Events

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ID Name Type Possibility Karma Invasion Image Dialog Answers Effects Links from Invasion
1 #1 -1 20 0 A poor harvest in the province of %s has caused a famine. Food prices have increased dramatically, and many of your subjects are at risk of dying of starvation. What are your orders? 1) Send a cart of food. (-100 gold ) #2
2) Order the traders to reduce the price of their food. #1021
3) Make a profit by selling food at exorbitant prices. #4
Answer ¹1 appears when Player's gold >= 100
Condition of the appearing in the province: if the province level >= Hamlet
#753
2 #2 0 0 5 The residents are grateful for your help. The fame of your noble deed has spread far beyond the borders of the province. 1) Fame is more important than money. #0
2) It's my duty to take care of my subjects. #12
Change player gold by -100
Change the mood in the province by +1
#1, #1020
3 #3 0 0 0 The traders are obviously not pleased with your order. You've managed to avoid the population's destruction, however, the level of unrest in the province has increased. 1) Those hucksters really got out of hand. #0
2) Everything worked out, so let's be happy. #0
Change the mood in the province by -1 #1021
4 #4 0 0 -5 The local moneybags are buying food from you at exorbitant prices like good little boys. True, many peasants are dying of starvation in the meantime... But your wealth has grown by %d gold. 1) Excellent! #0
2) I should have sold it at a higher price... #0
Change player gold by +(30-60)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(15-25)%
#1, #1022
5 #5 -1 0 0
Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
Barbarians have raided the province of %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
3) Try to negotiate. #1546
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: just not in the main province
Answer ¹3 appears when there are a hero or a guard in the province
Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
6 #6 0 0 0 Barbarians have conquered the province of %s. 1) This is no good... #0
2) Those mortals tire me. #0
7 #7 2 10 0 Miners in the province of %s have discovered a new copper deposit. Income from the province has increased by %d. 1) Not bad. #0
2) What a trifle. #0
Province income +(2-5)
Condition of the appearing in the province: if the terrain=Hills
8 #8 -2 20 0 An epidemic of black pestilence has broken out in the province of %s. Many are dead, and many more may die. What are your orders? 1) Hire healers. (-20 cr. ) #9
2) Death is the way of mortals... #10
3) Sell fresh corpses to necromancers. #11
Answer ¹1 appears when Player's crystals >= 20
Condition of the appearing in the province: if the province level >= Village
9 #9 0 0 6 The healers have done everything in their power, and have managed to prevent many deaths. The families of those who were saved are grateful for your help. 1) Glory to our healers! #0
2) They can stuff their thanks. Get to work! #13
Change the player's crystals by -20
Change the mood in the province by +1
Change the number of population in the province by -(30-40)%
#8, #149, #1085
10 #10 0 0 -2 This terrible disease has taken many lives. The few survivors are mourning the dead. 1) So what? They'll give birth to others. #13
2) A pity, but what can you do? #0
Change the number of population in the province by -(50-70)% #8, #149
11 #11 0 0 -12 This terrible disease has taken many lives. The necromancers are pretty satisfied with the deal they made with you, they value infected corpses highly. After long negotiations, you receive %d gems from the dark mages. The survivors watched in horror as their dead relatives were transformed by the necromancers into zombies. It appears they won't love you very much in this province from now on... 1) Who cares?! What do I need love of the mortals for?! #13
2) It's nothing personal, I just need gems. #0
Change the player's crystals by +(5-10)*Province level
Change the mood in the province by -3
Change the number of population in the province by -(50-70)%
#8, #149
12 #12 0 0 0 Karma +(0-2) #2, #15, #19, #26, #27, #29, #30, #37, #57, #60, #63, #99, #105, #123, #140, #163, #164, #177, #187, #210, #212, #216, #230, #231, #233, #236, #237, #239, #241, #251, #256, #257, #258, #261, #263, #276, #277, #283, #284, #285, #287, #288, #297, #334, #352, #353, #373, #386, #389, #390, #403, #406, #407, #423, #425, #427, #432, #433, #439, #443, #444, #448, #449, #461, #467, #469, #472, #473, #476, #478, #479, #481, #484, #485, #487, #495, #496, #499, #500, #501, #502, #504, #511, #513, #515, #516, #520, #522, #523, #527, #529, #535, #539, #545, #550, #554, #559, #560, #561, #565, #566, #582, #627, #636, #638, #650, #664, #674, #733, #734, #760, #770, #809, #812, #820, #823, #836, #844, #847, #851, #854, #860, #861, #867, #868, #869, #870, #873, #886, #897, #908, #945, #949, #952, #953, #964, #994, #1011, #1014, #1018, #1032, #1034, #1038, #1041, #1061, #1084, #1103, #1108, #1135, #1140, #1192, #1213, #1277, #1279, #1280, #1285, #1287, #1289, #1299, #1305, #1328, #1329, #1363, #1442, #1444, #1447, #1450, #1452, #1521, #1552, #1639, #1681, #1739, #1754, #1791, #1853, #1858, #1902, #1904, #2178, #2187, #214, #291, #796, #1029
13 #13 0 0 0 Karma -(1-1) #9, #10, #11, #21, #28, #50, #58, #61, #63, #64, #65, #67, #72, #73, #74, #77, #84, #85, #89, #96, #110, #119, #120, #124, #125, #140, #144, #150, #153, #163, #166, #167, #174, #175, #177, #181, #182, #185, #186, #187, #188, #189, #190, #195, #210, #212, #216, #230, #231, #233, #237, #238, #240, #242, #256, #257, #258, #262, #262, #269, #271, #272, #273, #276, #277, #278, #279, #280, #283, #284, #285, #286, #287, #288, #289, #292, #293, #294, #296, #297, #301, #309, #311, #313, #328, #330, #334, #337, #339, #344, #346, #352, #353, #367, #373, #381, #384, #386, #390, #398, #401, #403, #407, #415, #418, #423, #425, #427, #432, #433, #435, #439, #443, #444, #447, #448, #452, #453, #461, #464, #467, #468, #469, #470, #476, #477, #478, #479, #481, #484, #485, #487, #495, #496, #499, #501, #503, #504, #505, #509, #510, #511, #515, #520, #522, #527, #529, #539, #540, #541, #542, #545, #546, #547, #550, #556, #559, #565, #566, #569, #572, #576, #581, #582, #609, #614, #617, #618, #620, #624, #625, #627, #631, #637, #637, #646, #647, #650, #669, #694, #697, #704, #711, #712, #733, #751, #757, #761, #762, #770, #772, #784, #798, #804, #805, #809, #812, #819, #820, #822, #823, #827, #827, #831, #836, #837, #837, #844, #845, #846, #847, #854, #856, #859, #860, #864, #865, #867, #868, #869, #870, #873, #884, #897, #899, #914, #926, #927, #929, #930, #943, #944, #949, #952, #967, #970, #982, #984, #984, #985, #986, #990, #991, #992, #1011, #1014, #1016, #1032, #1045, #1046, #1065, #1067, #1070, #1076, #1077, #1081, #1086, #1087, #1093, #1100, #1103, #1104, #1107, #1122, #1135, #1140, #1141, #1142, #1214, #1221, #1223, #1229, #1244, #1275, #1276, #1277, #1278, #1279, #1280, #1283, #1284, #1285, #1287, #1288, #1289, #1298, #1315, #1319, #1324, #1325, #1332, #1352, #1355, #1364, #1365, #1399, #1406, #1419, #1421, #1425, #1427, #1430, #1432, #1455, #1461, #1463, #1467, #1473, #1552, #1565, #1569, #1604, #1608, #1609, #1629, #1630, #1639, #1644, #1645, #1652, #1657, #1660, #1661, #1662, #1705, #1707, #1708, #1709, #1711, #1712, #1719, #1728, #1728, #1729, #1734, #1739, #1749, #1755, #1757, #1759, #1784, #1788, #1853, #1858, #1867, #1868, #1877, #1881, #1887, #1906, #2177, #2178, #2187, #766, #1026, #1850
14 #14 1 15 0 There is a fair in the province of %s! Traders from all over the world come here to sell their goods and buy wonderful things. Your income from trade and taxes comes to %d gold. 1) Gold is good. #0
2) Hold a magic fireworks display. (-5 cr. ) #15
3) Order soldiers to rob the hucksters. #1554
Change player gold by +(30-50)*Province level
Answer ¹2 appears when Player's crystals >= 5
Condition of the appearing in the province: if the province level >= Village
Condition of the appearing in the province: if the treasury has 2 or more free slots
Answer ¹3 appears when there are a hero or a guard in the province
15 #15 0 0 0 Multicolored flames and ephemeral visions fill the sky over the fairground. It is a magnificent sight. Everyone at the fair will remember this day for a long time. 1) Let them have fun, I'm feeling kind today! #0
2) That turned out great! #12
Change the player's crystals by -5
Change the mood in the province by +1
#14
16 #16 -1 0 0
Unit: Brigands
Event (Loss): #17
Brigands have raided the province of %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if player's gold >= 500
Condition of the appearing in the province: if the province level >= Dwelling
Unit: Brigands
Event (Loss): #17
17 #17 0 0 0 Brigands have plundered the province of %s! Some of its people have been killed. Gold lost: %d. 1) I hope they choke on it! #0
2) Bastards... #0
Change player gold by -(40-45)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(10-15)%
With the loss of gold in this event will be considered a treasury
18 #18 -1 15 0 Some malcontents in the province of %s have gathered to form a gang of brigands. They are hiding somewhere nearby, making raids on trade caravans from time to time. People are displeased with your rule. 1) String up a couple to teach a lesson to the rest. #19
2) No matter. We'll take care of those brigands somehow. #0
Condition of the appearing in the province: there is a place in the province for hidden location
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if there are free place for the hidden location
Condition of the appearing in the province: if the mood <= Discontent
A new site Lair of Bandits appears in the province (hidden, default guards)
19 #19 0 0 -4 Following your orders, the guards rounded up several of the rabble rousers and hung them in the central square without any needless formalities. Perhaps this will discourage the rest from showing their displeasure so openly. 1) Right. Let them hang! #0
2) I pity the fools, but what else could be done? #12
Change the mood by -(20-120) #18
20 #20 1 20 0 There is an influx of immigrants into the province of %s. The population has increased significantly. 1) Send them some material aid. (-150 gold ) #21
2) New workers are a good thing. #0
3) They must pay if they wish to live. On my land, anyway. #22
Change the number of population in the province by +(15-25)%
Condition of the appearing in the province: if the mood >= Content
Condition of the appearing in the province: if province level <= Large Town
Condition of the appearing in the province: if the province level >= New Land
Answer ¹1 appears when Player's gold >= 150
21 #21 0 0 6 The newcomers obviously did not expect such a hearty welcome. Many of them spend all of the money they were given in the pubs. They're drinking to your health, of course. 1) Damned loafers! #13
2) To my health? Well done! #0
Change player gold by -150 #20
22 #22 0 0 -2 Almost all of the newcomers are on the brink of beggary. Many part with their last coins only after a thorough beating. In the end, the total amount of dues is %d gold. 1) Now let them all labor in the mines. #23
2) All right, let them live. #0
Change player gold by +(35-85) #20
23 #23 0 0 -5 Province income +1
Change the mood in the province by -1
#22
24 #24 1 5 0 Hunters from the province of %s have brought some sorcerers to your castle. What are your orders? 1) Reward the hunters (-50 gold ) #25
2) Thank the hunters for their service. #26
3) Flog the hunters and free the sorcerers. #27
Condition of the appearing in the province: if the treasury has 2 or more free slots
Answer ¹1 appears when Player's gold >= 50
25 #25 0 0 2 Change player gold by -50
Switch to event #26
#24
26 #26 0 0 1 What shall we do with the prisoners? 1) Let the torturers worm some spells out of them. #1088
2) Burn the sorcerers at the stake! #12
3) Perform the Exorcism ritual. (-30 cr. ) #1555
4) Scold and release them. #30
Answer ¹3 appears when Player's crystals >= 30 #24, #25
27 #27 0 0 -9 The executioners drag the dumbfounded hunters away for corporal punishment. The dark mages follow them with their gloating eyes. As a reward for your help, the released magicians give you an ancient manuscript showing the schematics of the Dark Tower. 1) Just what I wanted! Now grab them, my torturers! #1088
2) All right, now let them go. #12
Get 1 drawings of the building Dark Tower
Change the mood in the province by -1
#24
28 #28 0 0 -1 Broken by torture, the dark mages reveal the secret of the Summon Demon spell. The spell scroll is placed in the treasury. 1) Good. They have earned the right to a quick death. #0
2) Burn the sorcerers. #13
Get 1 scrolls of the spell Summon Demon #1866
29 #29 0 0 10 The priests perform a ritual to cleanse the fallen mages of evil. After the ritual, only one sorcerer is left alive. But he seems to be out of his mind. 1) Kill the unfortunate man. #0
2) Let him go. #12
Change the player's crystals by -30 #1555
30 #30 0 0 -1 The released mages rush away from the castle as fast as their legs will carry them, apparently afraid that you might change your mind. 1) Pathetic creatures. #0
2) They can't escape their fate. #12
#26
31 #31 1 40 0 The devil has come to you with the following offer - you open a portal to Chaos in the province of %s, and he will give you a magic artifact in return. 1) Sounds good! Perform the ritual. (-40 cr. ) #32
2) Politely refuse. #33
3) No deals with the devil! #34
4) Kill the dark creature! #1015
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if player's karma <= -50
Answer ¹1 appears when Player's crystals >= 40
32 #32 0 0 -10 After handing you the reward he promised, the devil disappears, leaving a cloud of sulphurous smoke behind. 1) Did he really have to stink so much? #0
2) Not bad. #0
Change the player's crystals by -40
A new site Gates of Chaos appears in the province (opened, default guards)
Change the mood in the province by -2
Get a random level 4 item, with the rarity of not less than 2
#31
33 #33 0 0 0 Obviously dissatisfied with your refusal, the devil disappears, leaving a cloud of sulphurous smoke behind. 1) Did he really have to stink so much? #0
2) Let him go back to his brothers in hell! #0
#31, #34
34 #34 0 0 5 Switch to event #33 #31
35 #35 0 0 0 It turns out it's not very easy to kill a devil - he disappears in a cloud of sulphurous smoke, but not before dealing significant damage to your castle. The repairs will cost %d gold. 1) I'll kill him next time for sure. #0
2) Let him go back to his brothers in hell! #0
Change player gold by -(100-200) #1015
36 #36 -1 0 0
Unit: Demons
Event (Loss): #37
Province type: Lands of Chaos
Demons have invaded the province of %s! 1) Damned creatures! #0
2) I should have seen this coming... #0
Condition of the appearing in the province: if the province level >= Dwelling Unit: Demons
Event (Loss): #37
Province type: Lands of Chaos
37 #37 0 0 0 The province of %s has been conquered by the forces of Chaos. 1) May the gods have mercy on its inhabitants. #12
2) No need to dramatize. #0
Change the number of population in the province by -(50-80)%
38 #38 1 10 0 A group of wandering monks has come to your castle. They say that high priests commanded them to bring a gift to you as a great champion against the forces of Evil. 1) Prepare a feast for them. (-200 gold ) #39
2) Accept the gift with gratitude. #40
3) Bless the pilgrims. (-20 cr. ) #41
4) Drive away the monks and their trinket. #42
Condition of the appearing in the province: if player's karma >= 50
Condition of the appearing in the province: if the treasury has 1 or more free slots
Answer ¹1 appears when Player's gold >= 200
Answer ¹3 appears when Player's crystals >= 20
39 #39 0 0 -3 Get a random level 3 item, with the rarity of not less than 2
Change player gold by -200
Change the mood in the province by +1
#38
40 #40 0 0 0 Get a random level 3 item, with the rarity of not less than 2 #38
41 #41 0 0 2 Get a random level 3 item, with the rarity of not less than 2
Change the player's crystals by -20
#38
42 #42 0 0 -5 #38
43 #43 1 10 0 Traders from faraway lands are offering you 200 gold in exchange for several virgins from the province of %s. 1) Not a bad deal. I agree. (+200 gold ) #44
2) We don't sell our subjects! #45
3) Kill the traders and take their gold. #46
4) Build a slave market (-150 gold ) #1576
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: there is no location Slave Market in the province
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹3 appears when there are a hero or a guard in the province
Answer ¹4 appears when Player's gold >= 150
44 #44 0 0 -3 Change player gold by +200
Change the mood in the province by -1
#43
45 #45 0 0 3 #43
46 #46 0 0 -7 Set the flag of the event #43 to "disabled"
Change player gold by +200
#43
47 #47 1 10 0 The people of the province of %s are very content with your rule. They have joyfully arranged a grandiose festival. The street festivities last a whole night, all the stocked wine is gone, and all the toasts are made to you. At dawn, a local priest proposes that the people give you a gift of gratitude. The people gladly respond and donate you three newborn babies. 1) Bless them, then return to their parents. (-15 cr. ) #48
2) Are you all out of your mind? Don't touch the children! #49
3) Let the Deadly Ritual begin! (-20 cr. ) #50
4) Only three? Idiots! I need at least five! #51
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: if the mood >= Happy
Condition of the appearing in the province: if the province level >= New Land
Answer ¹3 appears when Player's crystals >= 20
Answer ¹1 appears when Player's crystals >= 15
48 #48 0 0 3 Enraptured by your mercy, the people ask you to at least accept a modest money offering collected by the province. 1) Thank you. I will use it for charitable purposes. #58
2) I cannot deprive you of all of your savings! #59
Change the player's crystals by -15 #47
49 #49 0 0 2 Change the mood in the province by -2 #47
50 #50 0 0 -3 Your priests sacrifice the babies to the dark gods. The gods appreciate such an offering and present you with a scroll containing the Dark Magic spell. 1) It would be better if you had used them to cook soup! #13
2) Praise to the dark gods! #0
Get 1 scrolls of the spell Black Magic
Change the player's crystals by -20
#47
51 #51 0 0 -5 Afraid of your anger, the people ask you to have mercy on their children! They can give you only these three born on the night of the Great Festival. 1) All right, give them to the alchemists for ingredients. #61
2) Kill all of the unfaithful! #60
Change the mood in the province by -5 #47
52 #52 -1 0 0
Unit: Orcs
Event (Loss): #53
Orcs have raided the province of %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if player's gold >= 250
Condition of the appearing in the province: if the province level >= Dwelling
Unit: Orcs
Event (Loss): #53
53 #53 0 0 0 Orcs have plundered the province of %s! Some of its people have been killed. Gold lost: %d. 1) I hope they choke on it! #0
2) Bastards... #0
Change player gold by -(15-20)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(30-50)%
With the loss of gold in this event will be considered a treasury
54 #54 -1 0 0
Unit: Goblins
Event (Loss): #55
Goblins have raided the province of %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if player's gold >= 400
Condition of the appearing in the province: if the province level >= Dwelling
Unit: Goblins
Event (Loss): #55
55 #55 0 0 0 Goblins have plundered the province of %s! Some of its people have been killed. Gold lost: %d. 1) I hope they choke on it! #0
2) Bastards... #0
Change player gold by -(25-35)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(10-20)%
With the loss of gold in this event will be considered a treasury
56 #56 -1 0 0
Unit: Undead
Event (Loss): #57
Province type: Land of the Dead
Walking dead have invaded the province of %s! 1) Damned creatures! #0
2) I should have seen this coming... #0
Condition of the appearing in the province: if the province level >= Dwelling Unit: Undead
Event (Loss): #57
Province type: Land of the Dead
57 #57 0 0 0 The province of %s has been conquered by the undead. 1) May the gods have mercy on its inhabitants. #12
2) No need to dramatize. #0
Change the number of population in the province by -(80-100)%
58 #58 0 0 0 The grateful people give you %d gold. 1) Do you value your children's lives so cheaply?! #13
2) Excellent! Take it to the treasury. #0
Change player gold by +(30-40)*Province level #48
59 #59 0 0 2 #48
60 #60 0 0 0 Your units kill all of the unfaithful in the province and collect trophies with a total value of %d gold. 1) Excellent! Take it to the treasury. #0
2) Why? I was joking! #12
Change player gold by +(40-50)*Province level
Change the number of population in the province by -(50-60)%
Change the mood in the province by -3
#51
61 #61 0 0 -2 In exchange for such valuable ingredients, the alchemists give you some gems: %d. 1) Excellent! Take it to the treasury. #0
2) So little?! I'm surrounded by skinflints and idiots! #13
Change the player's crystals by +(30-60) #51
62 #62 -1 10 0
Unit: Dragon
Event (Loss): #65
People in the province of %s are very displeased with your rule. Several insurgents have convinced the local priests to perform the Summon Dragon ritual to free them of your tyranny. Strangely enough, the priests manage to perform the ancient ritual, but the summoned dragon, instead of freeing the population from your power, demands that you give him gold or people, or he will plunder the province. 1) Give 700 gold coins to the dragon and let him leave! #63
2) Let him eat those insurgents! Now they will understand! #64
3) Attack the bloodthirsty creature! #0
Condition of the appearing in the province: if the mood <= Indignant
Answer ¹3 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: just not in the main province
Answer ¹1 appears when Player's gold >= 700
Set the level of the attacking army to 0
Unit: Dragon
Event (Loss): #65
63 #63 0 0 1 You give 700 gold coins to the dragon, and it goes back to where it came from. The people in the province have realized their mistake. They thank you for your deliverance and ask for forgiveness. 1) Next time I will give the rebels to the dragon! #13
2) It's good that no one was hurt! #12
Change player gold by -700
Change the mood in the province by +3
#62
64 #64 0 0 -1 You let the dragon eat some people in the province of %s. It eliminates more than half the population before it goes back to where it came from. Those people who manage to survive curse you and threaten revenge! 1) Serves these rebels right! #13
2) Too bad, but nothing could be done. #0
Change the number of population in the province by -(60-70)%
Change the mood in the province by -4
#62
65 #65 0 0 0 The dragon terribly devastates the province of %s. It eliminates more than half the population and gathers much gold before it goes back where it came from. 1) Serves these rebels right! #13
2) Too bad, but nothing could be done. #0
Change player gold by -(40-50)*Province level
Change the number of population in the province by -(50-60)%
Change the mood in the province by -1
66 #66 1 5 0
Unit: Retinue
Event (Win): #74
Event (Loss): #73
A large trade caravan is asking for permission to cross the province of %s. The traders are willing to pay you a tax of 50 gold coins. 1) Let them pass. #67
2) Why so little? The pass costs 100 gold coins. #68
3) Allow them into the province, then attack them. #0
Answer ¹3 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 3 or more free slots
Unit: Retinue
Event (Win): #74
Event (Loss): #73
67 #67 0 0 0 The traders pay you 50 gold coins to pass through the province of %s. 1) Excellent. Deliver it to the treasury. #0
2) I think the rogues have duped me! #13
3) Take the gold, plunder the caravan, kill the merchants! #1345
Change player gold by +50
Answer ¹3 appears when there are a hero or a guard in the province
#66, #68, #573, #575
68 #68 0 0 -1 The traders say that they have only 50 gold coins. They have put all their money into rare and valuable goods. The traders offer you the following to choose from: a Magic Sword, a Fire Sphere, or an Elven Bow. 1) Oh fine, give me 50 gold coins then. #67
2) I'll take the Magic Sword. #1671
3) Give me the Fire Sphere. #1673
4) I choose the Elven Bow. #1675
#66
69 #69 0 0 0 The traders hand the Sword over to the deputy of the %s province. When the Sword is delivered to your stronghold, it turns out that it's just a piece of rusty iron not even worth a penny. By then, the caravan has already crossed your domain unhindered. 1) Never trust a trader! #1207
2) Curse those foul rogues! (-15 cr. ) #72
Answer ¹2 appears when Player's crystals >= 15 #1671
70 #70 0 0 0 The traders hand the Sphere over to the deputy of the %s province. After the Sphere is delivered to your stronghold, it turns out that it's just a piece of glass not even worth a penny. By then, the caravan has already crossed your domain unhindered. 1) Never trust a trader! #1207
2) Curse those foul rogues! (-15 cr. ) #72
Answer ¹2 appears when Player's crystals >= 15 #1673
71 #71 0 0 0 The traders hand the Elven Bow over to the deputy of the %s province. After the Bow is delivered to your stronghold, it turns out that it's just a piece of rotten wood not even worth a penny. By then, the caravan has already crossed your domain unhindered. 1) Never trust a trader! #1207
2) Curse those foul rogues! (-15 cr. ) #72
Answer ¹2 appears when Player's crystals >= 15 #1675
72 #72 0 0 -2 Your magicians have performed the Dark Ritual. They can't say for sure if the curse worked, but they hope for the worst. 1) I'm sure they've all died off by now. #13
2) Justice will prevail! #0
Change the player's crystals by -15 #69, #70, #71
73 #73 0 0 -4 You have lost the fight with the caravan guards. Angered by your attack, the traders order their units to plunder the province of %s. They kill many civilians and plunder their houses before they leave. 1) I curse all of the world's traders! #13
2) Too bad, but nothing could be done. #0
Change player gold by -(40-50)*Province level
Change the number of population in the province by -(50-60)%
Change the mood in the province by -1
74 #74 0 0 -4 The caravan guards are defeated, and your units have collected some valuable trophies. All of the loot will soon be delivered to the treasury. 1) What a lucky day! #13
2) Some use from these hucksters, at least. #0
Change player gold by +(50-150)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 2 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 3
75 #75 1 5 0 Your spies report: a local blacksmith in the province of %s has forged a splendid sword. For five years, he has been working on achieving perfect balance, light weight, and crushing force. The blacksmith calls his creation the Master's Sword. 1) Don't bother me with such trifling matters again! #577
2) Offer him 100 gold for the sword #1558
3) Reward the blacksmith for good work. (-50 gold ) #77
4) Take the sword from the smith and deliver it to me. #1188
Answer ¹2 appears when Player's gold >= 100
Condition of the appearing in the province: if the treasury has 1 or more free slots
Answer ¹3 appears when Player's gold >= 50
Condition of the appearing in the province: there is a place in the province for opened location
76 #76 0 0 0 Your messengers come back empty-handed. It turns out that the blacksmith doesn't want to sell his creation at any price. 1) All right, I've changed my mind. #0
2) Then take the sword by force! #1188
#1558
77 #77 0 0 2 The smith is touched by your compassion. He offers you the Blacksmith's Bracelet as a modest gift. 1) Thank you. Take it to the treasury. #79
2) I don't need this piece of iron! #13
3) Offer the smith to open his shop. #1561
Change player gold by -50 #75
78 #78 0 0 0 Attempts to take the sword by force result in nothing. The blacksmith has hidden the sword, and he doesn't reveal its location, even when subjected to torture. 1) Kill the rebel blacksmith and burn his forge! #80
2) All right, I don't need this sword anyway. #0
#1188
79 #79 0 0 0 Get 1 items Blacksmith's Bracelet with durability 100% #77
80 #80 0 0 -3 Your messengers have executed your orders. They say the people of the province of %s are increasingly often expressing their displeasure with your rule. 1) Flog the malcontents! #81
2) Bribe the most influential citizens. (-50 gold ) #82
3) Let them raise hell, they'll calm down later. #0
Answer ¹2 appears when Player's gold >= 50
Change the mood in the province by -2
Change corruption by -(1-4)
Change the mood by +(150-350)
#78, #1189
81 #81 0 0 -2 Change the mood in the province by -1
Change the mood by -(100-200)
#80
82 #82 0 0 -1 Change the mood in the province by +1
Change player gold by -50
Change corruption by +(1-3)
Change the mood by -(50-100)
#80
83 #83 0 10 0 Messengers from the province of %s are asking you to build them an altar to worship an ancient deity very important to them. 1) Kill the heretics! Let them worship only me! #84
2) Build the altar. (-200 gold , -10 cr. ) #87
3) I can't waste my resources on these foolish things. #1026
Answer ¹2 appears when Player's crystals >= 10
Answer ¹2 appears when Player's gold >= 200
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: if the province level >= Dwelling
84 #84 0 0 -3 Your soldiers managed to find the most zealous worshippers of the ancient deity and hanged them in the very place they wanted to build their altar at. 1) Good work. Well done! #13
2) Blockheads! You should have drawn and quartered them! #86
Change the number of population in the province by -(5-10)%
Change the mood in the province by -2
#83, #1025
85 #85 0 0 2 People in the province of %s thank you for kindness and generosity! They ask you to accept as a gift an object that, according to legend, belonged to their Ancient Patron. 1) Take the gift to the treasury! #0
2) It looks like their patron was quite a beggar... #13
Change the mood in the province by +3
Get a random level 3 item, with the rarity of not less than 1
#87
86 #86 0 0 -2 #84
87 #87 0 0 1 Change player gold by -200
Change the player's crystals by -10
With the probability of 80% switch to event #85, otherwise switch to event #671
#83, #1025
88 #88 -1 15 0
Unit: Troll
Event (Win): #92
Event (Loss): #810
A troll has settled in the province of %s. He's been attacking civilians, trampling down meadows, and devouring cattle and little children. The people are imploring you to do something. 1) Let the local government take care of this. #655
2) Hire a troll hunter. (-300 gold ) #89
3) Send messengers to negotiate with the troll. #91
4) Order my soldiers to destroy this creature! #0
Condition of the appearing in the province: if player's karma <= -1
Answer ¹2 appears when Player's gold >= 300
Answer ¹4 appears when there are a hero or a guard in the province
Unit: Troll
Event (Win): #92
Event (Loss): #810
89 #89 0 0 1 A famous hunter arrives to fight the troll. All people come running to watch the brave man challenge the bloodthirsty creature. The duel between the hunter and the troll lasts for several hours. At last, the brave man manages to defeat the troll. After the duel, the hunter becomes a local hero. People in the province of %s are asking you to donate 50 gold coins for a statue commemorating the duel with the troll. 1) The hunter deserves it. (-50 gold ) #90
2) That's just too much! #13
Change player gold by -300
Change the mood in the province by +2
Answer ¹1 appears when Player's gold >= 50
#88, #91, #810
90 #90 0 0 1 Change player gold by -50
Change the mood in the province by +1
#89
91 #91 0 0 0 The troll has eaten all your messengers except an old druid, sending him back with the message: «Bad dinner, send young meat next time.» 1) Kill the old man so he won't spread any rumors! #656
2) Hire a troll hunter. (-300 gold ) #89
3) Let the local government take care of this. #655
4) Give him a cart full of children and let him go! #842
Answer ¹2 appears when Player's gold >= 300
Change the mood in the province by -1
#88, #810
92 #92 0 0 2 Your units have defeated the troll and brought back his huge carcass as a trophy. 1) Sell the carcass to monstrologists. (+100 gold ) #811
2) Place it on the town square for display. (-50 gold ) #812
3) Throw this disgusting thing away. #0
Change the mood in the province by +1
Answer ¹2 appears when Player's gold >= 50
93 #93 0 0 -2 #109, #110, #131, #142, #143, #156, #157, #158, #188, #202, #205, #206, #207, #208, #211, #221, #236, #275, #282, #305, #422, #424, #435, #438, #473, #500, #502, #516, #523, #560, #1032, #1187, #1274, #1282, #1284, #1286, #1634, #1635, #1637, #1902, #1904
94 #94 0 5 0 A traveling magician has come to your castle from the province of %s, claiming he can summon a djinn. If you agree, the ritual will cost 500 gold coins and 50 gems. 1) Summon a djinn! (500 gold and 50 cr. ) #95
2) Some other time. #0
3) Flog the charlatan in public and drive him away! #654
4) Let my torturers worm the secret out of him. #1801
Answer ¹1 appears when Player's crystals >= 50
Answer ¹1 appears when Player's gold >= 500
95 #95 0 0 0 The magician reads an incantation, and a djinn appears. The djinn bows to you and asks: «What do you wish for? Why have you summoned me?» 1) I want much gold! #97
2) I want many gems. #98
3) I just want to talk. #99
4) Make me the Lord of the whole world! #100
Change player gold by -500
Change the player's crystals by -50
#94
96 #96 0 0 0 The vagabond turns out to have poor health and dies before enduring even one hour of torture. 1) Hurl the idiot executioners into the dungeon! #13
2) A real wizard would have endured more torture. #0
Set the flag of the event #94 to "disabled"
Set the flag of the event #101 to "disabled"
#101, #1801
97 #97 0 0 0 The djinn laughs and says: «So you managed to summon me. That doesn't mean I'm your slave! I'm going back to my world, and I'm going to take half your gold for my trouble.» The djinn keeps his promise and disappears. 1) Execute the mage! #657
2) What terrible luck! #0
Change player gold by -50 #95
98 #98 0 0 0 The djinn laughs and says: «So you managed to summon me. That doesn't mean I'm your slave! I'm going back to my world, and I'm going to take half your gems for my trouble.» The djinn keeps his promise and disappears. 1) Execute the mage! #657
2) What terrible luck! #0
Change the player's crystals by -50 #95
99 #99 0 0 0 The djinn, like you, is glad to converse with someone on equal terms. Your conversation about the problems of the life of a demigod lasts a lot longer than planned. Several hours later, the time of the djinn's stay in this world comes to an end. Before he returns to his world, the djinn compensates you double the cost of his summoning (1000 gold coins and 100 gems). 1) Now you can visit me without an invitation! #12
2) Oh, life is difficult for us demigods. #0
Change the player's crystals by +100
Change player gold by +1000
#95
100 #100 0 0 0 The djinn laughs and says: «So you managed to summon me. That doesn't mean I'm your slave! I'm going back to my world, and I'm going to take half your gems and gold for my trouble.» The djinn keeps his promise and disappears. 1) Execute the mage! #657
2) What terrible luck! #0
Change the player's crystals by -(30-50)
Change player gold by -(0-100)
#95
101 #101 0 5 0 A traveling magician has come to your castle from the province of %s, claiming he can summon a djinn. If you agree, the ritual will cost 500 gold coins and 50 gems. 1) Summon a djinn! (500 gold and 50 cr. ) #102
2) Some other time. #0
3) Flog the charlatan in public and drive him away! #654
4) Let my torturers worm the secret out of him. #96
Condition of the appearing in the province: if player's karma >= 10
Answer ¹1 appears when Player's crystals >= 50
Answer ¹1 appears when Player's gold >= 500
102 #102 0 0 0 The magician reads an incantation, and a djinn appears. The djinn bows to you and asks: «What do you wish for? Why have you summoned me?» 1) I want much gold! #103
2) I want many gems. #104
3) I just want to talk. #105
4) Make me the Lord of the whole world! #106
Change player gold by -500
Change the player's crystals by -50
#101
103 #103 0 0 0 The djinn bows and says: «O Lord of one wish, it shall be done.» The djinn creates %d gold and vanishes. 1) So little gold! Execute the mage! #657
2) What a lucky day! #0
Change player gold by +(500-1000) #102
104 #104 0 0 0 The djinn bows and says: «O Lord of one wish, it shall be done.» The djinn creates %d gems and disappears. 1) So few gems! Execute the mage! #657
2) What a lucky day! #0
Change the player's crystals by +(70-120) #102
105 #105 0 0 5 The djinn is very touched by your attention. You spend several hours in an amusing conversation, then the djinn disappears. 1) Leaving already? You could have given me something! #0
2) It's pleasant to talk to someone on equal terms. #12
#102
106 #106 0 0 -2 The djinn shakes his head: «You have lost your chance, Lord of one wish, such things are not in my power.» Then, he vanishes. 1) Execute the mage! #657
2) What terrible luck! #0
#102
107 #107 0 10 0 The deputy of your province of %s informs you that local fishermen have caught a mermaid. 1) Heal her and let her go immediately! (-15 cr. ) #184
2) To kitchens with her, she'll make a nice fish soup! #127
3) Bring her to the castle for me to talk to. #109
4) Let my torturers worm some sea secrets out of her. #110
Condition of the appearing in the province: only in the coastal province
Answer ¹1 appears when Player's crystals >= 15
108 #108 0 0 2 #112, #113, #114, #155, #191, #199, #200, #205, #206, #211, #221, #268, #270, #315, #329, #331, #338, #340, #345, #347, #364, #446, #1205, #1247
109 #109 0 0 -1 The mermaid is delivered to your castle in a large barrel of sea water closed up with a grate. She refuses to talk to you until you remove the grate. 1) Kill this stupid fish! #93
2) Remove the grating immediately! #111
#107
110 #110 0 0 -3 The executioners inform you that they have failed to worm any secrets out of the mermaid because she suffocated very quickly without water. 1) Idiots! Why did you take her out of her barrel?! You will all be whipped! #93
2) Idiots! I did not want to kill her! #13
#107
111 #111 0 0 0 The mermaid emerges waist-high from the barrel and asks: «What could such a cruel ruler want from me?» 1) Nothing, I just never talked to a mermaid before. #112
2) Tell me where your treasures are, or you will die! #113
3) Wouldn't you want to live in a fountain in my castle? #1631
4) Grant one of my wishes, and I'll let you go! #114
#109
112 #112 0 0 0 There is an angry glint in the mermaid's eyes as she says: «Then you should have dived into the sea instead of dragging me here in this disgusting rotten barrel! Let me go free, or I'll die in captivity and the sea will avenge my death!» She dives back into the water and emerges no more. 1) Kill this stupid fish! #571
2) Make haste! Let her back into the sea! #108
#111
113 #113 0 0 0 There is an angry glint in the mermaid's eyes as she says: «I'm not going to tell you anything! Release me back into the sea, or I'll die in captivity and then the sea will avenge my death!» She dives back into the water and emerges no more. 1) Kill this stupid fish! #571
2) Make haste! Let her back into the sea! #108
#111
114 #114 0 0 0 There is an angry glint in the mermaid's eyes as she says: «I'm not a goldfish! Release me back into the sea, or I'll die in captivity and then the sea will avenge my death!» She dives back into the water and emerges no more. 1) Kill this stupid fish! #571
2) Make haste! Let her back into the sea! #108
#111, #1631
115 #115 -1 10 0 The deputy of your province of %s tells you that it got infested with the horrible killer rats. The vermin feast on people in their sleep at night. Ordinary poisons harm them not, and the locals are afraid to round up the rats at night. 1) You can cope with the rats yourselves! #813
2) Hire a team of adventurers. (-200 gold ) #116
3) Pay volunteers from the province. (-100 gold ) #117
4) Order some poison from the alchemists. (-20 cr. ) #118
Condition of the appearing in the province: if player's karma <= -10
Answer ¹3 appears when Player's gold >= 100
Answer ¹4 appears when Player's crystals >= 20
Answer ¹2 appears when Player's gold >= 200
Change the mood in the province by -2
116 #116 0 0 2
Unit: Adventurers
Event (Win): #122
Event (Loss): #125
You hire a team of adventurers. They easily cope with the task, exterminating all of the rats. However, the locals are complaining: the dwarf did not pay for his food, drink, and lodging at the inn, the elf seduced three chaste maidens, and the halfling sold a junkman the things that had mysteriously disappeared from the houses of rich citizens the night before. 1) Recover the gold and give it to the discontent! #119
2) Recover the gold and deliver it to the treasury. #120
3) Console the discontent. (-100 gold ) #121
4) Send soldiers to throw the rogues into the dungeon. #0
Answer ¹4 appears when there are a hero or a guard in the province
