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What new random events would you like to see?
Just a few suggestions. (Not all of them are entiiiiirely serious... Okay, so none of them are really all that serious.)
(Winter-time only) Overcome with the yule-time spirit, your tax-collectors have given away much of the taxes they've collected (and not to you.) Gathered taxes reduced with 100 gold. On the up side, someone left a magic item in your stockings. (Positive growth only) At a recent religeous festival, someone spiked the wine with Spanish fly. The population in the province increased with 5%. (Only if more than 10 gems of an elemental type in your laboratory) A number of magic gems in your laboratory spontaneously combined to form a creature of pure elemental magic. Swelling up to enormous proportions, it was just about to consume the laboratory and all in it, when it spotted an apprentice mage who was hiding behind a cupboard. The creature paused, then ambled over to the apprentice and said "Mama?" (You get an appropriate elemental) (Luck +3, Magic +3) A leprachaun has been caught in a trap. In exchange for his freedom, he gives you a Wish. (Negative order) The local TV station has broken down, and left the people without evening entertainment. Population has increased with 10%, and so has unrest. (Positive magic, province must have a lab) A local alchemist has actually found the Philosopher's Stone and manages to produce 200 gold, before he is assassinated by a South-African mining company. (Positive magic, forest regions) A wandering nymph is spotted as she bathes in a moon-lit pond. Many of your soldiers are struck blind and several have started to grow hair on the inside of their palms. (3d6 random soldiers are given the "lost both eyes" affliction, 2d6 random soldiers are turned into werewolves.) (Farmland) A mighty dragon has ravaged the land. 5% of the population has died, the province lost 50% of its supply points this turn and the sale of fantasy books have plummeted. (Negative order) A local dungeon has been forced to forclose due to a lack of bold adventurers. Some of the sacked monsters have formed bandit gangs that are terrorizing the contryside, but others have approached you for new employment. (Increased unrest, but gives you the opportunitiy to hire a cheap mercenary company) (Negative production) A travelling salesman has been selling copies of Dominions II: the Ascenscion War throughout the province. Production has plummeted. (-75% production.) So, anyone got any other suggestions - serious or not? [ March 16, 2004, 06:47: Message edited by: Leif_- ] |
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Have him show up and attack the province randomly, like the knights, necromancers, etc., and trample people, then burninate(pillage) the place. With a pillage bonus. A big one. And the event header would be something like "Trogdor strikes again!" [ March 16, 2004, 06:51: Message edited by: Norfleet ] |
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I got my physics finals tomorrow and here I am testing my new caelum strategy... |
Re: What new random events would you like to see?
Order scale
"Your growing reputation as a just and fair ruler have made serfs all around your empire to migrate to your capital. The local nobility is outraged but powerless to stop the pilgrimage." 5% of the population from each province under your control is relocated to your starting province. Unreast increases by 5 everywhere. Turmoil scale "After an unusally bloody feud between two noble houses both are left completely stripped of heirs, vassals and leaders. As is the law under your rule control of these rouge houses, their men-at-arms and treasures passes on to you." Unrest in a province is boosted by 100 but you gain 2 local commanders, 50 local troops and 500 gold. Productivity scale "You have sponsored a great guild festival to be held in your capital. Master craftsmen from all over your empire gather to compete for the title of Grandmaster. After witnessing display after display of incredible inventions, masterful sculptures and astounding works of art you finally decide who is most worthy. Our of gratefulness the new Grandmaster craftsman presents his masterwork to you as a gift." Loose 500 gold but gain random construction 6 item or magical mindless unit turned commander. Sloth scale "You awaken one day only to find that you and all your subjects have been asleep for a whole week. Much have fallen into disorder and ruin during this time but stranger still is that everyone seems to have had the same dream. A dream were you become the one true god over the whole realm. Faith reaches an all time high as your priests proclaim that the vision is a prophecy of things to come." Nothing is produced this turn, unrest increases by 10 but dominion increases by three in all your provinces. Heat scale "After a particularly dry season an unstoppable fire of mysterious origin rages trough your lands. After the flames have burned themself out much have fallen into ruin and chaos. Your mages eventually track down the source of the fire to an old and broken gateway to the blazing reaches of Muspelheim. After destroying the gate they find that it is carved out of a single enormous firegem." Loose 1/8 of population in all provinces, unrest to 40 but gain 120 firegems. Cold scale "After surving the coldest and most violent blizzard in living memory survivors tell tales about being visited by the spirits of their ancestors during this time. You immediatly order an expedition to the region as you suspect what has happened. And indeed your mages find a crude gateway to the frozen realm of Helheim, land of the dead. Reaching into the gate with your divine powers you manage to wrest one of your nations fallen heroes from deaths grasp. The gate then crumbles into dust however." One dead hero of your nation is returned alive, afflictionless and with all experience intact. Loose 1/4 population in the province. Growth scale "The bountiful lands under your rule attract many great beasts from afar. Much chaos and death is caused by their rampage. You are eventually forced to sacrifice much of your divine strength to bind them to your will." Loose three dominion in all lands. Loose 1/8 population and gain 15 unrest. Gain 15 random units (use transformation chart) in every province. Death scale "Your rule stirs the wrath of an forgotten god of nature. You are beset by a great horde of monsters made from vines and old bones. Sacrificing your divine might you manage to wrest control of half their numbers away from the minor diety right before they descend on your capital." 100 carrion woods undead units and 4 commanders of great power invade your capital province. 100 more units appear in a nearby province under your control. Loose four dominion strength in all provinces. Magic scale "During a cataclysmic surge of raw magical energy x number of units are transformed into other creatures". 10-20 randomly selected units in the province are affected (even a pretender). Roll on transformation chart for each. Drain scale "People in the province stop beliving in magic devastating their faith in you. On the plus side there is surge of new ideas, inventions and trade with foreign nations as your influence falls." Dominion in province turns to -10. Gain 30 completely random nonmagical units and 3 noncaster commanders. As you can tell I'm a fan of events that are both good and bad at the same time. [ March 16, 2004, 13:05: Message edited by: Wauthan ] |
Re: What new random events would you like to see?
You all have been playing too much Cosmic Encounters http://forum.shrapnelgames.com/images/icons/icon7.gif
- Kel |
Re: What new random events would you like to see?
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Re: What new random events would you like to see?
X number of virgins have been entranced and offer themselves to you.
oh wait you meant the game... |
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Re: What new random events would you like to see?
I want more population loss events; there doesn't seem to be enough. Some "100% of the population has been killed by heavy winds / wandering wolves / dust allergies" would give the game a darker, more realistic feel... right now Dominions feels like a pastel-colored, happy-happy Mario game aimed at little kids.
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Was it something like that you had in mind? :-p |
Re: What new random events would you like to see?
Turmoil
A dungeon belonging to a powerful "mage/dragon/your mother" appeared in "province name". Hurry and send your heroes, or else the land is lost!" This should actually be something like then deadmatch, but only for one player. However, the hero should do one level/turn, featuring even stronger enemies each step. Example dungeon: 1. Level: Werewolf Treasure: 100 Gold 2. Level: Necromancer Treasure: 200 Gold, Level 2 mag. Item 3. Level: Something nasty Treasure: 500 Gold, uber item of coolness and so on. In the early game, one would try and explore maybe the first or the second level, while in the late game, your hero might search all levels for some powerfull (maybe unique?) items or a whish or whatever. I'm sorry this has nothing to do with Cosmic Encounters, but maybe we could build in some Giants http://forum.shrapnelgames.com/images/icons/icon10.gif [ March 16, 2004, 17:58: Message edited by: PrinzMegaherz ] |
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Perhaps a "Mirror Hall" magic site, where a commander can enter to fight against himself (a unit with identical stats and equipment) and if he wins he gets some useful special ability (A ring that gives Permanent Mirror Image, perhaps?) I suppose there ought to be a special rule to deal with immortal commanders, though. |
Re: What new random events would you like to see?
I'd like the "X% of people migrated away" event to be matched by at least some of them arriving somewhere else.
If a player has both Holy and Unholy units in the same territory, an Order/Turmoil-influenced chance of some of them fighting each other would be interesting and thematic. A Life-scale-influenced chance of some diseased units recovering from their terminal disease would be nice. Matching it could be a death-scale-based chance of diseased units suddenly dropping dead. It'd be nice if the game kept track of all the independent and mercenary units eliminated by retreating, and had a random event of the "attacked by independents" type which would re-use some of those units. Magic-and-Death-influenced event where a necromancer appears and animates the bodies in a province where there are a bunch of unburied bodies, and tries to take over the province with them. "Attacked by independents" attacks by various monster(s) of different types than currently exist. Random generation of mercenary bands after the built-in ones run out. PvK |
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"Tally Ho! A merry band of green-clad outlaws sally forth from the depths of the forest, aiming to right wrongs, free maidens, steal from the rich (i.e. you) to give to the poor, win archery contests, swing on chandeliers, engage in dramatic fencing matches with the underlings of evil lord's (still you) and deliver clever one-liners as they dive elegantly into the moat to make their escape from the bumbling guards and the seething, impotent Lord of the castle (oh yes - still you)" -- Until unrest is reduced to 0 in the province, one of the following will occur every turn: 1) Any patrolling units are attacked by a large number of longbow archers on "fire and flee" orders. 2) 2d6 * 10 gold are stolen 3) If there is a laboratory in the province, 4d6 young maidens are rescued by charming rogues. 4) Unreast is increased by 4d6 points 5) A random commander is attacked (assassination) by a master fencer in green tights 6) You get 300 gold from selling the movie rights of the bandits' latest escapades. [ March 17, 2004, 10:13: Message edited by: Leif_- ] |
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Re: What new random events would you like to see?
Well, from the description of the magic scale, it implies that it's the innate magic nature of the world that is altered. A magic scale makes magic take less energy, and makes the effects more noticeable. A drain scale on the other hand, takes the magic out of the world and makes it much more mundane. Magical creatures don't belong in a drain dominion, which is why vineman attacks, the discovery of gems, and other such events only happen in a positive magic scale.
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Re: What new random events would you like to see?
Hm, you made a good point.
This gives me two options. 1. I stick with the original and point out that in a drain area, magical creatures like the elemental kings would be hybernating. Of course awakening one of them before its time would certainly anger them. 2. Both events only occur with positive magic scale, whether its the good or bad event decides the luck scale. But this is a little boring in my oppinion. What do you think? |
Re: What new random events would you like to see?
Negative Magic Scale
Etherstorm (drain scale) "One of the elemental kings / Tree Lords / whatever was drawn by arcane strings your mages created. He swiftly engages the one disturbing his rest." This should happen after one of your mages casts an overland spell, and should happen in addition to the spell's normal results. The kind of enemy your mage has to face depends on the what magic was used. The propability of this event occuring should depend on the drain scale and the casters level. A higher drain scales makes this event more possible. In addition, each level of the spell caster above the spells level should reduce the propability of this event. Note: Only stronger spells (requirements at least 4 of the main magic) should cause this. Etherstorm (magic scale) "One of the elemental kings / Tree Lords / whatever was drawn by arcane strings your mages created. He offers his service to you." Same as above with good outcome [ March 17, 2004, 12:59: Message edited by: PrinzMegaherz ] |
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