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.
------------------------------------------------------------------------------
[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.
Version 1.1 [4/9/07]
Expanded the Table of Contents to reveal all the work to be done. Chapter 2 is
already one, Chapter 3 is complete. Chapter 5, 6 and 7 also complete.
Chapter 4, 8, 9, 10 and 11 needs work done.
Version 1.2 [5/9/07]
APEC tomorrow. Anyway, Chapter 4 is complete first.
------------------------------------------------------------------------------
[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.
"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!"
"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."
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!"
"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!"
"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."
"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."
"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."
"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."
"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."
"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."
"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."
"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."
"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]."
"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."
"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]."
"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."
"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."
"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."
"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."
"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."
"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 the one true faith."
Cost : None
Result : +1 Anger in City
Convert 2 Cities to your faith
Option 2 - "Tolerate the heresy, yet reward the faithful with reduced taxes
for a while, to send a message."
Cost : 40 Gold
Result : +15% Bonus to Religious Research
Option 3 - "Ignore the heresy."
Cost : None
Result : None
--==Appears in Events==--
"The thoroughly religious [Civ Adjective] state is dealing with an outbreak of
heresy in some segments of its population."
"A forest fire sparked by lightning has raged across the land near
[Civ City]."
"Criminals have set fire to the forest neat [Civ City] in a failed bid to aid
their escape from justice."
"Tragedy has struck near [Civ City] as a village fire spread to the forest,
scarring the land for miles."
--==Mechanics==--
Chance of Event in Game = 70 %
Required = Forest Tile
--==Options==--
"Organise a replanting effort."
"Send emissaries to assist the bereaved."
"We are too pressed to spare any aid."
--==Results==--
Option 1 "Organise a replanting effort."
Cost : 10 Gold
Result : Forest is saved
Option 2 "Send Emissaries to assist the bereaved."
Cost : 4 Gold
Result : Forest is Destroyed
Option 3 :We are too pressed to spare any aid."
Cost : Nothing
Result : Forest is Destroyed
+1 Anger in the nearby City
--==Appears in Events==--
"Fire has raged through a forest near the [Civ Adjective] city of [Civ City]"
************
*CITY RUINS*
************
--==Scenario==--
"Scouts exploring ruins near [Civ City] have discovered a cache of knowledge."
[Post Industrial Age]
"An archaelogical expedition to city ruins near [Civ City] has uncovered lost
treasures, texts and artifacts."
--==Mechanics==--
Chance of Event in Game = 90%
Required = City Ruins Improvement
Obsoleted By = Radio, Refrigeration, Plastics, Satellites,
Advanced Flight, Ecology
--==Options==--
"Send Commendations to the leaders of the exploring party."
"Fund additional exploratory efforts."
--==Results==--
Option 1 - "Send Commendations to the leaders of the exploring party."
Cost : Nothing
Result : Complete 15% of a researchable technology
Option 2 - "Fund additional exploratory efforts."
Cost : 5% of your current research
Result : Complete 15% of a researchable technology
50% chance of Bonus
--==Bonus==--
Result : Complete 15% of a researchable technology
--==Appears in Events==--
"[Civ Adjective] explorers have discovered valuable information buried in
ruins near [Civ City]."
***************
*HAPPY HUNTING*
***************
--==Scenario==--
"Moose herds near [Civ City] has grown particularly large. Our hunters have
harvested a cache of surplus food."
"The people of [Civ City] celebrate as the latest caribou hunting season
has brought a rich harvest."
"Deer proliferate through the forest near [Civ City], allowing our hunters
to store up extra meat."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Forest, Tundra Tile
Hunting Technology
Obsoleted By = Steam Power, Steel, Scientific Method, Artillery
--==Options==--
"Send congratulations to the citizens."
--==Results==--
Option 1 - "Send Congratulations to the Citizens"
Cost : Nothing
Result : +8 Food for the City
--==Appears in Events==--
"Surplus game harvested by hunters near the [Civ Adjective] city of [Civ City]
has fueled a minor population boom."
************
*MOTHERLODE*
************
--==Scenario==--
"Our miners near [Civ City] have struck the mother lode! We are rich, rich,
rich!"
--==Mechanics==--
Chance of Event in Game = 90%
Required = Mine Improvement
Gold Tile
Railroad or Road Route Improvement
Writing, Monotheism, Priesthood, Iron Working
--==Options==--
"Cash in on our success!"
--==Results==--
Option 1 - "Cash in on our success!"
Cost : None
Result : 20 Gold + [1-20 Gold at Random]
--==Appears in Events==--
"Gold miners near the [Civ Adjective] city of [Civ City] have struck the
mother lode."
************
*WASHED OUT*
************
--==Scenario==--
"Floods have washed out the routes near [Civ City]."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Road or Railroad Route Improvement
--==Options==--
"We will have to send workers to repair them at a later time."
"Dispatch emergency crews to repair the damage, without heed to cost."
--==Results==--
Option 1 - "We will have to send workers to repair them at a later time."
Cost : None
Result : Improvement Route is destroyed
Option 2 - "Dispatch emergency crews to repair the damage, without heed to
cost."
Cost : 20 Gold
Result : Improvement Route is saved
--==Appears in Events==--
"Floods have washed out some of the routes near the [Civ Adjective] of
[Civ City]."
***************
*MAN NAMED JED*
***************
--==Scenario==--
"While hunting, our [Civ Unit] has discovered a rich supply of a black oil
that burns rather hot."
--==Mechanics==--
Chance of Event in Game = 75%
Required = Scout or Explorer Unit
--==Options==--
"We have no time for such nonsense. Order them to continue scouting."
"This substance must be studied to see how we might make use of it."
--==Results==--
Option 1 - "We have no time for such nonsense. Order them to continue
scouting."
Cost : None
Result : None
Option 2 - "This substance must be studied to see how we might make use of
it."
Cost : 10 Gold
Result : The tile now contains the Oil Resource
--==Appears in Events==--
Does not Appear
**************
*HORTICULTURE*
**************
--==Scenario==--
"Herbalists have discovered rare and precious plants that grow in abundance
only in a certain region near [Civ City]."
"A medicinal tea cultivated by locals has been found to be effective with
treating illnesses. This tea grows only in a specific region near
[Civ City]."
"Certain rare insects near [Civ City], when harvested and ground into a paste
by a reclusive tribe, can be ingested to reduce fever."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Forest or Jungle Bonus
Calendar Tech
--==Options==--
"We should establish internal trade with the locals for these rare
commodities."
"Fund efforts to increase production without endangering the natural resources
that produce them."
--==Results==--
Option 1 - "We should establish internal trade with the locals for these rare
commodities."
Cost : None
Result : The tile has +1 Commerce
Option 2 - "Fund efforts to increase production without endangering the
natural resources that produce them."
Cost : 100 Gold
Result : The tile has +1 Commerce
67% Chance of Result 3
Result 3 - "[Civ Adjective] investments in horticulture have paid off! A new
minor industry is thriving in [Civ City], boosting health and
research."
Cost : None
Result : 1 Free Scientist Specialist
+3 Health for the City
--==Appears in Events==--
"[Civ Adjective] horticulturist have harnassed rare local resources to produce
remedies."
************
*PESTILENCE*
************
--==Scenario==--
"A plague of locusts have swarmed over a Pasture near [Civ City], destroying
all the livestock there."
"Fire ant armies of massive proportions have laid waste to grazing lands near
[Civ City]."
"Massive colonies of termites have overrun and destroyed some of our
agriculture near [Civ City]."
"A plague of locutes have swarmed over a Plantation near [Civ City],
destroying all the crops there."
"Fire ant armies of massive proportions have laid waste to a region of
plantations lands near [Civ City]."
--==Mechanics==--
Chance of Event in Game = 55% for Scenario 1, 2 and 3 for Pastures
100% for Scenario 3, 4 and 5 for Plantations
Required = For Scenario 1, 2 and 3, a Pasture
For Scenario 3, 4 and 5, a Plantation
For Scenario 3, it can be a Pasture or Plantation
--==Options==--
"That's horrible."
--==Result==--
Option 1 - "That's Horrible."
Cost : None
Result : The Pasture or Plantation is destroyed.
--==Appears in Events==--
"Pestilence has struck [Civ Adjective] agricultural lands."
*******
*SPICY*
*******
--==Scenario==--
"An innovative chef has discovered a new type of spice, which only grows in
a forest near [Civ City]."
--==Mechanics==--
Chance of Event in Game = 50%
Required = Tile contains a Forest
Calendar Tech
--==Options==--
"That sounds like welcome news for our economy."
"Commit our Government to harvesting this new resource immediately."
--==Results==--
Option 1 - "That sounds like welcome news for our economy."
Cost : None
Result : Spice Improvement on Tile
Option 2 - "Commit our Government to harvesting this new resource
immediately."
Cost : 20 Gold
Result : Forest is Chopped Down
Spice Improvement on Tile
Road Route Improvement on Tile
--==Appears in Events==--
"A [Civ Adjective] chef has identified a new and valuable type of spice."
*********
*TORNADO*
*********
--==Scenario==--
"The heavens opened up and down came the fist of retribution. Terrible
twisting rages of air wiped away our [Tile Improvement] Improvement."
"An extremely violent weather system filled with powerful tornadoes wrecked
our [Tile Improvement] improvement."
"A perfect storm spawned F5 Class tornadoes, carving a path of destruction
across our lands, smashing our [Tile Improvement] improvement."
--==Mechanics==--
Chance of Event in Game = 75%
Required = Ancient or Classical Age for Scenario 1
Medieval or Renaissance Age for Scenario 2
Industrial, Modern or Future Age for Scenario 3
Plain Terrain Type
Farm, Cottage, Hamlet, Village, Town, Pasture,
Workship, Quarry, Well, Winery, Mine, Watermill,
Plantation, Camp or Fort Improvement
Writing, Monotheism, Priesthood or Iron Working
--==Options==--
"Do what we can to aid the survivors."
--==Results==--
Option 1 - "Do what we can to aid the survivors."
Cost : None
Result : Improvement is destroyed.
--==Appears in Events==--
"Vicious tornadoes carved a path of destruction through the [Civ Adjective]
Empire."
"[Civ Adjective] infrastructure was wiped out by a deadly thunderstorm and
the violent twisters it spawned."
**********
*BLIZZARD*
**********
--==Scenario==--
"A blizzard has dumped several meters of snow on a region near [Civ City]."
"Massive snowfall has buried a region of our territory near [Civ City]."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Tundra Tile
Farm, Cottage, Hamlet, Village, Town, Pasture,
Workshop, Quarry, Well, Winery, Mine, Watermill,
Plantation, Camp, Fort, Lumbermill, Forest Preserve,
Windmill Improvement.
Road or Railroad Route Improvement
Writing, Monotheism, Horseback Riding, Iron Working
--==Options==--
"The rescue and recovery efforts are best handled by the locals."
"Organise and send assistance to help them dig out and to preserve threatened
facilities."
--==Results==--
Option 1 - "The rescue and recovery efforts are best handled by the locals."
Cost : None
Result : Improvement Lost
Route Improvement Lost
Option 2 - "Organise and send assistance to help them dig out and to perserve
threatened facilities."
"The dustbowl effect continues. Another of our Farms has been wiped out by
soil loss and by farmers abandoning their steads."
--==Mechanics==--
Chance of Event in Game = 70%
Required = 4X [Plain Terrain, Farm Improvement]
Civil Service Tech
--==Options==--
"We need that food. Do whatever it takes to figure out how to mitigate the
erosion of the soil and end the dust storms."