Change player gold by -200
Change the mood in the province by +3
Answer ¹3 appears when Player's gold >= 100
#115, #1522 Unit: Adventurers
Event (Win): #122
Event (Loss): #125
117 #117 0 0 1 The roundup works somewhat - the people do kill a dozen rats. Still, they fail to eradicate the problem. 1) You can cope with the rest of them yourselves! #813
2) Finish off the filthy rats! (-100 gold ) #123
Change player gold by -100
Change the mood in the province by +1
Answer ¹2 appears when Player's gold >= 100
#115, #120, #1526
118 #118 0 0 1 The poison made by the alchemists works not quite as they wanted - the most resistant rats have survived and gone completely mad. 1) You can cope with the rest of them yourselves! #813
2) Finish off the filthy rats. (-100 gold ) #123
Change the player's crystals by -20
Change the mood in the province by +2
Answer ¹2 appears when Player's gold >= 100
#115, #1532
119 #119 0 0 1 Your soldiers took 100 gold coins back from the team of scoundrels, and distributed them among the victims in the province of %s. The dwarf swore and shouted: «You will be sorry for this!» By night, at the same tavern where the team was staying, the rats appeared again. Your soldiers try to find the vile swindlers, but the adventurers have disappeared without a trace. 1) You can cope with a couple of rats yourselves! #13
2) Curse those foul frauds! (- 15 cr. ) #124
3) Pay volunteers from the province. (-100 gold ) #123
Change the mood in the province by +1
Change the mood by -2
Answer ¹2 appears when Player's crystals >= 15
Answer ¹3 appears when Player's gold >= 100
#116
120 #120 0 0 -1 Your soldiers took 100 gold coins back from the team of scoundrels. The dwarf swore and shouted: «You will be sorry for this!» By night, at the same tavern where the team was staying, the rats appeared again. Your soldiers try to find the vile swindlers, but the adventurers have disappeared without a trace. 1) You can cope with a couple of rats yourselves! #13
2) Curse those foul frauds! (-15 cr. ) #124
3) Pay volunteers from the province. (-100 gold ) #117
Change player gold by +100
Change the mood in the province by -1
Change the mood by +2
Answer ¹2 appears when Player's crystals >= 15
Answer ¹3 appears when Player's gold >= 100
#116
121 #121 0 0 2 Change player gold by -100
Change the mood in the province by +1
Change the mood by -2
#116
122 #122 0 0 -2 Having suffered heavy losses, your soldiers managed to neutralize the team of adventurers and put them into the dungeon. They have looted 578 gold coins from the defeated. 1) Excellent! Distribute them among the discontent! #126
2) Excellent! Take it to the treasury. #0
Change player gold by +578
123 #123 0 0 2 The rest of the rats are exterminated, and their carcasses are burned in a large bonfire. Now the people in the province can sleep peacefully. 1) Excellent! #12
2) I'm tired of this endless trouble! #0
Change player gold by -100
Change the mood in the province by +2
Change the mood by -2
#117, #118, #119
124 #124 0 0 -2 Your magicians have performed the Dark Ritual. They can't say for sure if the curse worked, but they hope for the worst. 1) I'm sure they've all died off by now. #13
2) Justice will prevail! #0
Change the player's crystals by -15 #119, #120, #125
125 #125 0 0 -2 The adventurers slaughter all of your soldiers and disappear without a trace. 1) May they all rot in graves! #13
2) Curse those foul frauds! (-15 cr. ) #124
Answer ¹2 appears when Player's crystals >= 15
126 #126 0 0 2 Change player gold by -578
Change the mood in the province by +2
#122
127 #127 0 0 -5 Your cooks made a delicious mermaid soup, and collected all of her silvery scales into a bag. What should be done with the scales? 1) Sell them to jewelers. (+100 gold ) #128
2) Sell them to alchemists. (+15 cr. ) #129
3) Throw these disgusting things away! #0
#107
128 #128 0 0 0 Change player gold by +100 #127
129 #129 0 0 0 Change the player's crystals by +15 #127
130 #130 0 15 0 The deputy of your province of %s informs you that local hunters have found a wounded unicorn caught in a trap. 1) Heal its wounds and set it free! (-15 cr. ) #1460
2) I've always wanted to taste a cutlet of unicorn meat! #131
3) Sell it to alchemists for ingredients. (+25 cr. ) #133
4) Sell it to monstrologists. (+200 gold ) #132
Answer ¹1 appears when Player's crystals >= 15
Condition of the appearing in the province: if the terrain=Forest
131 #131 0 0 -5 Your chefs make cutlets from the unicorn meat. According to your hero it tastes like old trousers, but at least their wounds are healing quicker as a result. 1) Kill the chefs - taste should not be spoiled! #93
2) What does it matter if I can't eat anyway? #0
The health of all groups of heroes and the guard in the province changed by +20% (considering resistance). Applies only to the living creatures. #130
132 #132 0 0 -3 Change player gold by +200 #130
133 #133 0 0 -3 Change the player's crystals by +25 #130
134 #134 1 2 0 The deputy of your province of %s informs you that local monster catchers have caught a wounded bird that looks like a phoenix, but smaller and without a fiery aura. Both of the bird's wings were broken. The monster catchers were going to finish off the phoenix to save it from suffering, when suddenly the bird started to talk, begging that her life be spared. 1) Heal its wounds and set it free! (-15 cr. ) #1385
2) Deliver it to the castle. I want to talk to it! #135
3) Sell it to alchemists as ingredients. (+250 gold +150 cr. ) #146
4) Finish it off and make clothes from its feathers. #142
Condition of the appearing in the province: if the treasury has 1 or more free slots
Answer ¹1 appears when Player's crystals >= 15
Set the flag of the event #134 to "disabled"
135 #135 0 0 0 The phoenix is soon delivered to your castle. The beautiful bird looks very worn out. 1) Who are you? Who did this to you? #136
2) Reveal me the secret of rebirth, and I'll let you go! #183
#134
136 #136 0 0 0 I am Larietta, Princess of the Lake Land. My husband, the sorcerer Isravius, did this to me. Suspecting that I had cheated on him, he turned me into a phoenix in a fit of anger, clipped my wings, and left me for the monster catchers to find. He knew that they would never let such a valuable bird live. He didn't have the heart to kill me himself. 1) Did you really cheat on him? #137
2) You despicable woman! Kill her! #138
3) Kick her out of here! #1605
#135, #183
137 #137 0 0 0 I never cheated on him. But I secretly visited one wise man who taught me how to heal and even how to resurrect. My husband didn't want me to ever learn anything. 1) Heal its wounds and set it free! (-15 cr. ) #1385
2) Can I remove the spell from you somehow? #139
3) Kick her out of here! #1605
Answer ¹1 appears when Player's crystals >= 15 #136
138 #138 0 0 -5 With the probability of 40% switch to event #1367, otherwise switch to event #1370
Set the flag of the event #1386 to "happens through (15-25) turns and turns off"
Bind the flag of the event #1386 to main province
#136, #139
139 #139 0 0 0 I know a counterspell, and I can teach it to any magician competent enough, but the ritual to be performed is very costly (100 gems and 400 gold coins). 1) I can only offer you your freedom. (-15 cr. ) #140
2) Perform Ritual! (-100 cr. and -400 gold ) #141
3) Finish off the bird to end its suffering. #138
4) Kick her out of here! #1605
Answer ¹2 appears when Player's gold >= 400
Answer ¹2 appears when Player's crystals >= 100
Answer ¹1 appears when Player's crystals >= 15
#137
140 #140 0 0 2 Your servants heal the phoenix and set it free. Larietta is very upset that she will have to spend her life in a bird's feathers. 1) I wish I could help her. #12
2) That's a bit too much for a common harlot! #13
Change the player's crystals by -15
Set the flag of the event #1383 to "happens through (10-20) turns and turns off"
Bind the flag of the event #1383 to main province
#139
141 #141 0 0 5 Your magicians perform the ritual and read the spell. The phoenix catches fire and burns up, leaving only a handful of ashes. Then a female figure rises from the ashes. The beautiful slim brunette can hardly keep on her legs. 1) What a beauty! #1374
2) I liked her more when she was a phoenix! #1374
Change the player's crystals by -100
Change player gold by -400
#139
142 #142 0 0 -5 Your tailors don't know how to make clothes from feathers. But one foreign craftsman says that he can make a cloak and asks for 500 gold coins for his work. 1) Flog this miser and drive him away! #93
2) Put him into the dungeon and make him do it! #1186
3) Pay the craftsman for his work. (-500 gold ) #144
Answer ¹3 appears when Player's gold >= 500
Set the flag of the event #1386 to "happens through (15-25) turns and turns off"
Bind the flag of the event #1386 to main province
#134, #183
143 #143 0 0 0 The craftsman has made a Phoenix Cloak. Since he had to make it in the dungeon, cold, hungry and with poor lighting, the appearance of the garment leaves much to be desired. 1) Flog him and drive him away! #93
2) Behead the rogue! He has ruined priceless feathers! #1373
3) Give the craftsman 100 gold for his work and let him go. #145
Get 1 items Phoenix Cloak with durability 30%
Answer ¹3 appears when Player's gold >= 100
#1186
144 #144 0 0 0 The craftsman has made a Phoenix Cloak. The garment is breathtaking! It is worthy of a great ruler. 1) It's a pity I can't try it on! #0
2) I hope the rogue didn't damage the feathers! #13
Get 1 items Phoenix Cloak with durability 100%
Change player gold by -500
#142
145 #145 0 0 1 Change player gold by -100 #143, #1187
146 #146 0 0 -5 Change player gold by +250
Change the player's crystals by +150
Set the flag of the event #1386 to "happens through (15-25) turns and turns off"
Bind the flag of the event #1386 to main province
#134, #183
147 #147 0 0 0
Unit: Demons
Event (Loss): #37
Province type: Lands of Chaos
Demons have invaded the province of %s! 1) Damned creatures! #0
2) I should have seen this coming... #0
Set the level of the attacking army to 2 Unit: Demons
Event (Loss): #37
Province type: Lands of Chaos
148 #148 0 0 0
Unit: Undead
Event (Loss): #57
Province type: Land of the Dead
Walking dead have invaded the province of %s! 1) Damned creatures! #0
2) I should have seen this coming... #0
Set the level of the attacking army to 1 Unit: Undead
Event (Loss): #57
Province type: Land of the Dead
149 #149 0 0 0 An epidemic of sepulchral fever has broken out in the province of %s. Soldiers and civilians alike suffer from the terrible disease. What are your orders? 1) Hire healers. (-20 cr. ) #9
2) Death is the way of mortals... #10
3) Sell fresh corpses to necromancers. #11
Answer ¹1 appears when Player's crystals >= 20
150 #150 0 0 0 A rain of fire and brimstone has fallen onto the province of %s. Many civilians are dead, the soldiers are badly wounded. The priests say it's a punishment for sins. 1) What a nuisance! #0
2) It serves those sinners right. #13
3) Send aid to the victims. (-200 gold ) #151
Answer ¹3 appears when Player's gold >= 200
Change the number of population in the province by -(10-20)%
151 #151 0 0 2 Change player gold by -200 #150, #152
152 #152 0 0 0 An unprecedented fire has broken out in the province of %s. Many civilians are killed in the fire, the soldiers are badly burnt. Almost all of the buildings are burned down or seriously damaged. 1) Damn! #0
2) Find and execute the culprit. #153
3) Send aid to the victims. (-200 gold ) #151
Answer ¹3 appears when Player's gold >= 200

Destroy 2 buildings in the province
Change the number of population in the province by -(40-60)%
Fix/damage the fortifications in the province by -(30-50)
153 #153 0 0 -2 The search turns out to be a failure. Either the culprit was killed in the fire, or he is very good at hiding. 1) I hope that son of a bitch burned to death. #13
2) Fine... #0
#152
154 #154 0 0 0 There is a snowstorm in the province of %s. Due to bad weather almost all the harvest is lost. Several locals are lost in the cold haze. The damage costs you %d gold. It will take several days to completely resume work in the province. 1) What a weather... #0
2) No big deal. At least snow isn't fire. #0
Change player gold by -(10-20)*Province level
Change the number of population in the province by -(5-10)%
155 #155 1 10 0 Alchemists in the province of %s have found a deposit of Death Crystals. These gems are an excellent source of magic energy, but the ground around them is toxic. A single unfortunate touch of this soil may cause terrible diseases, sometimes even death. 1) I can't risk the health of my subjects. #108
2) Send volunteers for the gems. (-100 gold ) #156
3) Create a golem to mine the gems. (-25 cr. ) #157
4) Order my subjects to mine these gems! #158
Answer ¹2 appears when Player's gold >= 100
Answer ¹3 appears when Player's crystals >= 25
156 #156 0 0 -2 A group of five people leaves for the Death Crystals. Only three of them return. The survivors have managed to get 30 gems, at the cost of terrible burns on their hands. 1) Excellent! They'll get to divide 100 coins in three shares now. #93
2) What a pity! Heal them. (-60 gold ) #159
3) It's unfortunate that it happened that way. #0
4) Why so little? Exact gold from the survivors. (+50 gold ) #161
Change player gold by -100
Change the player's crystals by +30
Answer ¹2 appears when Player's gold >= 60
Change the mood in the province by -1
#155
157 #157 0 0 0 The golem manages to cope with the task and obtains 50 Death Crystals. But it brings some toxic soil back with the gems. Part of this soil is scattered along the road, and the magician who created the golem ends up with the other part. Some people in the province of %s are now sick. 1) We have the gems. That's all that matters! #93
2) What a pity! See to it that they are healed. (-60 gold ) #159
3) It's unfortunate that it happened that way. #0
Change the player's crystals by +25
Change the mood in the province by -1
Answer ¹2 appears when Player's gold >= 60
#155
158 #158 0 0 -5 Your soldiers force several people to go and mine the Crystals. Only half of them return, with burns and symptoms of severe poisoning. They bring 40 gems along. 1) We have the gems. Nothing else matters! #93
2) What a pity! See to it that they are healed. (-60 gold ) #159
3) Why so few gems? Flog the thieves! #160
Change the player's crystals by +40
Change the mood in the province by -3
Answer ¹2 appears when Player's gold >= 60
#155
159 #159 0 0 2 Change player gold by -60
Change the mood in the province by +1
#156, #157, #158
160 #160 0 0 -4 Change the mood in the province by -1 #158, #200, #201, #244, #255, #295, #301, #1470, #2176
161 #161 0 0 -3 Change player gold by +50
Change the mood in the province by -1
#156
162 #162 1 10.000 0 A tree bearing gold coins has grown in the province of %s overnight. Legend has it that this tree is sacred and it is strictly forbidden to pick its fruit. 1) Guard it and only take the fruits that fall. (-100 gold ) #163
2) I forbid anyone to pick these coins! #808
3) I don't believe in legends. Reap the golden harvest! #165
4) Fell the tree and gather the gold. #166
Change the mood by -2
Answer ¹1 appears when Player's gold >= 100
Condition of the appearing in the province: if player's karma >= 20
Set the flag of the event #162 to "disabled"
163 #163 0 0 3 The fruits of the golden tree increase income from the province of %s by %d gold per day. 1) Excellent! #12
2) Why so little? #13
Province income +(3-6)
Change player gold by -100
#162
164 #164 0 0 2 Several of the people disobeyed your orders. At night, they sneaked up to the gold-bearing tree and picked enough gold coins to fill a bag. The next morning, the tree was gone. A charred hole remains where it had been. The people who disobeyed your orders have their whole bodies covered with black sores. 1) I warned them! #12
2) Take the gold from these criminals! #167
#808
165 #165 0 0 -3 Your subjects gladly rush ahead to execute your orders. But as soon as they start to pick gold coins from the tree, their bodies become covered with black sores, and the tree begins to tremble like a living creature. The gold coins ignite with a magic fire, and the whole tree burns down in a flash, leaving only a charred hole in the ground. 1) Take all of the gathered coins to the treasury. #167
2) Distribute the collected gold among the victims. #1023
#162
166 #166 0 0 -4 You fail to fell the tree. As soon as an axe touches its trunk, the tree begins to tremble like a living creature. The gold coins ignite with a magic fire, and the whole tree burns down in a flash, leaving only a charred hole in the ground. 1) Stupid old tree! #13
2) That was a bad idea. #0
#162
167 #167 0 0 -1 The total amount of coins taken is %d gold. 1) Take it to the treasury. #0
2) So little?! #13
Change player gold by +(25-125) #164, #165
168 #168 -1 10 0 Half the population in the province of %s refuses to work. They demand that your deputy arranges a holiday, inviting the traveling circus performers and artists and providing free drinks and food for one day. After such a holiday, the people promise they'll resume working and work even more diligently than before. 1) Arrange a holiday for the people. (-200 gold ) #169
2) Let them sort it out by themselves. #170
3) Put these idlers to work! Let them be flogged! #171
4) Hang everyone who refuses to work. #172
Answer ¹1 appears when Player's gold >= 200
Condition of the appearing in the province: if the province level >= Dwelling
169 #169 0 0 0 Change player gold by -200
Change the mood in the province by +2
Change the mood by -2
Province income +(2-4)
Change corruption by +(1-4)
#168
170 #170 0 0 0 Change the mood in the province by -2
Change the mood by +(50-100)
Province income -(1-2)
Change corruption by +(1-4)
#168
171 #171 0 0 -2 Change the mood in the province by -3
Change the mood by +(100-150)
Change corruption by -(0-3)
#168
172 #172 0 0 -5 Change the mood in the province by -4
Change the number of population in the province by -(15-25)%
Change corruption by -(2-4)
#168
173 #173 -1 5 0 Your spies report that an impostor has appeared in the province of %s. He declares himself to be the ruler of your domain. Many people in the province have become his followers, acknowledging him as the true ruler. Now they pay him tribute, and your income has decreased significantly. 1) Execute the impostor and all of the traitors! #174
2) Force him to acknowledge my authority in public! #175
3) Bring the impostor to my castle immediately! #176
4) Secretly hire an assassin (-100 gold ) #177
Province income -(1-3)
Answer ¹4 appears when Player's gold >= 100
Condition of the appearing in the province: if the province level >= Dwelling
Change the mood in the province by -1
Set the flag of the event #173 to "disabled"
174 #174 0 0 -6 Your soldiers succeed in catching the impostor and all of his followers. After they learn about the impending execution, many people renounce their idol, but some of them still follow him all the way to the gibbet. 1) Sometimes you need to be cruel for the common good. #0
2) This will be a good lesson for these mortal fools. #13
Province income +2
Change the mood in the province by -3
Change the number of population in the province by -(10-30)%
Change corruption by -(3-7)
#173
175 #175 0 0 -1 Your units catch the impostor and make him acknowledge your power, first in the torture chamber and then in public. The people in the province of %s are enraged. 1) Sometimes you need to be cruel for the common good. #0
2) This will be a good lesson for these mortal fools. #13
Province income +3
Change the mood in the province by -2
Change the mood by +(300-400)
#173
176 #176 0 0 0 The impostor turns out to be a madman who sincerely believes in his grandeur. Apparently, this sincere belief is what has made him so popular with the people. 1) Take him to my best healers. (-50 gold ) #1614
2) Kill the poor sod. #1169
3) Cut out his tongue and set him free. #1208
4) Release him! #179
Answer ¹1 appears when Player's gold >= 50 #173
177 #177 0 0 -3 The assassin pushes the impostor off a bridge. Such an absurd death makes all of his followers turn away from their idol. 1) Wonderful! #13
2) I pity the unfortunate man. #12
Province income +3
Change player gold by -100
#173
178 #178 0 0 2 Your healers try all possible methods to cure his madness, but to no avail. 1) We'll have to kill him. #1169
2) Cut out his tongue and set him free. #1208
3) Release him! #179
Change player gold by -50 #1614
179 #179 0 0 5 Province income -(1-3)
Change the mood by +(300-500)
Change the mood in the province by -1
Change corruption by +(1-4)
#176, #178
180 #180 -1 10 0 Your spies report that goblins in the province of %s have made a clay dummy representing you. They spit on it, throw stones at it, beat it, and sometimes desecrate it in quite a goblinish way. 1) Plunder this foul province! #181
2) Find the authors of the dummy and execute them! #182
3) Let them make fun of me if they wish. #1073
4) Secretly find out why they are displeased (-150 gold ) #1653
Condition of the appearing in the province: if the province level >= Cursed Land
Condition of the appearing in the province: only in the province, inhabited by the race Goblins
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹4 appears when Player's gold >= 150
181 #181 0 0 -5 Your units have plundered the province of %s and obtained %d gold. The goblins are beside themselves with rage. 1) They had it coming! #13
2) They shouldn't have scoffed at me. #0
Change player gold by +(50-100)*Province level
Change the mood in the province by -3
Change the mood by +(120-220)
Change the number of population in the province by -(10-20)%
#180
182 #182 0 0 -3 Your units have executed the goblins that helped make the dummy. Now the goblins hate you even more. 1) They had it coming! #0
2) They shouldn't have scoffed at me. #13
Change the mood in the province by -2
Change the number of population in the province by -(5-10)%
Change corruption by -(2-6)
#180
183 #183 0 0 0 The phoenix just moans in pain in response. 1) Heal its wounds and set it free! (-15 cr. ) #1385
2) Who are you? Who did this to you? #136
3) Sell it to alchemists as ingredients. (+250 gold +150 cr. ) #146
4) Finish it off and make clothes from its feathers. #142
Answer ¹1 appears when Player's crystals >= 15 #135
184 #184 0 0 2 Change the player's crystals by -15 #107
185 #185 0 10 0 The deputy of the %s province informs you that a whole tribe of river vagabonds has pulled up to the shore. They have arrived on rafts, bringing shells and pebbles to sell. But, in addition to petty trade, these «river rats» make a living by stealing and begging. People in the province are scared of such neighbors. 1) Don't bother me with such trifles! #13
2) Build them barracks and find them work. (-100 gold ) #186
3) Set fire to their rafts. They'll leave. #187
4) Execute some vagabonds to intimidate the others. #188
Condition of the appearing in the province: only in the coastal province
Answer ¹2 appears when Player's gold >= 100
Change the mood in the province by -2
186 #186 0 0 4 The river vagabonds accept your help with gratitude. They quickly adapt and begin to lead a normal, settled life. Soon the people in the province are mostly reconciled to their neighbors. 1) Very well then! #0
2) The more people, the more income! #13
Change player gold by -100
Change the number of population in the province by +(10-15)%
Change the mood in the province by +1
#185
187 #187 0 0 -3 The people in the province of %s make a large fire. On that day, the wind is strong, and the fire spreads to their houses. There are no victims among the locals, but most of their property is lost. All of the vagabonds' rafts are burned down, and both adults and children are killed. The surviving vagabonds scatter. 1) Very well then! #13
2) A pity it had to happen that way! #12
Province income -(1-3)
Change the mood in the province by +1
#185
188 #188 0 0 -5 Your soldiers catch and execute some of the vagabonds. The strategy works - the next day, the rafts leave your province's shores. 1) Very well then! #13
2) Alas! I should have confiscated their property first! #93
Change the mood in the province by +3 #185
189 #189 1 2 0 The deputy of the %s province informs you that an infirm old man has come to him with a complaint about a moneylender. The moneylender took the Sun Bracelet from him as a pledge for a 500 gold coins loan, yet now refuses to give it back for the same amount. 1) Don't bother me with such trifles! #13
2) Recover the bracelet and bring it to me! #190
3) Force the moneylender to return the bracelet. #191
4) Confiscate both the money and the bracelet. #1604
Condition of the appearing in the province: if the treasury has 1 or more free slots
Set the flag of the event #189 to "disabled"
Answer ¹4 appears when there are a hero or a guard in the province
190 #190 0 0 -10 Your soldiers took the Sun Bracelet from the moneylender and, in spite of the old man's entreaties, delivered it to your castle. 1) Excellent. Take it to the treasury! #0
2) The Sun Bracelet is in the hands of a worthy owner! #13
Get 1 items Sun Bracelet with durability 100% #189
191 #191 0 0 5 Your soldiers took the Sun Bracelet from the moneylender and gave it back to the old man. He rejoices like a child! 1) Very well then! #108
2) Ask the old man what he wants for his bracelet. #192
#189
192 #192 0 0 0 The old man says that he cannot give the Sun Bracelet away for any price - it's very dear to him. He asks you to accept 500 gold coins and a crystal ring from him as a gift for your justice and nobility. 1) Thank you. Take them to the treasury. #193
2) Return the 500 gold coins to the moneylender. #194
#191
193 #193 0 0 -3 Change player gold by +500
Get 1 items Crystalline Ring with durability 100%
#192
194 #194 0 0 0 Get 1 items Crystalline Ring with durability 100% #192
195 #195 -1 10 0 There is a flood in the province of %s. People escape to the hills and the treetops. They are hungry and cold. The damage caused by the flood costs %d gold. 1) Send provisions and clothes. (-100 gold ) #196
2) Don't bother me with such trifles! #13
3) Drain the lands with a spell. (-50 cr. ) #197
Change player gold by -(10-20)*Province level
Condition of the appearing in the province: only in the coastal province
Answer ¹1 appears when Player's gold >= 100
Answer ¹3 appears when Player's crystals >= 50
Condition of the appearing in the province: if the province level >= Dead Land
Condition of the appearing in the province: if player's gold >= 300
196 #196 0 0 4 Change player gold by -100
Change the mood in the province by +1
#195
197 #197 0 0 2 Change the player's crystals by -50
Change the mood in the province by +1
#195
198 #198 0 10 0 Your castle is being visited by cripples and freaks who have heard of your kindness and generosity. They ask you to give them some gold for accommodations and food. 1) Give them what they're asking for. (-50 gold ) #199
2) Provide them with food and shelter. (-150 gold ) #200
3) Tear the fancy disguises off these imposters! #201
4) Drive the bums away so they don't come back again! #202
Answer ¹1 appears when Player's gold >= 50
Answer ¹2 appears when Player's gold >= 150
Condition of the appearing in the province: if player's karma >= 20
199 #199 0 0 2 The suppliants leave with words of sincere gratitude. 1) I like using my power to do good. #108
2) A good name is worth more than gold. #640
Change player gold by -50 #198
200 #200 0 0 3 The suppliants are extremely happy to receive such extraordinarily generous help from you. 1) I like using my power to do good. #108
2) A good name is worth more than gold. #160
Change player gold by -150 #198
201 #201 0 0 -3 Your soldiers started to tear the clothes off the vagabonds to reveal their false mutilations and deformities. However, it turns out that all the suppliants are genuinely crippled. As a result of the unsuccessful exposure, the creatures brought before you are even more pathetic and repulsive. 1) Give them some new clothes and a little gold. (-70 gold ) #203
2) Drive the freaks out of the castle, quickly! #160
Answer ¹1 appears when Player's gold >= 70 #198
202 #202 0 0 -5 Your soldiers drove the bums away with kicks and punches. The freaks and cripples endured the beating without any complaints, obviously accustomed to such treatment. 1) It serves those stinking bums right! #93
2) I guess it's their fate. #0
#198
203 #203 0 0 2 Change player gold by -70 #201
204 #204 0 10 0 Your castle is being visited by cripples and freaks who have heard of your kindness and generosity. They ask you to give them some gold for accommodations and food. 1) Give them what they're asking for. (-50 gold ) #205
2) Provide them with food and shelter. (-150 gold ) #206
3) Tear the fancy disguises off these imposters! #207
4) Drive the bums away so they don't come back again! #208
Answer ¹1 appears when Player's gold >= 50
Answer ¹2 appears when Player's gold >= 150
Condition of the appearing in the province: if player's karma >= 20
205 #205 0 0 -4 The suppliants leave, extolling your generosity to the skies, but you could swear that they expected more and are in reality not very content. 1) I hope they don't spend the money on drink. #108
2) A good name is worth more than gold. #93
Change player gold by -50 #204
206 #206 0 0 -4 The suppliers thank you for your help with such fervor that it makes you sick. 1) I hope they'll show themselves worthy of such help. #108
2) A good name is worth more than gold. #93
Change player gold by -150 #204
207 #207 0 0 4 Your soldiers started to tear the clothes off the vagabonds, removing their false mutilations and deformities in the process. The bums are pleading for mercy. 1) Execute these foul liars! #93
2) Flog and release them. #0
#204
208 #208 0 0 4 Your soldiers drove the bums away with kicks and punches. The freaks and cripples swore and cursed them in response, some even managed to land a few punches in return. 1) They should be condemned to penal servitude! #93
2) It was a wise decision to drive them away! #0
#204
209 #209 0 10 0 Workers from the province of %s are complaining about their tough working conditions. They're asking you to buy them some overalls and tools. 1) Some other time. #815
2) Buy overalls and tools. (-120 gold ) #210
3) Subdue the workers with whips. #211
4) Hang those who initiated the petition. #212
Answer ¹2 appears when Player's gold >= 120
Province income -1
Change the mood by +(30-60)
Condition of the appearing in the province: if the province level >= New Land
210 #210 0 0 2 The workers are thankful for your understanding. They hasten to assure you that now they will work more productively than before. 1) They'd better! #13
2) Wonderful! #12
Change player gold by -120
Province income +3
Change the mood by -60
#209
211 #211 0 0 -4 The supervisors start to whip the workers with three times their previous fervor, and former productivity is restored. 1) Excellent! #108
2) Everyone's welfare is my greatest concern. #93
Province income +1
Change the mood in the province by -1
#209
212 #212 0 0 -6 Your executioners hang several local ringleaders. The workers in the province of %s are now very depressed. 1) Excellent. Let that be a lesson to the others! #13
2) I'm doing this for the greater good. #12
Change the mood in the province by -1
Change the mood by -(30-80)
#209
213 #213 -1 25 0 The deputy of the %s province informs you: a suffocating heatwave has hit these lands for the past several days. If you don't act immediately, the sun will burn up the whole harvest. 1) Perform a ritual to invoke rain. (-20 cr. ) #214
2) Dig an irrigation system from a river. (-150 gold ) #215
3) Force people to water the fields from the wells. #752
4) Let it all burn up. I don't care. #753
Answer ¹2 appears when Player's gold >= 150
Answer ¹1 appears when Player's crystals >= 20
Condition of the appearing in the province: if the terrain=Plains
Condition of the appearing in the province: if the province level >= Dead Land
214 #214 0 0 2 Change the player's crystals by -20
With the probability of 70% switch to event #12, otherwise switch to event #726
#213
215 #215 0 0 2 Change player gold by -150 #213
216 #216 -1 10 0 There has been a strong earthquake in the province of %s. Many locals have been killed, and the damage caused by the destruction costs you %d gold. 1) Provide aid to the victims. (-150 gold ) #217
2) Bury the dead with honor. (-60 gold ) #218
3) Send people from neighboring provinces to help. #12
4) What bad luck! #13
Change player gold by -(10-20)*Province level
Change the number of population in the province by -(30-40)%
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's gold >= 60
Condition of the appearing in the province: if the province level >= Cursed Land
Condition of the appearing in the province: if player's gold >= 200
217 #217 0 0 4 Change player gold by -150 #216, #823
218 #218 0 0 2 Change player gold by -60
Change the mood in the province by +1
#216, #823
219 #219 -1 10 0 There is a horrible plague in the province of %s. Over a half of the population have been incapacitated, bedridden with a high fever, their bodies covered with disgusting, oozing sores. People in the province are blaming the local witch. 1) Everyone gets sick now and then. They'll get better. #220
2) Perform a Cleansing ritual (-50 cr. ) #221
3) Interrogate the witch. #224
4) Burn the witch at the stake! #222
Answer ¹2 appears when Player's crystals >= 50
Condition of the appearing in the province: if player's gold >= 100
Condition of the appearing in the province: if the province level >= Dwelling
220 #220 0 0 -4 The plague does not cease by itself. Many in the province of %s are dead. The infected corpses should be burned to stop the disease from spreading. That will cost 100 gold coins to arrange. 1) Take all you need. (-100 gold ) #228
2) Arrange the burial on your own. #229
Change the number of population in the province by -(20-30)%
Change the mood in the province by -1
#219
221 #221 0 0 2 Your magicians perform the difficult Ritual of Cleansing, and people in the province of %s are healed. In their joy, they even forget about the witchburning, although the witch is still caught and tied to the stake. 1) Release the poor woman! #108
2) I guess we'd better have her burned. Just in case. #93
Change the player's crystals by -50
Change the mood in the province by +1
#219
222 #222 0 0 -3 Your executioners burned the witch at the stake. Throughout the ordeal, the woman kept screaming she is innocent, even as the flame engulfed her. 1) Stubborn liar! #223
2) I should have made her confess under torture first. #223
Change the mood in the province by +1 #219, #224, #225
223 #223 0 0 0 Despite the witch's execution, the plague does not cease. Many in the province of %s are dead. The infected corpses should be burned to stop the disease from spreading. That will cost 100 gold coins to arrange. 1) Take all you need. (-100 gold ) #228
2) Arrange the burial on your own. #229
Change the number of population in the province by -(20-30)% #222, #222
224 #224 0 0 2 The witch is caught and interrogated. She completely denies her guilt. 1) Execute the foul liar! #222
2) Find out from her how this disease can be cured. #225
#219
225 #225 0 0 0 The witch says she knows how to cure people in the province of %s, and repeatedly told them how. But people just threw stones at her in response and blamed her for everything. What they need to do is to rub the sick with an herb called «bull's track,» and they'll recover quickly. 1) Do as she tells you to! #1019
2) What rubbish is this? Execute the witch! #222
#224
226 #226 0 0 1 The people are very upset about your order, but they dare not disobey. After all the sick are rubbed with «bull's track,» they begin getting better. Within a week, there is not a single sick person in the province of %s. 1) Reward the witch. (-50 gold ) #227
2) At last! #0
Change the mood in the province by -1 #1019
227 #227 0 0 2 Change player gold by -50 #226
228 #228 0 0 2 Change player gold by -100
Change the mood in the province by +1
#220, #223
229 #229 0 0 2 Set the flag of the event #230 to "happens through (3-5) turns and turns off"
Bind the flag of the event #230 to current province
#220, #223
230 #230 0 0 0 Some time after the epidemic in the province of %s has subsided, people begin to fall ill and die once again. This outbreak of the epidemic proves to be quite fleeting, ending before the deputy of the province has time to take any action. However, those who had learned a harsh lesson the previous outbreak, burn the corpses this time. 1) Couldn't they have done that earlier? Idiots! #13
2) My fault. I should have given them money for burials. #12
Change the number of population in the province by -(10-20)%
231 #231 0 10 0 Your spies report that centaurs in the province of %s are planning a Silver Horseshoe festival. Once a year, magic silver dew falls on their sacred meadow at midnight, and they cover their hooves with it as they frolic in the meadow for the whole morning. These magic silver horseshoes serve them for exactly one year until the next festival. 1) Congratulate the centaurs on my behalf. #12
2) Permit no centaur in until the dew is collected! #232
3) Cast a silver horseshoe for the centaurs. (-100 gold ) #237
4) Why should I care about these hoofed creatures? #13
Condition of the appearing in the province: only in the province, inhabited by the race Centaurs
Condition of the appearing in the province: if the province level >= Cursed Land
Answer ¹3 appears when Player's gold >= 100
Set the flag of the event #231 to "disabled"
Answer ¹2 appears when there are a hero or a guard in the province
232 #232 0 0 -4
Unit: Centaurs
Event (Win): #234
Event (Loss): #236
Your soldiers surround the sacred meadow of the centaurs and collect the silver dew into a large barrel. Soon the first group of centaurs approaches the meadow, and they become furious when they see what's happening. They demand that you give the dew back to them, or they will destroy your troops. 1) All right, give it back. #233
2) Give them part of the dew! #1590
3) Chop the horsemeat into steaks! #0
Answer ¹2 appears when there are a hero or a guard in the province
Set the level of the attacking army to 2
Change the mood in the province by -3
#231 Unit: Centaurs
Event (Win): #234
Event (Loss): #236
233 #233 0 0 1 Your soldiers give the silver dew back to the centaurs, but the festival is already ruined. 1) Very well then! #13
2) A pity it had to happen that way! #12
Change the mood by -30 #232
234 #234 0 0 0 Your troops have gained a victory against the centaurs. Your income from the barrel of silver dew is %d gold. 1) Excellent. Deliver it to the treasury. #0
2) Reward your troops for their faithful service. (-50 gold ) #235
Change player gold by +(50-80)*Province level
Answer ¹2 appears when Player's gold >= 50
Change the mood in the province by -1
Change the mood by +50
235 #235 0 0 1 Change player gold by -50 #234
236 #236 0 0 0 Your troops have lost a fight against the centaurs. The enraged centaurs stomped the bodies of the defeated into the ground. Now the sacred meadow is defiled forever. 1) I did not wish for this. #12
2) Damned pigheaded jackasses! #93
Change the mood in the province by -1
Change the mood by -30
237 #237 0 0 2 The centaurs accept your gift. The proud creatures are deeply touched and unable to hide their gratitude. 1) I'm very glad! #12
2) Ask the centaurs for part of the dew. #1593
3) My diplomatic move worked! #13
Change the mood in the province by +2
Change player gold by -100
#231
238 #238 1 10 0 Your spies report the elves in the province of %s are foretelling that magic rain is near. Such rains are very rare these days. All the elves are preparing for this important event, putting vessels of every sort under the open sky. After the rain, magic gems would form in the vessels. 1) What a bunch of Elven rubbish! #13
2) Put a couple of barrels in my garden just for laughs. #239
3) Put as many barrels as possible! (-350 gold ) #1597
Condition of the appearing in the province: only in the province, inhabited by the race Elves
Condition of the appearing in the province: if the province level >= Cursed Land
Answer ¹3 appears when Player's gold >= 350
239 #239 0 0 0 After a while, the rain has indeed fallen. Your gardener reports that a plenty of water had collected in the barrels and magically turned into gems overnight. The income you gain from the magic rain is %d gems. 1) Very well then! #12
2) Arrange to buy the gems (-200 gold ) #1600
3) Take the gems from the elves! #240
Change the player's crystals by +(20-30)*Province level
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when there are a hero or a guard in the province
#238
240 #240 0 0 -3
Unit: Elves
Event (Win): #241
Event (Loss): #242
Your soldiers tried to take the gems the elves collected after the rain. The elves say they will never voluntarily give up their gems, sent by the sky itself. 1) I'll get them for this! #13
