Refrigeration Tech
--==Options==--
"Mmm, ice cream. The customers must be going bananas over that!"
--==Results==--
Option 1 - "Mmm, ice cream. The customers must be going bananas over that!"
Cost : None
Result : 160 Gold + [1 to 80 Random Gold]
--==Appears in Events==--
"Invention of the banana split by a [Civ Adjective] businessman has led to
booming ice cream sales for their vendors."
*********
*MIRACLE*
*********
--==Scenario==--
"A miracle is believed to have occured at the city wall in [Civ City].
Pilgrams are flocking from all over to visit this new holy site."
--==Mechanics==--
Chance of Event in Game = 90%
Required = City Walls Building
State Religion
--==Options==--
"The tourism will enhance city revenue"
"We should hire and train some of the pilgrams as missionaries."
--==Results==--
Option 1 - "The tourism will enhance city revenue"
Cost : None
Result : Walls Yield +1 Gold Commerce
Option 2 - "We should hire and train some of the pilgrams as missionaries."
Cost : 30 Gold
Result : Convert 2 Cities to State Religion
--==Appears in Events==--
"A miracle performed at the city wall in [Civ City] is attracting
[Civ Religion Adjective] pilgrams from far and wide."
*********************
*ESTEEMED PLAYWRIGHT*
*********************
--==Scenario==--
"A prolific playwright from [Civ City] has written a long series of
exceptionally popular plays. His home theatre has gained renown."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Theatre Building
--==Options==--
"The theatre patronage will enhance city revenue."
"We could double the cultural value of the theatre by offically sanctioning
this artist's works."
--==Results==--
Option 1 - "The theatre patronage will enhance city revenue."
Cost : None
Result : Theatre Yields +1 Commerce Gold
Option 2 - "We could double the cultural value of the theatre by offically
sanctioning this artist's works."
Cost : 10 Gold
Result : Theatre Yields +3 Culture
--==Appears in Events==--
"A renowned playwright from [Civ City] is attracting patrons and fans from
far and wide."
***************
*FAVOURITE SON*
***************
--==Scenario==--
"A gladiator from [Civ City] has survived many battles in the arena. He is
attracting a lot of fans"
--==Mechanics==--
Chance of Event in Game = 85%
Required = Colosseum Building
Obsoleted By = Steam Power, Steel, Scientific Method, Artillery
--==Options==--
"No one survives forever. Cash in on the phenomenon before he meets the
inevitable end."
"Arrange for him to be matched against easy opponents and see that his
legend increases."
--==Results==--
Option 1 - "No one survives forever. Cash in on the phenomenon before he meets
the inevitable end."
Cost : None
Result : 20 Gold
Option 2 - "Arrange for him to be matched against easy opponents and see that
his legend increases."
Cost : 10 Gold
Result : Colosseum Yields +2 Culture
--==Appears in Events==--
"A [Civ Adjective] gladiator from [Civ City] has become a local hero and an
inspiration."
******************
*SECRET KNOWLEDGE*
******************
--==Scenario==--
"A cache of ancient writings has been discovered hidden away in a cubby hole
in a monastery in [Civ City]!"
--==Mechanics==--
Chance of Event in Game = 70%
Required = Buddhist, Christian, Confucian, Hindu, Islamic,
Jewish or Taoist Monastery
Gunpowder, Education, Printing Press or Nationalism
--==Options==--
"Hand the material over to our researchers."
"Preserve these works as a cultural treasure."
--==Results==--
Option 1 - "Hand the material over to our researchers"
Cost : None
Result : +15% in researchable Religious type Technology
Option 2 - "Preserve these works as a cultural treasure."
Cost : 10 Gold
Result : Preserves Texts
--==Appears in Events==--
"A cache of ancient texts has been discovered hidden away in a [Civ Adjective]
monastery."
**************
*HIGH WARLORD*
**************
--==Scenario==--
"An esteemed warlord who operates from the castle in [Civ City] has offered to
set up a special military academy at his own expense."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Castle Building
Obsoleted By = Radio, Refrigeration, Plastics, Satellites,
Advanced Flight, Ecology Techs
--==Options==--
"We have no need of his services. Ask him to donate his money to the state."
"Excellent! Have him train Pikeman units for us."
"Superb! Have all our military recruits in that city undergo a training
regimen at the new academy."
--==Results==--
Option 1 - "We have no need for his services. Ask him to donate his money to
the state."
Cost : None
Result : 100 Gold
Option 2 - "Excellent! Have him train Pikeman units for us."
Cost : None
Result : 2 Pikemen Units
Option 3 - "Superb! Have all our military recruits in that city undergo a
training regimen at the new academy."
Cost : 250 Gold
Result : Great General
--==Appears in Events==--
"A warlord from [Civ City] has made a generous contribution to his community."