"We cannot afford to spend gold on this problem. Leave the matter to the
local authorities."
--==Results==--
Option 1 - "We need that food. Do whatever it takes to figure out how to
mitigate the erosion of the soil and end the dust storms."
Cost : 40 Gold
Result : Improvement Lost
Option 2 - "We cannot afford to spend gold on this problem. Leave the matter
to the local authorities."
Cost : None
Result : 25% of Dustbowl Again
Improvement Lost
--==Appears in Events==--
"[Civ Adjective] Farmers continue to suffer loss of their land due to ongoing
dust storms sweeping scross the plains."
*********
*PARROTS*
*********
--==Scenario==--
"Tamers have figured out how to farm the abundant supplies of parrots within
one of our tropical forest regions."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Jungle Tile, Animal Husbandry
--==Options==--
"Parrots make fine pets. We should promote them as one of our trade goods."
--==Results==--
Option 1 - "Parrots make fine pets. We should promote them as one of our trade
goods."
Cost : None
Result : The tile has +1 Commerce
--==Appears in Events==--
"[Civ Adjective] merchants are now selling caged parrots as exotic pets."
******
*JADE*
******
--==Scenario==--
"A rich source of jade has been found amongst the veins of iron at one of our
mines."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Mine Improvement
Road or Railroad Route Improvement
Iron Bonus
--==Options==--
"We can sell the precious jade for additional profit."
--==Results==--
Option 1 - "We can sell the precious jade for additional profit."
Cost : None
Result : The tile has +2 Commerce
--==Appears in Events==--
"[Civ Adjective] merchants are now selling jade carvings in small quantities."
**************
*BLACK PEARLS*
**************
--==Scenario==--
"Locals have figured out a way to obtain a higher yield of black pearls. They
are guarding their secret with great care."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Fishing Boat Improvement
Clams Bonus
--==Options==--
"Let them keep the secret. We are happy enough to tax their higher profits."
--==Results==--
Option 1 - "Let them keep the secret. We are happy enough to tax their higher
profits."
Cost : None
Result : The tile has +1 Commerce
--==Appears in Events==--
"[Civ Adjective] merchants are now selling black pearls in larger quantities."
***********
*SALTPETER*
***********
--==Scenario==--
"Our bat herds in the hills near [Civ City], legendary in quantity, are now
providing us surplus sources of saltpeter for use in gunpowder."
--==Mechanics==--
Chance of Event in Game = 90%
Required = 4X Forest
Gunpowder Tech
--==Options==--
"Our ability to manufacture large amounts of gunpowder should prove
lucrative."
--==Results==--
Option 1 - "Our ability to manufacture large amounts of gunpowder should prove
lucrative."
Cost : None
Result : The tile has +1 Commerce
--==Appears in Events==--
"[Civ Adjective] merchants are now selling gunpowder in larger quantities."
**************
*CLUNKER COAL*
**************
--==Scenario==--
"Most of the coal being mined from one of our sites is thick with rock, shale,
and other impurities. We are stuck with a source of clunker coal!"
--==Mechanics==--
Chance of Event in Game = 90%
Required = Mine Improvement
Road or Railroad Route Improvement
Coal Bonus
--==Options==--
"Clunker Coal? What a mess. Less valuable per ton, but it still burns, right?
Just deal with it."
--==Results==--
Option 1 - "Clunker Coal? What a mess. Less valuable per ton, but it still
burns, right? Just deal with it."
Cost : None
Result : The tile has -1 Production
--==Appears in Events==--
"[Civ Adjective] merchants are offering discounts on tons of their clunker
coal, which is filled with impurities."
************
*SOUR CRUDE*
************
--==Scenario==--
"Most of the crude oil being pumped from one of our sites is thich with sulfur
and other impurities. We are stuck with a source of sour crude!"
--==Mechanics==--
Chance of Event in Game = 90%
Required = Well or Offshore Platform Improvement
Oil Bonus
--==Options==--
"Sour Crude? What a mess. Less valuable per barrel, but it still burns, right?
Just deal with it."
--==Results==--
Option 1 - "Sour Crude? What a mess. Less valuable per barrel, but it still
burns, right? Just deal with it."
Cost : None
Result : The tile has -1 Production
--==Appears in Events==--
"[Civ Adjective] merchants are offering discounts on barrels of their sour
crude oil, which is filled with impurities."
**********
*TRUFFLES*
**********
--==Scenario==--
"A rich source of truffles has been discovered in a series of caves. The
locals have begun to farm them."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Grassland Tile
--==Options==--
"Truffles! How delicious. Our people eat richly, do they not?"
--==Results==--
Option 1 - "Truffles! How delicious. Our people eat richly, do they not?"
Cost : None
Result : The tile has +1 Commerce, +1 Food
--==Appears in Events==--
"[Civ Adjective] people are bragging about their truffles, claiming they are
the most delicious in the world."
*************
*SEA TURTLES*
*************
--==Scenario==--
"The locals have figured out the mating cycles of the sea turtles who flock
to the shore in massive quantities. They have begun to harvest the turtles
and eggs, in a way that does not endanger the long term survival of the
creatures."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Coast Terrain
Calendar Tech
--==Options==--
"Turtles! What will they think of next?"
--==Result==--
Cost : None
Result : The tile has +1 Food
--==Appears in Events==--
"[Civ Adjective] people are now harvesting sea turtles on an annual basis."
*****
*TIN*
*****
--==Scenario==--
"A rich source of Tin has been discovered in the hills!"
--==Mechanics==--
Chance of Event in Game = 85%
Required = Mine Improvement
Bronze Working Tech
--==Options==--
"Excellent news. Among other things, this will boost our production of
bronze."
--==Results==--
Option 1 - "Excellent news. Among other things, this will boost our production
of bronze."
Cost : None
Result : The tile has +2 Production
--==Appears in Events==--
"The [Civ Adjective] Empire has become the world's leading producer of tin."
**************
*PRAIRIE DOGS*
**************
--==Scenario==--
"Tamers have figured out how to domesticate the abundant supply of prairie
dogs on the open range. They are now selling these as pets."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Plains Tile
Animal Husbandry Tech
--==Options==--
"Prairie Dogs? This is making us money. That's good, I suppose."
--==Results==--
Option 1 - "Prairies Dog? This is making us money. That's good, I suppose."
Cost : None
Result : The tile has +1 Commerce
--==Appears in Events==--
"[Civ Adjective] merchants are now selling domesticated prairie dogs as exotic
pets."
***********
*APPLESEED*
***********
--==Scenario==--
"A passionate young man has undertaken a crusade to plant as many new apple
trees as he can."
--==Mechanics==--
Chance of Event in Game = 75%
Required = Plains Plot
Civil Service Tech
--==Options==--
"How many trees were planted? That's amazing!"
--==Results==--
Option 1 - "How many trees were planted? That's amazing!"
Cost : None
Result : Plains is now a Forest
The tile has +1 Food
--==Appears in Events==--
"A [Civ Adjective] folk hero has caused the creation of a new forest of apple
trees."
"Discovery of naturally occuring glass globules has been ignored by
[Civ Adjective] leadership and will pass in to the dustbin of history.
Option 2
"[Civ Adjective] geologists have discovered a rich source of Uranium at what
turned out to be a very large and ancient impact crater."
------------------------------------------------------------------------------
[2.06] Unit Events
**************
*AT THE SWORD*
**************
--==Scenario==--
"Soldiers from our victorious [Civ Unit] unit have rallied behind their combat
heroes! Their strength and resolve have firmed! Their proficiency has
increased!"
--==Mechanics==--
Chance of Event in Game = 100%
Required = 1 Swordsman Unit
Obsoleted By = Machinery, Feudalism, Music, Philosophy,
Civil Service, Theology
--==Options==--
"Decorate our glorious heroes of the sword!"
--==Results==--
Option 1 - "Decorate our glorious heroes of the sword!"
Cost : None
Result : Unit renamed "Heroes of the Sword"
Unit gains 3 Experience
--==Appears in Events==--
"[Civ Adjective] soldiers have rallied behind their heroes of the sword."
"On a sunny day, with no storms in sight, one of our vessels has been lost at
sea. Not only is the cause unknown, but there is no trace whatsoever of the
ship or its crew and cargo. Several smaller vessels and some airplanes in
the same general region also have vanished without a trace. Rumours are
flying concerning this mystery. This region has been dubbed by the press as
the Bermuda Triangle, named after a small island nearby."
--==Mechanics==--
Chance of Event in Game = 50%
Required = Ocean Tile
Destroyer, Battleship, Missile Crusier, Stealth
Destroyer, Submarine, Attack Submarine, Carrier,
Transport unit.
Flight Tech
--==Options==--
"Our investigations have turned up no worthwhile results? This is most
peculiar."
--==Results==--
Option 1 - "Our investigations have turned up no worthwhile results? This is
most peculiar."
Cost : None
Result : Unit lost
--==Appears in Events==--
"[Civ Adjective] ships and planes have disappeared without a trace in the
Bermuda Triangle."
********
*BOWYER*
********
--==Scenario==--
"A master bowyer has crafted a bow design that works particularly well with
our native wood."
--==Mechanics==--
Chance of Event in Game = 35%
Required = Archery
Obsoleted By = Nationalism, Printing Press, Education, Gunpowder
--==Options==--
"We will include the new design principles in all of our bowmaking."
--==Results==--
Option 1 - "We will include the new design principles in all of our
bowmaking."
Cost : None
Result : All Archers will gain Combat I Promotion upon creation
--==Appears in Events==--
"A master bowyer has developed techniques that improve the strength of all
[Civ Adjective] war bows."
***********
*HORSESHOE*
***********
--==Scenario==--
"A brillant smith has developed significant innovation in the design of
horseshoes."
--==Mechanics==--
Chance of Event in Game = 30%
Required = Pasture Improvement
Road or Railroad Route Improvement
Horse Bonus
Obsoleted By = Steam Power, Steel, Scientific Method, Artillery
--==Options==--
"We will utilise the improved shoes for all of our mounted units."
--==Results==--
Option 1 - "We will utilise the improved shoes for all of our mounted units."
Cost : None
Result : All Mounted Units will gain Flanking Promotion upon creation.
--==Appears in Events==--
"A master smith has developed improved horseshoes, boosting the chance for
[Civ Adjective] mounted units to strike and then escape."
**********
*CHAMPION*
**********
--==Scenario==--
"Our military leaders have held internal war games to strengthen our training
and grit. One unit has emerged as the champion."
--==Mechanics==--
Chance of Event in Game = 30%
Required = A unit
Obsoleted By = Nationalism, Printing Press, Education, Gunpowder
--==Options==--
"Decorate our champions! We shall celebrate their achievement."
--==Results==--
Option 1 - "Decorate our champions! We shall celebrate their achievement."
Cost : None
Result : Unit renamed to Champion
Gains a random Promotion
--==Appears in Events==--
"A champion unit has emerged from the war games conducted by the
[Civ Adjective] military. This unit is rumoured to be the strongest and
toughest amongst all their forces."
***********
*MOTOR OIL*
***********
--==Scenario==--
"Our chemists have developed an improved motor oil that lasts longer and
lubricates engines better."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Well or Offshore Platform
Oil Bonus
--==Options==--
"Authorise the selling of the improved motor oil on the open market."
"Fund upgrades to our army's vehicle fleet to make use of this new formula."