2) Take the gems by force! #0
Answer ¹2 appears when there are a hero or a guard in the province
Set the level of the attacking army to 2
Change the mood in the province by -3
#239 Unit: Elves
Event (Win): #241
Event (Loss): #242
241 #241 0 0 0 Your troops have gained a victory against the elves. You confiscated %d gems. 1) Excellent. Deliver it to the treasury. #0
2) They should have given them up on their own! #12
Change the player's crystals by +(50-80)*Province level
242 #242 0 0 0 Your soldiers have lost a battle against the elves. The elves are very insulted and indignant at your behavior. 1) I don't give a damn. #13
2) I never wanted to hurt anyone. #0
Change the mood by -30
243 #243 1 10 0 An expert winemaker in the province of %s has produced a new magnificent wine. This allowed you to make %d gold more during the last fair. 1) Excellent! #0
2) Order him to produce twice as much wine. #244
3) Reward the winemaker. (-50 gold ) #245
Change player gold by +(50-130)
Answer ¹3 appears when Player's gold >= 50
244 #244 0 0 -2 The winemaker can't produce any more wine, because he already used all of the ripe grapes from this season. 1) Exact gold from him for his arrogance. (+50 gold ) #246
2) Execute the winemaker for his disobedience. #160
3) Purchase more grapes for winemaking (-100 gold ) #1468
4) What a pity. #0
Answer ¹3 appears when Player's gold >= 100 #243
245 #245 0 0 3 Change player gold by -50 #243
246 #246 0 0 -2 Change player gold by +50 #244
247 #247 1 5 0 Your spies report that lightning has struck a boulder in the province of %s, causing it to split in two and reveal a small gold vein. 1) Set up a gold mining operation. (-70 gold ) #248
2) Order magicians to send a golem (-30 cr. ) #1563
3) Some other time. #0
4) Don't bother me such trifling matters again! #304
Answer ¹1 appears when Player's gold >= 70
Answer ¹2 appears when Player's crystals >= 30
248 #248 0 0 0 Your subjects have worked the whole boulder and mined %d gold. 1) Reward them for their good work. (-30 gold ) #249
2) Excellent. Deliver it to the treasury. #250
Change player gold by +(100-200) #247
249 #249 0 0 2 Change player gold by -100 #248
250 #250 0 0 0 Change player gold by -70 #248
251 #251 1 10 0 Your spies report: a forester in the province of %s has found a glade of a medicinal herb called «oilwort» in the forest. Oilwort is a very precious and rare herb that can heal almost any illness. 1) Distribute the oilwort to the local population. #686
2) Sell it to the healers (+200 gold ) #252
3) Sell it to the alchemists (+40 cr. ) #253
4) Let it grow. #12
Condition of the appearing in the province: if the terrain=Forest
252 #252 0 0 -1 Change player gold by +200 #251
253 #253 0 0 -2 Change the player's crystals by +40 #251
254 #254 0 10 0 A great event has occurred in the province of %s - a red-haired halfling was born. Such a hair color is very rare among the halflings and indicates that the baby has a special purpose in life. A local priest prepares a vat with magic liquid to wash the baby. One special ingredient must be added to the usual composition of the sacred brew. The priest asks you, on behalf of all the people, to help them make this important decision. 1) What do I care, you stupid pygmies?! #255
2) Add toad eggs. #256
3) Add diamond powder. #257
4) Add a handful of soil. #258
Condition of the appearing in the province: only in the province, inhabited by the race Halflings
Set the flag of the event #254 to "disabled"
255 #255 0 0 -2 The people in the province of %s are very insulted by your refusal. The priest lays a triple eternal curse on you. 1) Execute the priest! #160
2) Oh, I'm so scared! #0
Change the mood in the province by -3 #254, #259, #260
256 #256 0 0 1 The priest does as you say, and the brew turns purple. «Excellent,» he exclaims. «The newborn will have sharp wits!» 1) I was glad to help. #12
2) Really? #13
Change the mood in the province by +3 #254, #259, #260
257 #257 0 0 1 The priest does as you say, and the brew turns black. «Disgusting,» he exclaims. «The newborn will have poor health!» 1) I'm sorry. I meant well. #12
2) Really? #13
Change the mood in the province by -1 #254, #259, #260
258 #258 0 0 1 The priest does as you told him to, and the brew turns dark brown. «Horrible!» he exclaims. «The newborn will keep company with goblins!» 1) I'm sorry. I meant well. #12
2) Really? #13
Change the mood in the province by -2 #254, #259, #260
259 #259 0 10 0 A great event has occurred in the province of %s - a red-haired halfling was born. Such a hair color is very rare among the halflings and indicates that the baby has a special purpose in life. A local priest prepares a vat with magic liquid to wash the baby. One special ingredient must be added to the usual composition of the sacred brew. The priest asks you, on behalf of all the people, to help them make this important decision. 1) What do I care, you stupid pygmies?! #255
2) Add toad eggs. #257
3) Add diamond powder. #258
4) Add a handful of soil. #256
Condition of the appearing in the province: only in the province, inhabited by the race Halflings
Set the flag of the event #259 to "disabled"
260 #260 0 10 0 A great event has occurred in the province of %s - a red-haired halfling was born. Such a hair color is very rare among the halflings and indicates that the baby has a special purpose in life. A local priest prepares a vat with magic liquid to wash the baby. One special ingredient must be added to the usual composition of the sacred brew. The priest asks you, on behalf of all the people, to help them make this important decision. 1) What do I care, you stupid pygmies?! #255
2) Add toad eggs. #258
3) Add diamond powder. #256
4) Add a handful of soil. #257
Condition of the appearing in the province: only in the province, inhabited by the race Halflings
Set the flag of the event #260 to "disabled"
261 #261 1 10 0 The dwarves from the province of %s inform you that, as they were digging in their caves, they came across a whole settlement of creatures never before seen. The creatures are hard to describe since they are not like anything from our world, but one thing can be said for certain - they are intelligent and very businesslike. Their underground civilization fascinated the dwarves with its riches and practicality. 1) Fill the underground pass with stones! #262
2) Make them pay me tribute! #263
3) Set up a trade with them. #264
4) Don't touch them. Let them live in peace. #12
Condition of the appearing in the province: only in the province, inhabited by the race Dwarves
Set the flag of the event #261 to "disabled"
262 #262 0 0 -5 The dwarves obey your order with great reluctance and use stones to fill up the pass leading to the realm of the underground people. 1) They'd better! #13
2) Wonderful! #13
Change the mood in the province by -1 #261, #263
263 #263 0 0 -2 The dwarves try to explain to the underground people what tribute is and why they must pay it, but their negotiations lead nowhere. It looks like the underground people are completely unfamiliar with the customs of the world above ground. 1) Fill up the underground with stones! #262
2) Set up a trade with them. #264
3) Don't touch them. Let them live in peace. #12
#261
264 #264 0 0 0 The dwarves decide to take their usual food, drinks, and jewelry to the underground people. The latter show great interest in the curiosities and offer copper, gemstones, and other minerals in exchange. 1) Excellent! Perform this exchange with them frequently. #265
2) What a junk. We're not going to trade with them. #0
#261, #263
265 #265 0 0 0 The dwarves have set up a regular trade with the underground people, and the income from the province of %s has increased by %d. 1) Very well then! #0
2) Reward the dwarves for their successful deal. (-30 gold ) #266
Province income +(2-4)
Answer ¹2 appears when Player's gold >= 30
#264
266 #266 0 0 1 Change the mood in the province by +1
Change player gold by -30
#265
267 #267 -1 10 0 Your spies report: there is terrible unrest in the province of %s because the orc Burr-Burp, an infamous glutton, has eaten your deputy and all of his family. Now the orcs are constantly fighting and wrangling as to whether they should hang him for this or appoint him as the new deputy. 1) Let them decide themselves. #268
2) Execute the orc and appoint a new deputy! #269
3) Appoint Burr-Burp as the new deputy. #270
4) Appoint a new deputy. #271
Condition of the appearing in the province: only in the province, inhabited by the race Orcs
Set the flag of the event #267 to "disabled"
268 #268 0 0 0 The orcs fight and argue for a long time. Those who want to appoint Burr-Burp as a new deputy end up winning. But they are unable to implement their plan since the glutton was recently killed in a brawl. After they wrangle a bit more, the orcs decide to appoint his son, who just reached adolescence, as the new deputy. The new deputy allows everyone to work when they choose, which results in great losses for you. 1) Execute the orc and appoint a new deputy! #272
2) Remove the orc and appoint a new deputy. #273
3) I must respect their decision. #108
Province income -3
Change the mood in the province by +2
#267
269 #269 0 0 -2 Your units execute Burr-Burp and help your newly appointed deputy hold power. The orcs rage a bit more but soon return to their normal activities. 1) Wonderful! #0
2) They'd better! #13
Change the mood in the province by -1 #267, #270, #271
270 #270 0 0 0 Burr-Burp is flattered by such an honor. His first order is to arrange a feast and let everyone eat their fill. 1) Execute the orc and appoint a new deputy! #269
2) Remove the orc and appoint a new deputy! #271
3) I must respect his decision. #108
Change the mood in the province by +1 #267
271 #271 0 0 2 Your units help your newly appointed deputy stay in power. The orcs rage a little bit more, but they settle down after Burr-Burp declares he's going to eat this one soon, too. 1) Execute that Burr-Burp! #269
2) Double the deputy's guards. (-50 gold ) #274
3) Let it be. #13
Change the mood in the province by -1
Answer ¹2 appears when Player's gold >= 50
#267, #270
272 #272 0 0 -3 Your units execute Burr-Burp's son and help your newly appointed deputy stay in power. The orcs rage a bit more but soon return to their normal activities. 1) Wonderful! #0
2) They'd better! #13
Change the mood in the province by -1
Province income +3
#268
273 #273 0 0 2 Your units help your newly appointed deputy stay in power. The orcs rage a little bit more but soon settle down. 1) Wonderful! #0
2) They'd better! #13
Province income +3
Change the mood in the province by -1
#268
274 #274 0 0 3 Change player gold by -50 #271
275 #275 -1 10 0 People in the province of %s have often been disappearing. Almost all of those who have visited the Dense Grove in the last few days to collect mushrooms or berries or to hunt never returned. The local people think that their forest is enchanted by an evil sorcerer. 1) Arrange a search for those missing. (-150 gold ) #276
2) Cut the Dense Grove down! (-50 gold ) #277
3) Perform the Dispel ritual. (-20 cr. ) #278
4) Don't bother me with such trifles from now on. #93
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's gold >= 50
Answer ¹3 appears when Player's crystals >= 20
Condition of the appearing in the province: if the terrain=Forest
276 #276 0 0 3 Your rangers comb the Dense Grove and discover an ogre's den. They find many of the missing people inside, tied up and hanging upside down. The ogre himself was gone on his regular hunt, so your soldiers manage to rescue all of the prisoners. Taking the victims' advice, your hunters set bear traps around the ogre's den to catch and destroy the bloodthirsty creature. 1) Excellent! #12
2) They should have handled the ogre themselves! #13
Change player gold by -150
Change the mood in the province by +1
#275, #278
277 #277 0 0 -1 Your lumberjacks have cut down all of the Dense Grove, the richest store of nuts, berries, and mushrooms in the whole province. The people are very upset. 1) They'll live without it! #13
2) This is for their own good! #12
Change player gold by -50
Province income -1
Change the mood in the province by -1
#275, #278
278 #278 0 0 1 Your magicians have performed the Dispel ritual. They can't say for sure if the spell worked, but they hope for the best. 1) I did everything I could. #13
2) Arrange a search for those missing. (-150 gold ) #276
3) Cut the Dense Grove down! (-50 gold ) #277
Change the player's crystals by -20
Answer ¹2 appears when Player's gold >= 150
Answer ¹3 appears when Player's gold >= 50
#275
279 #279 1 10 0 Your messengers inform you that Astarkas, the greatest good magician alive, is celebrating his birthday today. On this occasion, he gave a copper coin to every man in the province of %s. He has enchanted every coin, so that it brings prosperity and luck to its owner. 1) Deliver all of the coins to the treasury. #280
2) Send him a spell of Gratitude. (-5 cr. ) #281
3) The prosperity of my subjects is my reward. #588
4) Don't bother me with such trifles from now on. #13
Answer ¹2 appears when Player's crystals >= 5
Set the flag of the event #279 to "disabled"
Condition of the appearing in the province: if the province level >= New Land
280 #280 0 0 -5 %d coins have been delivered to the treasury. 1) Excellent! #0
2) So little! These rogues managed to hide them! #13
Change player gold by +(100-250)
Set the flag of the event #279 to "happens through 50 turns and turns off"
Change the mood in the province by -1
#279
281 #281 0 0 2 Change the player's crystals by -5
Set the flag of the event #279 to "happens through (35-45) turns and turns off"
With probability 5% trigger event #1568
#279
282 #282 -1 10 0 Your informers report that Demian, the greatest evil sorcerer known, is in low spirits today. He is sending curses out in all directions, and one of them has hit the province of %s. Some people are dead, and many are sick. 1) Help the victims (-150 gold ) #283
2) Perform a Dispel ritual (-50 cr. ) #284
3) Curse Demian! (-20 cr. ) #840
4) Don't bother me with such trifles from now on. #93
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's crystals >= 50
Answer ¹3 appears when Player's crystals >= 20
Change the number of population in the province by -(5-10)%
Change the mood in the province by -1
283 #283 0 0 3 Thanks to your help, many people in the province are healed and are very grateful. 1) Excellent! #12
2) Who will work for me if everyone is sick? #13
Change player gold by -150
Change the mood in the province by +1
#282
284 #284 0 0 2 Your magicians have performed the Dispel ritual, and the magic disaster is gone. The people in the province are very grateful. 1) Excellent! #12
2) Who will work for me if everyone is sick? #13
Change the player's crystals by -50
Change the mood in the province by +2
#282
285 #285 0 0 0 Your magicians have performed the Dark Ritual. They can't say for sure if the curse worked, but they hope for the worst. 1) Damn him! #13
2) Justice will prevail! #12
Change the player's crystals by -20 #840, #841
286 #286 0 10 0 A large show of traveling performers has arrived in the province of %s. The locals are poor and can't pay for the show the artists have prepared. Your subjects are asking you to pay for the festivities. 1) Pay the artists. (-250 gold ) #287
2) Drive the vagabonds away! #288
3) Don't bother me with such trifles from now on. #13
Answer ¹1 appears when Player's gold >= 250
Condition of the appearing in the province: if the province level >= Dead Land
Condition of the appearing in the province: only in the province, inhabited by the race Humans
287 #287 0 0 1 You pay the artists generously, and they put on a splendid show for the people of the province of %s. Everyone is enraptured! 1) Excellent! #12
2) The lengths you go to keep them placid... #13
Change player gold by -250
Change the mood in the province by +2
#286
288 #288 0 0 -1 Your units have driven the vagabonds away from the province. The people in the province of %s are now very depressed. 1) These entertainments do nothing but harm. #12
2) Stupid worthless people! #13
Change the mood in the province by -1 #286
289 #289 1 10 0 The deputy of the %s province informs you that a statue of an ancient god of luck has appeared in the middle of the city square overnight. This is a very good sign, and the people of the province are celebrating and enjoying themselves. 1) Arrange a proper festival. (-100 gold ) #1862
2) Break the statue! It's the work of our enemies! #291
3) These are all stupid superstitions. #13
Answer ¹1 appears when Player's gold >= 100
Change the mood in the province by +1
Condition of the appearing in the province: if the treasury has 1 or more free slots
290 #290 0 0 2 Change player gold by -100
Change the mood in the province by +1
#1862
291 #291 0 0 -2 Change the mood in the province by -2
With the probability of 85% switch to event #12, otherwise switch to event #754
#289
292 #292 -1 10 0 The deputy of the %s province informs you that a local hunter has seen a two-headed lizard. This is a very bad sign. Popular belief holds that a two-headed lizard is one of the messengers of the god of Death and that you should be prepared for a great misfortune. All of the people in the province are panic-stricken. 1) Perform a Cleansing ritual. (-30 cr. ) #293
2) Catch and kill the lizard! #1031
3) I don't believe in this stupid superstition! #13
Answer ¹1 appears when Player's crystals >= 30
Change the mood in the province by -1
293 #293 0 0 2 Your magicians have performed the Cleansing the Future ritual. All of the dark omens have been dispelled. 1) Excellent! #0
2) Who will work for me if everyone fears the future? #13
Change the player's crystals by -30
Change the mood in the province by +1
#292
294 #294 0 0 -2 A hunter in the province of %s has caught and beheaded the lizard. Now there's no reason to fear for the province's future. 1) Excellent! #0
2) Couldn't he kill it the first time, the idiot? #13
Change the mood in the province by +2 #1031
295 #295 -1 10 0 Your spies report: a lurker has dragged your deputy in the province of %s into the swamps. Several people went out to search for him, but none of them have returned. 1) Appoint a new deputy. #640
2) Hire a team of adventurers. (-200 gold ) #722
3) Pay volunteers from the province. (-100 gold ) #297
4) Don't bother me with such trifles from now on. #160
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 100
Change the mood in the province by -1
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: if the treasury has 1 or more free slots
296 #296 0 0 2 The team of adventurers discovers the lurker's lair just in time - she has just put the deputy into a vat of swamp water and lit a fire underneath. The adventurers behead the swamp ogre, and return the deputy home, thoroughly wet and thrilled. 1) Excellent! #0
2) 200 gold coins for such trifle? What a rip-off! #13
Change the mood in the province by +2 #722
297 #297 0 0 2 The people in the province of %s search the bogs for a long time. They manage to find and kill the lurker, but they fail to rescue the deputy - only a small pile of picked bones remains. 1) Perhaps the next deputy will be more careful. #13
2) It's a pity they didn't get there in time! #12
Change player gold by -100
Change the mood in the province by +1
#295
298 #298 1 0 0 The deputy of the %s province informs you that a prince of the neighboring province has sent him rich gifts: baskets of exotic fruits never seen before in these lands, bodies of wild beasts and several barrels of wine. 1) Burn it all! That's all enemy tricks! #1850
2) Arrange a holiday for the province's people. #1851
3) Send some gifts in return (-50 gold ) #1852
Answer ¹3 appears when Player's gold >= 50
Change the mood in the province by -1
299 #299 0 0 2 Change the mood in the province by +2 #1851
300 #300 0 0 5 Change the mood in the province by +1
Change player gold by -50
#1852
301 #301 0 0 0 The deputy of the %s province informs you that many people are running away to the neighboring province of the centaurs to work for them, earning twice as much gold as they did in your domain. 1) Kill all the traitors! #160
2) Pay our workers more. #302
3) Curse the centaurs. (-15 cr. ) #303
4) Don't bother me with such trifles from now on. #13
Answer ¹3 appears when Player's crystals >= 15
Change the mood in the province by -1
Change the number of population in the province by -10%
302 #302 0 0 4 Province income -3
Change the mood in the province by +2
Change the number of population in the province by +10%
#301
303 #303 0 0 -3 Change the player's crystals by -15 #301
304 #304 0 0 0 Set the flag of the event #247 to "disabled" #247
305 #305 -1 10 0 The deputy of the %s province informs you that the caretaker of a local graveyard has seen animated dead who rise from their graves at night and head somewhere outside the cemetery. The caretaker believes these are the pranks of a young magician who settled recently on the outskirts of the city not far from the graveyard. However, the caretaker is too afraid to make sure he's right by tracking the dead. The people of the province are very afraid of what's happening. 1) You can cope with the dead yourselves! #93
2) Hire a team of adventurers. (-200 gold ) #306
3) Execute the magician. #307
4) Perform a Pacify the Soul ritual. (-20 cr. ) #308
Condition of the appearing in the province: if the treasury has 3 or more free slots
Answer ¹2 appears when Player's gold >= 200
Answer ¹4 appears when Player's crystals >= 20
Change the mood in the province by -2
306 #306 0 0 2 With the probability of 50% switch to event #309, otherwise switch to event #310
Change the mood in the province by +2
#305, #313
307 #307 0 0 -4 With the probability of 50% switch to event #311, otherwise switch to event #312 #305, #313
308 #308 0 0 2 With the probability of 50% switch to event #313, otherwise switch to event #314 #305
309 #309 0 0 0 Your deputy hires a team of adventurers. They easily track the animated dead and find out that they are indeed going to the young magician's house. The team also manages to find out that this magician is preparing an army of the dead to overthrow the local government. 1) Execute the magician. #13
2) Draw and quarter the magician and flog the deputy! #1206
3) Scold and release them. #1168
Change player gold by -200 #306
310 #310 0 0 0 Your deputy hires a team of adventurers. They easily track the reanimated dead and find out that they are traveling to the nearest inn. There, they are met by someone wearing a black cloak with a huge hood that completely hides his face. This someone orders the zombies to remove all of their jewels, weapons, and remaining clothes, put them into a cart, and then return to the graveyard. 1) Take all the loot from the thief and execute him. #315
2) Take all the loot from the thief and jail him. #1205
3) Scold and release them. #1168
Change player gold by -200 #311, #306
311 #311 0 0 0 Your executioner executes the magician, though he failed to obtain a confession. The graveyard caretaker informs you that, although the warlock has been executed, the dead still come to life and wander at night. 1) I did everything I could. #13
2) Hire a team of adventurers. (-200 gold ) #310
3) Perform a Pacify the Soul ritual. (-20 cr. ) #314
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's crystals >= 20
#307
312 #312 0 0 0 Your executioner executes the magician, though he failed to obtain a confession. But the young sorcerer has time before he dies to curse the executioner, causing his teeth to fall out. The graveyard caretaker informs you that now that the warlock has been executed, the dead have ceased rising from their graves. 1) Wonderful! #0
2) Give the executioner 50 gold for his work. #316
Change the mood in the province by +2
Answer ¹2 appears when Player's gold >= 50
#307
313 #313 0 0 1 Your magicians have performed the Pacify the Soul ritual. The graveyard caretaker informs you that the dead are nonetheless coming to unlife and wandering at night. 1) I did everything I could. #13
2) Hire a team of adventurers. (-200 gold ) #306
3) Execute the magician. #307
Change the player's crystals by -20
Answer ¹2 appears when Player's gold >= 200
#308
314 #314 0 0 2 Your magicians have performed the Pacify the Soul ritual. The graveyard caretaker informs you that the dead have ceased rising from their graves. 1) Wonderful! #0
2) Pay the magicians for their work. (-50 gold ) #316
Change the player's crystals by -20
Change the mood in the province by +2
Answer ¹2 appears when Player's gold >= 50
#311, #308
315 #315 0 0 -2 Your soldiers have waylaid the grave robber. They caught him, took the loot from him, and handed him over to your executioners. What should be done with the loot? 1) Take it to the treasury. #317
2) Give it to the soldiers as reward. #108
3) Return it and bless the cemetery (-150 gold -50 cr. ) #1803
Change corruption by -(0-3)
Answer ¹3 appears when Player's gold >= 150
Answer ¹3 appears when Player's crystals >= 50
#310
316 #316 0 0 1 Change player gold by -50 #312, #314
317 #317 0 0 -1 The things taken from the grave robber have been delivered to the treasury. 1) Excellent! #0
2) What sort of rubbish is this? #0
Get a random level 2 item, with the rarity of not less than 0
Get a random level 1 item, with the rarity of not less than 0
Get a random level 3 item, with the rarity of not less than 0
#315, #1205
318 #318 1 3 0 The deputy of the %s province informs you that a hero called the Vanquisher of Giants has turned up in their land. Recently, he had found a giants' lair in their province and cleared it out. The people say he has obtained great spoils: the Vanquisher of Giants has six backpacks crammed full of gold! 1) Convey my thanks to him! #322
2) Bless the hero. (-20 cr. ) #323
3) Make him give me half of the spoils! #324
4) Take everything from him! #325
Answer ¹2 appears when Player's crystals >= 20
Set the flag of the event #318 to "disabled"
Condition of the appearing in the province: if the province level >= Dwelling
319 #319 1 3 0 The deputy of the %s province informs you that a hero called the Vanquisher of Ogres has turned up in their land. Recently, he had found an ogre's lair in their province and cleared it out. The people say he has obtained great spoils: the Vanquisher of Ogres has ten backpacks crammed full of goods! 1) Convey my thanks to him! #322
2) Bless the hero. (-20 cr. ) #323
3) Make him give me half of the spoils! #335
4) Take everything from him! #336
Condition of the appearing in the province: if the treasury has 4 or more free slots
Answer ¹2 appears when Player's crystals >= 20
Set the flag of the event #319 to "disabled"
Condition of the appearing in the province: if the province level >= Dwelling
320 #320 1 3 0 The deputy of the %s province informs you that a hero called the Vanquisher of Trolls has turned up in their land. Recently, he had found a troll's lair in their province and cleared it out. The people say he has obtained great spoils: the Vanquisher of Trolls has five backpacks crammed full of goods! 1) Convey my thanks to him! #322
2) Bless the hero. (-20 cr. ) #323
3) Make him give me half of the spoils! #335
4) Take everything from him! #336
Condition of the appearing in the province: if the treasury has 4 or more free slots
Answer ¹2 appears when Player's crystals >= 20
Set the flag of the event #320 to "disabled"
Condition of the appearing in the province: if the province level >= Dwelling
321 #321 1 3 0 The deputy of the %s province informs you that a hero called the Vanquisher of Warlocks has turned up in their land. Recently, he had found a warlock's dungeon in their province and cleared it out. People say there are a great many trophies obtained: the Vanquisher of Warlock has six backpacks crammed full of gold and gems! 1) Convey my thanks to him! #322
2) Bless the hero. (-20 cr. ) #323
3) Make him give me half of the spoils! #342
4) Take everything from him! #343
Answer ¹2 appears when Player's crystals >= 20
Set the flag of the event #321 to "disabled"
Condition of the appearing in the province: if the province level >= Dwelling
322 #322 0 0 2 With probability 50% trigger event #326
Change the mood in the province by +2
#318, #319, #320, #321
323 #323 0 0 5 Change the player's crystals by -20
With probability 50% trigger event #327
#318, #319, #320, #321
324 #324 0 0 -2 With the probability of 60% switch to event #328, otherwise switch to event #329 #318
325 #325 0 0 -5 With the probability of 30% switch to event #330, otherwise switch to event #331 #318
326 #326 0 0 0 The Hero is grateful for the honor and asks you to accept 200 gold coins as a modest gift to express his gratitude. 1) Take it to the treasury. #0
2) Distribute the coins among the province's population. #332
Change player gold by +200 #322
327 #327 0 0 0 The Hero is very touched by your gesture. He asks you to accept 400 gold coins from his spoils as a sign of his gratitude. 1) Take it to the treasury. #0
2) Distribute the coins among the province's population. #332
Change player gold by +400 #323
328 #328 0 0 0 The Hero gladly agrees to give half of the trophies to you, the ruler of these lands. 1) Excellent. Deliver it to the treasury. #0
2) I dare him to refuse! #13
Change player gold by +300 #324
329 #329 0 0 0 The Hero absolutely refuses to give half of the trophies that he himself earned honestly. 1) Catch the insolent fellow and take everything! #333
2) Curse the miser! (-15 cr. ) #334
3) Let him go in peace. #108
Answer ¹2 appears when Player's crystals >= 15
Answer ¹1 appears when there are a hero or a guard in the province
#324
330 #330 0 0 0 The Hero is surprised and vexed by the local traditions demanding that everything be given to the Ruler, but he doesn't dare disobey your orders. 1) Excellent. Deliver it to the treasury. #0
2) I dare him to refuse! #13
Change player gold by +600 #325
331 #331 0 0 0 The Hero absolutely refuses to give up the trophies that he has honestly earned. 1) Catch the insolent fellow and take everything! #333
2) Curse the miser! (-15 cr. ) #334
3) Let him go in peace. #108
Answer ¹2 appears when Player's crystals >= 15
Answer ¹1 appears when there are a hero or a guard in the province
#325
332 #332 0 0 4 Change the mood in the province by +1
Change player gold by -200
#326, #327
333 #333 0 0 -5 Your soldiers waylaid the Hero, caught him, took the trophies from him, and handed him over to your executioners. 1) Execute him immediately! #1028
2) Show him my kindness. Cast him into the dungeon! #1029
Change player gold by +600 #329, #331
334 #334 0 0 -3 Your magicians have performed the Curse ritual. Now the treasure the Hero obtained will bring him many misfortunes. 1) Great! #13
2) It's all his own fault. #12
Change the player's crystals by -15 #329, #331, #338, #340, #345, #347
335 #335 0 0 -2 With the probability of 60% switch to event #337, otherwise switch to event #338 #319, #320
336 #336 0 0 -5 With the probability of 30% switch to event #339, otherwise switch to event #340 #319, #320
337 #337 0 0 0 The Hero gladly agrees to give half of the trophies to you, the ruler of these lands. 1) Excellent. Deliver it to the treasury. #0
2) I dare him to refuse! #13
Change player gold by +100
Get a random level 2 item, with the rarity of not less than 2
Get a random level 3 item, with the rarity of not less than 2
#335
338 #338 0 0 0 The Hero absolutely refuses to give half of the trophies that he himself earned honestly. 1) Catch the insolent fellow and take everything! #341
2) Curse the miser! (-15 cr. ) #334
3) Let him go in peace. #108
Answer ¹2 appears when Player's crystals >= 15
Answer ¹1 appears when there are a hero or a guard in the province
#335
339 #339 0 0 0 The Hero is surprised and vexed by the local traditions demanding that everything be given to the Ruler, but he doesn't dare disobey your orders. 1) Excellent. Deliver it to the treasury. #0
2) I dare him to refuse! #13
Change player gold by +200
Get a random level 2 item, with the rarity of not less than 2
Get a random level 2 item, with the rarity of not less than 2
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 3
#336
340 #340 0 0 0 The Hero absolutely refuses to give up the trophies that he has honestly earned. 1) Catch the insolent fellow and take everything! #341
2) Curse the miser! (-15 cr. ) #334
3) Let him go in peace. #108
Answer ¹2 appears when Player's crystals >= 15
Answer ¹1 appears when there are a hero or a guard in the province
#336
341 #341 0 0 -5 Your soldiers waylaid the Hero, caught him, took the trophies from him, and handed him over to your executioners. 1) Execute him immediately! #1028
2) Show him my kindness. Cast him into the dungeon! #1029
Change player gold by +200
Get a random level 2 item, with the rarity of not less than 2
Get a random level 2 item, with the rarity of not less than 2
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 3
#338, #340
342 #342 0 0 -2 With the probability of 60% switch to event #344, otherwise switch to event #345 #321
343 #343 0 0 -5 With the probability of 30% switch to event #346, otherwise switch to event #347 #321
344 #344 0 0 0 The Hero gladly agrees to give half of the trophies to you, the ruler of these lands. 1) Excellent. Deliver it to the treasury. #0
2) I dare him to refuse! #13
Change the player's crystals by +20
Change player gold by +200
#342
345 #345 0 0 0 The Hero absolutely refuses to give half of the trophies that he himself earned honestly. 1) Catch the insolent fellow and take everything! #348
2) Curse the miser! (-15 cr. ) #334
3) Let him go in peace. #108
Answer ¹2 appears when Player's crystals >= 15
Answer ¹1 appears when there are a hero or a guard in the province
#342
346 #346 0 0 0 The Hero is surprised and vexed by the local traditions demanding that everything be given to the Ruler, but he doesn't dare disobey your orders. 1) Excellent. Deliver it to the treasury. #0
2) I dare him to refuse! #13
Change the player's crystals by +40
Change player gold by +400
#343
347 #347 0 0 0 The Hero absolutely refuses to give up the trophies that he has honestly earned. 1) Catch the insolent fellow and take everything! #348
2) Curse the miser! (-15 cr. ) #334
3) Let him go in peace. #108
Answer ¹2 appears when Player's crystals >= 15
Answer ¹1 appears when there are a hero or a guard in the province
#343
348 #348 0 0 -5 Your soldiers waylaid the Hero, caught him, took the trophies from him, and handed him over to your executioners. 1) Execute him immediately! #1028
2) Show him my kindness. Cast him into the dungeon! #1029
Change the player's crystals by +40
Change player gold by +400
#345, #347
349 #349 1 1 0
Unit: Army of Chaos
Event (Win): #350
Event (Loss): #351
Your castle is visited by a well-known traveler called the Wanderer, who travels between the Shards. The Wanderer tells you how he had happened once to visit the Underworld. There, he found an ancient manuscript that could help to find one of the Great Ancient Treasures. This manuscript was guarded by the creatures of the Underworld, but the Wanderer managed to elude their grasp. But now they are at their heels, following him to each and every shard. If you help the Wanderer get rid of his pursuers, he will give you the manuscript. 1) Destroy the creatures from the Underworld! #0
2) Drive the Wanderer away before he gets us into trouble! #352
3) Take the manuscript from the Wanderer by force! #353
4) Don't bother me such trifling matters again! #354
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: only in the main province
Condition of the appearing in the province: there is a hero in the province
Set the flag of the event #349 to "disabled"
Set the flag of the event #367 to "disabled"
Set the flag of the event #385 to "disabled"
Set the flag of the event #402 to "disabled"
Unit: Army of Chaos
Event (Win): #350
Event (Loss): #351
350 #350 0 0 3 Your soldiers defeat the creatures from the Underworld and obtain the Wand of Ages as a trophy. The Wanderer says that the victory over the keepers of the manuscript is the first condition of obtaining the treasure. Expressing his gratitude, he gives you the ancient scroll and wishes you luck in fulfilling the other conditions required to obtain all of the treasure. 1) Give the scroll to sages. Let them figure it out. #355
2) I don't want any quests. Burn the manuscript! #0
Get 1 items Wand of Ages with durability 100%
351 #351 0 0 3 Your soldiers fail to defeat the creatures from the Underworld, and the Wanderer has to flee for his life. 1) And where is his gratitude? #366
2) I hope he will be all right. #366
352 #352 0 0 -3 Your soldiers drive the Wanderer away from your domain, insulting him greatly. He says that he will never again set foot on your pathetic Shard. 1) I will be very grateful to him for that! #13
2) Well, that's a pity. #12
#349
353 #353 0 0 -4 Your soldiers attempt to take the manuscript from the Wanderer, but suddenly the scroll is engulfed by a blue flame and burns up in the twinkling of an eye. Your dishonest intentions insult the Wanderer greatly. He leaves, saying that he will never again set foot on your pathetic Shard. 1) I will be very grateful to him for that! #13
2) Well, that's a pity. #12
#349
354 #354 0 0 -2 Set the flag of the event #349 to "disabled" #349
355 #355 0 0 0 Set the flag of the event #357 to "happens through (5-10) turns and turns off" #350, #357
356 #356 0 0 0 Your castle is once again visited by the Wanderer. He informs you that he managed to evade his pursuers, although he refuses to tell you how, exactly. He has dropped in to thank you for the help you gave him and has brought a Topaz Ring as a gift. He bought it on one Shard where, according to legend, the sky had dropped down so low that the dwarves could collect the stars and make different jewelry from them. Naturally, the shard in truth just boasts some rich jewel deposits. 1) Thank you! That's a very generous gift! #0
2) He could have brought something better. #0
Get 1 items Topaz Ring with durability 100%
357 #357 0 0 0 Your sages figured out the next condition: the Eternity Worship ritual has to be performed. The sages are certain this will result in a very valuable item being added to your treasury. 1) Perform the ritual! (-100 cr. ) #358
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #355
Answer ¹1 appears when Player's crystals >= 100
358 #358 0 0 0 Your magicians perform the Eternity Worship ritual, and the Sphere of Ages appears in the center of the pentagram. 1) Let the sages continue their work. #359
2) I don't want any quests. Burn the manuscript! #0
Get 1 items Sphere of Ages with durability 100%
Change the player's crystals by -100
#357
359 #359 0 0 0 Set the flag of the event #360 to "happens through (15-20) turns and turns off" #358, #360
360 #360 0 0 0 Your sages figured out the next condition: a newborn calf, lamb, and a baby should be sacrificed to the god of Time in a place closest to his constellation. Observing the stars, they determine this place lies in the province of %s. The people of this province are very much opposed to the ritual. 1) Perform the sacrifice. #361
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #359
361 #361 0 0 0 Your subjects sacrifice a newborn calf, lamb, and baby to the god of Time. Their flesh melts together, blazes in a magical fire, and turns into the Belt of Ages. 1) Let the sages continue their work. #362
2) I don't want any quests. Burn the manuscript! #0
Get 1 items Belt of Ages with durability 100%
Change the mood in the province by -2
Change the mood by +(2-3)
#360
362 #362 0 0 0 Set the flag of the event #363 to "happens through (25-30) turns and turns off" #361, #363
363 #363 0 0 0 Your sages managed to figure out the last condition: a statue of the god of Time should be made out of a solid piece of gold and protected from defilement with a powerful spell. The sages are certain this will result in a very valuable item being added to your treasury. 1) Build the statue (-1000 gold -80 cr. ) #364
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #362
Answer ¹1 appears when Player's crystals >= 80
Answer ¹1 appears when Player's gold >= 1000
364 #364 0 0 0 Your goldsmiths make a statue of the god of Time, and your magicians protect it with all sorts of spells. As soon as the statue is ready, the Amulet of Ages appears on its chest. 1) Excellent. Deliver it to the treasury. #365
2) Let the Amulet remain with its owner! #108
Change player gold by -1000
Change the player's crystals by -80
#363
365 #365 0 0 0 Get 1 items Amulet of Ages with durability 100% #364
366 #366 0 0 0 Set the flag of the event #356 to "happens through (3-5) turns and turns off"
Bind the flag of the event #356 to current province
#351, #351