***************
*SPOILED GRAIN*
***************
--==Scenario==--
"Vermin have gotten in to the granary in [Civ City]. All the food stored there
is spoiled."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Granary Building
--==Options==--
"That sounds like bad news, but what can we do? Nothing."
"Pay to have the lost grain replaced."
--==Results==--
Option 1 - "That sounds like bad news, but what can we do? Nothing."
Cost : None
Result : All stored food in city is destroyed
Option 2 - "Pay to have the lost grain replaced."
Cost : 20 Gold
Result : None
--==Appears in Events==--
"Vermin got in to the granary in [Civ City]. All the food there was ruined."
****************
*ANGEL OF MERCY*
****************
--==Scenario==--
"Rumours that a spirit angel of mercy is watching over the patients in the
hospital in [Civ City] are leading many devout believers to seek treatment
there."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Hospital Building
A State Religion
--==Options==--
"The extra patients will enhance city revenue."
"We could sanction the hospital as a state holy site. This may please the
local populace."
--==Results==--
Option 1 - "The extra patients will enhance city revenue."
Cost : None
Result : Hospital Yields +2 Gold Commerce
Option 2 - "We could sanction the hospital as a state holy site. This may
okease the local populace."
Cost : 100 Gold
Result : +1 Happiness for Hospital
+1 Health for Hospital
--==Appears in Events==--
"The hospital in [Civ City] is gaining favour among the pious because it is
believed to be blessed by a spirit angel."
***************
*CHILLY FLIGHT*
***************
--==Scenario==--
"A pilot from [Civ City] has become the first to fly solo over the North Pole
and return safely."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Airport Building
--==Options==--
"Set up a monument at the airport to produce tourism."
--==Results==--
Option 1 - "Set up a monument at the airport to produce tourism."
Cost : None
Result : Airport Yields +2 Gold Commerce
--==Appears in Events==--
"A pilot from [Civ City] has inspired pride amongst the [Civ Adjective] people
by becoming the first to fly solo over the North Pole."
*****************
*INDUSTRIAL FIRE*
*****************
--==Scenario==--
"A fire at the Factory in [Civ City], which was started by a worker's mistake,
has gutted the building."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Factory Building
--==Options==--
"Emphasise improved safety so that this particular type of accident should
never happen again."
"Fund an emergency rebuilding effort."
--==Results==--
Option 1 - "Emphasise improved safety so that this particular type of accident
should never happen again."
Cost : None
Result : Factory is Destroyed
Option 2 - "Fund an emergency rebuilding effort."
Cost : 100 Gold
Result : None
--==Appears in Events==--
"An industrial accident started a fire that gutted the Factory in [Civ City]."
************
*LABORATORY*
************
--==Scenario==--
"A scientific breakthrough has occurred at the Laboratory in [Civ City]."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Free Speech Civic
Laboratory Building
--==Options==--
"This should speed our current research."
--==Results==--
Option 1 - "This should speed our current research."
Cost : None
Result : +15% To Current Research
--==Appears in Events==--
"A scientific breakthrough at the Laboratory in [Civ City] is credited in part
to the free flow of ideas and information nurtured by the [Civ Adjective]
Government."
*********************
*EXPERIENCED CAPTAIN*
*********************
--==Scenario==--
"A retiring captain from one of our most elite naval vessels have pledged his
wisdom and abilities toward shipbuilding at the drydock in [Civ City]."
--==Mechanics==--
Chance of Event in Game = 95%
Required = Drydock Building
Galley, Trieme, Caravel, Galleon, Privateer,
Frigate, Ship of the Line, Ironclad, Transport,
Destroyer, Stealth Destroyer, Battleship, Missile
Cruiser, Submarine, Attack Submarine or Carrier
--==Options==--
"The reputation boost should enhance revenues."
"We should fund an effort to translate his experience into a format that can
be passed on to future generations."
--==Results==--
Option 1 - "The reputation boost should enhance revenues."
Cost : None
Result : Drydock Generates +2 Commerce Gold
Option 2 - "We should fund an effort to translate his experience into a format
that can be passed on to future generations."
Cost : 250 Gold
Result : Establishes a Military Academy
--==Appears in Events==--
"A retiring [Civ Adjective] naval captain has pledged his expertise to assist
the Drydock located in [Civ City]"
********
*HERESY*
********
--==Scenario==--
"A heretical spiritual movement has started in [Civ City] and is gaining
strength among some sections of our populace."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Theocracy Civic
--==Options==--
"Suppress the heresy! Then launch a drive to remind our people that we already
adhere to the one true faith."
"Tolerate the heresy, yet reward the faithful with reduced taxes for a while,
to send a message."
"Ignore the heresy."
--==Results==--
Option 1 - "Suppress the heresy! Then launch a drive to remain our people that
we already adhere to th