--==Results==--
Option 1 - "Authorise the selling of the improved motor oil on the open
market."
Cost : None
Result : Gain 50 Gold
Option 2 - "Fund upgrades to our army's vehicle fleet to make use of this
new formula."
Cost : 50 Gold
Result : -15% Maintenance for Vehicle Units
--==Appears in Events==--
"[Civ Adjective] chemists have developed an advanced refinement process for
motor oil."
**********
*AXE HAFT*
**********
--==Scenario==--
"Our craftsman have devised a technique for improving the balance of our
axes."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Bronze Working Tech
Obsoleted By = Nationalism, Printing Press, Education,
Gunpowder Techs
--==Options==--
"Convert our axeman to the new axe handles immediately."
--==Results==--
Option 1 - "Convert our axeman to the new axe handles immediately."
Cost : None
Result : Axeman gain Shock Promotion
--==Appears in Events==--
"[Civ Adjective] craftsmen have improved the design of their axe
manufacturing. These are the finest axes in the world."
**************
*TOWER SHIELD*
**************
--==Scenario==--
"Invention of the tower shield has provided our foot soldiers with some
protection against archers."
--==Mechanics==--
Chance of Event in Game = 20%
Required = Mining Tech
Machinery, Feudalism, Music, Philosophy,
Civil Service, Theology Tech
--==Options==--
"Issue shields to our troops as supplies permit."
--==Results==--
Option 1 - "Issue shields to our troops as supplies permit."
Cost : None
Result : Melee Units gain Cover Promotion
--==Appears in Events==--
"[Civ Adjective] Melee units are now deployed with new, larger shields,
improving their defences versus Archery units."
"Weaponsmiths have improved the strength and durability of fittings used to
make crossbows. This allows for stronger tension and improved power."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Machinery Tech
Obsoleted By = Nationalism, Printing Press, Education or
Gunpowder Tech
--==Options==--
"Commission the new fittings for all of our crossbow units."
--==Results==--
Option 1 - "Commission the new fittings for all of our crossbow units."
Cost : None
Result : Crossbowmen gain Combat I Promotion
--==Appears in Events==--
"[Civ Adjective] Crossbow units are rumoured to be carrying improved weapons.
Specifics on how or why their bows are stronger remains a mystery."
*************
*FIRING PINS*
*************
--==Scenario==--
"A master smith has devised a firing pin for our grenades, ending the need to
use fuses."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Military Science Tech
Obsoleted By = Steam Power, Scientific Method, Artillery Tech
--==Options==--
"Supply our Grenadiers with the improved explosives."
--==Results==--
Option 1 - "Supply our Grenadiers with the improved explosives."
Cost : None
Result : Grenadiers get Pinch Promotion
--==Appears in Events==--
"[Civ Adjective] Grenadiers units have been issued more effective explosives:
bombs that do not need a fuse."
***************
*RIFLED CANNON*
***************
--==Scenario==--
"Our knowledge of rifled barrels has been successfully applied to new cannon
designs."
--==Mechanics==--
Chance of Event in Game = 35%
Required = Rifling, Steel Tech
Obsoleted By = Radio, Refrigeration, Plastics, Satellite,
Advanced Flight, Ecology Tech
--==Options==--
"Do we want stronger cannon? Is that a trick question?"
--==Results==--
Option 1 - "Do we want stronger cannon? Is that a trick question?"
Cost : None
Result : Cannon gains Combat I Promotion
--==Appears in Events==--
"[Civ Adjective] Cannon units can now shoot farther and more accurately thanks
to improved barrel design."
*************
*METAL DECKS*
*************
--==Scenario==--
"Our shipmasters have concluded that switching to steel decks on our carriers
instead of wooden decks would be to our advantage."
--==Mechanics==--
Chance of Event in Game = 35%
Required = Flight, Industrialism Tech
Obsoleted By = Composites Tech
--==Options==--
"Make it so."
--==Results==--
Option 1 - "Make it so."
Cost : None
Result : Aircraft Carriers gets Drill III Promotion
--==Appears in Events==--
"The [Civ Adjective] Empire has halted production of aircraft carriers with
wooden decks. Their decks are now made of steel."
*********************
*LONG RANGE FIGHTERS*
*********************
--==Scenario==--
"Our engineers have developed an advanced fighter design that is lighter and
carries slightly more fuel, extending its operational range."
--==Mechanics==--
Chance of Event in Game = 20%
Required = Flight Tech
Obsoleted By = Composites Tech
--==Options==--
"Begin production of the new fighter."
--==Results==--
Option 1 - "Begin production of the new fighter."
Cost : None
Result : All Fighters gain Range I Promotion
--==Appears in Events==--
"The [Civ Adjective] Empire has developed a long range Fighter plane."
*********
*HALBERD*
*********
--==Scenario==--
"Our weapon masters have devised a halberd design that remains fully
effective versus mounted units but will boost effectiveness versus foot
soldiers."
--==Mechanics==--
Chance of Event in Game = 25%
Required = Engineering Tech
Steam Power, Steel, Scientific Method,
Artillery Tech
--==Options==--
"Issue the new weapons to all of our pikemen."
--==Results==--
Option 1 - "Issue the new weapons to all of our pikemen."
Cost : None
Result : All Pikemen gain Shock Promotion
--==Appears in Events==--
"[Civ Adjective] Pikemen have begun using a new type of halberd, boosting
their strength versus foot soldiers."
"Inspired [Civ Religion Adjective] missionaries have spread their influence
out of [Civ City]. They now seek an audience with you, requesting your
assistance in funding additional missions to the [Other Civ Adjective]
Empire."
--==Mechanics==--
Chance of Event in Game = 75%
Requires = At least 2 Religions
4 Cities with each Religion
One religion is a State Religion
--==Options==--
"We are unable to assist at this time."
"We can afford a small donation."
"We are pleased to provide any assistance they may require!"
--==Results==--
Option 1 - "We are unable to assist at this time."
Cost : None
Result : None
Option 2 - "We can afford a small donation."
Cost : 10 Gold
Result : Converts 1 of the Other Civ's Cities
option 3 - "We are please to provide any assistance they may require!"
Cost : 25 Gold
Result : Converts 4 of the Other Civ's Cities
--==Appears in Events==--
"Inspired [Civ Religion Adjective] missionaries from the [Civ Adjective] city
of [Civ City] have greatly expanded the influence of their religion!"
********
*FAMINE*
********
--==Scenario==--
"A dreadful harvest for our [Other Civ Adjective] neighbours in the city of
[Other Civ City] just across the border has left its people starving. We may
have a chance to gain favour with them if we provide humanitarian assistance
from [Civ City]."
"Famine has struck the city of [Other Civ City] Our people in [Civ City] have
enough food on hand to assist their [Other Civ Adjective] neighbours. We
stand ready to provide aid and comfort."
"Tragedy has struck just beyond your border, as the [Other Civ Adjective]
Empire struggles to feed all its hungry people in [Other Civ City]. Many will
die without enough to eat. Should the citizens of [Civ City] move to assist
them?"
--==Mechanics==--
Chance of Event in Game = 70%
Required = Must be Single Player
Other Civ shares borders
Neighbour City must have excess food
--==Options==--
"We are unable to assist at this time. Send our condolensces to their
leaders."
"Open the city granaries and send half the stores to our troubled neighbours."
"Send all of the food stores! Spare no expense to aid our friends!"
--==Results==--
Option 1 - "We are unable to assist at this time. Send our condolensces to
their leaders."
Cost : None
Result : None
Option 2 - "Open the city granaries and send half the stores to our troubled
neighbours."
Cost : 50% of City's Food Store
Result : +1 Attitude with other Civ
Option 3 - "Send all of the food stores! Spare no expense to aid our friends!"
Cost : 100% of City's Food Store
10 Gold
Result : +3 Attitude with other Civ
--==Other Civ==--
Option 2 - "Open the city granaries and send half the stores to our troubled
neighbours."
"The [Other Civ Adjective] people in [Other Civ City] have sent half of their
stored food to your city of [Civ City] to fend off starvation caused by a
poor local harvest. This humanitarian relief may represent a positive
turning point in your relations."
Option 3 - "Send all of the food stores! Spare no expense to aid our friends!"
"The generous [Other Civ Adjective] people in [Other Civ City] have sent all
of their food stores to your city of [Civ City] to prevent famine caused by
a poor local harvest. This humanitarian effort has brought your two peoples
much closer together!"
--==Appears in Events==--
Option 2 - "Open the city granaries and send half the stores to our troubled
neighbours."
"The generous people of [Civ City] have donated famine relief to the
endangered people of [Other Civ City]. This humanitarian effort has brought
the two nations closer together."
Option 3 - "Send all of the food stores! Spare no expense to aid our friends!"
"The gernous people of [Civ City] have donated massive famine relief to the
starving people of [Other Civ City]. This generous humanitarian effort has
brought the two nations much closer together."
"A [Other Civ Adjective] passenger flight has crashed in our territory near
[Civ City]."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Must be Single Player
Other Civ shares borders
Other Civ has Flight Tech
--==Options==--
"Allow their recovery teams unfetted access to the crash site."
"Stall them for time while your own teams learn what it can first."
"Deny access. Claim the wreckage and let your engineers pore over it."
--==Results==--
Option 1 - "Allow their recovery teams unfetted access to the crash site."
Cost : None
Result : +1 Attitude to Both Sides
Option 2 - "Stall them for time while your own teams learn what it can
first."
Cost : None
Result : 1000 Espionage Points
Option 3 - "Deny access. Claim the wreckage and let your engineers pore over
it."
Cost : None
Result : +15% Research for Flight Tech
-2 Attitude with Other Civ
50% Chance to discover +20% on Flight Tech
--==Other Civ==--
Option 1 - "Allow their recovery teams unfetted access to the crash site."
"One of your passenger airliners have crashed in [Other Civ Adjective]
territory. They have allowed unrestricted access to your recovery teams,
building trust between your two nations."
Option 2 - "Stall them for time while your own teams learn what it can
first."
"One of your passenger airliners have crashed in [Other Civ Adjective]
territory. They seem to be unsure how to react at first, but finally allowed
your recovery teams access to the crash site,"
Option 3 - "Deny access. Claim the wreckage and let your engineers pore over
it."
"One of your passenger airliners have crashed in [Other Civ Adjective]
territory. They are denying all access and have claimed the wreck as their
own. This outrage has angered your people and driven a diplomatic wedge
between your two nations."
--==Appears in Events==--
"A [Other Civ Adjective] passenger aircraft has crashed within [Civ Adjective]
territory. Neither side has provided any details of the incident."
**********
*FUGITIVE*
**********
--==Scenario==--
"A fugitive from justice, wanted for crimes in the [Other Civ Adjective]
Empire, has been discovered hiding out in our territory."
"An assassin wanted for slaying a [Other Civ Adjective] offical has been
caught fleeing through our land."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Feudalism Tech
--==Options==--
"Extradite the offender back to his homeland."
"Secretly interrogate the prisoner, hoping to learn sensitive information."
"Release the prisoner. This is none of our affairs."
--==Results==--
Option 1 - "Extradite the offender back to his homeland."
Cost : None
Result : +1 Attitude in other Civ
50% Chance of Result 4
Option 2 - "Secretly interrogate the prisoner, hoping to learn sensitive
information."
Cost : None
Result : 500 Espionage Point
50% Chance of Result 5
Option 3 - "Release the prisoner. This is none of our affairs."