367 #367 1 4 0 A party of goblins who make a living by searching for treasures has come to your castle. They have some manuscript for sale. The goblins state that this manuscript will help you collect the Basilisk Armor. They ask for a very modest price: 100 gold coins. 1) Buy the manuscript. (-100 gold ) #369
2) Drive the goblin traders away! #13
3) Take the manuscript from the goblins by force! #368
4) I'm not interested in this. #0
Answer ¹3 appears when there are a hero or a guard in the province
Answer ¹1 appears when Player's gold >= 100
Condition of the appearing in the province: only in the main province
Condition of the appearing in the province: there is a hero or guards in the province
Set the flag of the event #349 to "disabled"
Set the flag of the event #367 to "disabled"
Set the flag of the event #385 to "disabled"
Set the flag of the event #402 to "disabled"
368 #368 0 0 -3
Unit: Goblins
Event (Win): #371
Event (Loss): #372
Set the level of the attacking army to 2 #367 Unit: Goblins
Event (Win): #371
Event (Loss): #372
369 #369 0 0 0 Your treasurer informs you that he has delayed executing your order. He asks you not to be angry and assures you that he was just protecting your interests. It has just been reported to the treasurer that one of the goblins wears the Basilisk Jacket, one of the main components of the Basilisk Armor. It seems that the goblins have already collected the Armor and now are trying to sell the blank manuscript. 1) Kill the frauds! #370
2) Drive the foul frauds away! #0
3) Buy the manuscript. (-100 gold ) #964
#367
370 #370 0 0 0
Unit: Goblins
Event (Win): #371
Event (Loss): #372
Set the level of the attacking army to 2 #369 Unit: Goblins
Event (Win): #371
Event (Loss): #372
371 #371 0 0 0 Your soldiers defeat the goblins and obtain the manuscript, %d gold, and the Basilisk Jacket as trophies. Apparently, the goblins managed to figure out only the first challenge of the manuscript. 1) Give the scroll to sages. Let them figure it out. #374
2) I don't trust goblins. Burn the manuscript! #0
Change player gold by +(100-150)
Get 1 items Basilisk Jacket with durability 100%
372 #372 0 0 0 Your soldiers fail to defeat the goblins, who manage to escape your wrath. 1) Curse those foul frauds! (-15 cr. ) #373
2) They are lucky this time. #0
Answer ¹1 appears when Player's crystals >= 15
373 #373 0 0 -2 Your magicians have performed the Curse ritual. Now many misfortunes await the swindling goblins. 1) Great! #13
2) It's all their own fault. #12
Change the player's crystals by -15 #372, #964
374 #374 0 0 0 Set the flag of the event #375 to "happens through (3-5) turns and turns off" #371, #375
375 #375 0 0 0 Your sages figured out a task in the manuscript: a newborn basilisk should be sacrificed to the god of Swamps. The sages are certain this will result in a very valuable item being added to your treasury. 1) Buy a basilisk from the monstrologists. (-300 gold ) #376
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #374
Answer ¹1 appears when Player's gold >= 300
376 #376 0 0 0 Your magicians perform the ritual of sacrificing the basilisk to the god of Swamps. The basilisk's flesh produces a magic fire and turns into Basilisk Boots and Gloves. 1) Let the sages continue their work. #377
2) I don't want any quests. Burn the manuscript! #0
Get 1 items Basilisk Boots with durability 100%
Get 1 items Basilisk Gloves with durability 100%
Change player gold by -300
#375
377 #377 0 0 0 Set the flag of the event #378 to "happens through 7 turns and turns off" #376
378 #378 0 0 0 Your sages figured out the next task in the manuscript: a gang of goblins, who will attack the province of %s in seven turns, should be destroyed. The sages are certain this will result in a very valuable item being added to your treasury. 1) I'll take care of that. #421
2) I don't want any quests. Burn the manuscript! #421
379 #379 0 0 0
Unit: Goblins
Event (Win): #380
Event (Loss): #381
As the sages predicted, a gang of goblins attacks the province of %s after seven turns. 1) What a nuisance! #0
2) I'll destroy them! #0
Set the level of the attacking army to 1 Unit: Goblins
Event (Win): #380
Event (Loss): #381
380 #380 0 0 0 Your soldiers defeat the party of goblins and obtain %d gold and the Basilisk Helmet, taken from the slain enemy leader, as trophies. 1) Let the sages continue their work. #382
2) I don't want any quests. Burn the manuscript! #0
Change player gold by +(50-100)
Get 1 items Basilisk Helmet with durability 90%
Change the mood in the province by +1
381 #381 0 0 0 Your soldiers fail to defeat the goblins. The victorious gang plunders your province and returns whence it came from. The damage costs you %d gold. They say that the leader was seen wearing the Basilisk Helmet. 1) The devil take him! #13
2) I knew that we shouldn't be dealing with goblins! #0
Change the mood in the province by -1
Change player gold by -(0-50)*Province level
382 #382 0 0 0 Set the flag of the event #383 to "happens through (5-10) turns and turns off" #380, #383
383 #383 0 0 0 Your sages managed to figure out the last task in the manuscript: a necklace should be made of the swamp vipers' eyes, then the Mortification ritual should be performed over it. The sages are certain this will result in a very valuable item being added to your treasury. 1) Buy vipers and perform the ritual (-200 gold -50 cr. ) #384
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #382
Answer ¹1 appears when Player's crystals >= 50
Answer ¹1 appears when Player's gold >= 200
384 #384 0 0 0 Your magicians perform the Mortification ritual over the necklace of snake eyes, and it turns into the Basilisk Necklace. 1) Excellent. Deliver it to the treasury. #0
2) The result is not worth the effort spent! #13
Change player gold by -200
Change the player's crystals by -50
Get 1 items Basilisk Necklace with durability 100%
#383
385 #385 1 2 0 A very old man has come to your castle. He has some manuscript for sale. The old man states that this manuscript will help you collect the Veteran's Armor. He asks for a very modest price of 100 gold coins. 1) Buy the manuscript. (-100 gold ) #387
2) Drive the old fart away! #390
3) Take the manuscript by force! #386
4) I'm not interested in this. #0
Answer ¹3 appears when there are a hero or a guard in the province
Answer ¹1 appears when Player's gold >= 100
Condition of the appearing in the province: only in the main province
Set the flag of the event #349 to "disabled"
Set the flag of the event #367 to "disabled"
Set the flag of the event #385 to "disabled"
Set the flag of the event #402 to "disabled"
386 #386 0 0 -3 Your soldiers try to take the manuscript from the old man, but the parchment is suddenly engulfed in a bluish flame and burns up in the twinkling of an eye. Your dishonest intentions insult the old man very much. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
#385
387 #387 0 0 0 Your treasurer informs you that he has delayed executing your order. He asks you not to be angry and assures you that he was just protecting your interests. It has just been reported to the treasurer that the old man is wearing the Veteran's Cloak, one of the main components of the Veteran's Armor. It seems that the old man has collected the Armor himself, and now he is trying to sell a blank manuscript. 1) Kill the fraud! #388
2) Give 100 gold to the old man. #389
3) Drive the vagabond away. #390
#385
388 #388 0 0 -5 Your soldiers kill the old man and bring you the manuscript and the cloak. The cloak turns out to be the most ordinary cloak imaginable, and very threadbare one to boot. 1) Give the scroll to sages. Let them figure it out. #391
2) Throw out the manuscript. Apparently, it's worthless. #0
Get 1 items Traveling Cloak with durability 40% #387
389 #389 0 0 3 The treasurer gives 100 gold coins to the old man. The old man hands him the manuscript. 1) Give the scroll to sages. Let them figure it out. #391
2) Throw out the manuscript, I just gave him alms. #12
Change player gold by -100 #387
390 #390 0 0 -1 Your soldiers drive the old man away from your domain, insulting him greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
#385, #387
391 #391 0 0 0 Set the flag of the event #392 to "happens through (3-5) turns and turns off" #388, #389, #392
392 #392 0 0 0 Your sages figured out a task in the manuscript: a two-headed horse should be sacrificed to the god of Death. The sages are certain this will result in a very valuable item being added to your treasury. 1) Buy such a horse from the monstrologists. (-400 gold ) #393
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #391
Answer ¹1 appears when Player's gold >= 400
393 #393 0 0 0 Your magicians perform the ritual of sacrificing a two-headed horse to the god of Death. Its flesh produces a magical fire and turns into the Veteran's Boots and Gloves. 1) Let the sages continue their work. #394
2) I don't want any quests. Burn the manuscript! #0
Get 1 items Veteran's Boots with durability 100%
Get 1 items Veteran's Gloves with durability 100%
Change player gold by -400
#392
394 #394 0 0 0 Set the flag of the event #395 to "happens through (3-5) turns and turns off" #393
395 #395 0 0 0 Your sages figured out the next task in the manuscript: a gang of brigands, who will attack the province of %s in seven turns, should be destroyed. The sages are certain this will result in a very valuable item being added to your treasury. 1) I'll take care of that. #420
2) I don't want any quests. Burn the manuscript! #420
396 #396 0 0 0
Unit: Brigands
Event (Win): #397
Event (Loss): #398
As the sages predicted, a gang of brigands attacks the province of %s after seven turns. 1) What a nuisance! #0
2) I'll destroy them! #0
Set the level of the attacking army to 1 Unit: Brigands
Event (Win): #397
Event (Loss): #398
397 #397 0 0 0 Your soldiers defeat the gang of brigands and obtain %d gold and the Veteran's Chainmail and Helmet, taken from the slain enemy leader, as trophies. 1) Let the sages continue their work. #399
2) I don't want any quests. Burn the manuscript! #0
Change player gold by +(50-100)
Get 1 items Veteran's Chainmail with durability 80%
Get 1 items Veteran's Helmet with durability 90%
Change the mood in the province by +1
398 #398 0 0 0 Your soldiers fail to defeat the brigands. The victorious gang plunders your province and returns whence it came from. The damage costs you %d gold. They say that the leader was seen wearing the Veteran's Chainmail and Helmet. 1) The devil take them! #13
2) I knew we shouldn't have dealt with the old man! #0
Change the mood in the province by -1
Change player gold by -(0-50)*Province level
399 #399 0 0 0 Set the flag of the event #400 to "happens through (5-10) turns and turns off" #397, #400
400 #400 0 0 0 Your sages managed to figure out the last task in the manuscript: a cloth must be made out of the mane of a horse that has taken part in exactly ten battles. Then, the Mortification ritual must be performed over the cloth. The sages are certain this will result in a very valuable item being added to your treasury. 1) Find a horse and proceed (-300 gold -50 cr. ) #401
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #399
Answer ¹1 appears when Player's crystals >= 50
Answer ¹1 appears when Player's gold >= 300
401 #401 0 0 0 Your magicians perform the Mortification ritual over the cloth of horsehair, and it turns into the Veteran's Cloak. 1) Excellent. Deliver it to the treasury. #0
2) The result is not worth the effort spent! #13
Change player gold by -300
Change the player's crystals by -50
Get 1 items Veteran's Cloak with durability 100%
#400
402 #402 1 2 0 An old druid has come to your castle. He has some manuscript for sale. The old man states that this manuscript will help you collect the Paladin's Armor. He asks for a very modest price of 100 gold coins. 1) Buy the manuscript. (-100 gold ) #404
2) Drive the old fart away! #407
3) Take the manuscript by force! #403
4) I'm not interested in this. #0
Answer ¹3 appears when there are a hero or a guard in the province
Answer ¹1 appears when Player's gold >= 100
Condition of the appearing in the province: only in the main province
Set the flag of the event #349 to "disabled"
Set the flag of the event #367 to "disabled"
Set the flag of the event #385 to "disabled"
Set the flag of the event #402 to "disabled"
403 #403 0 0 -4 Your soldiers try to take the manuscript from the old man, but the scroll is suddenly engulfed in a blue flame and burns up in the twinkling of an eye. Your dishonest intentions insult the old druid greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
#402
404 #404 0 0 0 Your treasurer informs you that he has delayed executing your order. He asks you not to be angry and assures you that he was just protecting your interests. It has just been reported to the treasurer that the druid is wearing the Paladin's Cloak, one of the main components of the Paladin's Armor. It seems that the druid has collected the Armor himself and now is trying to sell the blank manuscript. 1) Kill the fraud! #405
2) Give 100 gold to the druid. #406
3) Drive the old man away. #407
#402
405 #405 0 0 -6 Your soldiers kill the old man and bring you the manuscript and the cloak. The cloak turns out to be the most ordinary cloak imaginable, and very threadbare one to boot. 1) Give the scroll to sages. Let them figure it out. #408
2) Throw out the manuscript. Apparently, it's worthless. #0
Get 1 items Traveling Cloak with durability 40% #404
406 #406 0 0 3 The treasurer gives 100 gold coins to the old druid. The old man gives the manuscript. 1) Give the scroll to sages. Let them figure it out. #408
2) Throw out the manuscript, I just gave him alms. #12
Change player gold by -100 #404
407 #407 0 0 -2 Your soldiers drive the druid away from your domain, insulting him greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
#402, #404
408 #408 0 0 0 Set the flag of the event #409 to "happens through (3-5) turns and turns off" #405, #406, #409
409 #409 0 0 0 Your sages figured out a task in the manuscript: a ritual of service to the Lord of Light should be performed. The sages are certain this will result in a very valuable item being added to your treasury. 1) Perform the ritual. (-300 gold , -50 cr. ) #410
2) I don't want any quests. Burn the manuscript! #0
3) Maybe later. #408
Answer ¹1 appears when Player's gold >= 300
Answer ¹1 appears when Player's crystals >= 50
410 #410 0 0 0 The priests perform a ritual of service to the Lord of Light in the main shrine of your castle. The service lasts for a whole day and a whole night. When the first rays of the sun appear, the Paladin's Boots and Gloves magically appear on the altar. 1) Let the sages continue their work. #411
2) I don't want any quests. Burn the manuscript! #0
Get 1 items Paladin's Boots with durability 100%
Get 1 items Paladin's Gloves with durability 100%
Change player gold by -300
Change the player's crystals by -50
#409
411 #411 0 0 0 Set the flag of the event #412 to "happens through (3-5) turns and turns off" #410
412 #412 0 0 0 Your sages figured out the next task in the manuscript: a group of necromancers, who will attack the province of %s in seven turns, should be destroyed. The sages are certain this will result in a very valuable item being added to your treasury. 1) I'll take care of that. #419
2) I don't want any quests. Burn the manuscript! #419
413 #413 0 0 0
Unit: Necromancers
Event (Win): #414
Event (Loss): #415
As the sages predicted, a group of necromancers attacks the province of %s. 1) What a nuisance! #0
2) I'll destroy them! #0
Set the level of the attacking army to 1 Unit: Necromancers
Event (Win): #414
Event (Loss): #415
414 #414 0 0 0 Your soldiers defeat the necromancers and obtain %d gold and the Paladin's Cuirass and Helmet. 1) Let the sages continue their work. #416
2) I don't want any quests. Burn the manuscript! #0
Change player gold by +(50-100)
Get 1 items Paladin's Cuirass with durability 90%
Get 1 items Paladin's Helmet with durability 95%
Change the mood in the province by +1
415 #415 0 0 0 Your soldiers fail to defeat the necromancers. The victorious gang plunders your province and returns whence it came from. The damage costs you %d gold. 1) The devil take him! #13
2) Why did I ask for this armor in the first place... #0
Change the mood in the province by -1
Change player gold by -(0-50)*Province level
416 #416 0 0 0 Set the flag of the event #417 to "happens through (5-10) turns and turns off" #414
417 #417 0 0 0 Your sages managed to figure out the last task in the manuscript: a cloth must be made out of a unicorn's mane. Then, the Consecration ritual must be performed over the cloth. The sages are certain this will result in a very valuable item being added to your treasury. 1) Buy a unicorn and proceed (-200 gold -50 cr. ) #418
2) I don't want any quests. Burn the manuscript! #0
Answer ¹1 appears when Player's crystals >= 50
Answer ¹1 appears when Player's gold >= 200
418 #418 0 0 0 Your magicians perform the Consecration ritual over the cloth made of the unicorn's mane, and it turns into the Paladin's Cloak. 1) Excellent. Deliver it to the treasury. #0
2) The result is not worth the effort spent! #13
Change player gold by -200
Change the player's crystals by -50
Get 1 items Paladin's Cloak with durability 100%
#417
419 #419 0 0 0 Set the flag of the event #413 to "happens through 7 turns and turns off"
Bind the flag of the event #413 to current province
#412, #412
420 #420 0 0 0 Set the flag of the event #396 to "happens through 7 turns and turns off"
Bind the flag of the event #396 to current province
#395, #395
421 #421 0 0 0 Set the flag of the event #379 to "happens through 7 turns and turns off"
Bind the flag of the event #379 to current province
#378, #378
422 #422 0 3 0 The deputy of the %s province informs you that a one-legged dwarf jeweler has come to their settlement, asking permission to open his shop. Your deputy fears that the dwarf, as an obvious outcast of his race, may incur the dwarves' wrath on their province. 1) Drive the dwarf away from my domain! #93
2) Permit the dwarf to open shop. #423
3) Permit him to open shop for 200 gold . #424
4) Execute the outcast dwarf. #425
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Condition of the appearing in the province: there is a place in the province for opened location
Set the flag of the event #422 to "disabled"
Condition of the appearing in the province: if the treasury has 4 or more free slots
Answer ¹4 appears when there are a hero or a guard in the province
423 #423 0 0 3 Your deputy informs you that the dwarf jeweler has expressed his sincere gratitude. He swears to serve such a wise and just ruler as you are with good faith and fidelity. 1) I tried to be different! #13
2) Wonderful! #12
A new site Jewelry Store appears in the province (opened, default guards)
Change attitude towards the player in all provinces of the race Dwarves by -2
#422, #424
424 #424 0 0 -2 Your deputy informs you that the dwarf does not wish to pay anything, neither 200 gold coins nor any other amount, to open the shop. 1) Drive the dwarf away from my domain! #93
2) Permit the dwarf to open shop. #423
3) Execute the outcast dwarf. #425
Answer ¹3 appears when there are a hero or a guard in the province #422
425 #425 0 0 -10 Your hangmen executed the dwarf on the main square of the province of %s. His belongings have been delivered to your treasury. 1) Excellent. Let that be a lesson to the others! #13
2) I pity him, but life is cruel. #12
Get 1 items Malachite Amulet with durability 100%
Get 1 items Iron Ring with durability 100%
Get 1 items Silver Ring with durability 100%
Get 1 items Silver Bracelet with durability 100%
#422, #424
426 #426 1 0 0 The deputy of the %s province informs you that people in his province have got into the habit of gathering fruit from the gardens of a neighboring free settlement. Such petty thefts bring some additional income. 1) Execute all of the petty thieves! #427
2) Forbid my subjects to steal! #429
3) Don't stop the people from earning money. #428
4) Let them pay some additional tax on this. #1570
Province income +3
427 #427 0 0 -2 The hangmen executed a group of people from the province of %s on the main square. Your subjects are outraged. 1) Excellent. Let that be a lesson to the others! #13
2) I feel sorry for them, but justice is cruel. #12
Change the mood in the province by -2
Province income -3
Change corruption by -(5-10)
#426
428 #428 0 0 -3 Change corruption by +(4-9)
Change the mood in the province by +1
#426
429 #429 0 0 3 Province income -3
Change corruption by -(1-3)
Change the mood in the province by -1
#426
430 #430 -1 0 0 The deputy of the %s province informs you that about a third of the population dies yearly on the night of the Spirit Commemoration. They say the spirits from the neighboring cursed lands come into the world of the living unhindered and choose victims for themselves. This night is drawing near yet again. 1) Put troops on night patrol. (-50 gold ) #431
2) Consecrate the whole province. (-300 gold ) #432
3) Perform a protective ritual. (-50 cr. ) #433
4) Deal with this problem yourself! #434
Answer ¹1 appears when Player's gold >= 50
Answer ¹2 appears when Player's gold >= 300
Answer ¹3 appears when Player's crystals >= 50
Set the flag of the event #430 to "disabled"
431 #431 0 0 1 The deputy of the %s province informs you that half of the watchmen died on the eve of the night of the Spirit Commemoration. The surviving soldiers reported that they saw evil spirits approaching the province's borders under the cover of night. 1) Consecrate the whole province. (-300 gold ) #432
2) Perform a protective ritual. (-50 cr. ) #433
3) Deal with this problem yourself! #434
Change player gold by -50
Change the number of population in the province by -(2-5)%
Answer ¹1 appears when Player's gold >= 300
Answer ¹2 appears when Player's crystals >= 50
#430
432 #432 0 0 5 The deputy of the %s province informs you that, after the ground was consecrated, the night of the Spirit Commemoration passed peacefully and no one perished. 1) Wonderful! #12
2) How much it costs to support these mortals! #13
Change player gold by -300 #430, #431
433 #433 0 0 4 The deputy of the %s province informs you that, after the protective ritual was performed, the night of the Spirit Commemoration passed peacefully and no one perished. 1) Wonderful! #12
2) How much it costs to support these mortals! #13
Change the player's crystals by -50 #430, #431
434 #434 0 0 -3 Change the mood in the province by -2
Change the number of population in the province by -(25-35)%
#430, #431
435 #435 1 0 0 The deputy of the %s province informs you that dryads from a neighboring province have sent them a gift - magic poppies protecting from diseases and evil incantations. These poppies don't wither for several months. 1) Sell the flowers to the herbalists. (+200 gold ) #436
2) Distribute the flowers among the province's population. #437
3) Burn the flowers, surely they are cursed! #93
4) Don't bother me with such trifles from now on! #13
436 #436 0 0 0 Change player gold by +200 #435
437 #437 0 0 5 Change the mood in the province by +1 #435
438 #438 -1 0 0 The deputy of the %s province informs you that trees in their province have come to life and keep strangling lumberjacks and hunters. The foresters believe the treants from a neighboring province have enchanted the trees. 1) Curse the treants! (-15 cr. ) #439
2) Perform a Dispel ritual. (-30 cr. ) #440
3) Deal with this problem yourself! #93
Province income -3
Answer ¹1 appears when Player's crystals >= 15
Answer ¹2 appears when Player's crystals >= 30
439 #439 0 0 -4 Your magicians have performed the Dark Ritual. They can't say for sure if the curse worked, but they hope for the worst. 1) I'm sure they've all died off by now. #13
2) Justice will prevail! #12
Change the player's crystals by -15 #438
440 #440 0 0 5 Change the player's crystals by -30
Province income +3
#438
441 #441 -1 0 0 The deputy of the %s province informs you that the people are very upset about the proximity of chaos lands. Many are fleeing the province in fear. Demons rarely give much trouble to the people, but it is rumored that the evil creatures steal children, inflict diseases, and cast hexes. 1) Don't let anyone out, under pain of death. #442
2) Convince everyone that there's no danger. (-150 gold ) #443
3) Perform the Evil Eye Protection ritual. (-30 cr. ) #444
4) Deal with this problem yourself! #825
Change the number of population in the province by -5%
Answer ¹2 appears when Player's gold >= 150
Answer ¹3 appears when Player's crystals >= 30
442 #442 0 0 -4 The deputy of the %s province informs you that the people are now too afraid to flee the province, but this fear has made them stop working. 1) Convince everyone that there's no danger. (-150 gold ) #443
2) Perform the Evil Eye Protection ritual. (-30 cr. ) #444
3) Deal with this problem yourself! #445
Change the mood in the province by -1
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's crystals >= 30
#441
443 #443 0 0 5 The deputy of the %s province informs you that after his officers visited every house in the province, explaining and calming the residents, the people have noticeably cheered up and no longer wish to abandon their homeland. 1) Wonderful! #12
2) How much it costs to support these mortals! #13
Change the number of population in the province by +30%
Change player gold by -150
Change the mood in the province by +1
#441, #442
444 #444 0 0 5 The deputy of the %s province informs you that the people have noticeably calmed down after the Evil Eye Protection ritual. 1) Wonderful! #12
2) How much it costs to support these mortals! #13
Change the number of population in the province by +30%
Change the player's crystals by -30
Change the mood in the province by +1
#441, #442
445 #445 0 0 0 Change the mood in the province by -1
Province income -4
#442
446 #446 0 0 0 The deputy of the %s province informs you that a harpy has flown from a neighboring province of Empty Hills, to let him know that their mistress, Queen Manticore, is near death. In order to heal her, they need a heart of a young man who has not yet come of age. The harpies and manticores are ready to pay any price for the heart. 1) Send an assassin to deal with her and pull out of the negotiations (-250 gold ) #447
2) Sell them a boy. (+500 gold ) #448
3) Give them a boy for free. #449
4) I don't sell my subjects! #108
Condition of the appearing in the province: if the province level >= Dead Land
Condition of the appearing in the province: if the treasury has 2 or more free slots
Answer ¹1 appears when Player's gold >= 250
447 #447 0 0 -3 The assassins did their job and returned with trophies. Not long after their return from the failed negotiations the angered harpies also left the province. 1) Good riddance! #0
2) I'm such a genius! #13
Change player gold by -250
Get a random level 4 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 1
Set the flag of the event #586 to "happens through (10-25) turns and turns off"
Bind the flag of the event #586 to current province
#446
448 #448 0 0 -10 The deputy of the %s province informs you that the local population is upset about what's happening. 1) This has nothing to do with me! #12
2) They must realize I'm doing it for their own good. #13
Change player gold by +500
Change the mood in the province by -1
#446
449 #449 0 0 -5 The deputy of the %s province informs you that the local population is upset about what's happening. But the harpies ask you to accept the Manticore Belt as a token of their gratitude. 1) Excellent. Deliver it to the treasury. #450
2) I don't need this. #12
Change the mood in the province by -1 #446
450 #450 0 0 0 Get 1 items Manticore Belt with durability 100% #449
451 #451 0 0 0 The deputy of the %s province informs you: my spies found an old hydra living in the deadly swamp nearby. The area around the hydra's lair is filled with the remains of the predator's victims. Your spies believe that lots of gold and other valuables can be scavenged there. The hydra sleeps all day long and does not pose any particular threat. Unfortunately, there are no volunteers in the province willing to recover the hydra's treasures for you without getting paid. 1) Turn to a specialist to exterminate the monsters. #1724
2) Let them deal with it themselves. #1725
3) Leave the old hydra in peace. #0
Condition of the appearing in the province: if the treasury has 3 or more free slots
Condition of the appearing in the province: if the province level >= Dead Land
Set the flag of the event #451 to "disabled"
452 #452 0 0 0 The team of adventurers has easily coped with the task, obtaining gold and some valuable items. 1) Excellent. Deliver it to the treasury. #13
2) Reward them for their good work. (-50 gold ) #456
Change player gold by +(200-300)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 2
#826
453 #453 0 0 0 The volunteers from the province have coped with the task, recovering gold and some valuable items. 1) Excellent. Deliver it to the treasury. #13
2) Reward them for their good work. (-50 gold ) #456
Change player gold by +(200-300)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 2
#828
454 #454 -1 5 0
Unit: Bugbears
Event (Loss): #455
In the middle of the night, an army invaded the province of %s! 1) What's happening? #0
2) Big deal... #0
Condition of the appearing in the province: there are no heroes in the province
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if player's gold >= 200
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Unit: Bugbears
Event (Loss): #455
455 #455 0 0 0 The settlement was destroyed - some of the inhabitants were slaughtered, and their houses looted. The damage costs you %d gold. 1) Losses again! #0
2) Help the families of the victims (-100 gold ) #834
Change player gold by -(100-200)
Change the mood in the province by -1
Change the number of population in the province by -(15-25)%
Answer ¹2 appears when Player's gold >= 100
456 #456 0 0 1 Change player gold by -50 #452, #453, #832, #1659
457 #457 1 0 0 The deputy of the %s province informs you that there is an old battlefield in the Abandoned Lands nearby. This battlefield has not yet been looted by any marauders. The deputy will not dare to send any people there to gather trophies without your permission. 1) Don't you dare! Those are someone else's lands! #767
2) Organize volunteers. (-100 gold ) #458
3) Force the local residents to loot the battlefield. #459
4) Don't bother me with such trifling matters again! #460
Answer ¹2 appears when Player's gold >= 100
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: if the province level >= Dead Land
458 #458 0 0 0 The people of the province easily coped with the task, recovering gold and some valuable items. 1) Excellent. Deliver it to the treasury. #766
2) Reward them for their good work. (-50 gold ) #765
Change player gold by +(100-200)
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 1
#457
459 #459 0 0 0 The people of the province met some difficulties, recovering a little gold and a couple of items. 1) Excellent. Deliver it to the treasury. #766
2) Reward them for their good work. (-50 gold ) #765
Change player gold by +(50-100)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 1
#457
460 #460 0 0 0 Set the flag of the event #457 to "disabled" #457
461 #461 0 0 2 Your soldiers thank you for your unprecedented generosity! 1) Let them remember my kindness! #13
2) It's nothing. They really deserved it. #12
Change player gold by -50 #463
462 #462 0 0 0
Unit: Retinue
Event (Win): #463
Event (Loss): #464
Guards from the abandoned lands have tracked your looters and attacked the province of %s. 1) I'll destroy them! #0
2) How unfortunate. #0
#766 Unit: Retinue
Event (Win): #463
Event (Loss): #464
463 #463 0 0 0 Your soldiers gain a victory against the guards and capture their leader. The prisoner is ransomed for %d gold. 1) Excellent. Deliver it to the treasury. #0
2) Reward the troops. (-50 gold ) #461
Change player gold by +(100-150)
Answer ¹2 appears when Player's gold >= 50
464 #464 0 0 0 Your soldiers fail to defeat the guards. The enemies plunder your province and go back whence they came from. The damage costs you %d gold. 1) The devil take them! #13
2) That's my luck... #0
Change player gold by -(100-200)
Change the number of population in the province by -10%
Change the mood in the province by -1
465 #465 1 10 0 An adventurer known as the Deadeye has found an Abandoned Temple in the province of %s. He is asking you to help him with the gear he needs to explore what he has found. He promises to hand over half of whatever spoils he finds to your treasury. 1) Let him, as long as he pays. (-80 gold -20 cr. ) #466
2) I don't need his pathetic trophies. #0
3) Drive him away from my lands! I'll explore it myself! #467
4) String up the insolent fellow for his impudence. #468
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's gold >= 80
Answer ¹1 appears when Player's crystals >= 20
Set the flag of the event #465 to "disabled"
Set the flag of the event #471 to "disabled"
466 #466 0 0 0 With the probability of 50% switch to event #469, otherwise switch to event #470
Change player gold by -80
Change the player's crystals by -20
#465
467 #467 0 0 -2 Your soldiers drive the Free Archer away from your domain, insulting him greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
A new site Abandoned Temple appears in the province (opened, default guards) #465, #471
468 #468 0 0 -5 Your hangmen execute the Free Archer on the main square of the province of %s. His heroic deeds are widely known, and many people in the province are very upset. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #0
Change the mood in the province by -1
A new site Abandoned Temple appears in the province (opened, default guards)
#465, #471, #472
469 #469 0 0 0 The Deadeye explores the Abandoned Temple and finds much gold and many valuable items. He hands over the promised half of the trophies to your treasury. 1) Very well then! #12
2) See, he didn't deceive me... #13
Change player gold by +(100-150)
Get a random level 3 item, with the rarity of not less than 1
Get a random level 2 item, with the rarity of not less than 1
#466
470 #470 0 0 0 The Deadeye explores the Abandoned Temple and finds a little gold and a few valuable items. He hands over the promised half of the trophies to your treasury. 1) Deceiver! #13
2) So little. What a pity. #0
3) He's lying! Cast him into the dungeon! #473
4) He's lying! String the swindler up! #1473
Change player gold by +(50-70)
Get a random level 3 item, with the rarity of not less than 1
#466
471 #471 -1 10 0 An adventurer known as the Deadeye has found an Abandoned Temple in the province of %s. He is asking you to help him with the gear he needs to explore what he has found. He promises to hand over half of whatever spoils he finds to your treasury. 1) Let him, as long as he pays. (-80 gold -20 cr. ) #472
2) I don't need his pathetic trophies. #0
3) Drive him away from my lands! I'll explore it myself! #467
4) String up the insolent fellow for his impudence. #468
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's gold >= 80
Answer ¹1 appears when Player's crystals >= 20
Set the flag of the event #471 to "disabled"
Set the flag of the event #465 to "disabled"
472 #472 0 0 0 The Deadeye explores the Abandoned Temple and finds neither gold nor valuable items. 1) He's lying! String the swindler up! #468
2) He's lying! Cast him into the dungeon! #473
3) It's a pity that nothing was found there. #12
Change player gold by -80
Change the player's crystals by -20
#471
473 #473 0 0 -3 The deputy of the %s province informs you that your soldiers thrown the Free Archer into the dungeon, but he miraculously escaped the very next day. Apparently, the rumors of his great cunning are true. 1) I'll kill him the next time! #93
2) He deserves to be free. #12
3) Offer a reward for his head. (-50 gold ) #1875
Answer ¹3 appears when Player's gold >= 50 #470, #472
474 #474 0 5 0 An adventurer named Tod, known as the Fast Sword, has found Ancient Ruins in the province of %s. He is asking you to help him with the gear he needs to explore what he has found. He promises to hand over half of whatever spoils he finds to your treasury. 1) Let him, as long as he pays. (-80 gold -20 cr. ) #475
2) I don't need his pathetic trophies. #0
3) Drive him away from my lands! #476
4) String up the insolent fellow for his impudence. #477
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's gold >= 80
Answer ¹1 appears when Player's crystals >= 20
Set the flag of the event #474 to "disabled"
475 #475 0 0 0 With the probability of 50% switch to event #478, otherwise switch to event #479
Change player gold by -80
Change the player's crystals by -20
#474
476 #476 0 0 -2 Your soldiers drive Tod away from your domain, insulting him greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
A new site Ancient Ruins appears in the province (opened, default guards) #474
477 #477 0 0 -5 Your soldiers execute Tod on the main square of the province of %s. The Fast Sword's heroic deeds are widely known, and many people in the province are very upset. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #0
Change the mood in the province by -1
A new site Ancient Ruins appears in the province (opened, default guards)
#474
478 #478 0 0 0 Tod the Fast Sword explores the Ancient Ruins and finds much gold and many valuable items. He hands over the promised half of the trophies to your treasury. 1) Very well then! #12
2) See, he didn't deceive me... #13
Change player gold by +(100-150)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 2 item, with the rarity of not less than 1
#475
479 #479 0 0 0 Tod the Fast Sword explores the Ancient Ruins and finds neither gold nor valuable items. 1) Deceiver! #13
2) What a pity. #12
3) He's lying! Cast him into the dungeon! #1901
Answer ¹3 appears when there are a hero or a guard in the province #475
480 #480 -1 10 0
Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
The deputy of the %s province informs you that a hero known as the Harpy Hunter has turned up in their lands. He beheaded the chief Harpy Witch, who had often kidnapped children in the province. The locals arranged a festival to honor the victor. But their happiness did not last for long - a flock of harpies came flying in, demanding the head of the Harpy Hunter, and ten babies to boot. If the people refuse, the harpies threaten with a slaughter. 1) Give the harpies all they demand! #481
2) Offer money to the harpies. (-500 gold ) #1638
3) Let them attack, if they dare. #0
4) Execute the deputy for tolerating such a thing. #483
Set the flag of the event #480 to "disabled"
Set the level of the attacking army to 1
Answer ¹2 appears when Player's gold >= 500
Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
481 #481 0 0 -6 After taking everything they need, the harpies fly away. The people in the province are outraged with your decision. 1) Stupid mortals! #13
2) They will realize I'm doing it for their own good. #12
Change the mood in the province by -2 #480, #482, #483
482 #482 0 0 4
Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
The harpies refuse to take the gold - they desire the head of the Harpy Hunter and the blood of innocent babies. 1) Give the harpies all they demand! #481
2) Let them attack, if they dare. #0
3) Behead a look-alike and butcher a few lambs. #1640
Set the level of the attacking army to 1 #1638 Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
483 #483 0 0 -3
Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
Your soldiers execute the deputy of the %s province, but that doesn't solve the problem - the harpies are still waiting for your decision. 1) Give the harpies all they demand! #481
2) Offer money to the harpies. (-500 gold ) #1638
3) Let them attack, if they dare. #0
4) Behead a look-alike and butcher a few lambs. #1640
Set the level of the attacking army to 1
Answer ¹2 appears when Player's gold >= 500
Change corruption by -(0-2)
To worsen the mood in the province to +2, if it was positive or neutral, or to improve - if negative
#480 Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
484 #484 0 0 0 Your troops managed to defeat the harpies. In jubilation, the people in the province of %s give a festive banquet. 1) Excellent! #12
2) Nasty lazybones! #13
Change the mood in the province by +2
485 #485 0 0 0 Your troops fail to defeat the harpies. The winged creatures tear many of the local people to pieces and fly away. 1) The devil take them! #13
2) That's my luck... #12
Change the mood in the province by -1
Change the number of population in the province by -(10-20)%
486 #486 -1 10 0 The deputy of the %s province informs you that a hero known as the Snake Hunter has turned up in their lands. He has slain the Giant Snake that had kept the whole province in fear. But the locals did hardly have any time to rejoice when new troubles began. The huge spiders the Giant Snake had preyed upon are now breeding and attacking the locals. 1) Turn to a specialist to exterminate the monsters. #1700
2) Let them deal with it themselves. #1701
3) Execute the deputy for tolerating such a thing. #489
Condition of the appearing in the province: if the treasury has 1 or more free slots
Set the flag of the event #486 to "disabled"
487 #487 0 0 0 The adventurers discover the spiders' lair and kill the spider queen. Now these spider raids should cease. 1) Very well then! #12
2) What about killing all of the spiders? #13
Change the mood in the province by +1
Change player gold by -200
#488, #816
488 #488 0 0 0
Unit: Giant Spiders
Event (Win): #490
Event (Loss): #491
The alchemists make a miracle poison. People in the province spray it everywhere, and the spider raids cease temporarily, but the solution fails to eliminate the root of the problem. 1) Hire a team of adventurers. (-200 gold ) #487
2) Hire a Witcher (-400 gold ) #1710
3) Eliminate the nasty creatures! #0
4) Deal with this yourselves from now on. #492
Change the mood in the province by +1
Set the level of the attacking army to 1
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
Answer ¹3 appears when there are a hero or a guard in the province
#817 Unit: Giant Spiders
Event (Win): #490
Event (Loss): #491
489 #489 0 0 -3 Your units execute the deputy of the %s province, but that doesn't solve the problem - the spiders are still appearing in increasing numbers. 1) Turn to a specialist to exterminate the monsters. #1700
2) Let them deal with it themselves. #1701
3) I did everything I could. #492
To worsen the mood in the province to +2, if it was positive or neutral, or to improve - if negative #486, #493, #1700, #1701
490 #490 0 0 0 Your troops eliminate the spiders in the province of %s, and the spider raids temporarily cease, but this still doesn't eliminate the root of the problem. 1) Hire a team of adventurers. (-200 gold ) #816
2) Hire a Witcher (-400 gold ) #1702
3) Order some poison from the alchemists. (-30 cr. ) #817
4) Deal with this yourselves from now on. #492
Change the mood in the province by +2
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
Answer ¹3 appears when Player's crystals >= 30
491 #491 0 0 0 Your troops could not cope with the spiders terrorizing the %s province. The raids of the poisonous creatures continue, and the local populace begs you to do something. 1) Hire a team of adventurers. (-200 gold ) #816
2) Hire a Witcher (-400 gold ) #1702
3) Order some poison from the alchemists. (-30 cr. ) #817
4) Deal with this yourselves from now on. #492
Change the mood in the province by -1
Change the number of population in the province by -(10-20)%
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
Answer ¹3 appears when Player's crystals >= 30
492 #492 0 0 0 Set the flag of the event #493 to "happens through (5-8) turns and turns off"
Bind the flag of the event #493 to current province
Change the mood in the province by -1
Change the number of population in the province by -(20-30)%
#488, #489, #490, #491, #818, #1703
493 #493 -1 0 0 Giant spiders have attacked the province of %s. They are devouring people and entangling everything with their sticky web. 1) Turn to a specialist to exterminate the monsters. #1700
2) Let them deal with it themselves. #1701
3) Execute the deputy for tolerating such a thing. #489
494 #494 -1 10 0 The deputy of the %s province has informed you that a local clan of dark druids is strongly opposed to logging in the local forests. Since lumber is one of the main sources of income in this land, the deputy can't yield to the druids, while they threaten to curse the lumberjacks if the felling of trees does not cease. 1) Stop chopping down the forests! #495
2) Ignore the druids' threats. #496
3) Drive these tree-huggers away from my domain! #497
4) Execute the deputy for tolerating such a thing. #498
Condition of the appearing in the province: if the terrain=Forest
495 #495 0 0 5 After the logging is stopped, income from the province of %s decreases by %d. 1) May these druids all perish! #13
2) What matters most is that my subjects are safe. #12
Province income -(0-3)
Change the mood in the province by -1
Destroy the building Sawmill
#494, #498
496 #496 0 0 -1
Unit: Dark Druids
Event (Win): #501
Event (Loss): #502
The dark druids fulfill their threat by inflicting a black pox on the lumberjacks in the province of %s. Soon the disease spreads to the rest of the people, claiming many innocent lives. 1) May these druids all perish! #13
2) Well, that's a pity. #12
3) Eliminate the damned druids! #0
4) Send a messenger to the Inquisition (-150 gold ) #1720
Change the mood in the province by -1
Change the number of population in the province by -(0-10)%
Answer ¹3 appears when there are a hero or a guard in the province
Set the level of the attacking army to 2
Answer ¹4 appears when Player's gold >= 150
#494, #498 Unit: Dark Druids
Event (Win): #501
Event (Loss): #502
497 #497 0 0 -3
Unit: Dark Druids
Event (Win): #499
Event (Loss): #500
The druids have refused to leave your domain and have attacked the province of %s. 1) The devil take them! #0
2) That's my luck... #0
Set the level of the attacking army to 2 #494, #498 Unit: Dark Druids
Event (Win): #499
Event (Loss): #500
498 #498 0 0 -3 Your units execute the deputy of the %s province, but that doesn't solve the problem - the druids are still waiting for your decision. 1) Stop chopping down the forests! #495
2) Ignore the druids' threats. #496
3) Drive these tree-huggers away from my domain! #497
4) Send a messenger to the Inquisition (-150 gold ) #1720
Change corruption by -(0-2)
Answer ¹4 appears when Player's gold >= 150
To worsen the mood in the province to +2, if it was positive or neutral, or to improve - if negative
#494
499 #499 0 0 0 Your units have managed to defeat the clan of dark druids. Now you can continue gathering wood without hindrance. 1) Excellent! #13
2) A pity, but there was no other way. #12
Change the mood in the province by +1
500 #500 0 0 0 Your units have failed to defeat the clan of dark druids. The druids have forced your deputy to stop cutting trees down. Income from the province of %s has decreased by %d. 1) The devil take them! #12
2) That's my luck... #93
Province income -(1-3)
Change the number of population in the province by -(0-10)%
Change the mood in the province by -1
Destroy the building Sawmill
501 #501 0 0 0 Your units have managed to defeat the clan of dark druids. Now you can continue gathering wood without hindrance. 1) Excellent! #13
2) A pity, but there was no other way. #12
Change the mood in the province by +1
Change the number of population in the province by +(10-20)%
502 #502 0 0 0 Your units have failed to defeat the clan of dark druids. The druids have forced your deputy to stop cutting trees down. 1) The devil take them! #12
2) That's my luck... #93
Change the mood in the province by -1
Destroy the building Sawmill
503 #503 1 3 0 The deputy of the %s province reports that a traveling conjurer has come to their province, and is asking for help opening his shop. 1) Drive the conjurer away from my domain! #13
2) Help the conjurer open his shop. (-100 gold ) #504
3) Only if he gives me a scroll for my help (-100 gold ) #2162
4) Don't bother me with such trifling matters again! #506
Answer ¹2 appears when Player's gold >= 100
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
504 #504 0 0 4 Your deputy informs you that the conjurer has passed on to you his sincere gratitude for the help rendered. 1) I tried to be different! #13
2) Wonderful! #12
A new site Sorcery Store appears in the province (opened, default guards)
Change player gold by -100
#503, #505
505 #505 0 0 0 Your deputy informs you that the conjurer can offer only a Burn Ammo spell, since he has no other spells yet. 1) All right, he may deliver the scroll to me. (-100 gold ) #507
2) I don't need the scroll, but I'll help him. (-100 gold ) #504
3) Drive the conjurer away from my domain! #13
4) I can't help at all. #0
Answer ¹1 appears when Player's gold >= 100
Answer ¹2 appears when Player's gold >= 100
#2162
506 #506 0 0 0 Set the flag of the event #503 to "disabled" #503
507 #507 0 0 0 Get 1 scrolls of the spell Burn Ammo
A new site Sorcery Store appears in the province (opened, default guards)
Change player gold by -100
#505
508 #508 1 10 0 A delegation of halflings from the province of %s has arrived at your castle with a cart laden with all sorts of gifts. The halflings are very content with your rule, and they ask you to accept their offering. Your spies report that the cart mostly contains various useless junk, since halflings determine the value of a thing by its uniqueness and not its usefulness. 1) Kick them out of here with this useless junk! #509
2) Find something valuable there. #510
3) Accept all of the gifts with gratitude. #511
4) Thank the halflings for the valuable gifts. (-50 gold ) #512
Condition of the appearing in the province: only in the province, inhabited by the race Halflings
Condition of the appearing in the province: if the mood >= Content
Answer ¹4 appears when Player's gold >= 50
Condition of the appearing in the province: if the treasury has 4 or more free slots
509 #509 0 0 -3 People in the province of %s are insulted highly by your refusal, and disappointed about your sense of justice. 1) I care little what some potbellied pygmies think! #13
2) Next time they will think twice what gifts to offer. #0
Change the mood in the province by -2 #508
510 #510 0 0 0 The halflings are very surprised that your subjects have only taken a couple of less valuable items - as far as the halflings are concerned - out of the cart, and have ordered all the rarest things put back. 1) I care little what some potbellied pygmies think! #13
2) Let them draw their own conclusions. #0
Get a random level 3 item, with the rarity of not less than 2
Get a random level 2 item, with the rarity of not less than 1
#508
511 #511 0 0 3 The halflings are very content that they have pleased you with their gifts. 1) Stupid creatures! #13
2) Wonderful! #12
Change the mood in the province by +1
Get a random level 2 item, with the rarity of not less than 1
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 1 item, with the rarity of not less than 0
#508
512 #512 0 0 4 The halflings are very surprised that you are paying them for their unselfish gifts, but they don't dare to refuse your payment. 1) Stupid creatures! #513
2) A pity, they got everything wrong! #513
Change the mood in the province by -1
Change player gold by -50
#508
513 #513 0 0 0 Your subjects have only delivered those things that are somehow useful to the treasury. 1) Distribute the rest among the poor! #12
2) Excellent! #0
Get a random level 2 item, with the rarity of not less than 1
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 1 item, with the rarity of not less than 0
#512, #512
514 #514 1 5 0 Your workers in the province of %s have discovered an iron deposit. 1) Pay them to develop the deposit. (-50 gold ) #515
2) Force my subjects to develop the deposit. #516
3) Ask the workers to develop the deposit. #517
4) I'm not interested in this. #518
Answer ¹1 appears when Player's gold >= 50
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: if the terrain=Hills
Condition of the appearing in the province: just not in the main province
515 #515 0 0 1 Your workers have developed the iron deposit. 1) Excellent! #12
2) They'd better! #13
Change player gold by -50
A new site Iron Deposit appears in the province (opened, without guards)
#514
516 #516 0 0 -3 Your soldiers have rounded the local population to turn up for overtime work and develop the iron deposit. People in the province of %s are very displeased with your orders. 1) I don't care what these stupid mortals think! #93
2) I'm doing this for their own good! #12
A new site Iron Deposit appears in the province (opened, without guards)
Change the mood in the province by -1
#514
517 #517 0 0 0 The workers in the province of %s have agreed to help develop the iron deposit. Everything should be ready in five turns. 1) Wonderful! #519
2) That's too long! #519
#514
518 #518 0 0 0 A new site Iron Deposit appears in the province (hidden, with guards) #514
519 #519 0 0 0 Set the flag of the event #520 to "happens through 5 turns and turns off"
Bind the flag of the event #520 to current province
#517, #517
520 #520 0 0 0 People in the province of %s have developed the iron deposit. 1) Excellent! #12
2) They'd better! #13
A new site Iron Deposit appears in the province (opened, without guards)
521 #521 1 3 0 Your workers in the province of %s have discovered a marble deposit. 1) Pay them to develop the deposit. (-100 gold ) #522
2) Force my subjects to develop the deposit. #523
3) Ask the workers to develop the deposit. #524
4) I'm not interested in this. #525
Answer ¹1 appears when Player's gold >= 100
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: if the terrain=Hills
Condition of the appearing in the province: just not in the main province
522 #522 0 0 1 Your workers have developed the marble deposit. 1) Excellent! #12
2) They'd better! #13
Change player gold by -100
A new site Marble Deposit appears in the province (opened, without guards)
#521
523 #523 0 0 -3 Your soldiers have rounded the local population to turn up for overtime work and develop the marble deposit. People in the province of %s are very displeased with your orders. 1) I don't care what these stupid mortals think! #93
2) I'm doing this for their own good! #12
A new site Marble Deposit appears in the province (opened, without guards)
Change the mood in the province by -2
#521
524 #524 0 0 0 The workers in the province of %s have agreed to help develop the marble deposit. Everything should be ready in ten turns. 1) Wonderful! #526
2) That's too long! #526
#521
525 #525 0 0 0 A new site Marble Deposit appears in the province (hidden, with guards) #521
526 #526 0 0 0 Set the flag of the event #527 to "happens through 10 turns and turns off"
Bind the flag of the event #527 to current province
#524, #524
527 #527 0 0 0 People in the province of %s have developed the marble deposit. 1) Excellent! #12
2) They'd better! #13
A new site Marble Deposit appears in the province (opened, without guards)
528 #528 1 2 0 Your workers in the province of %s have discovered a mithril deposit. They can't start its development, since they are not very skilled in mining this rare resource. 1) Hire dwarves to develop it. (-300 gold ) #529
2) Force my subjects to develop the deposit. #530
3) Ask my subjects to develop the deposit. #531
4) I'm not interested in this. #532
Answer ¹1 appears when Player's gold >= 300
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: if the terrain=Hills
Condition of the appearing in the province: just not in the main province
529 #529 0 0 0 The dwarves have explored the mithril deposit and informed you that they will need 7 turns to develop it. 1) Excellent! #12
2) That's too long! #13
Set the flag of the event #533 to "happens through 7 turns and turns off"
Bind the flag of the event #533 to current province
Change player gold by -300
#528, #530, #531
530 #530 0 0 -3 Your soldiers have rounded the local population to turn up for overtime work and develop the mithril deposit. After several hours, it is clear they have no clue how to handle this task. 1) Let them go on working anyway! #534
2) Hire dwarves to develop it. (-300 gold ) #529
3) Stop the works. #0
Change the mood in the province by -2
Answer ¹2 appears when Player's gold >= 300
#528
531 #531 0 0 0 People in the province of %s refuse to develop the mithril deposit since they don't have the necessary knowledge and experience. 1) Let them try all the same! #535
2) Hire dwarves to develop it. (-300 gold ) #529
3) A pity, but it can't be helped. #0
Answer ¹2 appears when Player's gold >= 300 #528
532 #532 0 0 0 A new site Mithril Deposit appears in the province (hidden, with guards) #528
533 #533 0 0 0 The dwarves have developed the mithril deposit. 1) Excellent! #0
2) They'd better! #0
A new site Mithril Deposit appears in the province (opened, without guards)
534 #534 0 0 -1 After long, hard attempts to extract the mithril ore out of the rock of the hill, the mine collapses, entombing virtually all the workers. The survivors have informed you that the deposit is now buried under a mass of rocks and crushed stones. It seems that excavation is now impossible. 1) Damn! #0
2) It was worth trying. #0
Change the number of population in the province by -(8-15)%
Change the mood in the province by -1
#530
535 #535 0 0 0 The workers are trying to develop the mithril deposit. According to the most optimistic calculations, the deposit will be developed after no less than 12 turns. 1) Excellent! #12
2) I wish it wouldn't take so long. #0
Set the flag of the event #536 to "happens through (12-17) turns and turns off"
Bind the flag of the event #536 to current province
#531
536 #536 0 0 0 The workers in the province of %s have finally developed the mithril deposit. 1) Excellent! #0
2) They'd better! #0
A new site Mithril Deposit appears in the province (opened, without guards)
537 #537 0 10 0 An adventurer known as the Skald has found an Ancient Crypt in the province of %s. He is asking you to help him with the gear he needs to explore what he has found. He promises to hand over half of whatever spoils he finds to your treasury. 1) Let him, as long as he pays. (-80 gold -20 cr. ) #538
2) I don't need his pathetic trophies. #0
3) Drive him away from my lands! #539
4) String up the insolent fellow for his impudence. #540
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's gold >= 80
Answer ¹1 appears when Player's crystals >= 20
Set the flag of the event #537 to "disabled"
538 #538 0 0 0 With the probability of 50% switch to event #541, otherwise switch to event #542
Change player gold by -80
Change the player's crystals by -20
#537
539 #539 0 0 -2 Your soldiers drive the Skald away from your domain, insulting him greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
A new site Ancient Crypt appears in the province (opened, default guards) #537, #542
540 #540 0 0 -5 Your hangmen execute the Skald on the main square of the province of %s. His heroic deeds are widely known, and many people in the province are very upset. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #0
Change the mood in the province by -1
A new site Ancient Crypt appears in the province (opened, default guards)
#537, #542
541 #541 0 0 0 The Skald explores the Ancient Crypt and finds much gold and many valuable items. He hands over the promised half of the trophies to your treasury. 1) Very well then! #0
2) See, he didn't deceive me... #13
Change player gold by +(100-150)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
#538
542 #542 0 0 0 The Skald explores the Ancient Crypt and finds neither gold nor valuable items. 1) Deceiver! #13
2) What a pity. #0
3) Drive the fraud away! #539
4) Execute the scoundrel! #540
#538
543 #543 0 10 0 An adventurer known as the Dodger has found a Ruined Tower in the province of %s. He is asking you to help him with the gear he needs to explore what he has found. He promises to hand over half of whatever spoils he finds to your treasury. 1) Let him, as long as he pays. (-80 gold -20 cr. ) #544
2) I don't need his pathetic trophies. #0
3) Drive him away from my lands! I'll explore it myself! #545
4) String up the insolent fellow for his impudence. #546
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's gold >= 80
Answer ¹1 appears when Player's crystals >= 20
Set the flag of the event #543 to "disabled"
544 #544 0 0 0 With the probability of 50% switch to event #547, otherwise switch to event #548
Change player gold by -80
Change the player's crystals by -20
#543
545 #545 0 0 -2 Your soldiers drive the Dodger away from your domain, insulting him greatly. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #12
A new site Tower Ruins appears in the province (opened, default guards) #543, #548
546 #546 0 0 -5 Your hangmen execute the Dodger on the main square of the province of %s. His heroic deeds are widely known, and many people in the province are very upset with your decision. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #0
Change the mood in the province by -1
A new site Tower Ruins appears in the province (opened, default guards)
#543, #548
547 #547 0 0 0 The Dodger explores the Ruined Tower and finds a little gold and a few valuable items. He hands over the promised half of the trophies to your treasury. 1) Very well then! #0
2) See, he didn't deceive me... #13
Change player gold by +(50-100)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
#544
548 #548 0 0 0 The Dodger explores the Ruined Tower and finds neither gold nor valuable items. 1) What a pity. #0
2) Cast him into the dungeon! #1903
3) Drive the fraud away! #545
4) Execute the scoundrel! #546
Answer ¹2 appears when there are a hero or a guard in the province #544
549 #549 1 5 0 Your workers in the province of %s have found an abandoned silver mine. 1) Develop the mine. (-30 gold ) #551
2) Don't go near it, it's dangerous! #0
3) Don't bother me with such trifles from now on. #552
Answer ¹1 appears when Player's gold >= 30
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: there is a place in the province for hidden location
Condition of the appearing in the province: if the terrain=Hills
550 #550 0 0 0 Your workers have developed the silver mine, increasing income from the province of %s. 1) Well done! #12
2) Reward them for their good work. (-30 gold ) #553
3) They'd better! #13
A new site Silver Mine appears in the province (opened, without guards)
Answer ¹2 appears when Player's gold >= 30
#551
551 #551 0 0 0 Change player gold by -30
With the probability of 80% switch to event #550, otherwise switch to event #684
#549
552 #552 0 0 0 Set the flag of the event #549 to "disabled"
A new site Silver Mine appears in the province (hidden, with guards)
#549
553 #553 0 0 3 Change player gold by -30 #550
554 #554 1 1 0 Your forester in the province of %s has found a dionite thicket. The noble trees are almost dead - they are completely covered with some kind of whitish lichen, and their bark is worm-eaten. 1) Ask the druids to cleanse the thicket. (-100 cr. ) #555
2) Let the lumberjacks recover what they can. (-50 gold ) #839
3) Don't go near it, it's dangerous! #12
4) Don't bother me with such trifles from now on. #0
Answer ¹1 appears when Player's crystals >= 100
Answer ¹2 appears when Player's gold >= 50
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if the terrain=Forest
Set the flag of the event #554 to "disabled"
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: just not in the main province
555 #555 0 0 1 Change the player's crystals by -100
With the probability of 60% switch to event #556, otherwise switch to event #557
#554
556 #556 0 0 0 After a complicated magic ritual is performed, the dionites return to life and turn green. You can start gathering the magic fruit in 10 days. 1) Excellent! #0
2) So long to wait! #13
Set the flag of the event #838 to "happens through 10 turns and turns off"
Bind the flag of the event #838 to current province
#555
557 #557 0 0 0 The druids do the best they can, but they fail to save the trees. 1) Let the lumberjacks recover what they can. (-50 gold ) #839
2) What terrible luck! #0
Answer ¹1 appears when Player's gold >= 50 #555
558 #558 1 1 0 The deputy of the %s province has informed you that a wild horse herd has come to pasture in the province. People in the province are confused, not knowing what to do. 1) Train the horses! (-50 gold ) #559
2) Drive the herd away from my domain! #560
3) Kill the horses. #561
4) Don't bother me with such trifling matters again! #562
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if the terrain=Plains
Answer ¹1 appears when Player's gold >= 50
Condition of the appearing in the province: there is a place in the province for hidden location
559 #559 0 0 0 Your drovers have broken in the herd's horses. Now they can serve for the good of your Empire. 1) Excellent! #12
2) They'd better! #13
A new site Horse Herd appears in the province (opened, without guards)
Change player gold by -50
#558
560 #560 0 0 -1 Your drovers have driven the wild horse herd away. 1) Perhaps I made that decision too quickly... #12
2) Excellent! I hate stupid animals! #93
#558
561 #561 0 0 -3 Your hunters kill several horses, and the rest of them dash away in fear, trampling some of the harvest. The damage costs you %d gold. 1) Sell the horse carcasses. (+60 gold ) #563
2) That's terrible! What have I done? #12
Change player gold by -(10-30)
Change the mood in the province by -1
#558
562 #562 0 0 0 Set the flag of the event #558 to "disabled"
A new site Horse Herd appears in the province (hidden, with guards)
#558
563 #563 0 0 0 Change player gold by +60 #561
564 #564 -1 10 0 The deputy of the %s province has informed you that a huge swarm of locusts has turned up in their lands. If you don't take measures immediately, the insects will destroy the whole harvest. 1) Order some poison from alchemists. (-50 cr. ) #565
2) Buy a flock of birds from the bird catchers. (-150 gold ) #566
3) Force the local population to catch locusts. #567
4) Execute the deputy for tolerating such a thing. #568
Answer ¹1 appears when Player's crystals >= 50
Answer ¹2 appears when Player's gold >= 150
Condition of the appearing in the province: if player's karma <= 20
Condition of the appearing in the province: if player's gold >= 300
Condition of the appearing in the province: if the province level >= Dwelling
565 #565 0 0 0 The alchemists make a miracle poison. People in the province spray it everywhere, and the locusts fly away. The damage to your lands costs you %d gold. 1) Very well then! #12
2) These mortals cause nothing but problems. #13
Change player gold by -(10-20)*Province level
Change the player's crystals by -50
#564, #567, #568
566 #566 0 0 0 The bird catchers release a flock of trained birds, and they begin chasing the locusts. In less than an hour, not a single one of the nasty insects is left in the province. The damage to your lands costs you %d gold. 1) Very well then! #12
2) These mortals cause nothing but problems. #13
Change player gold by -(7-15)*Province level
Change player gold by -150
#564, #567, #568
567 #567 0 0 -1 Your subjects in the province of %s start to catch and kill the locusts, but there are too many insects, and they are still destroying the crops. 1) Order some poison from alchemists. (-50 cr. ) #565
2) Buy a flock of birds from the bird catchers. (-150 gold ) #566
3) Execute the deputy for tolerating such a thing. #568
4) Deal with this yourselves from now on. #569
Change the mood in the province by -1
Answer ¹1 appears when Player's crystals >= 50
Answer ¹2 appears when Player's gold >= 150
#564
568 #568 0 0 -5 Your soldiers execute the deputy of the %s province, but that doesn't solve the problem - the locusts keep destroying the crops. 1) Order some poison from alchemists. (-50 cr. ) #565
2) Buy a flock of birds from the bird catchers. (-150 gold ) #566
3) Deal with this yourselves from now on. #569
Answer ¹1 appears when Player's crystals >= 50
Answer ¹2 appears when Player's gold >= 150
Change corruption by -(0-2)
To worsen the mood in the province to +2, if it was positive or neutral, or to improve - if negative
#564, #567
569 #569 0 0 0 The locusts have destroyed the whole harvest in the province of %s, then flown away in search for new food. The damage costs you %d gold. A famine has broken out in the province. 1) Cursed be all the insects in world! #13
2) What a pity. #0
3) Send aid to the victims. (-100 gold ) #570
Change player gold by -(20-30)*Province level
Change the mood in the province by -2
Change the number of population in the province by -(15-30)%
Answer ¹3 appears when Player's gold >= 100
#567, #568
570 #570 0 0 5 Change player gold by -100
Change the mood in the province by +1
#569
571 #571 0 0 0 Set the flag of the event #572 to "happens through 1 turns and turns off"
Bind the flag of the event #572 to current province
#112, #113, #114
572 #572 0 0 0 The sea in the province of %s has flooded the coast. Most of the locals have been killed, and a plenty of town buildings are beyond repair. The damage costs you %d gold. Your deputy believes this is the sea's revenge for murdering the mermaid. 1) Damn that rotten fish! #13
2) Bad luck. #0
Change player gold by -(100-150)
Change the number of population in the province by -(10-20)%
573 #573 1 5 0
Unit: Retinue
Event (Win): #74
Event (Loss): #73
A large trade caravan is asking for permission to cross the province of %s. The traders are willing to pay you a tax of 50 gold coins. 1) Let them pass. #67
2) Why so little? The pass costs 100 gold coins. #574
3) Allow them into the province, then attack them. #0
Answer ¹3 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 3 or more free slots
Unit: Retinue
Event (Win): #74
Event (Loss): #73
574 #574 0 0 0 With the probability of 50% switch to event #575, otherwise switch to event #576 #573
575 #575 0 0 0 The traders say that they'd better take a different path, through the domain of a ruler less greedy. 1) I was joking. Just give me 50 gold. #67
2) It serves them right. #0
3) Such insolence! Kill them! #1345
Answer ¹3 appears when there are a hero or a guard in the province #574
576 #576 0 0 0 The traders hand 100 gold over to the deputy of the %s province. 1) Now let them pass. #0
2) They wished to dupe me and failed! #13
3) Take the gold, plunder the caravan, kill the merchants! #1345
Change player gold by +100
Answer ¹3 appears when there are a hero or a guard in the province
#574
577 #577 0 0 0 Set the flag of the event #75 to "disabled" #75
578 #578 1 5 0 The deputy of the %s province informs you that local fishermen have fished up a bottle containing a letter. A man taken prisoner by pirates begs you to help him. The letter indicates the location of the pirates' lair. 1) Send a rescue party! (-300 gold ) #579
2) Don't bother me with such trifling matters again. #580
Answer ¹1 appears when Player's gold >= 300
Condition of the appearing in the province: if player's karma >= 10
Condition of the appearing in the province: only in the coastal province
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: if player's gold >= 300
579 #579 0 0 0 With the probability of 50% switch to event #581, otherwise switch to event #582 #578
580 #580 0 0 -2 Set the flag of the event #578 to "disabled" #578
581 #581 0 0 3 The party sent by you soon returns. It turns out that there was no one for them to rescue. A man in a white mantle who introduced himself as the priest Antarch was waiting for them in the specified location. He informed them that the letter was a test of your virtue. You are truly as merciful as you are reported to be, so Antarch has given you a schematic of the Ancient Shrine as a token of his respect. 1) Excellent. Take it to the treasury! #583
2) This paper is only fit for kindling! #13
Change player gold by -300 #579
582 #582 0 0 3 The party sent by you soon returns. They inform you that they had to slaughter the whole pirate crew to free one unlucky merchant fleeced by the pirates. The merchant excused himself very much that he could not give his rescuers anything but words of thanks, of which he was not sparing! 1) I'm glad that I could help! #12
2) Ungrateful miser! #13
3) Sell him into slavery! #1670
Change player gold by -300
Answer ¹3 appears when there are a hero or a guard in the province
#579
583 #583 0 0 0 Get 1 drawings of the building Ancient Shrine #581
584 #584 -1 0 0
Unit: Trolls
Event (Loss): #585
Trolls from the swamps have suddenly attacked the province of %s! 1) Damn! #0
2) Why can't they just live in peace? #0
Condition of the appearing in the province: if player's gold >= 300
Condition of the appearing in the province: if the province level >= Dwelling
Unit: Trolls
Event (Loss): #585
585 #585 0 0 0 The trolls have ravaged the settlement in the province of %s, devouring most of its population, then returned to their swamps. The damage costs you %d gold. 1) I'm going to get even with those creatures! #0
2) I hope they never return. #0
Change player gold by -(20-25)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(70-85)%
With the loss of gold in this event will be considered a treasury
586 #586 -1 0 0
Unit: Winged Creatures
Event (Loss): #587
Harpies have attacked the settlement in the province of %s! 1) Damn! #0
2) Why can't they just live in peace? #0
Condition of the appearing in the province: if player's gold >= 500
Condition of the appearing in the province: if the province level >= Dwelling
Unit: Winged Creatures
Event (Loss): #587
587 #587 0 0 0 The harpies have plundered the settlement and flown away to their nests. The people are furious. The damage costs you %d gold. 1) I'm going to get even with those creatures! #0
2) I hope they never return. #0
Change player gold by -(40-45)*Province level
Change the mood in the province by -3
Change the number of population in the province by -(5-10)%
With the loss of gold in this event will be considered a treasury
588 #588 0 0 1 Set the flag of the event #279 to "happens through 50 turns and turns off" #279
589 #589 0 0 0 Orcs from the allied tribes have raided their neighbors. According to your agreement, they send you a part of the loot. Your share is %d gold. 1) Excellent! #0
2) Why so little, you brainless creatures?! #0
Change player gold by +(30-430)
Set the flag of the event #589 to "happens through (8-18) turns and turns off"
Bind the flag of the event #589 to main province
590 #590 0 0 0 Journeyman goblins from the workshop in your castle have made some item and are offering you their work for 150 gold. Per an ancient Goblin tradition, they categorically refuse to show you exactly what they have created. 1) Buy the item from the goblins. (-150 gold ) #591
2) Take the item by force. #592
3) I don't need any goblin trinkets. #0
Answer ¹1 appears when Player's gold >= 150
591 #591 0 0 0 Change player gold by -150
Switch to event #595
Set the flag of the event #590 to "happens through (8-18) turns and turns off"
Bind the flag of the event #590 to main province
#590
592 #592 0 0 -4 Set the flag of the event #590 to "happens through (20-40) turns and turns off"
Bind the flag of the event #590 to main province
With the probability of 50% switch to event #593, otherwise switch to event #594
#590
593 #593 0 0 0 The goblins have hidden their invention, and your soldiers have to turn their workshop upside down to find it. Finally, the goblin thing is found. After the havoc made in the workshop during the search, it will take much time to repair, so no new items will be made by the goblins for quite a while. 1) The green rascals! #595
2) Oh well. Let them repair. #595
#592
594 #594 0 0 0 The goblins have hidden their invention, and your soldiers have to turn their workshop upside down to find it. Unfortunately, nothing is found even after the most thorough search. The only goblin who knows where the invention is hidden has managed to slip away. After the havoc made in the workshop during the search, it will take much time to repair, so no new items will be made by the goblins for quite a while. 1) Damn! #0
2) I don't really need that trinket. #0
#592
595 #595 0 0 0 With the probability of 80% switch to event #596, otherwise switch to event #597 #593, #593, #591
596 #596 0 0 0 The goblins' invention is delivered to the treasury. 1) What rubbish! #0
2) Not bad at all for goblins... #0
Get a random level 3 item, with the rarity of not less than 0 #595
597 #597 0 0 0 The goblins' invention is delivered to the treasury. It's a lump of some dark slime with a terrible scent. 1) Throw this piece of trash away! #0
2) Give it to the sages to study. (-20 cr. ) #598
Answer ¹2 appears when Player's crystals >= 20 #595
598 #598 0 0 0 With the probability of 30% switch to event #599, otherwise switch to event #600
Change the player's crystals by -20
#597
599 #599 0 0 0 During an examination of the strange goblin slime a strong explosion occurs, damaging the laboratory and injuring several sages. The damage cost you 100 gold. 1) Damn! #0
2) I should have thrown away that piece of junk. #0
Change player gold by -100 #598
600 #600 0 0 0 With the probability of 50% switch to event #601, otherwise switch to event #602 #598
601 #601 0 0 0 After various tests, the sages establish this slime is something like an elixir of love that only affects goblins. 1) Throw this piece of trash away! #0
2) Feed this slime to the goblin inventors. #0
#600
602 #602 0 0 0 After various tests, the sages establish this slime is something like an elixir of youth, able to greatly extend the life of anyone who swallows it. 1) Sell the slime to a local rich man. (+1000 gold ) #603
2) Sell the slime to conjurers. (+250 cr. ) #604
3) Give the slime to an aged sage. #605
#600
603 #603 0 0 0 Change player gold by +1000 #602
604 #604 0 0 0 Change the player's crystals by +250 #602
605 #605 0 0 4 Change the mood in the province by +2 #602
606 #606 0 20 0 Peasants in the province of %s have found an ancient burial ground. It is rumored among the locals that this is a pagan shrine of their remote ancestors, and many people begin to bring flowers to the ancient graves, paying tribute to the memory of their relatives long gone. 1) Raise a stele to honor the dead (-50 gold -20 cr. ) #607
2) Don't distract me from important matters. #0
3) Dig up the tombs in search of treasure. #613
Answer ¹1 appears when Player's gold >= 50
Answer ¹1 appears when Player's crystals >= 20
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: if the treasury has 2 or more free slots
607 #607 0 0 3 Change the player's crystals by -20
Change player gold by -50
With the probability of 80% switch to event #608, otherwise switch to event #609
#606
608 #608 0 0 0 People in the province are happy that you have honored the memory of their ancestors. 1) That's nice. #0
Change the mood in the province by +2 #607
609 #609 0 0 0 While building the obelisk, the workers accidentally disturb several tombs. After that, it is rumored among the locals that this obelisk is now damned and will bring misfortune on anyone who takes a look at it. 1) Damn! #13
2) Tear down this damned obelisk. #610
3) Flog the guilty workers in public. #611
4) Perform a Cleansing ritual at the obelisk. (-30 cr. ) #612
Change the mood in the province by -2
Answer ¹4 appears when Player's crystals >= 30
#607
610 #610 0 0 -2 Change the mood in the province by +1 #609
611 #611 0 0 -5 Change the mood in the province by +2 #609
612 #612 0 0 1 Change the player's crystals by -30
Change the mood in the province by +2
#609
613 #613 0 0 -3 Change the mood in the province by -3
With the probability of 70% switch to event #614, otherwise switch to event #616
#606
614 #614 0 0 0 Your workers manage to find several valuable items among the tombs. The people in the province are outraged by your actions. 1) Execute the malcontents. #615
2) I don't give a damn about them. #13
3) Let them be outraged. They'll calm down later. #0
Get a random level 3 item, with the rarity of not less than 1
Get a random level 4 item, with the rarity of not less than 1
Change player gold by +(200-400)
Change the player's crystals by +(30-60)
#613
615 #615 0 0 -6 Change the mood in the province by +2
Change the number of population in the province by -(35-50)%
#614
616 #616 0 0 0
Unit: Undead
Event (Loss): #617
As soon as the workers begin excavations, the ancient incantations put on the tombs by magicians of the past are activated. The dead rise from the grave to punish the plunderers. After several minutes, all of the workers have been slaughtered, and the host of the dead heads for the settlement. 1) Damn! #0
2) Whatever. #0
Set the level of the attacking army to 3 #613 Unit: Undead
Event (Loss): #617
617 #617 0 0 0 With no one to stop them, the dead slaughter nearly the whole population of the province of %s. Only a few manage to escape death. After the massacre is over, the army of the walking dead returns to their graves. 1) What a pity. #0
2) It doesn't matter, they'll give birth to others. #13
Change the number of population in the province by -(85-95)%
Change the mood in the province by -2
618 #618 1 10 0 A small dwarven clan offers you their services protecting the province of %s. For their work, they are asking for an immediate down payment of 100 gold and wages of 15 gold. 1) Politely refuse. #0
2) Drive the shorties away from my lands! #13
3) Hire the Dwarves (-100 gold ) #619
Condition of the appearing in the province: if the terrain=Hills
Condition of the appearing in the province: there is no guard in the province
Answer ¹3 appears when Player's gold >= 100
619 #619 0 0 0 Change player gold by -100
Set the guards Dwarven Clan in the province
#618
620 #620 0 20 0 A band of particularly impudent brigands has declared themselves the guardians of order in the province of %s. They openly rob the locals, but at the same time they act as the province's defenders by efficiently eliminating anyone who opposes them, whether they be competing gangs or enemy forces. 1) Very well then. #13
2) Outrageous! #0
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the mood <= Discontent
Condition of the appearing in the province: there is no guard in the province
Set the guards Mob in the province
621 #621 1 20 0 Concerned about the unrest in the area, people in the province of %s have organized a militia troop to protect their lands. However strange this may seem, they believe it's you who must pay the wages to the militiamen... 1) What impudence! Disband the parasites! #0
2) Very well then. #622
Condition of the appearing in the province: there is no guard in the province
Condition of the appearing in the province: if the province level >= Village
Condition of the appearing in the province: only in the province, inhabited by the race Humans
622 #622 0 0 0 Set the guards Militia in the province #621
623 #623 -1 20 0 People in the province of %s are peddling rumors that some evil creatures have moved into their mill. The miller has gone somewhere, and horrible cries are heard coming from the mill at night. 1) Let them deal with this themselves. #624
2) Perform an Exorcism ritual at the mill. (-40 cr. ) #625
3) Hire a team of adventurers. (-200 gold ) #626
Condition of the appearing in the province: there is a building Mill in the province
Condition of the appearing in the province: if the province level >= Dwelling
Answer ¹2 appears when Player's crystals >= 40
Answer ¹3 appears when Player's gold >= 200
Condition of the appearing in the province: if the treasury has 2 or more free slots
624 #624 0 0 0 Rumors about the evil happening at the mill, each one more terrible than the last, are spread by word of mouth. The work at the mill is finished. Soon the locals begin to consider the mill a damned place and avoid it like the plague. 1) Superstitious idiots! #13
2) It doesn't matter. I'm going to build a new one. #0
Change the mood in the province by -2
Destroy the building Mill
A new site Old Windmill appears in the province (opened, default guards)
#623
625 #625 0 0 2 Your priests have performed an Exorcism ritual, and the locals have calmed down. The miller hasn't been found, but he has been quickly replaced. 1) These superstitions cause nothing but harm. #13
2) Very well then. #0
Change the player's crystals by -40 #623
626 #626 0 0 1 Change player gold by -200
With the probability of 50% switch to event #627, otherwise switch to event #628
#623
627 #627 0 0 0 The adventurers who left for the mill never came back. Maybe they perished at the hand of some unknown evil. Or perhaps they just ran away with your gold. After this, the locals start to consider the mill a damned place and avoid it like the plague. 1) Damn! #0
2) I never trusted the adventurers. #13
3) What a pity. #12
Destroy the building Mill
A new site Old Windmill appears in the province (opened, default guards)
Change the mood in the province by -1
#626
628 #628 0 0 0 The team of adventurers who went to the mill has completed their task. According to their stories, the mill is full of imps and fiends. Who knows where they all came from... In any case, all of the dark creatures have been destroyed, and the locals can calm down now. 1) Excellent! #0
2) Reward the brave men for their work. (-50 gold ) #629
3) Demand a part of the loot from the adventurers. #630
Answer ¹2 appears when Player's gold >= 50 #626
629 #629 0 0 1 Change player gold by -50 #628
630 #630 0 0 -1 With the probability of 50% switch to event #631, otherwise switch to event #632 #628
631 #631 0 0 0 The adventurers have been bargaining for a long time. Finally, they agree to share the treasures obtained from the fiends. 1) At least we'll get some benefit from these vagabonds. #13
2) Very well then. #0
Change player gold by +(50-100)
Change the player's crystals by +(10-20)
Get a random level 3 item, with the rarity of not less than 1
#630
632 #632 0 0 0 The adventurers stubbornly refuse to share their trophies, claiming the spoils are theirs by right. 1) Order our soldiers to seize the scum! #633
2) All right, let them go. #0
Answer ¹1 appears when there are a hero or a guard in the province #630
633 #633 0 0 -3
Unit: Adventurers
Event (Win): #634
The adventurers don't give in to your soldiers, and a battle begins... 1) Kill them all! #0
2) Stubborn pigheads! #0
Change the mood in the province by -2 #632 Unit: Adventurers
Event (Win): #634
634 #634 0 0 0 All of the adventurers are dead, and their trophies are rightfully yours. 1) Excellent! #0
2) So much trouble for such junk... #0
Change player gold by +(100-200)
Change the player's crystals by +(20-40)
Get a random level 3 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 1
635 #635 -1 20 0 A fire has broken out at the sawmill in the province of %s! It's not yet too late to do something about it. What are your orders, sir? 1) Organize an operation to rescue the workers. (-50 gold ) #636
2) Douse the fires, I can hire new workers. (-30 gold ) #637
3) No problem. Let it burn. #638
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: there is a building Sawmill in the province
Answer ¹1 appears when Player's gold >= 50
Answer ¹2 appears when Player's gold >= 30
636 #636 0 0 3 Thanks to the efforts of the rescue team, no one is killed in the fire. But the sawmill has burned to the ground. 1) No matter. I'll just build a new one. #12
2) Flog the rescued workers for starting the fire. #640
Change player gold by -50
Destroy the building Sawmill
#635
637 #637 0 0 -3 You succeed in putting out the flames and saving the sawmill, but almost half of the workers are killed in the fire. The relatives are mourning for the dead. 1) Oh well. There are many people, but only one sawmill. #13
2) I am sorry for the dead, but there's nothing I can do. #0
3) Serves them right. Tthey'll be more careful with fire. #13
Change player gold by -30
Change the number of population in the province by -(10-15)%
Change the mood in the province by -1
#635
638 #638 0 0 -2 The sawmill and almost all of the workers have succumbed to the flames. The news of the terrible fire has spread all over the province. It is rumored that the fire is your doing. 1) Cut out the tongues of these gossips. #639
2) Who cares?! #640
3) Hmm, not good... #12
Change the mood in the province by -2
Change the number of population in the province by -(20-25)%
Destroy the building Sawmill
#635
639 #639 0 0 -3 Change the mood in the province by +1
Change the mood by -(60-100)
#638
640 #640 0 0 -2 #199, #295, #636, #638, #651, #669, #671, #672, #684, #737, #797, #850, #851, #877, #885, #933, #953, #2176
641 #641 0 5 0 A wanderer has come to the province of %s, saying he is a great architect who knows the secret of building the Ancient Temple. He is willing to build the temple in these lands, but he asks for 250 gold and 50 gems for his work. 1) Tell him to get started. (-250 gold , -50 cr. ) #642
2) Politely refuse. #0
3) He's a fraud! Flog him and drive him away. #648
4) Hand him over to my torturers to worm his secret out. #645
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: just not in the main province
Answer ¹1 appears when Player's gold >= 250
Answer ¹1 appears when Player's crystals >= 50
Condition of the appearing in the province: NO Ancient Temple built in the province
642 #642 0 0 0 Change player gold by -250
Change the player's crystals by -50
With the probability of 50% switch to event #643, otherwise switch to event #644
#641
643 #643 0 0 0 Before long, the temple is built. The majestic building is a beautiful addition to your province. The architect says that, unfortunately, he won't be able to reproduce the masterpiece. 1) Arrange a festival for the occasion (-100 gold ) #653
2) Good work! #0
3) Let my torturers worm his secrets out of him. #645
Build Ancient Temple
Answer ¹1 appears when Player's gold >= 100
#642
644 #644 0 0 0 After he gets his fee, the architect gets busy, getting ready for construction. But the next day he vanishes without a trace... 1) Arrange a search for the fraud! (-200 gold ) #649
2) Curse the deceiver. (-15 cr. ) #652
3) Well, that's some bad luck... #1207
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 15
#642
645 #645 0 0 -5 Set the flag of the event #641 to "disabled"
With the probability of 50% switch to event #646, otherwise switch to event #647
#641, #643
646 #646 0 0 0 Your executioners work splendidly, and after long tortures the architect draws a schematic for the Ancient Temple. Soon after that, the poor man passes away, unable to endure such cruel torments. 1) Very well then. #0
2) Too bad about the fellow, but it's his own fault. #13
Get 1 drawings of the building Ancient Temple #645
647 #647 0 0 0 The architect perishes after long tortures without revealing his secret. 1) Flog the executioners! Damn, they are good at nothing! #0
2) Well, no real harm done. #13
#645
648 #648 0 0 -1 Set the flag of the event #641 to "disabled" #641
649 #649 0 0 0 Change player gold by -200
With the probability of 50% switch to event #650, otherwise switch to event #651
#644
650 #650 0 0 0 Your sleuths succeed in catching the false architect, who disguised himself as a woman and tried to leave the country. He has the payment on him, so the gold and the gems are immediately returned to the treasury. What should be done with the criminal? 1) Execute the fraud in public! #13
2) Flog the deceiver with lashes. #0
3) Scold and release them. #12
Change player gold by +250
Change the player's crystals by +50
#649
651 #651 0 0 0 Your sleuths lose the trail and fail to catch the fraud. 1) Damn! #0
2) Execute the chief detective. #640
3) The rogue got lucky. #0
#649
652 #652 0 0 -2 Change the player's crystals by -15 #644
653 #653 0 0 0 Change player gold by -100
Change the mood in the province by +2
#643
654 #654 0 0 -1 Set the flag of the event #94 to "disabled"
Set the flag of the event #101 to "disabled"
#94, #101
655 #655 0 0 -1 Change the mood in the province by -2
Change the number of population in the province by -(10-20)%
Set the flag of the event #584 to "happens through (10-20) turns and turns off"
Bind the flag of the event #584 to current province
#88, #91, #810
656 #656 0 0 -4 Change the mood in the province by +1
A new site Troll Lair appears in the province (opened, with guards)
Set the flag of the event #584 to "happens through (10-20) turns and turns off"
Bind the flag of the event #584 to current province
#91
657 #657 0 0 -4 Set the flag of the event #94 to "disabled"
Set the flag of the event #101 to "disabled"
#97, #98, #100, #103, #104, #106
658 #658 1 10 0 A local healer in the province of %s has opened up his infirmary. Now diseases will no longer plague these lands. 1) Not bad. #1646
2) Reward the healer. (-50 gold ) #659
3) How dare he? Fine the insolent fellow! (+100 gold ) #660
4) Tear it down! Build a Pharmacy! (-200 gold , -30 cr. ) #1647
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Answer ¹2 appears when Player's gold >= 50
Answer ¹4 appears when Player's gold >= 200
Answer ¹4 appears when Player's crystals >= 30
Condition of the appearing in the province: NO Infirmary built in the province
Condition of the appearing in the province: NO Pharmacy built in the province
659 #659 0 0 1 Change the mood in the province by +1
Change player gold by -50
Build Infirmary
#658
660 #660 0 0 -2 Change player gold by +100
Change the mood in the province by -1
Build Infirmary
#658
661 #661 1 6 0 Envoys from the Supreme Dark Order have come to your castle. They are offering to protect the province of %s and erect a dark tower there that will bring you an income of gems. In exchange for their services, they ask for permission to sacrifice half of the province's population to the dark gods. 1) Drive the dark servants away! #662
2) Politely refuse. #0
3) Excellent. We have a deal! #663
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: if player's karma <= -20
Condition of the appearing in the province: there is no guard in the province
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Dark Tower built in the province
662 #662 0 0 2 Set the flag of the event #661 to "disabled" #661
663 #663 0 0 -8 Change the number of population in the province by -50%
Change the mood in the province by -3
Set the guards Supreme Dark Order in the province
Build Dark Tower
#661
664 #664 1 10 0 A wise shaman has appeared in the province of %s and settled down in a small hut in the swamps. The locals visit him to get medicines for various illnesses or just for some wise advice. The shaman has committed himself to pay you tribute in crystals. 1) Good news! #12
2) Let him pay a land tax first. (+50 gold ) #665
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Shaman's Hut built in the province
Build Shaman's Hut
665 #665 0 0 0 Change player gold by +50 #664
666 #666 -1 20 0 Gossips from the local pub in the province of %s are spreading the filthiest rumors about you. The locals are starting to talk of rebellion. 1) Flog the gossips in public. #667
2) Hire an assassin to liquidate the windbags. (-100 gold ) #668
3) Secretly bribe the gossiping sods. (-200 gold ) #1314
4) Set the pub on fire while all of them are inside. #669
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: there is a building Pub in the province
Change the mood in the province by -3
Answer ¹2 appears when Player's gold >= 100
Answer ¹3 appears when Player's gold >= 200
667 #667 0 0 0 Corporal punishment in public has only made the gossips more popular. Now they are national heroes, martyrs, and freedom fighters. 1) Hire an assassin to liquidate the windbags. (-100 gold ) #668
2) Let them chatter. #0
3) Set the pub on fire while all of them are inside. #669
Change the mood in the province by -1
Answer ¹1 appears when Player's gold >= 100
#666
668 #668 0 0 -4 The assassin has completed his quest, but the disappearance of the main ringleaders does not go unnoticed. Many suspect that you're responsible. 1) Let them be suspicious. #0
2) What's done is done. #0
Change player gold by -100
Change the mood in the province by +1
#666, #667, #1316
669 #669 0 0 -3 The fire kills quite a few people, mainly village bums. Several gossips manage to escape death, but since the pub is burned down, they don't have such a convenient place to spread their filthy rumors from anymore. 1) I feel sorry for the innocent, but it was worth it. #13
2) Serves those scroungers right. #640
3) Help the victims of the fire. (-80 gold ) #670
Destroy the building Pub
Change the mood in the province by +1
Answer ¹3 appears when Player's gold >= 80
#666, #667, #1316
670 #670 0 0 1 Change player gold by -80
Change the mood in the province by +1
#669
671 #671 0 0 -2 The cultists sacrifice several babies on the newly built altar and then throw a blood orgy in praise of the dark gods. People in the province curse you for helping the dark priests. 1) How could I have known? #0
2) Order the guards to destroy the altar. #672
3) Well, to each his own fun. #640
Change the mood in the province by -3
Answer ¹2 appears when there are a hero or a guard in the province
#87
672 #672 0 0 0
Unit: Demonologists
Event (Win): #673
Event (Loss): #674
The dark priests have emerged to defend their new shrine. 1) Attack! #0
2) On the other hand, they can worship whoever they wish. #640
#671 Unit: Demonologists
Event (Win): #673
Event (Loss): #674
673 #673 0 0 2 After they have defeated the dark priests, your soldiers destroy the altar and burn the house where the cultists lived, after searching it. Nothing valuable is found among the priests' belongings... 1) Serves the scoundrels right! #0
2) That's all. No more altars! #0
Change player gold by +(100-200)
Change the player's crystals by +(30-60)
Get a random level 4 item, with the rarity of not less than 2
Change the mood in the province by +2
674 #674 0 0 0 After they defeat the party of guards, the cultists curse the lands of the province of %s in revenge, and the province's income is reduced. 1) Damn! #0
2) I meant well... #12
Province income -5
675 #675 0 1.000 0 Your country is growing, and corruption is growing with it. Bribery has become a widespread phenomenon, and now is the time to enact a law establishing how corrupted officials should be punished. 1) Fine them. #676
2) Flog them. #1474
3) Condemn them to penal servitude. #677
4) Execute them. #678
Condition of the appearing in the province: corruption >= 15%
Condition of the appearing in the province: only in the main province
Set the flag of the event #675 to "disabled"
676 #676 0 0 4 Change corruption by +15 #675
677 #677 0 0 -3 Change corruption by -10 #675
678 #678 0 0 -8 Change corruption by -25 #675
679 #679 1 10 0 The deputy of the %s province has been proven guilty of especially extravagant bribery. This is a good opportunity to arrange a demonstration to teach the other corrupted officials a lesson. The deputy begs you to have mercy on him, crosses his heart that he took the bribes to support his family, and swears by the gods that he won't do it anymore. 1) Fine him. (+500 gold ) #680
2) Arrange a court trial for show. (-300 gold ) #681
3) Impale the scum! #682
4) Release him. He has repented of what he did. #683
Condition of the appearing in the province: corruption >= 20%
Condition of the appearing in the province: if the province level >= Village
Answer ¹2 appears when Player's gold >= 300
680 #680 0 0 -1 Change player gold by +500
Change corruption by +(10-15)
#679
681 #681 0 0 2 Change player gold by -300
Change corruption by -(10-15)
#679
682 #682 0 0 -6 Change corruption by -(15-25) #679
683 #683 0 0 5 Change corruption by +(20-30) #679
684 #684 0 0 0 The silver mine turns out to be not as abandoned as it might have seemed at first. The guards of the old mine have slain almost all of the people who came to develop the mine - only a few of them have managed to escape to tell you the terrible news. 1) What terrible luck! #640
2) Help the families of the victims (-200 gold ) #685
Change the mood in the province by -2
Change the number of population in the province by -(10-15)%
A new site Silver Mine appears in the province (opened, default guards)
Answer ¹2 appears when Player's gold >= 200
#551
685 #685 0 0 2 Change player gold by -200
Change the mood in the province by +1
#684
686 #686 0 0 2 Change the mood in the province by +2 #251
687 #687 -1 8 0
Unit: Retinue
Event (Loss): #824
Province type: Prince's Lands
A descendant of a noble family that once ruled the province of %s has made an attempt to seize his patrimony. 1) Outrageous. #0
2) How dare he! #0
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Condition of the appearing in the province: just not in the main province
Unit: Retinue
Event (Loss): #824
Province type: Prince's Lands
688 #688 1 5 0 Orcs in the province of %s often hold gladiator fights. Rumors about these fights have spread far and wide, and purveyors of fighting are flowing to the province. The orcs have built a special arena to host the fights. Due to an influx of spectators, the province's income has increased by %d. 1) Good news! #0
2) Well, well, even orcs can be useful! #0
Province income +(4-7)
Condition of the appearing in the province: only in the province, inhabited by the race Orcs
Condition of the appearing in the province: NO Arena built in the province
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: if the province level >= New Land
Build Arena
689 #689 -1 10 0 Brigands in the province of %s have carried out a daring robbery on a tax collector carrying gold to the treasury. Having easily killed the escort, the robbers have taken everything of value and returned to their secret lair. The damage costs you %d gold. 1) I'm going to get even with this scum! #0
2) Assign more guards to the tax collectors. (-500 gold ) #690
3) It happens... #0
4) After them! Catch them! #1330
Change player gold by -(150-300)
Condition of the appearing in the province: if player's gold >= 600
Answer ¹2 appears when Player's gold >= 500
Answer ¹4 appears when there are a hero or a guard in the province
690 #690 0 0 0 Change player gold by -500
Set the flag of the event #689 to "disabled"
#689
691 #691 -1 5 0 A renegade magician escapes from your castle, taking %d gems with him. It is rumored that he has created a magic tower in the province of %s and locked himself up inside. 1) Send adventurers to the tower. (-200 gold ) #693
2) We'll get even with him! #692
3) Oh well. It's nothing to worry about. #692
Change the player's crystals by -(40-80)
Condition of the appearing in the province: player's crystals >= 250
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's gold >= 200
Condition of the appearing in the province: if the treasury has 1 or more free slots
692 #692 0 0 0 A new site Mages Tower appears in the province (opened, default guards)
Change corruption by +(1-4)
#691, #691
693 #693 0 0 0 Change player gold by -200
With the probability of 50% switch to event #694, otherwise switch to event #695
#691
694 #694 0 0 0 The team of adventurers penetrates into the tower and destroys the malignant conjurer and his sidekicks. The team is an honest one and delivers all the gems found in the tower back to the treasury. 1) Well done! #0
2) Serves the traitor right! #13
Change the player's crystals by +(40-80) #693
695 #695 0 0 0 The adventurers come back none the wiser. They say that some spell has been cast on the tower that prevents them from getting inside. 1) Too bad. #0
2) Take their fee away from them. #696
A new site Mages Tower appears in the province (opened, default guards) #693
696 #696 0 0 -2 With the probability of 30% switch to event #697, otherwise switch to event #698 #695, #721
697 #697 0 0 0 Submitting to the law of strength, the adventurers give you 200 gold and return to where they came from. 1) Why couldn't they have done that earlier? #0
2) The law of strength is best among laws. #13
Change player gold by +200 #696
698 #698 0 0 0 The adventurers won't give up their gold without a fight. 1) Order my soldiers to kill them. #699
2) All right, let them go. #0
Answer ¹1 appears when there are a hero or a guard in the province #696
699 #699 0 0 -3
Unit: Adventurers
Event (Win): #700
Event (Loss): #701
#698 Unit: Adventurers
Event (Win): #700
Event (Loss): #701
700 #700 0 0 0 After they defeat the team of adventurers, your soldiers deliver the loot to the treasury. 1) Not bad at all. #0
2) Beggarly rogues! #0
Change player gold by +(220-470)
Change the player's crystals by +(5-30)
Get a random level 3 item, with the rarity of not less than 0
701 #701 0 0 0 After they deal with your soldiers, the adventurers leave the province of %s, cleaning out several local houses on their way. 1) Bastards! #0
2) Pay back the local residents' losses. (-150 gold ) #702
Change the mood in the province by -2
Answer ¹2 appears when Player's gold >= 150
702 #702 0 0 2 Change the mood in the province by +1
Change player gold by -150
#701
703 #703 1 2 0 Scouts in the province of %s have found a magic spring. Its water has some miraculous properties. 1) Begin trading the miracle water. #704
2) Harvest the water for alchemical purposes. #705
3) Make the spring publicly accessible. #706
Condition of the appearing in the province: if the province level >= New Land
704 #704 0 0 -1 The miraculous water, able to strengthen the weak and heal the sick, is a rare and valuable commodity. Thanks to the new trade, income from the province of %s has increased by %d. 1) Not bad. #0
2) That's not too much... #13
Province income +(6-12) #703
705 #705 0 0 -1 The spring water turns out to be truly miraculous - when properly treated, it can yield magic gems. The gem income from the province of %s is increased by %d. 1) Not bad. #0
2) What a trifle. #0
Change the crystal income of the province by +(3-6) #703
706 #706 0 0 3 People in the province of %s are unspeakably happy that the spring has been made publicly accessible, allowing everyone to drink their fill of the wonder-working water. Rumors about the miraculous spring have spread far beyond the province's borders - now, not only local people but also pilgrims from distant lands visit the spring to get some of its healing water. Due to an influx of pilgrims, the province income has increased by %d. 1) That's great! #0
2) Don't let the strangers get near the spring! #707
Province income +4
Change the mood in the province by +2
#703
707 #707 0 0 -2 Change the mood in the province by +1
Province income -3
#706
708 #708 1 5 0 A rich caravan from distant lands has reached the province of %s. 1) Charge trade dues. (+100 gold ) #709
2) Arrange trade relations (-150 gold ) #710
3) Order your soldiers to plunder the caravan. #713
Condition of the appearing in the province: if the province level >= New Land
Answer ¹2 appears when Player's gold >= 150
Answer ¹3 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 3 or more free slots
709 #709 0 0 0 Change player gold by +100 #708
710 #710 0 0 0 Change player gold by -150
With the probability of 70% switch to event #711, otherwise switch to event #712
#708
711 #711 0 0 0 After bargaining and discussing imported and exported goods with the caravaneers, you manage to sign a mutually beneficial agreement. As a result, income from the province of %s is increased by %d. 1) Excellent. #0
2) That's not very much... #13
Province income +(5-15) #710
712 #712 0 0 0 After long bargaining and arguments with the caravaneers, you have failed to come to an agreement. Neither party wishes to make concessions and reduce the price of their goods. The merchants leave your domain, very dissatisfied. 1) Damned hucksters! #13
2) What a pity... #0
#710
713 #713 0 0 -5
Unit: Retinue
Event (Win): #718
Event (Loss): #720
The caravan guards emerge to defend the merchants' property. 1) Kill them! #0
2) Bribe the guards. (-300 gold ) #715
3) All right, I've changed my mind. #714
Answer ¹2 appears when Player's gold >= 300
Set the flag of the event #708 to "disabled"
#708 Unit: Retinue
Event (Win): #718
Event (Draw): #720
Event (Loss): #720
714 #714 0 0 0 Outraged by your treachery, the caravaneers immediately leave your lands, saying that they will never return. 1) Good riddance! #0
2) Let them be happy that they are still alive. #0
#713, #716
715 #715 0 0 -1 With the probability of 70% switch to event #716, otherwise switch to event #717 #713
716 #716 0 0 0
Unit: Retinue
Event (Win): #718
Event (Loss): #720
The commander of the guard turns out to be an honest man and refuses your offer. 1) Kill them! #0
2) All right, let's do this without a fight. #714
#715 Unit: Retinue
Event (Win): #718
Event (Draw): #720
Event (Loss): #720
717 #717 0 0 0
Unit: Retinue
Event (Win): #718
Event (Loss): #720
The commander of the guard says that he agrees to stand aside as long as he gets not just the proposed gold but half of the loot as well. 1) Kill the greedy man! #0
2) All right then. #719
#715 Unit: Retinue
Event (Win): #718
Event (Draw): #720
Event (Loss): #720
718 #718 0 0 -3 Your soldiers plunder the caravan and seize the loot. 1) Excellent! #0
2) I wish these caravans would visit us more often... #0
Change player gold by +(600-1400)
Change the player's crystals by +(40-140)
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 0
Get a random level 4 item, with the rarity of not less than 2
719 #719 0 0 0 Your soldiers plunder the caravan and seize the loot. 1) Excellent! #0
2) I wish these caravans would visit us more often... #0
Change player gold by -300
Change player gold by +(300-700)
Change the player's crystals by +(20-70)
Get a random level 4 item, with the rarity of not less than 2
#717
720 #720 0 0 -3 The caravan guards slay your soldiers. The merchants publicly declare you a vile swindler and a mean bastard, then they leave your lands, promising to never return. 1) Good riddance! #0
2) Let them be happy that they are still alive. #0
Change the mood in the province by -2
721 #721 0 0 0 The adventurers wander about the swamps for a long time, but they fail to find the lurker's lair. Apparently, the deputy is no longer alive. 1) So sad... #0
2) Give the gold back, you idlers! #696
#722, #2179
722 #722 0 0 3 Change player gold by -200
With the probability of 70% switch to event #296, otherwise switch to event #721
#295
723 #723 -1 10 0 In the dead of night, several thieves sneaked into a storehouse in the province of %s and stole %d gold. The search for the thieves is unsuccessful, they covered their tracks well. 1) This is no good... #0
2) Assign more guards to the storehouses. (-500 gold ) #724
3) Execute the storehouse caretaker. #725
4) Locate them via magic. (-50 cr. ). #1317
Change player gold by -(200-400)
Condition of the appearing in the province: if player's gold >= 800
Condition of the appearing in the province: there is a building Storehouse in the province
Answer ¹2 appears when Player's gold >= 500
Answer ¹4 appears when Player's crystals >= 50
Answer ¹4 appears when there are a hero or a guard in the province
724 #724 0 0 0 Change player gold by -500
Set the flag of the event #723 to "disabled"
#723
725 #725 0 0 -5 Change corruption by -(1-4) #723
726 #726 0 0 0 A rain of frogs has fallen in the province of %s. The locals are frightened. It is rumored that this is a bad omen, and trouble will come soon. 1) Stupid superstitions! #0
2) Perhaps they are right... #0
Change the mood in the province by -1 #214
727 #727 0 0 0
Unit: Undead
Event (Loss): #617
The dead have risen from their graves and attacked the settlement in the province of %s! 1) What a nuisance! #0
2) It happens... #0
Change the mood in the province by -1
Set the level of the attacking army to 1
Unit: Undead
Event (Loss): #617
728 #728 0 0 0 Set the flag of the event #726 to "happens through (2-6) turns and turns off"
Bind the flag of the event #726 to current province
729 #729 0 0 0 Set the flag of the event #727 to "happens through (2-6) turns and turns off"
Bind the flag of the event #727 to current province
730 #730 1 10 0 Several goblins from the province of %s have come to your castle. They say their ancestors were basilisk breeders since olden times, and now the goblins are going to continue their forefathers' business. They have even obtained several basilisk eggs. All they need to start their business is 200 gold. 1) Give gold to the goblins. (-200 gold ) #731
2) Let them earn the gold themselves. #0
3) Take the eggs from the goblins. #734
Condition of the appearing in the province: only in the province, inhabited by the race Goblins
Answer ¹1 appears when Player's gold >= 200
Condition of the appearing in the province: if the terrain=Swamp
731 #731 0 0 0 Change player gold by -200
With the probability of 50% switch to event #732, otherwise switch to event #733
#730
732 #732 0 0 0 The goblins have set up a real basilisk breeding farm. The hides and eyes of these reptiles are very valuable commodities, and income from the province of %s is increased by %d. 1) That's great! #0
2) Buy a couple of eggs at the farm. (-100 gold ) #739
3) Tell them to give me my money back. (+200 gold ) #738
Province income +(7-13)
Answer ¹2 appears when Player's gold >= 100
#731
733 #733 0 0 -1 The goblins start to breed basilisks, but soon the news reaches you that all of the newly-fledged farmers have been eaten by their own pets. After they broke loose, the basilisks mauled some more people to death, then crawled away into the swamps. No one else wants to try breeding the dangerous reptiles. 1) Dumb goblins! #13
2) I feel sorry for the poor fellows... #12
Change the mood in the province by -1
Change the number of population in the province by -(10-15)%
#731
734 #734 0 0 -3 Your soldiers take the basilisk eggs from the goblins and deliver them to the treasury. The goblins are deeply offended at such tyranny. They say that they'll tell everyone how foul and dishonorable you are. 1) Drive the rascals out of the castle. #0
2) Execute them in secret to keep them from talking. #735
3) This is for their own good. Basilisks are dangerous. #12
Change the mood in the province by -3
Get 2 items Basilisk's Egg with durability 100%
#730
735 #735 0 0 -6 With the probability of 70% switch to event #736, otherwise switch to event #737 #734
736 #736 0 0 0 Change the mood in the province by +2 #735
737 #737 0 0 0 One of the goblins manages to slip away from the guards and tell his relatives everything that happened. Now you are hated by the goblins in the province of %s. 1) I don't give a damn. #0
2) Flog the negligent guards. #640
Change the mood in the province by -3 #735
738 #738 0 0 -2 Change player gold by +200 #732
739 #739 0 0 0 Change player gold by -100
Get 2 items Basilisk's Egg with durability 100%
#732
740 #740 0 5 0 Monstrologists in the province of %s have discovered a rare species of weaver spider. These large spiders are known to make an unusually strong and elastic web, and clothes made out of their web are of great value. Unfortunately, weaver spiders are terribly poisonous, one bite from such a creature is deadly. 1) Eliminate the poisonous creatures! #741
2) Leave the spiders in peace. #742
3) Breed the spiders and sell their yarn. #743
Condition of the appearing in the province: if the province level >= Dead Land
741 #741 0 0 -2 Change the mood in the province by +1 #740
742 #742 0 0 2 Change the mood in the province by -1 #740
743 #743 0 0 -7 Your subjects are very displeased by your order, but they dare not disobey you. They begin to breed the weaver spiders in special colonies and weave cloth from their web. Many people die as the web is gathered, but this only improves sales, since the traders have even more reason to raise the price of the rare fabric. Income from the province has increased by %d. 1) Gold is good. #0
2) Give half the income to the families of those slain. #744
Province income +10
Change the mood in the province by -3
#740
744 #744 0 0 3 Province income -5
Change the mood in the province by +1
#743
745 #745 -1 3 0 Pickpocketing has become more frequent in the province of %s. Stepping out of your house can be dangerous for your wallet! People are upset with the rising crime, and many merchants have stopped trading at the local market. Province income is decreased by %d. 1) Outrageous! #0
2) Set up a retinue to impose order. (-300 gold ) #747
3) Pass a new law. The punishment for stealing is death. #746
Province income -4
Change the mood in the province by -2
Answer ¹2 appears when Player's gold >= 300
746 #746 0 0 -4 Change the mood in the province by +1
Change corruption by -(2-5)
#745
747 #747 0 0 4 Change player gold by -300
Change the mood in the province by +2
Change corruption by -(0-2)
#745
748 #748 1 3 0 One of the wells in the province of %s turns out to have magical properties. The water taken from it can heal many illnesses, and magical potions and elixirs made with it are exceptionally strong. It is rumored among the people that if you make your cherished wish over the well at midnight, it will come true, without fail. The sages state the magical properties of the water from the well can be explained by a rock rich in magic gems, positioned underneath it. 1) Good news! #749
2) The hell with the well, get the gems! #750
Condition of the appearing in the province: if the province level >= Dead Land
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Enchanted Well built in the province
749 #749 0 0 0 Build Enchanted Well #748
750 #750 0 0 -3 Excavations show that the sages were correct - a gem vein is found underground. Your workers manage to mine %d crystals. The geologists claim that, by digging a large pit, you could set up a continuous gem-mining operation. 1) What we've mined so far is enough. #0
2) Dig up the pit. (-250 gold ) #751
Change the player's crystals by +(200-400)
Answer ¹2 appears when Player's gold >= 250
Change the mood in the province by -1
#748
751 #751 0 0 0 Your workers dig a large pit in the province of %s to begin mining for gems. Gem income from the province is increased by %d. 1) Excellent! #0
2) I should have kept the well. #13
Change the crystal income of the province by +(2-5)
Change player gold by -250
#750
752 #752 0 0 -2 Change the mood in the province by -2 #213
753 #753 0 0 -4 Change the mood in the province by -1
Change the number of population in the province by -(15-30)%
Switch to event #1
#213
754 #754 0 0 0 A magic item has been found inside the statue! 1) Unbelievable! #0
2) I knew it! #0
Get a random level 5 item, with the rarity of not less than 2 #291
755 #755 1 5 0 An aged magician has died in the province of %s, and his decrepit magic tower is now empty. What should be done with it? 1) Nothing. Let it stand. #756
2) Plunder and burn it. #757
3) Repair it so someone else can live in it. (-50 gold ) #758
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Library built in the province
Condition of the appearing in the province: NO Magic Tower built in the province
Answer ¹3 appears when Player's gold >= 50
756 #756 0 0 0 Rumor has it that soon some new owners moved into the deceased magician's tower. 1) What does that have to do with me? #0
2) Whatever. #0
A new site Mages Tower appears in the province (opened, default guards) #755
757 #757 0 0 -2 Your soldiers have found something valuable in the tower. 1) What rubbish! #13
2) Not bad. #0
Change the player's crystals by +(40-80)
Change player gold by +(30-90)
Get a random level 2 item, with the rarity of not less than 2
#755
758 #758 0 0 0 Change player gold by -50
Build Magic Tower
#755
759 #759 1 10 0 There is an influx of traders in the province of %s, and massive sales are coming! According to a tradition, much of the trade income makes its way to the treasury eventually, in form of bribes and presents. What are your orders? 1) Law is everything. Take these crooks to the dungeon. #760
2) We won't break our old traditions. #761
3) Legalize bribes for these sales. #762
Condition of the appearing in the province: if the province level >= Hamlet
760 #760 0 0 2 The traders are very upset with your decision. Since the traditions have been violated, many deals are ruined, and several eminent merchants are arrested. The traders reluctantly pay their taxes, and the total amount you manage to collect from the sales is %d gold. 1) I'm going to train these hucksters to be orderly! #12
2) So little gold. What a pity. #0
Change player gold by +(150-300)
Change corruption by -(10-15)
Change the mood in the province by -1
#759
761 #761 0 0 -1 The sales are successful, and thanks to numerous bribes and gifts, your income is %d gold. 1) Not bad. #0
2) A paltry sum. #13
Change player gold by +(350-700)
Change corruption by +(7-17)
#759
762 #762 0 0 -3 The merchants are delighted with your decision. Such respect for their customs makes the presents to your officials especially generous. Thanks to the numerous bribes and gifts, your income is %d gold. 1) That's nice. #0
2) That's not enough gold. #13
Change player gold by +(500-1100)
Change the mood in the province by +1
Change corruption by +(13-26)
#759
763 #763 0 0 0
Unit: Giants
Event (Loss): #764
Several ogres from neighboring lands have invaded the province of %s. 1) This is no good. #0
2) Why can't they stay at home? #0
Set the level of the attacking army to 0 Unit: Giants
Event (Loss): #764
764 #764 0 0 0 With no one to stop them, the ogres burst into the settlement and begin to devour the locals. After eating their fill, they begin killing for fun. Once half of the people have been killed and their houses have been pretty well destroyed, the ogres return to where they came from. 1) Damned creatures! #0
2) So sad... #0
Change the number of population in the province by -(40-60)%
Change the mood in the province by -2
765 #765 0 0 2 Change player gold by -50
Switch to event #766
#458, #459
766 #766 0 0 0 With the probability of 40% switch to event #13, otherwise switch to event #462 #458, #459, #765
767 #767 0 0 3 Change corruption by -(1-4) #457
768 #768 -1 0 0 The people in the province of %s complain that a dragon has gotten into the habit of visiting them. The bloodthirsty creature steals their cattle from pastures, sometimes it even carries off a villager caught off his guard. 1) A dragon means trouble. We'd better not make it angry. #0
2) Hire a team of adventurers. (-200 gold ) #769
3) Find an experienced Witcher. #1732
4) Order your soldiers to slay the dragon. #781
Province income -1
Change the mood in the province by -1
Answer ¹2 appears when Player's gold >= 200
Answer ¹4 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: just not in the main province
769 #769 0 0 1 Change player gold by -200
With the probability of 80% switch to event #770, otherwise switch to event #771
#768, #1017, #1732, #1734, #1736
770 #770 0 0 0 The team of adventurers leave for the dragon's lair, but none of them return. Either all of them were killed, or they made off with your gold. 1) I knew it. #13
2) What a pity. #12
3) Order your soldiers to slay the dragon. #781
Answer ¹3 appears when there are a hero or a guard in the province #769
771 #771 0 0 0 The adventurers kill the dragon and plunder its lair. They come back with priceless loot. The people greet the dragon fighters with a hero's welcome. 1) Arrange a festival for the occasion (-150 gold ) #780
2) Make them give me half of the trophies! #772
3) Make them give me all of the trophies! #777
4) Very well then. #0
Change the mood in the province by +2
Province income +1
Answer ¹1 appears when Player's gold >= 150
Destroy the location in the province Dragon's Lair
#769
772 #772 0 0 0 The adventurers stubbornly refuse to give up their hard-earned loot. 1) Take it by force. #773
2) All right, let them go. #13
Answer ¹1 appears when there are a hero or a guard in the province #771
773 #773 0 0 -3 With the probability of 50% switch to event #774, otherwise switch to event #775 #772
774 #774 0 0 0 Your troops persuade the adventurers to give you the trophies. Deeply offended, the dragon slayers leave the province. 1) A law is a law! They have earned their 200 coins. #0
2) They should be grateful I left them alive. #0
Change player gold by +(600-1400)
Change the player's crystals by +(80-200)
Get a random level 5 item, with the rarity of not less than 1
#773
775 #775 0 0 -1
Unit: Adventurers
Event (Win): #776
Event (Loss): #701
The adventurers assault your troops fiercely. Their loot must be extremely valuable, since they are defending it so fervently! 1) Kill the rogues! #0
#773, #778 Unit: Adventurers
Event (Win): #776
Event (Draw): #776
Event (Loss): #701
776 #776 0 0 0 After defeating the adventurers, your soldiers deliver the valuable spoils to the treasury. 1) Excellent! #0
Change player gold by +(1400-3000)
Change the player's crystals by +(160-400)
Get a random level 5 item, with the rarity of not less than 1
Get a random level 5 item, with the rarity of not less than 1
777 #777 0 0 -3 The adventurers stubbornly refuse to give up their hard-earned loot. 1) Take it by force. #778
2) All right, let them go. #0
Answer ¹1 appears when there are a hero or a guard in the province #771
778 #778 0 0 -3 With the probability of 20% switch to event #779, otherwise switch to event #775 #777
779 #779 0 0 0 Your troops persuade the adventurers to give you the trophies. Deeply offended, the dragon slayers leave the province. 1) A law is a law! They have earned their 200 coins. #0
Change player gold by +(1200-2800)
Change the player's crystals by +(160-400)
Get a random level 5 item, with the rarity of not less than 1
Get a random level 5 item, with the rarity of not less than 1
#778
780 #780 0 0 1 Change player gold by -150
Change the mood in the province by +2
#771, #782
781 #781 0 0 2
Unit: Dragon
Event (Win): #782
Event (Loss): #784
Set the level of the attacking army to 0 #768, #770, #1017, #1732, #1734, #1736 Unit: Dragon
Event (Win): #782
Event (Draw): #782
Event (Loss): #784
782 #782 0 0 0 After dealing with the dragon, your soldiers plunder its lair. The trophies are delivered to the treasury. 1) Excellent! #0
2) Reward the troops. (-100 gold ) #783
3) Arrange a festival for the occasion (-150 gold ) #780
Change the mood in the province by +2
Province income +1
Destroy the location in the province Dragon's Lair
Change player gold by +(1200-2800)
Change the player's crystals by +(160-400)
Get a random level 5 item, with the rarity of not less than 1
Get a random level 5 item, with the rarity of not less than 1
783 #783 0 0 2 Change player gold by -100 #782
784 #784 0 0 0 In retaliation for the attack, the enraged dragon burns the settlement to the ground, with its people and buildings. Almost no one is left alive. 1) Foul beast! #13
2) I meant well... #0
Province income -2
Change the mood in the province by -2
Change the number of population in the province by -(97-100)%
Destroy 3 buildings in the province
785 #785 -1 20 0 A leader calling for an uprising has appeared in the province of %s. He stirs up strife among its discontent people. If you don't stop the rebel, you may soon have an insurrection on your hands. 1) Hire an assassin. (-100 gold ) #786
2) Order the guards to seize the rebel. #790
3) Nothing can be done... #802
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the mood <= Discontent
Answer ¹1 appears when Player's gold >= 100
Answer ¹2 appears when there are a hero or a guard in the province
786 #786 0 0 -3 Change player gold by -100
With the probability of 50% switch to event #787, otherwise switch to event #788
#785
787 #787 0 0 0 The assassin neutralizes the rebel by shooting an arrow through his eye during a rally in the main square. This delays the rebellion, but the people becomes increasingly restless. 1) The assassin is an idiot! #0
2) Whatever. #0
Change the mood by -(10-40)
Change the mood in the province by -1
#786
788 #788 0 0 0 The assassin turns out to be a professional in his field and fakes the rebel's suicide. He even composes a death note, in which the rebel allegedly expresses his repentance and calls his former companions to renounce their rebellion. 1) Reward the competent assassin. (-100 gold ) #789
2) Very well then. #0
Change the mood by -(50-90)
Answer ¹1 appears when Player's gold >= 100
#786
789 #789 0 0 0 Change player gold by -100 #788
790 #790 0 0 0 With the probability of 60% switch to event #791, otherwise switch to event #792 #785
791 #791 0 0 0 It turns out that the rebel is cunning enough to escape your soldiers. Now he is hiding somewhere underground, secretly plotting an insurrection. 1) Seize every suspicious person that is found! #798
2) Well, can't do much about that. #0
Change the mood by +(100-300) #790
792 #792 0 0 0 Your troops have captured the rebel. What should be done with him? 1) Execute him in public. #793
2) Execute him secretly. #794
3) Throw him into the dungeon. #795
4) Try to bribe him. (-150 gold ) #799
Answer ¹4 appears when Player's gold >= 150 #790
793 #793 0 0 -2 The execution took place on the main square of the province. The rebellious murmurs have become noticeably quieter, but the level of unrest has only grown. 1) Very well then. #0
2) Too bad, but he can't be resurrected. #0
Change the mood by -(100-200)
Change the mood in the province by -1
Change corruption by -(3-7)
#792, #801
794 #794 0 0 -3 Their leader gone, the rebels' plans are ruined, but that doesn't solve any of the problems in the province. 1) Well, let's be happy that the leader is gone. #0
2) Nothing can be done... #0
#792, #801
795 #795 0 0 2 Their leader gone, the rebels' plans are ruined, but that doesn't solve any of the problems in the province. 1) Well, let's be happy that the leader is gone. #796
2) Nothing can be done... #796
#792, #801
796 #796 0 0 0 With the probability of 70% switch to event #12, otherwise switch to event #797 #795, #795
797 #797 0 0 0 Soon news reaches you that the captive rebel's companions in arms have arranged his escape from the dungeon. Finding him will be very difficult now. 1) Too bad. #0
2) I should have executed him. #640
3) Seize every suspicious person that is found! #798
Change the mood by +(100-300) #796
798 #798 0 0 -1 Your soldiers seize several suspicious characters and throw them into the dungeon. Fearing more arrests, people cease to speak openly against your rule, but unrest in the province only intensifies. 1) I'll whip some order into them! #0
2) Damned mortals! #13
Change the mood by -(50-100)
Change the mood in the province by -1
#791, #797
799 #799 0 0 -1 With the probability of 30% switch to event #800, otherwise switch to event #801 #792
800 #800 0 0 0 The rebel turns out to be quite compliant. After he accepts the gold, he promises to try to hush up the uprising and pacify the people. 1) Very well then. #0
2) What a loathsome character! #0
Change player gold by -150
Change the mood by -(100-150)
Change the mood in the province by +1
#799
801 #801 0 0 0 The rebel leader refuses to take the gold. He's a real fighter for his ideals, and there's no way to impress him with talk. 1) Execute the rebel in public. #793
2) Execute the rebel secretly. #794
3) Throw the rebel into the dungeon. #795
4) Release the rebel. #803
#799
802 #802 0 0 0 Change the mood by +(100-300) #785
803 #803 0 0 6 Change the mood by +(100-200) #801
804 #804 1 10 0 A rich merchant ship has wrecked on the shores of the province of %s. Some of the goods, as well as several surviving traders and sailors, have been cast ashore by the waves. 1) Help the victims (-70 gold ) #835
2) Finish off the survivors and take everything of value. #807
3) Let them deal with this themselves. #13
4) Don't bother me with such trifles from now on. #806
Condition of the appearing in the province: only in the coastal province
Condition of the appearing in the province: if the province level >= Cursed Land
Answer ¹1 appears when Player's gold >= 70
Condition of the appearing in the province: if the treasury has 3 or more free slots
805 #805 0 0 0 The unlucky seafarers are very thankful for your help, and one of the traders presents you with an item that survived the shipwreck. 1) He could have given me something better! #13
2) Excellent. Take it to the treasury. #0
Get a random level 3 item, with the rarity of not less than 0 #835
806 #806 0 0 -1 Set the flag of the event #804 to "disabled" #804
807 #807 0 0 -9 The surviving traders follow their fellows to the bottom of the sea, and their belongings are gathered and delivered to your treasury. 1) Not a bad catch! #0
2) That's not very much... #0
Change player gold by +(100-300)
Get a random level 2 item, with the rarity of not less than 0
Get a random level 3 item, with the rarity of not less than 0
Get a random level 4 item, with the rarity of not less than 0
#804
808 #808 0 0 0 With the probability of 70% switch to event #164, otherwise switch to event #809 #162
809 #809 0 0 0 The fruits of the golden tree increase income from the province of %s by %d gold per day. 1) Excellent! #12
2) Why so little? #13
Province income +(2-4) #808
810 #810 0 0 0 Your soldiers lost the fight against the troll. The nasty creature desecrated the fallen and devoured their corpses. People in the province of %s were depressed terribly at the sight. After he was done with the dead, the troll resumed his former debauchery. 1) Let the local government take care of this. #655
2) Hire a troll hunter. (-300 gold ) #89
3) Send messengers to negotiate with the troll. #91
Condition of the appearing in the province: if player's karma <= -1
Answer ¹2 appears when Player's gold >= 300
Change the mood in the province by -1
811 #811 0 0 0 Change player gold by +100 #92
812 #812 0 0 0 The stuffed troll mounted on the main square of the province of %s becomes to its inhabitants a pleasant reminder of their miraculous deliverance from the bloodthirsty creature. 1) I knew that would work for these foolish mortals! #13
2) I'm glad that I could please my subjects. #12
Change the mood in the province by +1
Change player gold by -50
#92
813 #813 0 0 -2 The rats keep the whole province in fear and devour people for a long time, until a local medicine man invents a sufficiently strong poison at last. 1) I told you that you could cope with them yourselves! #0
2) Reward the medicine man. (-30 gold ) #814
Answer ¹2 appears when Player's gold >= 30
Change the mood in the province by -1
Change the number of population in the province by -(10-20)%
#115, #117, #118, #1518
814 #814 0 0 2 Change player gold by -30 #813
815 #815 0 0 -2 Change the mood in the province by -1 #209
816 #816 0 0 0 With the probability of 50% switch to event #487, otherwise switch to event #818 #490, #491, #1700, #1703
817 #817 0 0 0 Change the player's crystals by -30
With the probability of 50% switch to event #488, otherwise switch to event #819
#490, #491, #1701
818 #818 0 0 0 The adventurers beat off another invasion of the spiders, but they fail to discover and neutralize the cause. 1) Deal with this yourselves from now on. #492
2) Hire a Witcher! (-400 gold ) #1710
3) Order some poison from the alchemists. (-30 cr. ) #819
4) Take half of their payment away! (+100 gold ) #820
Change player gold by -200
Answer ¹2 appears when Player's gold >= 400
Answer ¹3 appears when Player's crystals >= 30
#816
819 #819 0 0 0 The alchemists make a very potent poison. After one spraying, the spider raids are done with. Your deputy informs you that several people in the province were poisoned as well, unfortunately. 1) Our success was worth their sacrifice. #13
2) Send aid to the families of those who died. (-50 gold ) #821
Answer ¹2 appears when Player's gold >= 50
Change the mood in the province by -1
Change the number of population in the province by -(7-12)%
#818, #1703, #817
820 #820 0 0 -1
Unit: Adventurers
Event (Win): #822
Event (Loss): #125
The team of adventurers says that they did their best and they're not going to give half of their payment back. 1) Then take it all from them...by force! #0
2) I'll get even with them! #13
3) All right then. #12
Answer ¹1 appears when there are a hero or a guard in the province
Set the flag of the event #493 to "happens through (5-8) turns and turns off"
Bind the flag of the event #493 to current province
Change the mood in the province by -1
Change the number of population in the province by -(20-30)%
#818 Unit: Adventurers
Event (Win): #822
Event (Loss): #125
821 #821 0 0 2 Change player gold by -50
Change the mood in the province by +1
#819
822 #822 0 0 -3 Your soldiers manage to neutralize the adventurers. %d gold is taken from the defeated. 1) Excellent. Deliver it to the treasury. #0
2) So little! #13
Change player gold by +(300-350)
823 #823 -1 10 0 There has been a strong earthquake in the province of %s. Some people are killed, and some buildings are completely destroyed. 1) Provide aid to the victims. (-150 gold ) #217
2) Bury the dead with honor. (-60 gold ) #218
3) Send people from neighboring provinces to help. #12
4) What bad luck! #13
Change the number of population in the province by -(30-40)%
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's gold >= 60
Condition of the appearing in the province: if the province level >= Cursed Land
Destroy 2 buildings in the province
Condition of the appearing in the province: just not in the main province
824 #824 0 0 0 The province of %s has been conquered. It is now ruled by a local prince. 1) Bastard! #0
2) He won't rule long... #0
3) Whatever. #0
825 #825 0 0 -1 Change the number of population in the province by -50% #441
826 #826 0 0 0 With the probability of 70% switch to event #452, otherwise switch to event #827
Change player gold by -200
#1724
827 #827 0 0 0 Much time passes, but the adventurers never return from the wretched swamps. 1) They took off with my gold, the bastards! #13
2) Looks like they made a tasty snack for the hydra. #13
3) What a pity. #0
#826
828 #828 0 0 0 Change player gold by -100
With the probability of 50% switch to event #453, otherwise switch to event #829
#1725, #1730
829 #829 0 0 0 Soon, about a half of the volunteers come running back into the province in panic, the infuriated hydra on their heels. 1) Idiots! #830
2) What terrible luck! #830
#828
830 #830 0 0 0
Unit: Hydra
Event (Win): #832
Event (Loss): #831
#829, #829 Unit: Hydra
Event (Win): #832
Event (Draw): #832
Event (Loss): #831
831 #831 0 0 0 Having dealt with the surviving volunteers, the hydra begins to devour the people of the province. After some time it crawls back to its swamp, well-fed and satisfied. 1) May the beast perish! #13
2) What a pity. #0
3) Help the families of the victims (-100 gold ) #833
Answer ¹3 appears when Player's gold >= 100
Change the number of population in the province by -20%
Change the mood in the province by -2
832 #832 0 0 0 After the hydra is defeated, your soldiers go back to its lair and bring back everything they can find. 1) Excellent! #0
2) So much trouble for such rubbish! #0
3) Reward the troops for their service. (-50 gold ) #456
Change player gold by +(200-300)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 2
Answer ¹3 appears when Player's gold >= 50
833 #833 0 0 2 Change player gold by -100
Change the mood in the province by +1
#831
834 #834 0 0 3 Change player gold by -100
Change the mood in the province by +1
#455
835 #835 0 0 3 Change player gold by -70
With the probability of 50% switch to event #805, otherwise switch to event #836
#804
836 #836 0 0 0 The unlucky seafarers are very thankful for your help. Soon they leave your lands by joining a trade caravan. 1) They should have given me something, the skinflints. #13
2) May fortune smile on them. #12
3) Good riddance. #0
#835
837 #837 -1 30 0 The news reaches you that the adventurers defending the province of %s have deserted and set off in search of new thrills. 1) Bastards! #13
2) No need to dramatize. #0
3) Thrills?! Ghouls devour them! #13
Condition of the appearing in the province: there is a guard Adventurers in the province
Dismiss guard
838 #838 0 0 0 There is some happy news from the province of %s: the dionites you saved have produced their first fruit, and your workers can start gathering them. 1) Excellent! #0
2) At last! #0
A new site Dionite Thicket appears in the province (opened, without guards)
839 #839 0 0 -1 The dionite wood is very valuable, but, unfortunately, almost all of it is consumed by beetles and mold. What you manage to get is sold for %d gold. 1) At least I got something... #0
2) Hmm, that's not very much... #0
Change player gold by +(100-300)
Change player gold by -50
#554, #557
840 #840 0 0 -2 With the probability of 30% switch to event #841, otherwise switch to event #285 #282
841 #841 0 0 0 Set the flag of the event #282 to "disabled"
Switch to event #285
#840
842 #842 0 0 -7 Change the mood in the province by -2 #91
843 #843 -1 15 0 Your spies report: there is terrible unrest in the province of %s. The orcs are plundering and destroying houses in their own settlement. 1) Flog several orcs to warn the others. #846
2) Execute the instigators, all of them! #845
3) Have some educational conversation with the orcs. #844
4) Let them raise hell, they'll calm down later. #847
Condition of the appearing in the province: only in the province, inhabited by the race Orcs
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if player's gold >= 70
844 #844 0 0 0 The orcs kill and eat your messengers without even taking the trouble to listen to them. The unrest in the province continues for several days more, then the orcs calm down at last. The damage costs you %d gold. 1) Very sad. #12
2) Dirty pigs! #13
Change player gold by -(20-70)
Karma +2
Change the mood in the province by -1
#843
845 #845 0 0 0 The orcs are affected by your punishment, and calm down quickly. The damage to your lands costs you %d gold. 1) Wonderful! #0
2) They'd better! #13
Change player gold by -(10-30)
Karma -3
Change the mood in the province by +1
Change corruption by -(1-4)
#843
846 #846 0 0 0 The orcs are affected by your punishment, and calm down quickly. The damage to your lands costs you %d gold. 1) Wonderful! #0
2) They'd better! #13
Change player gold by -(10-30)
Karma -1
Change the mood in the province by +1
#843
847 #847 0 0 0 The orcs go on plundering for several days more, then calm down at last. The damage costs you %d gold. 1) It's a good thing there were no victims. #12
2) Dirty pigs! #13
Change player gold by -(20-70)
Change the mood in the province by -1
#843
848 #848 -1 5 0 The deputy of the %s province has informed you that an unnaturally dense fog has been hanging over their lands for a whole week and has still not dispersed. People are afraid that if they go outside they'll get lost in the fog. Many of those who venture out fail to return. 1) Hire a team of adventurers. (-200 gold ) #849
2) Buy ropes so the locals don't get lost. (-50 gold ) #852
3) Perform the Dispel ritual. (-20 cr. ) #853
4) This fog will clear eventually. #856
Change the number of population in the province by -10%
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 50
Answer ¹3 appears when Player's crystals >= 20
Condition of the appearing in the province: if the province level >= Dwelling
849 #849 0 0 0 Change player gold by -200
With the probability of 50% switch to event #850, otherwise switch to event #851
#848, #852, #855
850 #850 0 0 0 The team of adventurers handles the task easily. They discover that the fog disperses a little at night and becomes denser again by the morning. After several nighttime sorties, the adventurers find out that the Dark Clan's priests have been casting the Fog Spell on the province every night in order to abduct people under the cover of darkness and sacrifice them to their gods. 1) Stake the foul priests! #857
2) Well, to each his own fun. #640
Change the mood in the province by -2 #849
851 #851 0 0 0 The team of adventurers handles the task easily. They find out there is a deep hole on the edge of the province of %s. The dense fog is pouring out of it. Exploring the underground passage, the adventurers find the lair of a reclusive alchemist who was not even aware of the consequences of his experiments. The alchemist is caught and delivered to your castle. What shall be done with him? 1) Execute the alchemist! #640
2) Scold and release them. #12
3) Let him make me some useful elixir. #871
#849
852 #852 0 0 0 People in the province of %s begin tying ropes around their waists before they walk outside so that they will not lose their way in the dense fog. So many ropes stretched all over the place cause even greater problems - some people ended up maimed, a few even got strangled to their death. 1) I did everything I could. #856
2) Hire a team of adventurers. (-200 gold ) #849
3) Perform the Dispel ritual. (-20 cr. ) #853
Change the number of population in the province by -10%
Change the mood in the province by -1
Change player gold by -50
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's crystals >= 20
#848, #855
853 #853 0 0 0 Change the player's crystals by -20
With the probability of 50% switch to event #854, otherwise switch to event #855
#848, #852
854 #854 0 0 0 Your magicians perform the Dispel ritual, and the fog is dispersed without leaving a trace. 1) Very well then. #12
2) I'm tired of the enemy's intrigues! #13
#853
855 #855 0 0 0 Your magicians perform the Dispel ritual, but the fog is still hanging over the province of %s. 1) I did everything I could. #856
2) Hire a team of adventurers. (-200 gold ) #849
3) Buy ropes so the locals don't get lost. (-50 gold ) #852
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 50
#853
856 #856 0 0 0 Many people have stopped going to work, and income from the province of %s has decreased. 1) I'm sure the fog will disperse soon. #0
2) These mortals cause too many problems! #13
Province income -2
Set the flag of the event #848 to "disabled"
Change the mood in the province by -1
#848, #852, #855
857 #857 0 0 2 Set the flag of the event #858 to "happens through (5-10) turns and turns off"
Bind the flag of the event #858 to current province
Change the mood in the province by +2
#850
858 #858 0 0 0
Unit: Demonologists
Event (Win): #859
Event (Loss): #860
The priests of the Dark Clan have attacked the province of %s. They have not forgiven your interference in their secret ritual that they failed to finish after the sorcerous fog disappeared. 1) Eliminate the priests! #0
2) Pay the priests off by sacrificing several subjects. #861
3) Let them do what they want, I don't care. #860
4) I should have had them quartered to begin with! #862
Set the level of the attacking army to 1
Answer ¹1 appears when there are a hero or a guard in the province
Unit: Demonologists
Event (Win): #859
Event (Draw): #859
Event (Loss): #860
859 #859 0 0 0 Your soldiers have dealt with the dark priests. The warlocks will not disturb the peace of the locals any longer. 1) Great! #0
2) I hate priests! #13
Set the flag of the event #848 to "disabled"
Change the mood in the province by +1
860 #860 0 0 0 The priests have inflicted a terrible massacre in the province of %s. Many of the locals have been killed. 1) I mourn these losses. #12
2) I don't care as long as the treasury is safe. #13
Change the number of population in the province by -10%
Change the mood in the province by -1
#858
861 #861 0 0 -3 The dark priests agree to leave in exchange for twenty people living in the province of %s. 1) Very well then! #0
2) I choose the lesser of two evils. #12
Change the mood in the province by -2 #858
862 #862 0 0 -3
Unit: Demonologists
Event (Win): #859
Event (Loss): #860
Set the level of the attacking army to 1 #858 Unit: Demonologists
Event (Win): #859
Event (Draw): #859
Event (Loss): #860
863 #863 -1 15 0 A delegation of elves from the province of %s has come to your castle. They inform you that soon comes the day of mourning for Larnallyole, the Keeper of the Chalice of Life, the patron god of elves who fell in battle against the forces of Chaos. They demand this day to be honored across the whole of Empire with a period of contemplation and silence. 1) Execute the ambassadors for their insolent words! #864
2) Ignore this typical Elven rubbish! #865
3) See to it that people honor the day of mourning. #866
Condition of the appearing in the province: if the province level >= Cursed Land
Condition of the appearing in the province: only in the province, inhabited by the race Elves
864 #864 0 0 -7
Unit: Elves
Event (Win): #869
Event (Loss): #870
Your hangmen have executed the elf ambassadors. After they learn of the execution, the elves in the province of %s become terribly angry. They cast a curse upon your lands, and much of your crops perish. The damage costs you %d gold. 1) Eliminate the rebel elves! #0
2) I'll get even with the elves for this! #13
Change player gold by -(85-140)
Set the level of the attacking army to 1
Answer ¹1 appears when there are a hero or a guard in the province
Change the mood in the province by -2
Change attitude towards the player in all provinces of the race Elves by -2
#863 Unit: Elves
Event (Win): #869
Event (Draw): #870
Event (Loss): #870
865 #865 0 0 0
Unit: Elves
Event (Win): #869
Event (Loss): #870
The elves from the province of %s are insulted highly by your refusal. They cast a curse upon your lands, and much of your crops perish. The damage costs you %d gold. 1) Eliminate the rebel elves! #0
2) I'll get even with the elves for this! #13
Change player gold by -(45-100)
Answer ¹1 appears when there are a hero or a guard in the province
Set the level of the attacking army to 2
Change the mood in the province by -1
#863 Unit: Elves
Event (Win): #869
Event (Draw): #870
Event (Loss): #870
866 #866 0 0 4 With the probability of 50% switch to event #867, otherwise switch to event #868
Change the mood in the province by +2
#863
867 #867 0 0 0 All the people honor the fallen Keeper of the Chalice of Life with contemplation and silence. Your losses due to their inactivity amount to %d gold. 1) A necessary sacrifice. #12
2) I'll get even with the elves for this! #13
Change player gold by -(150-200)
Change attitude towards the player in all provinces of the race Elves by 1
#866
868 #868 0 0 0 Many of the locals don't want to honor the fallen Keeper of the Chalice of Life, but they still decide not to turn up for work today. The damage costs you %d gold. 1) This is everyone's personal decision. #12
2) Lazy creatures! #13
Change player gold by -(90-150) #866
869 #869 0 0 -5 Your soldiers have defeated the disobedient elves and plundered their houses. Your reward is %d gold. 1) At least we got something worthwhile from the elves. #13
2) I never wanted to hurt anyone. #12
Change player gold by +(20-40)*Province level
Change the mood by +200
Change the mood in the province by -2
870 #870 0 0 -5 Your soldiers have lost a battle against the elves. The elves are offended and outraged at your actions. 1) I don't give a damn. #13
2) I never wanted to hurt anyone. #12
Change the mood in the province by -1
Change the mood by +100
871 #871 0 0 0 With the probability of 50% switch to event #873, otherwise switch to event #872 #851
872 #872 0 0 0 The alchemist gladly sets to work on the potion. After long, hard work, he makes a magical elixir able to heal virtually all illnesses. 1) Give the potion to the province's people. #874
2) Sell the potion to the healers. (+100 gold ) #875
3) Sell the potion to the mages. (+30 cr. ) #876
#871
873 #873 0 0 -1 The alchemist gladly sets to work on the potion. However, something goes wrong during his work, and the experiment ends with a powerful explosion that nearly destroys your castle. The damage caused by the destruction is %d gold. The alchemist himself is killed during the explosion. 1) Serves the idiot right! #13
2) It's unfortunate that it happened that way. #12
Change player gold by -(70-150) #871
874 #874 0 0 3 Change the mood in the province by +2 #872
875 #875 0 0 0 Change player gold by +100 #872
876 #876 0 0 -1 Change the player's crystals by +30 #872
877 #877 -1 3 0 Several trolls in the province of %s attacked a tax collector. The official has paid off the bloodthirsty creatures by giving them your gold. The damage costs you %d gold. 1) Execute the scoundrel! #640
2) It couldn't be helped. #1073
Change player gold by -(100-250)
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: if player's gold >= 300
878 #878 0 20 0 The scouts in the province of %s report that the Ancient Ruins not far from the settlement are infested by some creatures. 1) Got it. #0
2) Don't bother me with such trifles from now on! #879
Condition of the appearing in the province: there is a place in the province for opened location
A new site Ancient Ruins appears in the province (opened, default guards)
879 #879 0 0 0 Set the flag of the event #878 to "disabled" #878
880 #880 1 2 0 At midnight, a dark tower appears in the province of %s. People are afraid to approach the mysterious building, and many of them are saying the forces of Evil are bound in the tower. Whatever the case, the tower is radiating powerful magical energy that can be easily converted to gems. 1) Tear down the dark building. #881
2) Gems are good. Let it stand there. #882
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Dark Tower built in the province
881 #881 0 0 3 Change the mood in the province by +1 #880
882 #882 0 0 -2 Build Dark Tower #880
883 #883 -1 6 0 People in the province of %s have seized an elf living on the outskirts of the province. The elf is accused of hexing, inflicting sickness, and performing black magic. The crowd is going to burn the outlander at the stake. 1) Let him burn. Perhaps that will calm them down. #887
2) Rescue the elf from the enraged crowd. #1585
3) Pay the people for the elf's life. (-250 gold ) #1577
4) Serves the long-eared fellow right! #887
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Answer ¹2 appears when there are a hero or a guard in the province
Answer ¹3 appears when Player's gold >= 250
884 #884 0 0 5 The elf is very grateful to you for saving him. Soon he leaves the province of %s to return to his native forests. The people are upset with your actions. There is some talk among them that you have sold yourself to the elves and are going to exterminate the whole human race. 1) Idiots! #13
2) Arrange a festival to distract the humans. (-150 gold ) #886
3) Let them rage on, they'll calm down later. #0
Change the mood in the province by -3
Change the mood by +(150-300)
Answer ¹2 appears when Player's gold >= 150
#1585
885 #885 0 0 0 The elf is very grateful to you for saving him. Soon he leaves the province of %s to return to his native forests. 1) That's nice. #0
2) What? No gift? They should have burned him! #640
Change the mood in the province by -1 #1577
886 #886 0 0 0 Free booze and food help to gain a little favor with the residents, but many are still displeased with your rule. 1) I did everything I could. #12
2) I'm tired of these mortals! #0
Change the mood in the province by +2
Change player gold by -150
#884
887 #887 0 0 -5 Change the mood in the province by +1
Change attitude towards the player in all provinces of the race Elves by -1
With probability 90% trigger event #1582
#883, #883
888 #888 0 4 0 A wandering magician who has come to the province of %s states that he knows a secret ritual to bring golden rain. He is ready to perform the ritual if you provide him with required ingredients. 1) Perform the ritual (-30 cr. ) #889
2) Reject the magician's services. #0
3) Drive the charlatan away! #893
Condition of the appearing in the province: if the province level >= Dwelling
Answer ¹1 appears when Player's crystals >= 30
889 #889 0 0 -2 The magician performs the ritual, and a golden rain comes to the province of %s! Falling from enormous height, gold coins pierce the roofs of the houses, killing and maiming people and cattle. Few manage to escape the precious metal falling from the sky. 1) Execute the damned magician! Collect the gold! #892
2) Collect the gold and help the survivors (-200 gold ) #891
3) Arrange the collection of the gold. #890
Change the mood in the province by -3
Change the player's crystals by -30
Answer ¹2 appears when Player's gold >= 200
Change the number of population in the province by -(60-80)%
#888
890 #890 0 0 -8 Your workers gather the gold generously scattered on the ground. Some coins have to be extracted from the corpses, and the «blood money» metaphor gains a whole new meaning. You gain a total of %d gold. 1) Excellent! #0
2) Money has no smell. #0
Change player gold by +(500-1000) #889, #891, #892
891 #891 0 0 2 Change player gold by -200
Change the mood in the province by +1
Switch to event #890
#889
892 #892 0 0 -5 Change the mood in the province by +1
Switch to event #890
#889
893 #893 0 0 0 Set the flag of the event #888 to "disabled" #888
894 #894 -1 10 0 Due to a slave rebellion in the iron mines, the price of iron has increased by %d~. 1) Disgusting! #0
2) I see. #0
Change the price of the resource Iron by +(20-35)
Flag of global event, a message which is issued once all the players. (Does not work)
Condition of the appearing in the province: player has no access to the resource Iron
Set the flag of the event #894 to "disabled"
Set the flag of the event #895 to "disabled"
895 #895 1 15 0 The dwarves put a large amount of iron on the market, and the price decreases by %d~. 1) Good news! #0
2) I see. #0
Change the price of the resource Iron by -(30-50)
Flag of global event, a message which is issued once all the players. (Does not work)
Condition of the appearing in the province: player has no access to the resource Iron
Set the flag of the event #894 to "disabled"
Set the flag of the event #895 to "disabled"
896 #896 -1 10 0 Forest fires have killed many redwood trees, and the price for their wood has increased by %d~. 1) Disgusting! #0
2) I see. #0
Change the price of the resource Redwood by +(20-35)
Flag of global event, a message which is issued once all the players. (Does not work)
Condition of the appearing in the province: player has no access to the resource Redwood
Set the flag of the event #896 to "disabled"
Set the flag of the event #897 to "disabled"
897 #897 1 15 0 Baron Dalrock, who has fought with the elves for a long time, finally gains the upper hand and breaks into the sacred groves of the forest people. Many redwood trees that served as houses for the elves are cut down and put up for sale. As a result, the price of redwood decreases by %d~. 1) Good news! #13
2) I see. #0
3) I feel sorry for the elves... #12
Change the price of the resource Redwood by -(30-50)
Flag of global event, a message which is issued once all the players. (Does not work)
Condition of the appearing in the province: player has no access to the resource Redwood
Set the flag of the event #896 to "disabled"
Set the flag of the event #897 to "disabled"
898 #898 -1 10 0 Many horses have been killed by a horrible disease, and, as a result, the price for them has increased by %d~. 1) Disgusting! #0
2) I see. #0
Change the price of the resource Horses by +(20-35)
Condition of the appearing in the province: player has no access to the resource Horses
Flag of global event, a message which is issued once all the players. (Does not work)
Set the flag of the event #898 to "disabled"
899 #899 -1 10 0 The famous alchemist Pfearosgus is rumored to have discovered the secret of making a potion of eternal youth. Whether that is true or not, he has began to buy mandrake in bulk, and, as a result, the price for it has increased by %d~. 1) Disgusting! #13
2) I see. #0
Change the price of the resource Mandrake by +(20-35)
Flag of global event, a message which is issued once all the players. (Does not work)
Condition of the appearing in the province: player has no access to the resource Mandrake
Set the flag of the event #899 to "disabled"
900 #900 1 10 0 Craftsmen in the province of %s have invented a simple means of producing arcanite amulets enhancing male virility. This commodity is sought after highly, and the province's income is increased by %d. 1) Excellent! #0
2) Reward the craftsmen. (-100 gold ) #901
Province income +(5-11)
Condition of the appearing in the province: player has access to the resource Arcanite
Answer ¹2 appears when Player's gold >= 100
Set the flag of the event #900 to "disabled"
901 #901 0 0 1 Change player gold by -100 #900, #902
902 #902 1 10 0 An alchemist in the province of %s has invented a recipe for a powerful magical elixir made of black lotus petals. Magicians spare no gems to buy the valuable potion, and gem income from the province is increased by %d. 1) Excellent! #0
2) Reward the alchemist. (-100 gold ) #901
Change the crystal income of the province by +(4-7)
Condition of the appearing in the province: player has access to the resource Black Lotus
Answer ¹2 appears when Player's gold >= 100
Set the flag of the event #902 to "disabled"
903 #903 1 10 0 The priests in the province of %s, having performed daily rituals involving dionium burning, inform you happily that the gods have answered their prayers, offering one sacred gift to choose. You must decide which of the gifts to accept. 1) Increase gem income. #904
2) Increase gold income. #905
3) Receive a magic item. #906
4) Make the people happy. #907
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: player has access to the resource Dionium
Set the flag of the event #903 to "disabled"
904 #904 0 0 0 Gem income from the province of %s has increased by %d. 1) Excellent. #0
Change the crystal income of the province by +(3-6) #903
905 #905 0 0 0 Gold income from the province of %s has increased by %d. 1) Excellent. #0
Province income +(10-18) #903
906 #906 0 0 0 A magic artifact magically appears in your treasury. 1) Excellent. #0
Get a random level 5 item, with the rarity of not less than 2 #903
907 #907 0 0 4 The hearts of the people of the province of %s are filled with happiness and love. 1) Excellent. #0
Change the mood in the province by +5
Change the mood by -500
#903, #925
908 #908 1 3 0 Your spies report that some commoner in the province of %s has found some magic jewelry and is now keeping it in his home. According to the law, everything found on your land is your property. 1) Take the trinket from the peasant. #909
2) Pay for the jewelry (-50 gold ) #910
3) Let him keep his trinket. #12
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: if the province level >= New Land
Set the flag of the event #908 to "disabled"
Answer ¹2 appears when Player's gold >= 50
909 #909 0 0 -2 Switch to event #911 #908
910 #910 0 0 0 Change player gold by -50
Switch to event #911
#908
911 #911 0 0 0 With the probability of 80% switch to event #1336, otherwise switch to event #1337 #909, #910
912 #912 0 0 0 As you have ordered, the find is delivered to the treasury. 1) What a piece of rubbish! #0
2) Not bad. #0
Get 1 items Merchant's Ring with durability 100% #1336
913 #913 0 0 0 As you have ordered, the find is delivered to the treasury. 1) What a piece of rubbish! #0
2) Not bad. #0
Get 1 items Ruby Ring with durability 100% #1337
914 #914 0 0 0 Late at night, the enchanted coffer is left in a secluded place in the province of %s. By morning, it is filled with coins. Gold received: %d. By daytime, displeased people line up to see your deputy, because their money enigmatically disappeared overnight. 1) Let him tell them some lies. #13
2) I'm sorry, but I need this gold more than they do. #0
Change player gold by +(15-25)*Province level
Change the mood in the province by -1
915 #915 0 0 0 Cultists in the province of %s have performed a ritual in praise of the dark gods. Part of the population was killed on the sacrificial altars, but your stock of gems has increased by %d. 1) Continue. #0
Change the player's crystals by +(4-9)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(5-10)%
916 #916 0 0 0 The health of all groups of heroes and the guard in the province changed by +30% (considering resistance). Applies only to the living creatures.
Change the morale of troops and heroes in the province by +5
917 #917 0 0 0 With probability 60% trigger event #918
With probability 60% trigger event #919
Switch to event #920
918 #918 0 0 0 After the magic ritual is performed, a new item appears in your treasury. 1) Excellent! #0
2) What a piece of rubbish! #0
Get a random level 2 item, with the rarity of not less than 1 #917
919 #919 0 0 0 After the magic ritual is performed, a new item appears in your treasury. 1) Excellent! #0
2) What a piece of rubbish! #0
Get a random level 3 item, with the rarity of not less than 1 #917
920 #920 0 0 0 After the magic ritual is performed, a new item appears in your treasury. 1) Excellent! #0
2) What a piece of rubbish! #0
Get a random level 4 item, with the rarity of not less than 1 #917
921 #921 0 0 0 Change the morale of troops and heroes in the province by -7
922 #922 0 0 0 Suddenly the province of %s is thrown into a panic. People are going mad with fear, throwing the province into unrest. The unnatural fear has affected the military too - morale of the soldiers is significantly decreased. 1) This is the enemy's schemes! #0
2) Bloody cowards! #0
923 #923 0 0 0 Set the guards Heavenly Guards in the province
924 #924 0 0 0 Initiate a rebellion in the province
925 #925 0 0 0 The prayers of your priests are heard, and the gods are ready to pour their grace upon the province of %s. What gift do you wish to obtain? 1) Gems. #927
2) Gold. #926
3) A magic item. #928
4) Make the people happy. #907
926 #926 0 0 0 The gods have answered your request, and your stock of gold is increased by %d. 1) Not bad. #0
2) A paltry sum. #13
Change player gold by +(500-900) #925
927 #927 0 0 0 The gods have answered your request, and your stock of gems is increased by %d. 1) Not bad. #0
2) A paltry sum. #13
Change the player's crystals by +(150-250) #925
928 #928 0 0 0 With the probability of 70% switch to event #929, otherwise switch to event #930 #925
929 #929 0 0 0 The gods have answered your request, and an artifact appears in your treasury. 1) Not bad. #0
2) What rubbish! #13
Get a random level 4 item, with the rarity of not less than 2 #928
930 #930 0 0 0 The gods have answered your request, and an artifact appears in your treasury. 1) Not bad. #0
2) What rubbish! #13
Get a random level 5 item, with the rarity of not less than 2 #928
931 #931 0 0 0 Build Tower of Lightning
932 #932 1 10 0 A bright rainbow has appeared in the sky over the province of %s. The priests say it's a good omen, promising some luck. The magicians claim a rainbow often appears over lands rich in magic energy, so it makes sense to perform the ritual to search for a source of magic before the rainbow vanishes. 1) Arrange a Festival of Good Luck. (-40 gold ) #933
2) Send a team to search for the treasure. (-80 gold ) #934
3) Perform a Magic Search ritual. (-30 cr. ) #938
4) I'm not in the mood for rainbows. #0
Answer ¹1 appears when Player's gold >= 40
Answer ¹2 appears when Player's gold >= 80
Answer ¹3 appears when Player's crystals >= 30
Condition of the appearing in the province: if the province level >= Dead Land
Condition of the appearing in the province: if the treasury has 2 or more free slots
933 #933 0 0 1 People in the province of %s start to celebrate the new festival with delight. Although not all of them believe that the rainbow will bring good luck, an additional reason to idle about makes everyone happy for a while. 1) That's nice. #0
2) Damned loafers! #640
Change the mood in the province by +2
Change player gold by -40
#932
934 #934 0 0 0 Change player gold by -80
With probability 50% trigger event #935
With probability 70% trigger event #936
Switch to event #937
#932
935 #935 0 0 0 Your search team scours all the lands around the province of %s, but they fail to find anything. 1) Damn! #0
2) So much for believing in omens... #0
#934
936 #936 0 0 0 Your search team heads to the place where they think the rainbow touches the earth. A pot filled with gold is found in a small, secluded cave. Some of those who return say they saw a little man in strange green clothes not far from the cave. Whether that's true or not, your stock of gold is increased by %d. 1) Very well then. #0
Change player gold by +(130-330) #934
937 #937 0 0 0 Your search team heads to the place where they think the rainbow touches the earth. A large treasure is found in a small, secluded cave! All of the loot is delivered to the treasury. 1) Excellent! #0
Change player gold by +(250-550)
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 1
#934
938 #938 0 0 0 Change the player's crystals by -30
With probability 50% trigger event #939
With probability 70% trigger event #940
Switch to event #941
#932
939 #939 0 0 0 Your conjurers perform the ritual, but no secret sources of magic are revealed. 1) Damn! #0
2) So much for believing in omens... #0
#938
940 #940 0 0 0 Your conjurers perform the ritual, and a secluded cave filled with magic gems is found. All the crystals found therein are gathered and delivered to the treasury, your stock of gems is increased by %d. 1) Very well then. #0
Change the player's crystals by +(50-90) #938
941 #941 0 0 0 Your conjurers perform the ritual, and a Source of magic is found. In this strange place, magic energy comes right from beneath the ground and can be easily transmuted to magic gems. The gem income from the province of %s is increased by %d. 1) Excellent! #0
Change the crystal income of the province by +(3-5) #938
942 #942 0 0 0 A strange manuscript is found among the ruins. It tells of some secret knowledge called the Keys of Truth. If the manuscript can be trusted, the Keys of Truth were hidden in Eador by the ancient gods, and the one to find them will acquire unparalleled power. 1) What a funny manuscript! #0
2) What rubbish is this?! #0
3) I need to ask Zarr about these keys. #0
Set the campaign flag 65 to 1
943 #943 0 0 0 A wounded old man arrives at your castle. His wounds are so terrible it is hard to fathom how he can still be alive. Probably some powerful spell. The old man says he is the last of an ancient cult, the Keepers of Truth. Not long ago, their temple in the Valley of the Ancients was invaded by an army of Chaos. If the demons are not stopped, sooner or later they will find the secret cache and destroy the Key of Truth, and the Ancient Knowledge will be lost forever. Having said this, the old man dies. 1) Bury the old man. #0
2) Let the magicians resurrect the old man. (-25 cr. ) #944
3) Throw his remains out of my citadel! #13
Answer ¹2 appears when Player's crystals >= 25
Set the campaign flag 258 to 1
944 #944 0 0 0 The magicians do their best, but they fail to revive the old man's disfigured body. The life-extending spell the old man had been under was so powerful that after its effect was over, the spirit of this mortal hastened straight to the Land of the Dead, bypassing all the intermediate dimensions. Now, no common enchantment could bring him back. 1) Bury the old man. #0
2) Throw his remains out of my citadel! #13
Change the player's crystals by -25 #943
945 #945 0 0 0 After the army of Chaos is defeated, you have no problem finding the hidden cache the old man spoke about. It's strange the demons never found it - the cache must be enchanted against the forces of Chaos. An ancient parchment turns out to be inside the hiding place. Unfortunately, it crumbles to dust as soon as your soldiers touch it. 1) So much for preserving the ancient knowledge. #0
2) Damn! #0
3) At least the demons got none of that knowledge. #12
946 #946 0 1.000 0 A tired wayfarer has come to your castle. His appearance seems vaguely familiar to you. However surprising it may be, he addresses you directly: «Greetings, Master! Let this mortal coil surprise you not, for I am an immortal like you. I just have to hide on the physical plane from the demons pursuing me. Somehow the creatures of Chaos were able to recognize me even in this disguise, and now I'm being chased by a whole pack of the Underworld spawn.» 1) ...Continue... #947
Condition of the appearing in the province: (campaign only) if the value of the campaign flag __param__ is true and the current progress is greater than or equal to Param2 (if possibility = 0 mandatory event in the main province)
Condition of the appearing in the province: only in the main province
Condition of the appearing in the province: there is a hero in the province
Set the campaign flag 66 to 0
Set the campaign flag 67 to 1
Set the campaign flag 257 to 1
947 #947 0 0 0 Please don't deny me protection, you're my last hope for salvation. If you drive me away, I will burn in Chaos, for I am too weak to fight the demons. 1) All right. You are under my protection. #950
2) What can you offer me in exchange for protection? #948
3) I'm sorry, but I don't need any more problems. #949
4) You're being chased by demons?! Get away from here! #949
#946
948 #948 0 0 -1 Oh, I'm ready to do anything you want! I will help you fight your wars or become your servant. I can obtain gold, gems, or rare artifacts. As a mortal, I've studied this Shard quite well... I sense that my pursuers are close. So, will you help me? 1) All right. You are under my protection. #950
2) I don't see any point in helping, so goodbye. #949
#947
949 #949 0 0 -5 As soon as the strange guest leaves the walls of your castle, he is assaulted by a pack of hellhounds under the command of several demons. In the twinkling of an eye, the creatures drag the unfortunate man into a flaming portal. 1) That's one less rival in my way. #13
2) I feel sorry for him, but what else could I have done? #12
3) Wow, I thought he was joking. #0
4) He reminded me of someone...hmm... #0
#947, #947, #948
950 #950 0 0 8 As soon as the fortress gates are closed behind the strange guest, your castle is attacked by a pack of hellhounds under the command of several demons. 1) Destroy the beasts! #951
#947, #948
951 #951 0 0 0
Unit: Chaos Hounds
Event (Win): #953
Event (Loss): #952
#950 Unit: Chaos Hounds
Event (Win): #953
Event (Draw): #953
Event (Loss): #952
952 #952 0 0 0 You fail to defeat the creatures of Chaos, and they drag the unfortunate wanderer away into a flaming portal. 1) Serves him right. I lost many soldiers because of him! #13
2) I feel sorry for him, but what else could I have done? #12
3) He reminded me of someone...hmm... #0
953 #953 0 0 0 When the creatures of Chaos are no more, you fail to find the odd stranger anywhere. Apparently, he fled the castle during the battle somehow. 1) Bloody fraud! #0
2) That's reasonable of him, I would have done the same. #640
3) Let's just be glad we could save the poor fellow. #12
954 #954 0 0 0 Excellent, boss! I knew you would succeed! 1) Zarr? Where are you? #955
955 #955 0 0 0 Inside your head! Boo-hoo! 1) What head? What the hell are you talking about? #956
2) Be serious. #956
#954
956 #956 0 0 0 I'm already in the Gear-wheel, boss. It's a swell place, I tell you, even better than I imagined. So I guess I won't have to bring all my charm into play to convince the tycoons to pay you for your trouble. What would you want for reward, boss? 200 energy or a schematic of some building for your castle? 1) I prefer energy. #957
2) I guess I'll take the schematic. #958
#955, #955
957 #957 0 0 0 Sounds good! Your supply has already been recharged. See you in the Astral, boss! 1) Continue. #0
Give the player +200 energy (campaign) #956
958 #958 0 0 0 Sounds good! You can use it at once. It's an excellent schematic, a wonder of architectural thinking, so to speak. See you in the Astral, boss! 1) Continue. #0
Open access to the building in the company #956
959 #959 0 0 0 After a thorough search, it is certain that there is no faded incense in this temple. 1) No problem. I'll find it sooner or later. #0
2) What terrible luck! #0
960 #960 0 0 0 A small coffer full of a pungent-smelling, colorless powder is found in one of the temple's basements. By all appearances, it is faded incense. You try to remember the appearance and the contents of the coffer as accurately as possible. 1) Let's hope this is what we needed. #0
Set the campaign flag 664 to 0
Set the campaign flag 665 to 1
961 #961 0 0 0 After the contents of the chest have been packed up in knapsacks, your attention is attracted to a large monolith remaining where one of the labyrinth walls used to be. This rock has not been reduced to dust as all of the others have. You notice a small symbol in the shape of an eye near the bottom of the rock. It looks like Myrthum's sign, meaning the monolith is none other than the Stone of Silence. You try to remember the appearance of the rock and the surroundings as accurately as possible. 1) Excellent! Erdu owes me one. #0
2) I hope the game was worth it. #0
Set the campaign flag 666 to 0
Set the campaign flag 667 to 1
962 #962 0 0 0 A thorough search for the Tree of Wisdom results in nothing - you fail to find any tree ancient enough to belong to the era before the Cataclysm. 1) Never mind. We'll find it next time. #0
2) What if there are no such trees left anywhere? #0
963 #963 0 0 0 An enormously huge oak is growing in the middle of the thicket. It's difficult to say how many centuries old this tree is, but it is definitely very ancient. This looks like the Tree of Wisdom Erdu mentioned. You try to remember the appearance of the tree and the surroundings as accurately as possible. 1) Excellent! #0
2) At last! #0
Set the campaign flag 668 to 0
Set the campaign flag 669 to 1
964 #964 0 0 0 The goblins give you the manuscript in exchange for gold and leave your lands very satisfied. Unfortunately, the treasurer's suspicions are justified - after the obtained manuscript is studied, it turns out that its magical properties were lost when it was used previously. 1) What a pity. #12
2) I hate goblins! #0
3) Curse those foul frauds! (-15 cr. ) #373
Change player gold by -100
Answer ¹3 appears when Player's crystals >= 15
#369
965 #965 -1 5 0 It is rumored a crypt at the old graveyard in the province of %s is infested by some evil creatures. People are afraid of visiting the tombs of their ancestors, so they are asking you to take action. 1) Perform the Exorcism ritual. (-30 cr. ) #969
2) Hire a team of adventurers. (-200 gold ) #966
3) Brick up the crypt. (-50 gold ) #972
4) I'll take care of this crypt later. #981
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹1 appears when Player's crystals >= 30
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 50
966 #966 0 0 1 With the probability of 60% switch to event #967, otherwise switch to event #968 #965
967 #967 0 0 0 The team of adventurers is soon back from the crypt. They confirm that there are no evil creatures there. The people calm down somewhat after hearing this news. 1) What kind of moron has been spreading these rumors? #13
2) Very well then. #0
Change player gold by -200
Change the mood in the province by +1
#966
968 #968 0 0 0 The team of adventurers sent to fulfill the quest never returns. No one knows what happened to them. The locals are even more scared than before. 1) Perform the Exorcism ritual. (-30 cr. ) #969
2) Brick up the crypt. (-50 gold ) #972
3) I did everything I could. #981
Change player gold by -200
Answer ¹1 appears when Player's crystals >= 30
Answer ¹2 appears when Player's gold >= 50
Change the mood in the province by -1
#966
969 #969 0 0 2 Change the player's crystals by -30
With the probability of 50% switch to event #970, otherwise switch to event #971
#965, #968, #974
970 #970 0 0 0 Your priests have performed a sacred ritual. It is unknown whether it worked or not, but the people have calmed down. 1) Dumb mortals! #13
2) Very well then. #0
Change the mood in the province by +1 #969
971 #971 0 0 0 The priests sent to perform the ritual never return. The next morning, their disfigured corpses are discovered at the graveyard. People in the province are horror-stricken. 1) Build a new graveyard. (-150 gold ) #982
2) Hire a team of adventurers. (-200 gold ) #975
3) I did everything I could. #981
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's gold >= 200
Change the mood in the province by -2
#969
972 #972 0 0 0 With the probability of 30% switch to event #973, otherwise switch to event #974 #965, #968
973 #973 0 0 0 Your workers have bricked up the entrance to the old underground tombs, and the locals calm down. 1) Very well then. #0
2) I wonder what was in that crypt... #0
Change player gold by -50
Change the mood in the province by +1
#972
974 #974 0 0 0 The team of workers sent to the graveyard never returns. The next morning, their disfigured corpses are discovered among the tombs. People in the province are horror-stricken. 1) Perform the Exorcism ritual. (-30 cr. ) #969
2) Hire a team of adventurers. (-200 gold ) #975
3) I did everything I could. #981
Change player gold by -50
Answer ¹1 appears when Player's crystals >= 30
Answer ¹2 appears when Player's gold >= 200
Change the mood in the province by -2
#972
975 #975 0 0 1 Only two members of the adventuring team return, both gravely wounded. They tell about the terrible Evil inhabiting the underground catacombs. The adventurers failed to defeat the enemy. It's amazing someone survived at all. 1) Heal the unfortunate. (-15 cr. ) #976
2) Reward the adventurers. (-50 gold ) #977
3) Heal and reward them. (-15 cr. , -50 gold ) #978
4) Drive these parasites away! #979
Answer ¹1 appears when Player's crystals >= 15
Answer ¹2 appears when Player's gold >= 50
Answer ¹3 appears when Player's gold >= 50
Answer ¹3 appears when Player's crystals >= 15
Change player gold by -200
Change the mood in the province by +1
#971, #974
976 #976 0 0 2 Change the player's crystals by -15
Switch to event #980
#975
977 #977 0 0 1 Change player gold by -50
Switch to event #980
#975
978 #978 0 0 3 Change the player's crystals by -15
Change player gold by -50
Switch to event #980
#975
979 #979 0 0 -2 Switch to event #980 #975
980 #980 0 0 0 What will you do with the desecrated crypt? 1) Nothing. I'll deal with it later. #981
2) Build a new graveyard. (-150 gold ) #982
Answer ¹2 appears when Player's gold >= 150 #976, #977, #978, #979
981 #981 0 0 -2 Change the mood in the province by -3
A new site Ancient Crypt appears in the province (opened, default guards)
#965, #968, #971, #974, #980
982 #982 0 0 2 Many people are upset they can't visit the tombs of their ancestors, but they will have to accept this eventually. After all, most of them value their lives more than the memory of the deceased. 1) All right then. #0
2) I spent so much gold, and they're still picky! #13
Change player gold by -150
A new site Ancient Crypt appears in the province (opened, default guards)
#971, #980
983 #983 1 5 0 Your spies report that some commoner in the province of %s has dug up a chest full of gold in his garden. 1) Take the treasure from the peon! #984
2) Make him give up half of the gold. #985
3) Distribute the gold among the province's population. #986
4) Congratulate him on my behalf. #987
Condition of the appearing in the province: if the province level >= Dwelling
984 #984 0 0 -4 The chest of gold is delivered to the treasury, as you have ordered. Your gold reserve is increased by %d coins. The people of the province are displeased with your actions. 1) I don't give a damn about their displeasure. #13
2) This is for their own good. Wealth corrupts. #13
3) The country needs money... #0
Change player gold by +(300-450)
Change the mood in the province by -1
#983
985 #985 0 0 -1 Half of the discovered wealth is delivered to the treasury. Your gold reserve is increased by %d coins. 1) A paltry sum. We should have taken everything. #13
2) Not bad. #0
Change player gold by +(150-225) #983
986 #986 0 0 0 People in the province of %s praise your generosity and justice. Only the one who found the treasure is upset. 1) Mortals are so easy to manipulate... #13
2) What matters is that the majority is content. #0
Change the mood in the province by +2 #983
987 #987 0 0 3 #983
988 #988 0 0 0 Rumor has it that the Khorian Bogs mentioned in the Key of Truth are on this Shard. 1) I'll need to search for them. #0
2) Perhaps I'll find them. If I have time. #0
3) These Keys are worthless. I won't seek them anymore. #0
989 #989 0 0 0 After the hydra is defeated, an ancient rust-eaten chest is discovered in its stinking lair, among bones and other rubbish. There is a scroll inside the chest, yet it crumbles to dust upon touching it. There's nothing left but to hope this manuscript will appear in the Astral, just like the first one that you have found. 1) I wonder what story this Key holds? #0
2) They could have put a few coins in there too... #0
990 #990 0 0 0 Several fairies have flown to your castle with gifts from Queen Vianta. The wee folk present several precious stones as a gift, with a total value of %d gold. 1) Not bad. #0
2) Gifts, indeed. #13
Change player gold by +(200-400)
991 #991 0 0 0 Several fairies have arrived at your castle, saying that they were sent by Queen Vianta. The wee folk pledge themselves to serve you honestly and faithfully. 1) Excellent. #0
2) At least she didn't send me some flies to help, too... #13
Add 3 units Fairy with exp. from 0 to 60 to the garrison
992 #992 0 0 0 Several dryads have arrived at your castle from neighboring forests, saying that they were sent by Queen Vianta. The dryads pledge themselves to serve you honestly and faithfully. 1) Excellent. #0
2) This Vianta is useless. #13
Add 2 units Dryad with exp. from 0 to 60 to the garrison
993 #993 0 0 0 Several necromancers claiming to be the messengers of Beleth have given you a coffer of magic gems. Your stock of gems is increased by %d. 1) Not bad. #0
2) Well, well, even Beleth has his uses. #0
Change the player's crystals by +(30-50)
994 #994 0 0 0 A School of Necromancy appears in your castle overnight. This is the work of Beleth's servants, no doubt. 1) Not bad. #0
2) What makes them think they have the right?! #12
995 #995 0 0 0 Several sorcerers have come to your castle. They say Beleth sent them to help you. The sorcerers are waiting for further instructions at the garrison. 1) Sorcerers. That's good. #0
2) Beleth has a good way to get rid of moochers. #0
Add 2 units Sorcerer with exp. from 0 to 70 to the garrison
996 #996 0 0 0 Rumor has it that a rich Elven kingdom existed on this Shard at some point in the past. All that's left of it is a ruined tower in the Forest of Forgotten Dreams. The tower is guarded by a strong host of elves. In days of yore, this building was called the Tower of Hope. 1) It appears one of the Keys is there. #0
2) What does that have to do with me? #0
997 #997 0 0 0 A chest containing an ancient manuscript is found in the deep dungeons of the tower. The manuscript crumbles to dust when touched. It looks like yet another Key of Truth awaits you on the Astral Plane. 1) Excellent. #0
2) It couldn't be any other way. #0
998 #998 0 0 0 Your scouts report this Shard is inhabited by the first dragon who appeared in Eador, ages ago. As far as we know, his lair is in the province of Draconia. 1) Excellent. Let's clean out his treasury. #0
2) What does that have to do with me? #0
999 #999 0 0 0 An ancient manuscript that crumbles to dust at a single touch is found among the dragon's treasures. 1) This is the last Key of Truth. #0
1000 #1000 0 0 0 A part from some unknown device is found among the ancient ruins. It looks like it's one of the parts from a machine of the Ancients. If that's really the case, it shouldn't be difficult to move this part to the Astral Plane. 1) Send the find to the Astral. #1004
1001 #1001 0 0 0 A part from some unknown device is found in the dungeons of the ruined tower. It looks like it's one of the parts from a machine of the Ancients. If that's really the case, it shouldn't be difficult to move this part to the Astral Plane. 1) Send the find to the Astral. #1004
1002 #1002 0 0 0 A part from some unknown device is found deep in the stinking cave. It looks like it's one of the parts from a machine of the Ancients. If that's really the case, it shouldn't be difficult to move this part to the Astral Plane. 1) Send the find to the Astral. #1004
1003 #1003 0 0 0 A part from some unknown device is found deep in the dark thicket. It looks like it's one of the parts from a machine of the Ancients. If that's really the case, it shouldn't be difficult to move this part to the Astral Plane. 1) Send the find to the Astral. #1004
1004 #1004 0 0 0 The part disappears into thin air with a quiet snap. It looks like you were right. 1) Excellent. #0
#1000, #1001, #1002, #1003
1005 #1005 0 0 0 The part disappears into thin air with a quiet snap. It looks like you were right. 1) Excellent. #0
1006 #1006 -1 5 0 Ambassadors from the province of %s have arrived to see you. They have brought a petition from all of the people of the province requesting that they be allowed to secede from your Empire. The ambassadors assure you that the people are not in an aggressive mood but are so freedom-loving by nature that they can't live under someone else's command. The people in the province trust your wisdom and magnanimity, but if you refuse, they are going to fight for their freedom to the last drop of blood. 1) Impale the ambassadors! #1007
2) Give up the province. #1009
3) Continue negotiations. #1010
4) Bribe the ambassadors. (-150 gold ) #1013
Condition of the appearing in the province: if player's gold >= 300
Condition of the appearing in the province: if the mood <= Very discontent
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: player's crystals >= 50
Answer ¹4 appears when Player's gold >= 150
Condition of the appearing in the province: there are no heroes in the province
1007 #1007 0 0 -5 The people of the province of %s are enraged by what you have done! A group of insurgents attempts to seize power in the province. 1) What are they unhappy about? #1008
2) It looks like I should have released them. #1008
Change the mood in the province by -2 #1006
1008 #1008 0 0 0 Initiate a rebellion in the province #1007, #1007, #1010, #1012, #1012, #1033, #1033
1009 #1009 0 0 5 The ambassadors overflow with gratitude, praising your magnanimity and wisdom. They extol you so long and so loudly that you begin to grow tired of it. 1) Tell them to leave before I change my mind! #0
2) At least someone recognizes my true worth. #0
Make province neutral #1006
1010 #1010 0 0 0 You promise the ambassadors from the province of %s that you will make all possible concessions. They take long counsel together and then say that they need 300 gold coins and 50 gems to live a normal life in the province. If you give this amount for the province's development, they promise to forget their thoughts of independence. 1) Of course, take it! (-300 gold and -50 cr. ) #1011
2) Execute the greedy ambassadors! #1008
Answer ¹1 appears when Player's gold >= 300
Answer ¹1 appears when Player's crystals >= 50
#1006
1011 #1011 0 0 3 The ambassadors take the gold and the gems with gratitude and assure you of their loyalty to the Empire. 1) We'll see. #13
2) That's nice. #12
Change player gold by -300
Change the player's crystals by -50
Change the mood in the province by +3
#1010
1012 #1012 0 0 -2 The ambassadors from the province of %s take the money and leave, promising to settle this conflict. The next day, your spies report that the ambassadors have been hanged for Imperial propaganda and that a rebellion has broken out in the province. 1) These mortals cause nothing but problems. #1008
2) I gave that money for nothing! #1008
Change player gold by -150 #1013
1013 #1013 0 0 0 With the probability of 50% switch to event #1012, otherwise switch to event #1014 #1006
1014 #1014 0 0 0 The ambassadors from the province of %s take the money and leave, promising to settle this conflict. The next day, your spies report that people in the province have calmed down and no rebellion threatens you any time soon. 1) That's great! #12
2) These mortals cause so many problems! #13
Change player gold by -150
Change the mood in the province by +2
#1013
1015 #1015 0 0 5 With the probability of 70% switch to event #35, otherwise switch to event #1016 #31
1016 #1016 0 0 0 Your priests perform the Exorcism ritual, and the devil turns into a stinking, smoking puddle. An artifact is left among the remains of the dark creature. 1) Excellent! #0
2) Reward the priests. (-100 gold ) #1475
3) Stinking puddles in my castle? Disgusting! #13
Answer ¹2 appears when Player's gold >= 100
Get a random level 4 item, with the rarity of not less than 2
#1015
1017 #1017 0 8 0 A dragon has settled down in the province of %s, its lair was spotted not far from the settlement. People are complaining that the bloodthirsty creature steals cattle from pastures. Sometimes it even carries off a villager caught off guard. 1) A dragon means trouble. We'd better not make it angry. #1756
2) Hire a team of adventurers. (-200 gold ) #769
3) Find an experienced Witcher. #1732
4) Order your soldiers to slay the dragon. #781
Condition of the appearing in the province: there is no location Dragon's Lair in the province
Condition of the appearing in the province: there is a place in the province for opened location
Province income -1
Change the mood in the province by -1
Answer ¹2 appears when Player's gold >= 200
Answer ¹4 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if the province level >= New Land
1018 #1018 0 0 -1 The people are very upset about your order, but they dare not disobey. After all the sick are rubbed with «bull's track,» nearly all the people in the province end up infected. The witch escapes, taking advantage of the horrible illness having incapacitated her guards. 1) Damn! #0
2) I meant well... #12
3) Send the best mercenaries (-200 gold ) #1789
Change the number of population in the province by -(60-70)%
Change the mood in the province by -3
Answer ¹3 appears when Player's gold >= 200
#1019
1019 #1019 0 0 0 With the probability of 70% switch to event #226, otherwise switch to event #1018 #225
1020 #1020 0 0 0 The traders refuse to obey your order and miss such a great opportunity to enrich themselves. 1) They will regret it! #1024
2) Order the guards to seize the hucksters. #1022
3) Send a cart of food. (-100 gold ) #2
Answer ¹3 appears when Player's gold >= 100
Answer ¹2 appears when there are a hero or a guard in the province
#1021
1021 #1021 0 0 0 With the probability of 70% switch to event #3, otherwise switch to event #1020 #1
1022 #1022 0 0 0 Your soldiers have captured the way too greedy traders and taken all of their stocks of food from them. What are your orders, Master? 1) Sell the food at triple the price. #4
2) Distribute the food among the people of the province. #1023
#1020
1023 #1023 0 0 3 #165, #1022
1024 #1024 0 0 0 Change the mood in the province by -1
Change the number of population in the province by -(15-25)%
#1020
1025 #1025 0 0 0 Insulted by your refusal, the worshippers of the ancient deity start to instigate the locals to a rebellion. 1) Execute the bastards! #84
2) These mortals cause nothing but problems. #1027
3) Alright, let's build their altar (-200 gold -10 cr. ) #87
Change the mood in the province by -1
Change the mood by +(100-150)
Answer ¹3 appears when Player's gold >= 200
Answer ¹3 appears when Player's crystals >= 10
#1026
1026 #1026 0 0 0 With the probability of 70% switch to event #13, otherwise switch to event #1025 #83
1027 #1027 0 0 0 Change the mood in the province by -2
Change the mood by +(100-200)
#1025
1028 #1028 0 0 -3 Change the mood in the province by -1 #333, #341, #348
1029 #1029 0 0 0 With the probability of 50% switch to event #12, otherwise switch to event #1030 #333, #341, #348
1030 #1030 0 0 0 Set the flag of the event #1033 to "happens through (1-3) turns and turns off"
Bind the flag of the event #1033 to current province
#1029
1031 #1031 0 0 0 With the probability of 50% switch to event #294, otherwise switch to event #1032 #292
1032 #1032 0 0 -2 The hunter fails to find the strange lizard. Popular rumor has it that the God of Death is enraged now, and misfortunes are inevitable. 1) What terrible luck! #0
2) Flog the bastard! #93
3) Why are all mortals such idiots?! #13
4) Well, that's a pity. #12
Change the mood in the province by -1 #1031
1033 #1033 0 0 0 The deputy of the %s province reports that the hero you captured has escaped the dungeon with the help of several accomplices, then instigated a mutiny. 1) What! #1008
2) I should have executed him... #1008
1034 #1034 0 15 0 One of the goblin officials in the province of %s has been openly proven guilty of bribery. Other goblins now treat him with greater respect, since the skill at taking bribes is considered to be a traditional art by goblins, much like trading in stolen goods and cardsharping. 1) Extract a fine from the bribetaker. #1042
2) Execute the bastard. #1035
3) Arrange a court trial for show. (-200 gold ) #1037
4) What can you expect from goblins? #12
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: only in the province, inhabited by the race Goblins
Condition of the appearing in the province: corruption >= 15%
Answer ¹3 appears when Player's gold >= 200
Change corruption by +(5-10)
1035 #1035 0 0 -5 The execution of the national hero causes a wave of unrest among the locals. 1) String up some of these malcontents. #1036
2) Let them kick up a rumpus, they'll calm down later. #0
Change the mood in the province by -1
Change corruption by -(11-15)
#1034, #1038, #1039, #1040
1036 #1036 0 0 -5 After the lead troublemakers are hanged, the goblins noticeably draw in their horns. 1) Excellent! #0
2) One can't treat goblins any other way. #0
Change the mood in the province by +1 #1035, #1037
1037 #1037 0 0 0 The public trial causes a real revolt in the province. The goblins are indignant at your ways and at the alien laws imposed on them. 1) String up some of these malcontents. #1036
2) Let them kick up a rumpus, they'll calm down later. #0
Change player gold by -200
Change corruption by -(14-20)
Change the mood in the province by -3
#1034, #1038, #1039, #1040
1038 #1038 0 0 0 The goblin says that he's not going to pay since he acted according to ancient traditions of his people. 1) Arrange a theft of gold from the crook. (-70 gold ) #1041
2) Execute the bastard. #1035
3) Arrange a court trial for show. (-200 gold ) #1037
4) What can you expect from goblins? #12
Answer ¹1 appears when Player's gold >= 70
Answer ¹3 appears when Player's gold >= 200
#1042
1039 #1039 0 0 0 The goblin decides not to enter a conflict with you and offers you 200 gold as a fine. 1) Take the gold. (+200 gold ) #1043
2) Bargain. #1040
3) Execute the bastard. #1035
4) Arrange a court trial for show. (-200 gold ) #1037
Answer ¹4 appears when Player's gold >= 200 #1042
1040 #1040 0 0 0 After a long period of bargaining, you realize to your surprise that now the amount the goblin is willing to pay is 150 gold. 1) The hell with him, let it be so. (+150 gold ) #1044
2) Execute the bastard. #1035
3) Arrange a court trial for show. (-200 gold ) #1037
Answer ¹3 appears when Player's gold >= 200 #1039
1041 #1041 0 0 -2 The thieves you hired manage to clean out the bribetaker's house. News about the robbery soon spreads all over the province, and your authority in the eyes of the goblins increases noticeably. Of course, the hired thieves would never think of sharing the loot with you. 1) That's goblins for you. #0
2) How do they live with such customs? #12
Change player gold by -70
Change corruption by +(2-7)
Change the mood in the province by +2
#1038
1042 #1042 0 0 -1 With the probability of 50% switch to event #1038, otherwise switch to event #1039 #1034
1043 #1043 0 0 0 Change player gold by +200
Change corruption by +(5-10)
#1039
1044 #1044 0 0 0 Change player gold by +150
Change corruption by +(5-10)
#1040
1045 #1045 0 3 0 Pilgrims from the province of %s are asking you to donate some means to build a monastery in these lands. The monastery will be erected to the glory of the Lord of Light, and all those who suffer will receive help and peace within its walls. 1) Build the monastery. (-120 gold , -25 cr. ) #1046
2) Let the Lord of Light give them alms. #13
3) It's a pity, but I can't help right now. #0
4) Don't bother me with such trifling matters again! #1047
Answer ¹1 appears when Player's gold >= 120
Answer ¹1 appears when Player's crystals >= 25
Condition of the appearing in the province: NO Secret Monastery built in the province
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
1046 #1046 0 0 4 The monks say that your generosity will be rewarded. 1) I don't doubt it. #13
2) Let them go in peace. #0
Change player gold by -120
Change the player's crystals by -25
Build Secret Monastery
#1045
1047 #1047 0 0 -1 Set the flag of the event #1045 to "disabled" #1045
1048 #1048 1 10 0 An unusually rich harvest is gathered in the province of %s. There is so much food that there's no room to store it. 1) Arrange a festival feast. (-50 gold ) #1049
2) Sell the surplus food. (+80 gold ) #1050
3) Distribute the food among the poor. #1051
Answer ¹1 appears when Player's gold >= 50
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the terrain=Plains
1049 #1049 0 0 1 The feast is extremely successful. The festivities last a whole day. Almost everything that could not fit into the cellars is consumed. The people will remember this celebration for a long time to come. 1) Excellent! #0
2) Ah, the happiness of mortals... #0
Change player gold by -50
Change the mood in the province by +2
#1048
1050 #1050 0 0 0 Change player gold by +80 #1048
1051 #1051 0 0 3 Hearing about the food giveaway, poor beggars move into the province of %s from all sorts of places, and the population is significantly increased. The locals are upset with this turn of events. 1) It's all right. They'll make room. #0
2) Hmm, I didn't expect this... #0
Change the number of population in the province by +(20-40)%
Change the mood in the province by -1
#1048
1052 #1052 1 4 0 Your sages inform you: judging by some ancient maps and chronicles, a large city of the Ancients was once located in the province of %s. Now the ancient ruins are buried under a thick layer of earth, but if you start excavations, you will surely discover many interesting things. 1) Pay for the excavations. (-100 gold ) #1053
2) Some other time, maybe. #0
3) Don't bother me with such trifling matters again! #1071
Condition of the appearing in the province: if player's gold >= 100
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if the treasury has 1 or more free slots
1053 #1053 0 0 0 Change player gold by -100
With probability 30% trigger event #1054
With probability 30% trigger event #1055
With probability 40% trigger event #1056
With the probability of 50% switch to event #1057, otherwise switch to event #1058
#1052
1054 #1054 0 0 0 The excavations don't last long - the archeologists soon discover the entrance to the underground catacombs of the ancient city. Unfortunately, the catacombs are inhabited, and nearly the whole team of archeologists perishes at the hands of the underground dwellers. 1) Damn! #1059
2) Hire a team of adventurers. (-200 gold ) #1060
3) Brick up the entrance to the catacombs. (-50 gold ) #1068
4) Order your soldiers to purge the undead. #1397
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 50
Answer ¹4 appears when there are a hero or a guard in the province
#1053
1055 #1055 0 0 0 After long and thorough excavations, the archeologists manage to find several ancient manuscripts describing some cooking recipes, and fragments of some ancient tableware. The sages tell you these finds are a most valuable part of Eador's history. 1) Hmm... A most valuable find, indeed... #0
2) Sell this trash. (+20 gold ) #1069
3) Open a museum in the province. (-500 gold ) #1070
Answer ¹3 appears when Player's gold >= 500 #1053
1056 #1056 0 0 0 After long and thorough excavations, the archeologists find an ancient chest filled with magic gems. Your supply of gems is increased by %d. 1) Excellent! #0
2) What a piece of rubbish! #0
3) Reward the archeologists. (-50 gold ) #1072
Change the player's crystals by +(100-300)
Answer ¹3 appears when Player's gold >= 50
#1053
1057 #1057 0 0 0 After long and thorough excavations, the archeologists manage to find ancient schematics for a building of a civilization long forgotten. 1) Excellent! #0
2) What a piece of rubbish! #0
3) Reward the archeologists. (-50 gold ) #1072
Get 1 drawings of the building Ancient Vault
Answer ¹3 appears when Player's gold >= 50
#1053
1058 #1058 0 0 0 After long and thorough excavations, the archeologists manage to find a valuable item - an ancient artifact preserved under a thick layer of earth. 1) Excellent! #0
2) What a piece of rubbish! #0
3) Reward the archeologists. (-50 gold ) #1072
Get a random level 5 item, with the rarity of not less than 4
Answer ¹3 appears when Player's gold >= 50
#1053
1059 #1059 0 0 -1 Change the mood in the province by -1
A new site Ancient Ruins appears in the province (opened, default guards)
#1054, #1062, #1062
1060 #1060 0 0 1 Change player gold by -200
With the probability of 60% switch to event #1061, otherwise switch to event #1062
#1054
1061 #1061 0 0 0 The adventurers manage to eliminate the undead that inhabit the ancient catacombs. But after the adventurers have completed their quest, hardly anything of value is left. 1) What matters is that the danger is no more. #12
2) Make them give me half of the trophies! #1063
3) Make them give me all of the trophies! #1065
#1060
1062 #1062 0 0 0 The adventurers never return from the catacombs. It seems that the underground inhabitants are quite dangerous. 1) The hell with them. #1059
2) Brick up the entrance to the catacombs. (-50 gold ) #1068
3) What a pity... #1059
Answer ¹2 appears when Player's gold >= 50 #1060
1063 #1063 0 0 0 With the probability of 50% switch to event #1064, otherwise switch to event #1065 #1061
1064 #1064 0 0 0 The adventurers' leader decides not to fight with you and gives you half of the treasures obtained in the catacombs. 1) Not bad. #0
2) What rubbish! #0
Change player gold by +(100-200)
Change the player's crystals by +(30-60)
Get a random level 3 item, with the rarity of not less than 2
#1063
1065 #1065 0 0 0 The adventurers stubbornly refuse to give up the treasures they have «rightly earned.» 1) Take the trophies by force! #1066
2) All right, let them go. #13
Answer ¹1 appears when there are a hero or a guard in the province #1061, #1063
1066 #1066 0 0 -3
Unit: Adventurers
Event (Win): #1067
Event (Loss): #701
#1065 Unit: Adventurers
Event (Win): #1067
Event (Draw): #1067
Event (Loss): #701
1067 #1067 0 0 0 Having defeated the adventurers, your soldiers deliver the valuable trophies to the treasury. 1) Not bad! #0
2) What rubbish! #13
Change player gold by +(400-600)
Change the player's crystals by +(60-120)
Get a random level 4 item, with the rarity of not less than 3
1068 #1068 0 0 1 Change player gold by -50 #1054, #1062
1069 #1069 0 0 -1 Change player gold by +20 #1055
1070 #1070 0 0 3 The new museum will attract sages and curious commoners from neighboring lands, which boost income from trade in the province by %d. The locals are content with the influx of new customers. 1) That's nice. #0
2) Look at that! Even history has its uses... #13
Province income +(2-5)
Change the mood in the province by +1
Change player gold by -500
#1055
1071 #1071 0 0 0 Set the flag of the event #1052 to "disabled" #1052
1072 #1072 0 0 1 Change player gold by -50 #1056, #1057, #1058, #1076
1073 #1073 0 0 1 Change corruption by +(3-7) #180, #877
1074 #1074 1 4 0 Weavers in the province of %s have created a fabric with amazing magical properties. What should be done with the material? 1) Sell it to the merchants. (+120 gold ) #1075
2) Make clothes out of it. (-40 gold ) #1076
3) Establish fabric production. (-300 gold ) #1077
Condition of the appearing in the province: if the province level >= Hamlet
Answer ¹2 appears when Player's gold >= 40
Answer ¹3 appears when Player's gold >= 300
Condition of the appearing in the province: if the treasury has 1 or more free slots
1075 #1075 0 0 0 Change player gold by +120 #1074
1076 #1076 0 0 0 The fabric is handed over to the best tailors. After long, hard work, they deliver their creation to the treasury. 1) Ham-handed cretins! #13
2) Well... It could have been worse. #0
3) Good work. #0
4) Excellent! Reward the tailors. (-50 gold ) #1072
Change player gold by -40
Answer ¹4 appears when Player's gold >= 50
Get a random level 4 item of type Clothing, with the rarity of not less than 0.
#1074
1077 #1077 0 0 0 The fabric with magical properties is a rare and expensive item, favored by magicians. Once the production of the magic fabric begins in the earnest, gold income from the province of %s is increased by %d. 1) Excellent! #0
2) That's not too much... #13
Province income +(4-10)
Change player gold by -300
#1074
1078 #1078 -1 15 0 The deputy of the %s province reports that the local mine is infested with kobolds. The petty vermin keep stealing ore, worse yet, they killed several miners recently and dragged their bodies off into their caves. