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Techzzz190

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Jun 23, 2019
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I think an event suggestion post would do well here. Post your suggestions here so Paradox can become inspired. Or if that doesn't work, Arheo hit us up, I got plenty of ideas and will work for experience ;)

This would have a chance to happen if a settlement went over the 25 population and was majority state religion and an integrated culture. It can also be used by the player to bypass the Political Influence cost of making cities.

An Overpopulated Village

"The village of *enter random territory of settlement level here* has become stretched to its very limits. The local population has signed a petition to convince the government to fund their attempts at making the village into a city. Should we accept this petition, a city will be built at *enter random territory of settlement level here*. However, it will be disorganised without proper planning and assistance from the governor's officials. We could also decline their request but that may lead to them starting to pay less taxes and causing unrest until a city is built there by us or themselves."

Option 1: "Fund the new city project and force *Governor* to help." A city would appear at the territory for a cost of 200 or 300 gold and the governor would lose loyalty depending on his finesse level.
Option 2: "Give them the money, let them plan it themselves." A city appears at the territory for the cost of 200 or 300 gold however the city would get the "disorganised city" modifier reducing population output and maybe giving unrest. This modifier would last 60 or 120 months.
Option 3: "We can't spare the gold right now." The territory gains a modifier called "denied city proposal" which gives unrest and reduces happiness. It also reduces tax efficiency by 25%. This modifier would last for 10 years and after 10 years, the local population would build their own city (with the saved up taxes). This city would get an "unofficial city" modifier that gives unrest and reduced taxes.

To deal with the unofficial city modifier, either of these events would have a chance of appearing:

This would have a chance to happen if a governor had 8+ finesse, 50+ loyalty and about 200 personal wealth.

The Excellence of Governor *Name of Governor*

"*Name of Governor* has decided to deal with the unofficial city of *enter city with unofficial city modifier here*. He has spent his personal wealth to register and set up a proper force of officials to look after the city of *enter city with unofficial city modifier here*.

Option 1: "Praise be to "Name of Governor*" Remove unoffical city modifier and the governor gains 10 populairty and 5 prominence.

This would happen if a governor of region with an unofficial city has less than 8 finesse

The Case of *enter city with unofficial city modifier here*

"For some time now, the citizens of *enter city with unofficial city modifier here* have been enjoying a mostly free life with no official control. We need to fix this and regain control over the territory."

Option 1: "Hire officials to regain control over the territory." Lose 10 political influence and 50 gold. Remove unofficial city modifier.
Option 2: "Set up guards to make the citizens bend their knee." Lose 2000 manpower and remove unofficial city modifier.
Option 3: "Burn the city and kill these outlaws" Only available if ruler has cruel trait. Raze the city into a settlement. 10% of the population perish and gain 5 tyranny.
 
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I like events like this that give voice to the plebs. And it is a powerful event. There is a trade off on each option, and maybe you do not want to have a city there (you loose the food production or there are too many cities on the province) so it is not always good.

But with the current migration,I dont’ know if a settlement will get to 25 overpopulation if there are cities around.
 
I like events like this that give voice to the plebs. And it is a powerful event. There is a trade off on each option, and maybe you do not want to have a city there (you loose the food production or there are too many cities on the province) so it is not always good.

But with the current migration,I dont’ know if a settlement will get to 25 overpopulation if there are cities around.

Thanks, migration is a whole other can of worms. 25 population was just what I tend to sit at in certain settlements because I move quite a lot of slaves around to slave estates. 20 could also work but that would feel too frequent to me. Maybe it could vary depending on what terrain the settlement is?

Also I just wanted to start this kind of post that I can go and come back to whenever I am free to write up whatever idea for an event I have
 
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Phase: Explanation of the event summarized in one sentence, obviously this should be something epic and elaborate.

Option: Explanation of the different options.

Effect: What would happen at the playable level when selecting option x




Religious events: Each religion should have a group of events that reflect its traditions.

EJ: The Olympics should be something important that affects the gameplay and that it goes progressively.

Phase 1, diplomatic attitude

Option 1: It is the time of great celebrations, the Hellenic peoples must remain in peace.

Effect: Peace is signed between all the Greek powers, the highest opinion of all the Hellenic civilizations.

Option 2: It is time to take advantage of the weakness of our neighbors.

Effect: Lower war score cost, + negative opinion of all Hellenics.

Phase 2: Choose combatant to choose between the different families.

Option 1: Choose character from family A

Effect: Family A greater positive opinion, family B, C negative opinion.

Option 2: Choose a character from family B.

Effect: The same as before but changing family A to B.

Option 3: The same but with family C.


Option 4: Choose a minor character.

Effect: Family A, B and C greater negative opinion.
More positive opinion from all the minor characters.

Each religion should have a unique set of events, missions, and decisions.


Cultural events: Each cultural group should have unique events (this could merge with religious events if conditions are met).

Example: The Arabs had a kinship system that served to have different alliances.

Phase 1: We must unite our tribes with our neighbors.

Option 1: We must fight side by side with those who follow the traditions.

Effect: An extra alliance is achieved with neighbor A.

Option 2: We must aspire to greatness and unite with our neighbor of revolutionary ideas.

Effect: An extra alliance is achieved with neighbor B.

Option 3:
Our neighbors are not equal to us, they must bow down and accept our dominance.

Effect: Casus belli available against neighbor A and B

* Extra alliance means that you have an alliance that does not count towards the total number of alliances but you cannot break that alliance for a long time


Formable nation events:

If a new civilization is created, a great event should be triggered (many times they already do).


Depending on who does it, it could be activated in one way or another.

Example: If Kush creates Egypt a unique event should appear.

Phase 1: The return of the XXV dynasty.

Option 1: After a long time the dynasty of the black pharaohs will be reborn.

Effect: Egypt is created (with another flag) and the ruling family gains a unique blood trait.

Option 2:
The XXV dynasty made many mistakes, we will not follow their legacy, we will forge something new to improve the whole kingdom

Effect: Egypt is created (with another flag) and strong bonuses are obtained to the happiness of the population (of any social stratum) of Egyptian culture.

Tribal events.

If a tribe creates a civilized government or there is a great migration an event should appear reflecting its power.

Phase 1: It is time to show that our people will not be left behind.

Option 1: We will cooperate with our neighbors to create a better kingdom / republic.

Effect: More diplomatic attitude with neighbors.

Option 2: We'll show everyone who's boss here.

Effect: War cost reduction.
 
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Phase: Explanation of the event summarized in one sentence, obviously this should be something epic and elaborate.

Option: Explanation of the different options.

Effect: What would happen at the playable level when selecting option x




Religious events: Each religion should have a group of events that reflect its traditions.

EJ: The Olympics should be something important that affects the gameplay and that it goes progressively.

Phase 1, diplomatic attitude

Option 1: It is the time of great celebrations, the Hellenic peoples must remain in peace.

Effect: Peace is signed between all the Greek powers, the highest opinion of all the Hellenic civilizations.

Option 2: It is time to take advantage of the weakness of our neighbors.

Effect: Lower war score cost, + negative opinion of all Hellenics.

Phase 2: Choose combatant to choose between the different families.

Option 1: Choose character from family A

Effect: Family A greater positive opinion, family B, C negative opinion.

Option 2: Choose a character from family B.

Effect: The same as before but changing family A to B.

Option 3: The same but with family C.


Option 4: Choose a minor character.

Effect: Family A, B and C greater negative opinion.
More positive opinion from all the minor characters.

Each religion should have a unique set of events, missions, and decisions.


Cultural events: Each cultural group should have unique events (this could merge with religious events if conditions are met).

Example: The Arabs had a kinship system that served to have different alliances.

Phase 1: We must unite our tribes with our neighbors.

Option 1: We must fight side by side with those who follow the traditions.

Effect: An extra alliance is achieved with neighbor A.

Option 2: We must aspire to greatness and unite with our neighbor of revolutionary ideas.

Effect: An extra alliance is achieved with neighbor B.

Option 3:
Our neighbors are not equal to us, they must bow down and accept our dominance.

Effect: Casus belli available against neighbor A and B

* Extra alliance means that you have an alliance that does not count towards the total number of alliances but you cannot break that alliance for a long time


Formable nation events:

If a new civilization is created, a great event should be triggered (many times they already do).


Depending on who does it, it could be activated in one way or another.

Example: If Kush creates Egypt a unique event should appear.

Phase 1: The return of the XXV dynasty.

Option 1: After a long time the dynasty of the black pharaohs will be reborn.

Effect: Egypt is created (with another flag) and the ruling family gains a unique blood trait.

Option 2:
The XXV dynasty made many mistakes, we will not follow their legacy, we will forge something new to improve the whole kingdom

Effect: Egypt is created (with another flag) and strong bonuses are obtained to the happiness of the population (of any social stratum) of Egyptian culture.

Tribal events.

If a tribe creates a civilized government or there is a great migration an event should appear reflecting its power.

Phase 1: It is time to show that our people will not be left behind.

Option 1: We will cooperate with our neighbors to create a better kingdom / republic.

Effect: More diplomatic attitude with neighbors.

Option 2: We'll show everyone who's boss here.

Effect: War cost reduction.

I really like some of these ideas. I think they could be refined a little to make them work within Imperator's limits. Would you mind if I took some of these and wrote out event descriptions/epics for them? And maybe change some effects and trigger requirements? :D
 
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I really like some of these ideas. I think they could be refined a little to make them work within Imperator's limits. Would you mind if I took some of these and wrote out event descriptions/epics for them? And maybe change some effects and trigger requirements? :D


No problem, take and modify the ideas that you want :)
 
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