Cost : None
Result : None
Result 4 - "Our gesture of goodwill towards the [Other Civ Adjective] Empire
as angered [Another Civ].
Cost : None
Result : -1 Attitude with their Enemy
Result 5 - "Word of our interrogation of the fugitive has leaked to
[Other Civ Adjective] authorities, angering them."
Cost : None
Result : -1 Attitude with Other Civ
--==Appears in Events==--
"[Civ Adjective] authorities are rumoured to have captured a fugitive fleeing
from [Other Civ Adjective] justice. No confirmation is available."
**********
*FAUX PAS*
**********
--==Scenario==--
"Our ambassador to the [Other Civ Adjective] Empire has committed a faux
pas!"
--==Mechanics==--
Chance of Event in Game = 70%
Required = None
--==Options==--
"This gaffe has adversely affected our relations."
--==Results==--
Option 1 - "This gaffe has adversely affected our relations."
Cost : None
Result : -1 Attitude with Other Civ
--==Other Civ==--
"The [Other Civ Adjective] ambassador has committed a faux pas. This insulting
gaffe has adversely affected our relations with his country."
--==Appears in Events==--
"A faux pas commmitted by the [Civ Adjective] ambassador has caused a stir in
the [Other Civ Adjective] Capital."
"Two prominent families, one from our people and one from the
[Other Civ Adjective] people, have forged an alliance through an arranged
[Civ Religion Adjective] marriage."
"One of our prominent young noble ladies has fallen in love with a
[Other Civ Adjective] nobleman and they are to be wed in the
[Civ Religion Adjective] tradition."
"A [Other Civ Adjective] industrial heiress has received a message proposal
from one of our prominent business tycoons. Their [Civ Religion Adjective]
wedding will occur this year."
--==Mechanics==--
Chance of Event in Game = 90%
Required = You have a State Religion
Other Civ has a Religion
Ancient or Classical Age for Scenario 1
Medieval or Renaissance Age for Scenario 2
Industrial, Modern or Future Age for Scenario 3
--==Options==--
"Send well wishes and a token wedding gift."
"Send hearty congratulations and a generous wedding gift."
"Announce a national celebration, send an outlandish wedding gift and donate
generously to religious organisations in the name of the newlyweds."
--==Results==--
Option 1 - "Send well wishes and a token wedding gift."
Cost : None
Result : None
Option 2 - "Send hearty congratulations and a generous wedding gift."
Cost : 15 Gold
Result : +1 Attitude with Other Civ
Option 3 - "Announce a national celebration, send an outlandish wedding gift
and donate generously to religious organisations in the name of
the newlyweds."
Cost : 60 Gold
Result : +3 Attitude with Other Civ
--==Other Civ==--
Option 1
"A [Civ Religion Adjective] wedding between one of our citizens and one from
the [Other Civ Adjective] Empire has drawn no protest from them, and in fact,
little interest at all. Some family members of the newlyweds are griping but
the incident appears to have passed without much bitterness."
Option 2
"A [Civ Religion Adjective] wedding between one of our citizens and one from
the [Other Civ Adjective] Empire has drawn a blessing from them with
generous wedding gifts. Our people are pleased by this gesture."
Option 3
"A [Civ Religion Adjective] wedding between one of our citizens and one from
the [Other Civ Adjective] Empire has been honoured by a national holiday,
including outlandish wedding gifts and donations to our religious
institutions. Our people are thrilled by this gesture."
--==Appears in Events==--
"A joyous marriage in the [Civ Religion Adjective] tradition has forged new
bonds between [Civ Adjective] and [Other Civ Adjective] peoples, who both
adore the new couple and are pleased with the behaviour of the inlaws from
the other nation."
**************
*WEDDING FEUD*
**************
--==Scenario==--
"A politically arranged marriage between one of our noble families and another
[Other Civ Adjective] family has collapsed over feuding about whether to
hold the marriage in their tradition or to make it a [Civ Religion Adjective]
wedding. Tensions are escalating."
"Two prominent families are feuding over their children, who have eloped
together against everybody else's wishes. [Other Civ Adjective] leaders are
particularly upset that the marriage was held in our [Civ Religion Adjective]
tradition."
"An industrial heiress from the [Other Civ Adjective] Empire has received a
marriage proposal from one of our prominent business tycoons. The marriage is
going forward, but the families on both sides are feuding over which religion
should preside over the ceremony. The couple has decided on a
[Civ Religion Adjective] wedding to the great annoyance of the bride's
family."
--==Mechanics==--
Chance of Event in Game = 90%
Required = You have a State Religion
Other Civ has a religion
Ancient or Classical Age for Scenario 1
Medieval or Renaissance Age for Scenario 2
Industrial, Modern or Future Age for Scenario 3
--==Options==--
"Send well wishes and a token wedding gift, trying not to further anger our
neighbours."
"Send hearty congratulations and a generous wedding gift."
"Announce a national celebration, send an outlandish wedding gift and donate
generously our religious organisations in the name of the newlyweds. This
is likely to trigger war!"
--==Results==--
Option 1 - "Send well wishes and a token wedding gift, trying not to further
anger our neighbours."
Cost : None
Result : -1 Attitude with Other Civ
Option 2 - "Send hearty congratulations and a generous wedding gift."
Cost : 15 Gold
Result : -2 Attitude with Other Civ
Option 3 - "Announce a national celebration, send an outlandish wedding gift
and donate generously our religious organisations in the name of
the newlyweds. This is likely to trigger war!"
Cost : 60 Gold
Result : -3 Attitude with Other Civ
--==Other Civ==--
Option 1
"A [Civ Religion Adjective] wedding between one of our citizens and one from
the [Other Civ Adjective] Empire has angered our people. Our rivals have
granted no special gifts or attention, though, so our people are merely
grumbling and fuming."
Option 2
"A [Civ Religion Adjective] wedding between one of our citizens and one from
the [Other Civ Adjective] Empire has drawn our rivals' blessing with generous
wedding gifts. Our people are outraged by this insult to our faith."
Option 3
"A [Civ Religion Adjective] wedding between one of our citizens and one from
[Other Civ] has been honoured by a national holiday by our rivals, including
outlandish wedding gifts and donations to their religious institutions. This
insult against our religious traditions has outraged our populace. Should we
declare a holy war upon the unbelievers?"
--==Appears in Events==--
"Nobles from a [Civ Adjective] family are angry with their new
[Other Civ Adjective] inlaws for holding a [Civ Religion Adjective] wedding
against their wishes. This event has drawn great interest within these
nations as feuding has broken out over the dispute."
*******************
*LEFT AT THE ALTAR*
*******************
--==Scenario==--
"A politically arranged marriage between one of our noblemen and a woman from
a noble [Other Civ Adjective] family has collapsed into feuding as the groom
backed out of the wedding on the wedding day."
"Two prominent families, one from our people and one from the
[Other Civ Adjective] Empire, are feuding over their children. A groom, from
our family, jilted his would-be bride by walking his cold feet out of the
temple, insulting and outraging his would-be inlaws."
"An [Other Civ Adjective] industrial heiress has been left at the altar by one
of our prominent business tycoons, who had proposed marriage to her. The
fiasco has outraged the families on both sides, who are now feuding over the
collapsed marriage."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Ancient or Classical Age for Scenario 1
Medieval or Renaissance Age for Scenario 2
Industrial, Modern or Future Age for Scenario 3
Share Borders with Other Civ
--==Options==--
"Send condolences to both families and urge them to seek a peaceful
resolution to their grievances."
--==Results==--
Option 1 - "Send condolences to both families and urge them to seek a peaceful
resolution to their grievances."
Cost : None
Result : -1 Attitude with Other Civ
--==Appears in Events==--
"A collapsed politically arranged marriage and a jilted bride are at the
centre of new tensions between the [Civ Adjective] and the
[Other Civ Adjective] Empires."
*********
*LOOTERS*
*********
--==Scenario==--
"There is civil unrest near the [Other Civ Adjective] city of
[Other Civ City]. Our scouts in the area tell us there may be an
opportunity to aggravate the situation."
"There are riots taking place near the [Other Civ Adjective] city of
[Other Civ City]. Our agents stand ready to add fuel to these fires, to stir
up additional trouble."
--==Mechanics==--
Chance of Event in Game = 70%
Required = Ancient, Classical, Medieval, Renaissance or
Industrial Age for Scenario 1
Modern or Future Age for Scenario 2
Other city has 1 Angry Citizen
Other Civ shares borders
--==Options==--
"Their problems are none of our affairs. Tell our operatives to stand down."
"See that aid reaches those organising local criminal activity. Be discrete."
"Unleash our agents. Allow them to capitalise on any opportunities for
mischief-making that they can find."
--==Results==--
Option 1 - "Their problems are none of our affairs. Tell our operatives to
stand down."
Cost : None
Result : One improvement is destroyed
Option 2 - "See that aid reaches those organising local criminal activity. Be
discrete."
Cost : 40 Gold
Result : Pillage 2 to 4 Improvements
Option 3 - "Unleash out agents. Allow them to capitalise on any opportunities
for mischief-making that they can find."
Cost : 50 Espionage Points
Result : Pillage 3 to 5 Improvements
55% for Result 4
Result 4 - "Our agents have been exposed!"
Cost : None
Result : -2 Attitude with other Civ
--==Other Civ==--
Option 1
"Civil unrest near [Civ City] has led to riots and looting."
Option 2
"Civil unrest near [Civ City] has led to riots and looting. Multiple
improvements have been destroyed!"
Option 3
"Massive civil unrest near [Civ City] has led to riots and looting. Both
inside and outside the city, some of our improvements have been destroyed by
looters."
"Between X and Y buildings buildings destroyed in [Civ City]."
Result 4
"We have identified [Other Civ Adjective] agents who are systematically and
actively aggrevating the situation in [Civ City]."
--==Appears in Events==--
"The [Other Civ Adjective] city of [Other Civ City] is suffering civil
unrest. Riots and looting have broken out."
******************
*BROTHERS IN NEED*
******************
--==Scenario==--
"Our brothers in the true [Civ Religion Adjective] faith who dwell in the
[Other Civ Adjective] Empire are at war. They lack for vital strategic
resources that we have in abundance. This is our chance to come to their
aid."
--==Mechanics==--
Chance of Event in Game = 100%
Required = Must have a State Religion
Other player must have same State Religion
--==Options==--
"Although our brothers are in need, it is best not to get involved at this
time."
"Offer to send them a large supply of Copper for weapon making."
"Provide Iron so that they may craft strong weaponry."
"Send large heads of war-trained Horses to our brothers."
"War Elephants are what they need. Send in the Jumbos!"
"Their vehicles require diesel. Tanks cannot roll without fuel!"
"Anything for our brothers in need. There is no limit to our support."
--==Results==--
Option 1 - "Although our brothers are in need, it is best not to get involved
at this time."
Cost : None
Result : None
Option 2 - "Offer to send them a large supply of Copper for weapon making."
Cost : Copper Bonus
Result : None
"Provide Iron so that they may craft strong weaponry."
Cost : Iron Bonus
Result : None
"Send large heads of war-trained Horses to our brothers."
Cost : Horses Bonus
Result : None
"War Elephants are what they need. Send in the Jumbos!"
Cost : Ivory Bonus
Result : None
"Their vehicles require diesel. Tanks cannot roll without fuel!"
Cost : Oil
Result : None
"Anything for our brothers in need. There is no limit to our support."
Cost : Uranium
Result : None
--==Other Civ==--
Option 2
"Our [Other Civ Adjective] religious brothers have gifted us with Copper to
aid us in our war effort!"
Option 3
"Our [Other Civ Adjective] religious brothers have gifted us with Iron to
aid us in our war effort!"
Option 4
"Our [Other Civ Adjective] religious brothers have gifted us with Horses to
aid us in our war effort!"
Option 5
"Our [Other Civ Adjective] religious brothers have gifted us with Ivory to
aid us in our war effort!"
Option 6
"Our [Other Civ Adjective] religious brothers have gifted us with Oil to
aid us in our war effort!"
Option 7
"Our [Other Civ Adjective] religious brothers have gifted us with Uranium to
aid us in our war effort!"
--==Appears in Events==--
"[Civ Adjective] leaders have met with their [Other Civ Adjective]
[Civ Religion Adjective] brothers to discuss the possibility of sending
them strategic resources to aid in their air efforts."
"Corporate fraud within our own [Civ Corporation] corporation has collapsed
the company's stock price, taking the rest of the market down with it and
triggering a global economic depression."
--==Mechanics==--
Chance of Event in Game = 40%
Required = 2 Global Corporation
1 Corporation must be in your control
--==Options==--
"There is really not much we can do about this, is there?"
--==Results==--
Option 1 - "There is really not much we can do about this, is there?"
Cost : None
Result : All Civs lose X% of their treasury
--==Appears in Events==--
"Corporate fraud within [Civ Corporation], headquartered in the
[Civ Adjective] Empire, has collapsed the company's stock price, taking the
rest of the market down with it and triggering a global economic depression."
*************
*SOLO FLIGHT*
*************
--==Scenario==--
"A daring pilot has successfully flown around the globe in a single person
airplane."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Flight Tech
--==Options==--
"This grand achievement has won admiration from people across the globe!"
--==Results==--
Option 1 - "This grand achievement has won admiration from peopple across
the globe!"
Cost : None
Result : +X attitude to all foreign leaders
--==Appears in Events==--
"A daring [Civ Adjective] pilot is the first to fly solo around the world,
lifting spirits across the globe and winning admiration from all of
humanity."
"In honour of our gods, the city of [Civ City] has organised and hosted a
grand series of Games. Athletes from all over the nation travel there to
compete."
--==Mechanics==--
Chance of Event in Game = 75%
Required = Single Play Only
Polytheism Tech
Obsoleted By = Machinery, Feudalism, Music, Philosophy,
Civil Service or Theology Tech
--==Options==--
"These Games are honourable, but overall their importance to our civilisation
is minor."
"These Games are grand! We should invite and sponsor athletes from
neighbouring civilisations to attend."
--==Results==--
Option 1 - "These Games are honourable, but overall their important to our
civilisation is minor."
Cost : None
Result : None
Option 2 - "These Games are grand! We should invite and sponsor athletes from
neighbouring civilisations to attend."
Cost : 20 Gold
Result : Diplomatic Boost with Neighbours
--==Appears in Events==--
"The [Civ City] Games have become a unifying event for all those who are able
to participate."
"In the spirit of international cooperation, the city of [Civ City] has
decided to revive its ancient tradition of the Games, forming this in to a
world event."
--==Mechanics==--
Chance of Event in Game = 100%
Required = Must have had Ancient Olympics Option 2
Scientific Method Tech
--==Options==--
"The Games will be a grand spectacle, with athletes from all nations invited
to attend!"
--==Results==--
Option 1 - "The Games will be a grand spectacle, with athletes from all
nations invited to attend!"
Cost : None
Result : Diplomatic Boost it all Nations
--==Appears in Events==--
"The modern [Civ City] Games have begun, with the full richness of the ancient
athletic traditions brought back for all the world to enjoy."
"[Other Civ Adjective] forces have unexpectedly shown mercy and compassion for
our wounded, tending them on the battlefield and then returning the survivors
safely to us."
--==Mechanics==--
Chance of Event in Game = 80%
Required = Single Player Only
Nation is at war
--==Options==--
"No good dead shall go unpunished. Send our recovered soldiers back into
battle the moment they are ready."
"Perhaps this is a sign that enough blood has been shed. Send our emissaries
to see if they are ready to discuss peace."
--==Results==--
Option 1 - "No good dead shall go unpunished. Send our recovered soldiers back
into battle the moment they are ready."
Cost : None
Result : None
Option 2 - "Perhaps this is a sign that enough blood has been shed. Send our
emissaries to see if they are ready to discuss peace."
Cost : None
Result : Chance of Peace
--==Other Civ==--
"A heroic gesture of mercy by your forces in regard to [Other Civ Adjective]
wounded has opened the door to a possible peace treaty. Do you wish to end
the war?"
--==Appears in Events==--
Option 2
"A heroic gesture of mercy by the [Other Civ Adjective] forces towards the
[Civ Adjective] wounded has brought an unexpected opportunity for peace. The
two sides are at least pausing to consider the possibility."
"A great mediator has emerged, offering to arbitrate the dispute between
[Other Civ Adjective] leadership and our nation. This could be a chance for
peace."
--==Mechanics==--
Chance of Event in Game = 85%
Required = Single Player Only
Nation is at war
--==Options==--
"We do not want peace! Let the war continue."
"Peace would benefit both sides. Give our blessing to this mediator, and may
his words prove sharper than their hatreds."
--==Results==--
Option 1 - "We do not want peace! Let the war continue."
Cost : None
Result : None
Option 2 - "Peace would benefit both sides. Give our blessing to this
mediator, and may his words prove shaper than their hatreds.
Cost : None
Result : Chance of Peace
--==Other Civ==--
Option 2
"A great mediator has offered to abritrate our grievance with the
[Other Civ Adjective] Empire. This opens the door to a possible peace treaty.
Do you wish to end the war?"
--==Appears in Events==--
Option 2
"A great mediator has attempted to broker peace between the [Civ Adjective]
and [Other Civ Adjective] Empires!"
*****
*TEA*
*****
--==Scenario==--
"Imported [Other Civ Adjective] tea has become all the rage amongst our social
elite."
--==Mechanics==--
Chance of Event in Game = 90%
Required = Harbour Building
Scientific Method Tech
--==Options==--
"The taxes from these sales should boost our coffers nicely, as well as
boosting our relations."
--==Results==--
Option 1 - "The taxes from these sales should boost our coffers nicely, as
well as boosting our relations."
Cost : None
Result : 50 Gold + [1 to 50 Random Gold]
+1 Attitude with Other Civ
--==Other Civs==--
"Tea exports to [Other Civ Adjective] customers have provided a nice boost to
our relations."
--==Appears in Events==--
"[Civ Adjective] citizens who are socially advanced have adopted imported
[Other Civ Adjective] tea as their beverage of choice."
***********
*PARTISANS*
***********
--==Scenario==--
"Our city of [Civ City] has been destroyed by the rampaging
[Other Civ Adjective] army. Some of our citizens are forming partisan
resistance!"
--==Mechanics==--
Chance of Event in Game = 35%
Required = Emancipation Civic
Nation is at war
City has been razed by enemy
--==Options==--
"Send word to the new partisan units to continue their fight near their
destroyed homes."
"Although we will lose up to half their number to exhaustion, desertion
and willful refusal to leave the area, we must convince these units to
retreat. Have them march to our capital city, where they will reform
into units."
--==Results==--
Option 1 - "Send word to the new partisan units to continue their fight near
their destroyed homes."
Cost : None
Result : Gain Militia Units near the City
Option 2 - "Although we will lose up to half their number to exhaustion,
desertion and willful refusal to leave the area, we must convince
these units to retreat. Have them march to our capital city, where
they will reform into units."
Cost : None
Result : Gain Half of Option 1 Militia Units near Capital
--==Other Civ==--
Option 1
"[Other Civ Adjective] citizens from the city was just razed are taking to the
surrounding countryside to form Partisan resistance units!"
Option 2
"[Other Civ Adjective] citizens from the city was just razed are fleeing toward
their capital and are expected to form Partisan resistance units there!
--==Appears in Events==--
"The [Civ Adjective] people from the city of [Civ City] have seen their homes
burned! They are rising up against the wicked [Other Civ Adjective] invaders,
forming Partisan units to join the resistance as militia fighters!"
------------------------------------------------------------------------------
[3.01] New Traits
There are 4 new traits that are introduced in the Expansion Pack, those
changed from Beyond the Sword and one new change in from this expansion pack.
*************
*Charismatic*
*************
+1 Happiness per city
+1 Happiness from Monuments and Broadcast Towers
-25% Experience Points for Promotions
***************
*Imperialistic*
***************
Great Generals emerge twice as fast than normal
+50% Production of Settlers
************
*Protective*
************
Free City Garrison I and Drill I Promotions for ranged (Archery + Gunpowder
Units)
Production speed doubled for Castles and Walls
The Changed Trait from Warlords
***********
*Expansive*
***********
+2 Health per city
25% Faster Productio of Worker Units
Production speed for Granary and Harbour doubled
------------------------------------------------------------------------------
[3.02] New Leaders
There are 6 new leaders for existing Civilisations that have been given from
the base game and the Warlords expansion. They are:
This allows the player to begin the Civilsation Game with the Civ more
advanced than usual. This option allows with a portion of the map already
visible and an extra amount of gold to burn. You can use the already given
gold to purchase units for your nation, buildings for your cities, improvement
for the land or technologies that you don't possess. The difficulty will
determine the amount of gold that you are given.
You cannot however, attack the enemy for 10 turns and when the game starts,
you will have to start to pay maintenance for the items that you have gained.
You can click this option while determining the custom game options.
------------------------------------------------------------------------------
[3.04] New Civilisations
This game introduces 10 more different civilisations to play around with and
some leaders of their great nations. They each start off with two different
technologies, have a special unit and a special structure.
--==The Babylonian Empire==--
Leaders
Hummurabi
Special Unit
Bowman (Archery Unit)
Strength - 3
Movement - 1
1 First Strike
+50% City Defence
+25% Hills Defence
Replaces Archer
Requires Archery
Starting Technologies
The Wheel
Agriculture
Special Building
Garden replaces Colosseum
--==The Byzantine Empire==--
Leaders
Justinian I
Special Unit
Cataphract (Mounted Unit)
Strength - 12
Movement - 2
Replaces Knight
Doesn't receive defensive bonuses
Flank Attack against Catapults and Trebuchets
Requires Guild, Horseback Riding, Iron and Horses
Starting Technologies
Mysticism
The Wheel
Special Building
Hippodrome replaces Theatre
--==The Dutch Empire==--
Leaders
Willem van Oranhe
Special Unit
East Indiaman (Naval Unit)
Strength - 6
Movement - 4
Replaces Galleon
Carge Space is 4
Can Explore Rival Territory
Requires Astronomy
Starting Technologies
Fishing
Agriculture
Special Building
Dike replaces Levee
--==The Ethiopian Empire==--
Leaders
Zara Yaqob
Special Unit
Oromo Warrior (Gunpowder Unit)
Strength - 9
Movement - 1
Replaces Musketman
1 First Strike
Immune to First Strikes
Starts with Drill I and Drill II Promotions
Requires Gunpowder
Starting Technologies
Hunting
Mining
Special Building
Stele replaces Monument
--==The Holy Roman Empire==--
Leaders
Charlemagne
Special Unit
Landsknecht (Melee Unit)
Strength - 6
Movement - 1
Replaces Pikeman
+100% against Mounted Units
+100% against Melee Units
Requires Engineering and Iron
Starting Technologies
Mysticism
Hunting
Special Building
Rathaus replaces Courthouse
--==The Khmer Empire==--
Leaders
Suryavarman II
Special Unit
Ballista Elephant (Mounted Unit)
Strength - 8
Movement - 1
Replaces War Elephant
Doesn't receive defensive Bonuses
+50% Against Mounted Units
Targets any Mounted Units first in combat outside cities
Requires Construction, Horseback Riding, Ivory
Starting Technologies
Hunting
Mining
Special Building
Baray replaces Aqueduct
--==The Mayan Empire==--
Leaders
Pacal II
Special Unit
Holkan (Melee Unit)
Strength - 4
Movement - 1
Replaces Spearman
Immune to First Strike
+100% to Mounted Units
Requires Hunting, Bronze Working
Starting Technologies
Mysticism
Mining
Special Building
Ball Court replaces Colosseum
--==The Native American Empire==--
Leaders
Sitting Bull
Special Unit
Dog Soldier (Melee Unit)
Strength - 4
Movement - 1
Replaces Axeman
+100% against Melee Units
Requires Bronze Working
Starting Technologies
Fishing
Agriculture
Special Building
Totem Pole replaces Monument
--==The Portuguese Empire==--
Leaders
Joao II
Special Unit
Carrack (Naval Unit)
Strength - 3
Movement - 3
Replaces Caravel
Cargo Space is 2
Can Explore Rival Territory
Requires Optics
Starting Technologies
Fishing
Mining
Special Building
Feitoria replaces Market
--==The Sumerian Empire==--
Leaders
Gilgamesh
Special Unit
Vulture (Melee Unit)
Strength - 6
Movement - 1
Replaces Axeman
+25% Against Melee Units
Requires Bronze Working, Copper or Iron
Starting Technologies
The Wheel
Agriculture
Special Building
Ziggurat replaces Courthouse
------------------------------------------------------------------------------
[3.05] Special Buildings
Introduced in the Warlords expansion pack are special buildings that can only
be built by specific Civilisations in replacement of your standard buildings
that any can build. Therefore, it provides a slight twist in playing a certain
civilisation over another as these buildings can make a city happy or healthy
or even the other way around. I will only cover the 10 new special buildings
as I will cover the others in my upcoming, if possible, Warlords guide.
********
*Garden*
********
Unique for - Babylonian Empire
Replaces - Colosseum
Requires - Construction
Production - 80 Hammers
Effects - +1 Happiness
+2 Health
+1 Happiness for each 20% of Culture
Double Construction Speed for Creative leaders
************
*Hippodrome*
************
Unique for - Byzantine Empire
Replaces - Theatre
Requires - Drama
Production - 50 Hammers
Effects - +3 Culture
+1 Happiness
+1 Happiness per 5% of Culture
+1 Happiness from Horses
Required to build Globe Theatre
Double Construction Speed for Creative leaders
******
*Dike*
******
Unique for - Dutch Empire
Replaces - Levee
Requires - Steam Power
Production - 180 Hammers
Effects - Water Tiles +1 Production
River Tiles +1 Production
*******
*Stele*
*******
Unique for - Ethiopian Empire
Replaces - Monument
Requires - Mysticism
Production - 30 Hammers
Effects - +1 Culture
+25% Culture
+1 Happiness for Charismatic leaders
Obsolete with Astronomy
*********
*Rathaus*
*********
Unique for - Holy Roman Empire
Replaces - Courthouse
Requires - Code of Law
Production - 120 Hammers
Effects - +2 Espionage Points
-75% Maintenance
Can turn 1 Citizen into a Spy
Required to build Forbidden Palace
Doubled Construction Speed for Organised leaders
Available free on Modern or Future Era Starts
*******
*Baray*
*******
Unique for - Khmer Empire
Replaces - Aqueduct
Requires - Mathematics, Masonary
Production - 100 Hammers
Effects - +1 Food
+2 Health
Required to Build Hanging Gardens
Available free on Renaissance or later Era Starts
************
*Ball Court*
************
Unique for - Mayan Empire
Replaces - Colosseum
Requires - Construction
Production - 80 Hammers
Effects - +3 Happiness
+1 Happiness for each 20% Culture Rate
Doubled Construction Speed for Creative leaders
************
*Totem Pole*
************
Unique for - Native American Empire
Replaces - Monument
Requires - Mysticism
Production - 30 Hammers
Effects - +1 Culture
New Archery Units gain 3 Experience Points
+1 Happiness for Charismatic Leaders
Obsolete with Astronomy
**********
*Feitoria*
**********
Unique for - Portuguese Empire
Replaces - Customs House
Requires - Economics
Production - 180 Hammers
Effects - +50% Intercontinental Foreign Trade Route Yield
+1 Commerce for Water Tiles
Requires Harbour
**********
*Ziggurat*
**********
Unique for - Sumerian Empire
Replaces - Courthouse
Requires - Priesthood
Production - 90 Hammers
Effects - +2 Espionage Points
-50% Maintenance
Can turn 1 Citizen into a Spy
Required to Build Forbidden Palace
Double Construction Speed for Organised leaders
Available free on Modern or later Era Starts
Corporations are basically a different source of religion. These are massive
companies that are headquartered in a city and has many branches in the other
cities all over the world. They provide a large source of commerce and gold
but drains in maintenance.
Corporations are founded by researching the Corporation technology as well as
another technology. With adquate access to certain resources, a Great Person
can establish a Corporation in that city. The secondary technology and the
Great Person will vary from company to company however.
Once it is founded, the corporation will require maintenance from your
Government to keep it functional, to pay the wages as it were. In return
however, they provide a bonus such as gold, culture, research, food or even
different resources. The owner of the Corporation will receive money for each
branch of that company operating.
Similar to religion, Corporations are spread with Executives in place of the
Missionaries. It will cost money to expand into other cities as well as
maintenance to keep the branch running, however, you will receive money for
that branch as well as providing bonuses to that city as well. Bear in mind
however, that some companies will compete with others and two competing
companies cannot be in the same city.
If you do not wish to have Corporations in your land, enabling the State
Property will render all Corporations in your land useless. The Mercantilism
Civic will block any new corporations from entering your civilisation. There
are 7 companies, each with different abilities.
All Headquarters in their cities will generate +2 Culture and +1 Great Person
Point every turn.
"Despite being the most abundant metal on Earth, aluminum in its purest form
was exceedingly rare until the nineteenth century, with a price-per-pound
comparable to that of pure silver. The development of the Hall-Heroult
process in 1886, by which pure aluminum is drawn out of common bauxite ore,
made aluminum cheap and readily available. Harnessing his invention, Charles
Martin Hall created the Pittsburgh Reduction Company, which would grow into
the largest provider of aluminum in the world, with its product included in
everything from soda cans to spaceships."
Technology Required - Corporation and Rocketry
Great Person Required - Great Scientist
Resources Required - Coal
Benefits Awarded - Generates Aluminum
+3 Research Points for each Resource Consumed
City with Company Generates - +5 Gold per City
Competes With - Mining Inc
More Likely to Generate - Great Scientist
"While most food processing corporations are less than 150 years old, food
processing is an ancient tradition. The miller was the original food
processing entrepreneur, turning inedible wheat into versatile flour, all
while pulling in a tidy profit. Understandably, many modern food processing
companies rose from the milling industry, often picking up a few new
subsidiaries along the way. Today's food processors deal in a diverse range
of consumer products, lining the walls of the local supermarket with
everything from mayonnaise to deodorant."
Technology Required - Corporation and Refrigeration
Great Person Required - Great Merchant
Resources Required - Wheat, Corn, Rice
Benefits Awarded - +0.75 Food per Resource Comsumed
City with Company Generates - +5 Gold per City
Competes With - Sid's Sushi Co, Standard Ethanol
More Likely to Generate - Great Merchant
"Humanity's fascination with shiny objects has persisted since time
immemorial. Gold, silver and jewels have decorated the heads of monarchs and
the interior of palaces for millennia, but it was the nineteenth century that
began the true blossoming of the trade of treasures. Gold rushes throughout
the world - in the United States, Canada and Australia - not only created
new fonts of wealth, but left a lasting impression on the shape of world
population, relocating avaricious prospectors to some of the most remote
places on earth. The Gem Trade, with diamonds as its crown, grew up around
similar circumstances. Throngs of miners flocked to South Africa in the
mid-nineteenth century with the discovery of the "Star of Africa", an
enormous 83.5 carat diamond. As of the turn of the twentieth century, the
age of the traveling prospector bowed before the growth of enormous precious
metal and jewel firms. South Africa remains one of the most important sources
for gold and diamonds in the world, as well as the birth place to some of the
most influential corporations in the business."
Technology Required - Corporation and Mass Media
Great Person Required - Great Artist
Resources Required - Gold, Silver, Gems
Benefits Awarded - +1 Gold, +4 Culture per Resource consumed
City with Company Generates - +5 Gold per City
Competes With - Mining Inc
More Likely to Generate - Great Artist
"The Great Pyramids, the Hagia Sophia and the Hoover Dam all started their
famed existance in the same way - with a pile of stones and an ambitious
engineer. In the past, grand projects were taken on by princes or heads of
state, but today these works are built by corporations. Often employing both
an architech and a construction team, modern construction companies both
dream up and execute the shaping of a piece of land into a new edifice.
Beyond simply erecting the building, it often falls upon the construction
company to reign in the wild designs of upstart architects like Frank Lloyd
Wright and Antoni Gaudi to ensure the completion of their works. Perhaps if a
construction executive had been present during the designing of Gaudi's
Sagrada Familia, it would already be complete and accepting donations for
renovations."
Technology Required - Corporation and Combustion
Great Person Required - Great Engineer
Resources Required - Iron, Copper, Stone, Marble, Aluminum
Benefits Awarded - +0.5 Production Hammer per Resource Consumed
+3 Culture per Resource Consumed
City with Company Generates - +5 Gold per City
Competes With - Mining Inc
More Likely to Generate - Great Engineer
"For much of human history, victory has gone to those with access to the
finest metals. From the Bronze Age onwards, metal tools, weapons and alloys
have been an inherent part of the rise of civilization, spurring conquests
and construction by the world's greatest empires. And while metal mining has
had an impressive history, it was not until the nineteenth century that
industrial mining truly began to take root. The reasons explain this sudden
intensification in mining operations. The first was the almost daily
revolutions in the production of tools and consumer items, requiring a
continual source of metal to produce them. The second was that the fuel that
powered the Industrial Revolution was coal, nestled deep within the earth.
In modern times, enormous excavators like the Bagger 288 have it possible to
mine a pit three-hundred feet long and one-hundred feet deep in a day, a
feat that, in the past, would have required the mobilization of nations."
Technology Required - Corporation and Railroad
Great Person Required - Great Engineer
Resources Required - Coal, Iron, Copper, Gold, Silver
Benefits Awarded - +1 Production for per Resource Consumed
City with Company Generates - +5 Gold per City
Competes With - Aluminum Co, Creative Constructions, Civilized
Jewelers Inc
More Likely to Generate - Great Engineer
"Sushi is an ancient form of food preservation that originated in Southeast
Asia in the fourth century BC. This technique of wrapping fish in vinegar-
soaked rice spread through out Asia, making its way to China in the
thirteenth century and later to Japan. In Japan, the dish became extremely
popular in the early nineteenth century, when a sushi stall owner in Edo
began placing bits of extremely fresh and even raw fish within or atop the
classic bed of vinegar rice. It was here that modern sushi was born. Sushi
has since become Japan's signature dish, and from the 1980s onward has
become a popular delicacy throughout the world."
Technology Required - Corporation and Medicine
Great Person Required - Great Merchant
Resources Required - Crab, Clam, Fish, Rice
Benefits Awarded - +0.5 Food per Resource Consumed
+2 Culture per Resource Consumed
City with Company Generates - +5 Gold per City
Competes With - Cereal Mills, Standard Ethanol
More Likely to Generate - Great Merchant
------------------------------------------------------------------------------
[4.08] Standard Ethanol
"As an energy source, few things can compare to fossil fuels. Yet, like most
resources, the limited nature of fossil fuels has made an alternative energy
source a necessary compliment to the world's power supply. Ethanol, which can
be created from corn, beets and sweet potatoes, has become one of the leading
candidates to wean customers from their daily gasoline fix. Used as a fuel
additive or a fuel itself, ethanol's renewable nature, as well as the
increased availability of ethanol-powered vehicles, has made it the most
widely used gasoline alternative in the world. But with an ever-increasing
world population the use of fields to produce fuel instead of food has made
the full-blown adoption of biofuels a difficult choice for those in positions
of power."
Technology Required - Corporation and Plastics
Great Person Required - Great Scientist
Resources Required - Wheat, Sugar, Rice
Benefits Awarded - +2 Research Points per Resource Consumed
Generates Oil
City with Company Generates - +5 Gold per City
Competes With - Cereal Mills, Sid's Sushi Co.
More Likely to Generate - Great Scientist
Executives act as the Corporation's Missionary. It allows you to spread one
of your companies into other cities, whether they belong to you or to rival
civilisations. Once they are on the city you want to spread it on, you can
establish a branch there. This will ask you if you wish to compete and
override the competition of another competing company.
As a National Unit, you are only allowed 3 Executives for each Corporation
that you own at a time. You must understand that you can only produce them
when you have not exceeded the limit. They take 100 Production Hammers to
produce and have 2 Movement per turn. They cannot fight when attacked.
A Forest Preserve is the only bonus Tile Improvement that is offer to you as
a leader. It requires a large amount of movement up the technology tree to be
able to place this on a tile.
Requires - Scientific Method Technology
Placed - Anywhere with a Forest
Effects - +1 Commerce when next to a River
+2 Commerce with Environmentalism Civic
+1 Happiness in nearby cities
Gives the terrain a higher chance to spread forests.
------------------------------------------------------------------------------
[6.01] Customs House
Modeled on the Custom Houses during the Age of Sails, these ensure that your
Trade Routes yield even more commerce and gold for your nation. These do so
by enacting tariffs on imports and exports.
------------------------------------------------------------------------------
[6.02] Industrial Park
Cost - 200 Hammers
Requirements - Industrialism, Factory Building
Effects - +2 Unhealthy Citizens
Can turn 2 Citizens into an Engineer
+1 Free Engineer
+1 Unhealthy Citizen from Coal and one more from Oil
Your average industrial complex. These don't do much except for providing you
a means of gaining cheaper Engineers that will increase production. However,
it comes at a large cost, with +4 Unhealthy Citizens if fully provided for
with coal and oil.
Cost - 180 Hammers
Requirements - Communism
Effects - +8 Espionage Points
+50% Espionage Points Generated
Can turn 2 Citizens into a Spy
Well, this is your average FBI, CIA, ASIS, CSIS, MI6 and any other agencies
that you know of. It is useful in generating Espionage points since as time
goes on, it will cost more points to actually complete a mission.
Cost - 180 Hammers
Requirements - Steam Power
Effects - River Tiles +1 Production
These are useful if there are rivers in the cities. You can now pump the power
of rivers as they increased commerce and food production and now with the
Levee, they can pump up production.
------------------------------------------------------------------------------
[6.05] Public Transportation
Cost - 150 Hammers
Requirements - Combustion
Effects - +1 Health
+1 Health from Oil
+2 Health with Environmentalism
Unlike the Industrial Park, Public Transportation will improve the health of
your city. By removing vehicles off the road and having mass transit, it
removes pollution, increasing health. With Oil, it probably increases the
types of transport available. And the uprising movement on Global Warming
can't do any harm.
------------------------------------------------------------------------------
[6.06] Security Bureau
Cost - 220 Hammers
Requirements - Democracy
Effects - +8 Espionage Points
+50% Defence against Espionage
Helps Thwart Rival Spies
Can turn 2 Citizens into a Spy
This is your reverse Intelligency Agency, where this focuses on countering
enemy spies rather than helping you succeed. It is important as spies will
play a major role.
Country Located Today - Vatican City, Italy
Construction Cost - 400 Hammers
Requirements - Theology
Culture Produced - +4 Culture
Great People Points - +2 Points
Effects - Triggers the Apostolic Palace Global Elections
Guarantees Eligibility for Diplomatic Votes
Diplomatic Victory must be enabled
Built before Industrial Era
Requires at least 3 Teams
Obsolete with Mass Media
More Likely to Generate - Great Prophet
Country Located Today - Rio de Janeiro, Brazil
Construction Cost - 1000 Hammers
Construction Speed Halved - With Spiritual Leaders
Requirements - Radio
Culture Produced - +5 Culture
Great People Points - +2 Points
Effects - No Anarchy
No wait between Civic or State Religion Changes
More Likely to Generate - Great Engineer
------------------------------------------------------------------------------
[7.03] Mausoleum of Maussollos
Country Located Today - Helicarnassus, Modern Day Turkey
Construction Cost - 450 Hammers
Construction Speed Halved - Marble
Requirements - Calendar
Culture Produced - +10 Culture
Great People Points - +2 Points
Effects - +50% Golden Age Length
Built before Medieval Era
More Likely to Generate - Great Artist
Country Located Today - Easter Island
Construction Cost - 250 Hammers
Construction Speed Halved - Stone
Requirements - Sailing
Culture Produced - +4 Culture
Great People Points - +1 Point
Effects - Water Tiles +1 Production
Built in Ancient Era only
More Likely to Generate - Great Prophet
------------------------------------------------------------------------------
[7.05] National Park
Country Located Today - Yellowstone National Park, Wyoming, United States
Construction Cost - 300 Hammers
Requirements - Biology
Culture Produced - +3 Culture
Great People Points - +1 Point
Effects - Removes Coal from the City
No Unhealty Citizens from Population Causes
+1 Free Specialist per Forest Reserve
More Likely to Generate - Great Scientist
Country Located Today - Yangon, Myanmar (Burma)
Construction Cost - 450 Hammer
Construction Speed Halved - Gold
Requirements - Meditation, Aesthetics
Culture Produced - +8 Culture
Great People Points - +2 Points
Effects - Enables ALL Religion Civics
Built on Renaissance or earlier Eras
More Likely to Generate - Great Prophet
------------------------------------------------------------------------------
[7.07] The Statue of Zeus
Country Located Today - Destroyed, formally in Olympia, Greece
Construction Cost - 300 Hammers
Construction Speed Halved - Ivory
Requirements - Aesthetics, 2 Monuments
Culture Produced - +10 Culture
Great People Points - +2 Points
Effects - Enemies suffer +100% War Weariness
Built in Ancient Era only
More Likely to Generate - Great Artist
Quote : "Oh! I have slipped the surly bonds of Earth - Put out
my hand and touched the Face of God." - John Gillespie
Magee, Junior
Research Points Cost : 5000
Required : Satellites and Flight Technolgies
Leads To : Stealth Technology
Effects : Obsoletes Stable
Units Enabled : Gunship and Jet Fighter
Quote : "Art for art's sake is an empty phrase. Art for the
sake of truth, art for the sake of the good and the
beautiful, that is the faith I am searching for." -
George Sand
Research Points Cost : 300
Required : Writing
Leads To : Literature and Drama
Buildings Enabled : Parthenon, Statue of Zeus, Shwedagon Paya
Quote : "Nothing travels faster than the speed of light with
the possible exception of bad news, which obeys its
own special laws." - Douglas Adams
Research Points Cost : 7000
Required : Plastics and Satellites Tech
Leads To : Fiber Optics
Units Enabled : Mobile Artillery, Mobile SAM
Buildings Enabled : SDI
------------------------------------------------------------------------------
[8.04] Military Science
Quote : "I must study politics and war that my sons may have
liberty to study mathematics and philisophy." - John
Adams
Research Points Cost : 2000
Required : Chemistry Tech
Effects : Enables Blitz and Commando Promotions
Units Enabled : Grenadier, Ship of the Line
Buildings Enabled : Military Academy
Quote : "Behind a veil, unseen yet present, I was the forceful
soul that moved this mighty body." - Jean Racine
Research Points Cost : 8000
Required : Advanced Flight and Composites Tech
Leads To : Future Tech
Units Enabled : Stealth Destroyer, Stealth Bomber
Quote : "What is happiness? The feeling that power is growing,
that resistance is overcome." - Friedrich Nietzsche
Research Points Cost : 6500
Required : Refrigeration and Computers
Leads To : Genetics
Buildings Enabled : Laboratory, Russian Research Institute, SS Thrusters
Unit Type - Air Unit
Production Cost - 80 Hammers
Required - Physics Tech
Strength - 4
Movement - 1
Range - 8
Effects - Can See Submarines
+100% vs Naval Units
Upgrades To - Fighter
Unit Type - Gunpowder Unit
Production Cost - 120 Hammers
Required - Artillery Tech
Strength - 14
Movement - 1
Effects - +100 vs Armoured Units
Starts with Ambush Promotion
Upgrades To - Mechanised Infantry
Unit Type - Naval Unit
Production Cost - 150 Hammers
Required - Rocketry, Radio and Combustion Tech, Uranium Bonus
Strength - 24
Movement - 6
Effects - Cargo Space 1
Invisible to Most Units
Can See Submarines
Can Move pass Impassable Terrain
Can Explore Rival Territory
50% Chance to Withdraw from Combat
+50% vs Submarines
Unit Type - Mounted Unit
Production Cost - 100 Hammers
Required - Gunpowder, Military Tradition, Horseback Riding Tech, Horse
and Iron Bonus
Strength - 12
Movement - 2
Effects - Immune to First Strikes
Doesn't Receive Defensive Bonuses
15% Chance to Withdraw from Combat
Flank Attack against Cannon
Replaced by Spanish Conquistador
Upgrades To - Cavalry
------------------------------------------------------------------------------
[9.05] Great Spy
Unit Type - Special
Production Cost - Special
Strength - 0
Movement - 2
Effects - Can Start a Golden Age
Can Infiltrate enemy city for 3000 Espionage Points
Can Join a City as a Great Spy
Can Construct Scotland Yard
Invisible to All Units
Can Explore Rival Territory
Unit Type - Missile
Production Cost - 60 Hammers
Required - Rocketry and Radio Techs
Strength - 40
Movement - 1
Range - 4
Effects - 100% Chance to Evade Interception
Bombard Tile Improvements
Bomb City Defences by 16%
Unit Type - Naval Unit
Production Cost - 260 Hammers
Required - Robotics Tech, Oil or Uranium
Strength - 40
Movement - 7
Effects - Cargo Space of 4
Causes Collateral Damage
Can Bombard City Defences, 20% a turn
Unit Type - Siege Weapon
Production Cost - 200 Hammers
Required - Laser and Artillery Techs, Oil
Strength - 26
Movement - 2
Effects - Doesn't Receive Defensive Bonuses
Maximum damage of 85% on enemy on attack
Causes Collateral Damage
Immune to Coillateral Damage from Siege Weapons
+50% vs Siege Weapons
Can Bombard City Defences, 16% a Turn
------------------------------------------------------------------------------
[9.09] Mobile SAM
Unit Type - Gunpowder Unit
Production Cost - 220 Hammers
Required - Lasers Tech, Oil
Strength - 22
Movement - 2
Range - 1
Effects - Can Intercept Aircraft, 50% Chance
+50% vs Helicopter Units
Unit Type - Gunpowder Unit
Production Cost - 160 Hammers
Required - Fascism, Rifling and Flight Techs
Strength - 24
Movement - 1
Effects - Can perform Paradrops with Range of 5
Unit Type - Naval Unit
Production Cost - 80 Hammers
Required - Chemistry and Astronomy Techs, Copper or Iron
Strength - 6
Movement - 4
Effects - Hidden Nationality
Can Attack without Declaring War
Starts with Sentry Promotion
Upgrades To - Destroyer
------------------------------------------------------------------------------
[9.12] Ship of the Line
Unit Type - Naval Unit
Production Cost - 120 Hammer
Required - Military Science and Astronomy Techs, Iron
Strength - 8
Movement - 3
Effects - +50% vs Frigates
Can Bombard City Defences, 12% a Turn
Upgrades To - Destroyer
Unit Type - Naval Unit
Production Cost - 250 Hammers
Required - Stealth and Robotics Tech, Oil or Uranium
Strength - 30
Movement - 8
Effects - Invisible to Most Units
Can See Stealthed Ships
50% Chance to Intercept Aircraft
Cam Bombard City Defences, 16% a Turn
Unit Type - Missile
Production Cost - 250 Hammers
Required - Fission and Rocketry Techs, Uranium
Strength - 0
Movement - 1
Range - 4
Effects - Can Nuke Enemy Lands
50% Chance to Evade Interception
Requires Manhattan Project
This is the newest addition to Beyond the Sword and makes the Spy unit very,
very useful. The Espionage system allows you to sabotage your rivals by
destroying their tile improvements, poisoning the water of their cities and
other dirty deeds. Of course, your enemy can do this to you as well so be
weary of this. Of course, no Spy Agency will be complete without
counter-espionage to stop the attempts of enemy spies.
However, to do this, one must generate Espionage Points so that your spies can
complete their missions. This is done from diverting commerce from Research,
Culture and Gold towards the new option of Espionage. When you have enough
Episonage Points, you can move your Spy on the target and perform the action
that will be necessary to cary out your orders.
These points are necessary to carry out missions. Several buildings allow you
to generate points but the bulk of the points will generally come out of the
Commerce total. Once you have discovered the Writing Tech, you will have the
slider to adjust how much you spend on Espionage Points.
On the Espionage Screen, you can see the statistics for all encountered
civilisations and how many points you have invested in each. You can change
the weight of each rival. The weighting basically means the amount of points
that you are using to investigate the enemy. The higher the weighting, the
more points you are devoting to that enemy at the cost of investing points
into other rivals. This is important as this will influence the cost.
Originally, the cost of performing a mission will be at 100%. It it is higher
than 100%, that means that the rival has invested more points in your and
therefore, is more prepared against you and you will have to pay more in terms
of Espionage Points to carry out the same mission. This also works in reverse
when the cost is less than 100%. This means you have invested more points
than your rival has invested in you and therefore you can perform all missions
at a lower cost.
By clicking on a rival, you can see all the cities that you have discovered.
This, when clicked upon, allows you to see the available missions that your
spies can perform upon it and the cost that is required. The more points
needed, generally speaking, the riskier and more damaging it is.
There are many missions that your Spies can undertake. Some are passive while
the rest are active. Active requires you to move a spy over a specific tile
in order to perform the mission while passive missions are done when you have
accumulated enough Espionage Points against them. The Active Missions are:
Sabotage Improvement - This destroys an enemy tile improvement such as a
farm or a route improvement such as a road.
Sabotage Building - This will destroy a building that has built inside
an enemy city.
Steal Treasury - This will let your spy steal gold ranging from
10 to 100% of the treasury.
Spread Culture - This will increase the amount of culture in the
city.
Poison Water - For a short period of time, the city is more
unhealthy due to poisoned water.
Foment Unhappiness - For a short period of time, the city is more
unhappy.
Support City Revolt - Sends a city into revolt mode for a turn, reducing
city defences in the time-being.
Steal Technology - This steals a technology that you do not have from
your opponent.
Influence Civics - This will change the opponent's civics to the ones
that you have adopted.
Influence Religion - This changes the opponent's state religion to the
same one as yours.
Perform Counterespionage - The Enemy Espionage Mission Costs are doubled for
10 turns.
The Passive Missions are:
Can See Demographics - Allows you to see the enemy's information on the
Info Screen.
Can See Research - Allows you to see what the enemy is researching
currently and the turns needed for completion.
City Visibility - The enemy cities are now visible on your map.
Investigate City - You can see the info screen for the cities by
double clicking on them as if they were yours,
Spies Cannot Enter Our
Borders - Spies from civilisations that you have amassed
enough points against cannot enter your nation.
Spies are units that can be built by Civilisations provided you have
researched the Writing Technology. Spies are useful for scouting as they can
enter enemy territory without having to declare war as well as starting with
the Commando upgrade, allowing you to use the enemy's roads and railroads.
The spy can perform missions while it is on a specific tile and the longer it
is on the tile, the cheaper the missions will be overall. They cannot be
killed by conventional means, rather, they are seeked out by enemy spies and
can be killed by them. Once spotted, they cannot perform any more missions.
Spies can also be specialists, however, they are produced like a specialist in
a city. This provides you with more Espionage Points as well as increasing the
chances of a Great Spy appearing in that city.
------------------------------------------------------------------------------
[10.05] Great Spies
Great Spies are among the Great People such as the Scientists and so forth.
They are invaluable scouting units as they are invisible to all units, even
enemy spies and other Great Spies. If you manage to sneak a spy into the
enemy and onto their cities, you will receive an Espionage Point bonus of
about 3000 Points.
They can also join cities as Super Specialists and can also construct the
Scotland Yard national wonder, even if you have not meant the requirements
for normal construction. It will provide a boost to Espionage Point
production.
------------------------------------------------------------------------------
[11.01] Air Unit Promotions
Air Units now can be assigned to Intercept and will attack enemy aircraft on
sight. With air combat, the fight continues until one unit is destroyed or
withdraws from the fight. They can also defend against several attacks every
round, similar to ground units.
There are also changes to air unit promotions. They are now able to gain the
Combat, Pinch and the Ambush Promotions, similar to the Land Units. They also
have 3 new promotions.
Interception - Increases the chance of intercepting the enemy aircraft. SAM
infantry, Mobile SAM and Mechanised Infantry can also receive
this promotion.
Range - Increases the Air Unit's range.
Ace - Increaes the Unit's evasion chance when engaged.
------------------------------------------------------------------------------
[11.02] Overseas Maintenance and Colonies
Overseas Maintenance is a new form of maintenance where the city is on a
different continent from the Capital. When the amount of cities on that
specific continent reach a certain number, maintenance will begin to outweigh
the commerce gained from Production.
The only method to prevent this is to allow it to be a colony. When there are
two or more cities on the overseas continent, they can be colonies which
allows the cities to break off into their own Civilisations while being a
vassal state to you. This however, provides distinct economic, diplomatic
and military problems for you.
Siege units can now only damage units up to a certain limit. Therefore, the
units can attack to the limit, no more, but less depending on the health of
the unit. Defending Siege units however, can still destroy the forces of the
attackers.
Also, several units such as the Gunship have the Flank Attack against Siege
units. This is when a stack of Siege Units are together and provided the unit
survives, every Siege unit is damaged to some extent.
Naval units can now be sent to blockage enemy ports, denying them of valuable
commerce and gold for their Civilisation. Naval units can even plunder the
trade units of the enemy, making control of the seas invaluable.
Also, for naval trade routes along rivers, the Sailing Technology must be
researched beforehand.
------------------------------------------------------------------------------
[A] Contact Information
Appears on g,a,m,e,f,a,q,s.c,o,m ALWAYS (remove the commas)
******************************************************************************
Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.
******************************************************************************
To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com
Replace at with @ and dot with .
Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that.
E-Mail me (and anyone else you want to e-mail) with courtesy and respect as
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail.
Please write in English or anything close to it. It can't understand foreign
languages so please don't give me a page long quite in Mexican or Antarctic
penguin language cause I don't understand.
Don't write in sloppy English. I mean, who the hell would understand "Hwo Od
Yoi Di Tjih Ni Cvilztin Flr?" Don't be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the PC Game, Civ IV, ..." it makes me wonder if I'm talking to a freak
the President of the United States of America or Bill Gates or Donald Trump.
I will credit you if your send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.
I will not respond to:
* Spam
* Bill Gate's Spam (He gets spam of up to 4 million per day)
* Something not related with this
* Something already covered
* Illegal stuff, like CD-Keys and Pirated Versions
* Technical Problems
Technical Problems will not be answered as they should be sent to Firaxis not
me. I didn't design the game so I shouldn't know what's wrong with it, its
your game not MINE.
------------------------------------------------------------------------------
[B] Webmaster Information
ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW
GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS, MY FAQ ON OTHER SITES MY BE
OUTDATED
YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.
This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.
CJayC for hosting this FAQ
Me for writing it
Firaxis Games for developing it
2K Games for distribution
------------------------------------------------------------------------------
[D] Sites FAQ is on
Current FAQ is On
www.gamefaqs.com will always have the latest versions
May be Outdated
www.neoseeker.com will have a version of this FAQ
www.supercheats.com
This game is Copyright 2007 Firaxis Games and 2K Games. All Rights Reserved
This document is copyrighted by US and Canadian and Australian Laws. This FAQ
is for personal use only. This is not to be used for commercial or personal
gain. Websites publishing this guide without permission will face punishment
under the law. All sites except GAMEFAQS are not allow to host this FAQ
without my permission.
This document is protected by the copyright laws that were founded in the
Bernes Copyright Convention in 1968. It states that:
The expression “literary and artistic works” shall include every production
in the literary, scientific and artistic domain, whatever may be the mode or
form of its expression, such as books, pamphlets and other writings; lectures,
addresses, sermons and other works of the same nature; dramatic or
dramatico-musical works; choreographic works and entertainments in dumb show;
musical compositions with or without words; cinematographic works to which
are assimilated works expressed by a process analogous to cinematography;
works of drawing, painting, architecture, sculpture, engraving and
lithography; photographic works to which are assimilated works expressed by a
process analogous to photography; works of applied art; illustrations, maps,
plans, sketches and three-dimensional works relative to geography,
topography, architecture or science.
If you fail to follow the law, you will be indited for fraud and is a criminal
offense and result in a criminal record. You will find it extremely hard to
find a job if you have a criminal record. Do not sell this document or claim
it as your own or you will be punishable under the law. If you wish to know
more about this law as you don't believe that you are breaking copyright,
feel free to do a google search on the Bernes Copyright Convention.
You are not to sell this piece of work, claim it as your own, make any
finanical gain out of this guide, or any other illegal activity. You are
allowed to print this guide out and use it for personal uses but that is the
only thing you can do with this guide.
Please abide with the terms. If not, you will be facing a lawsuit you cannot
win.
This document is copyright 2007. All Rights taste like damp old socks.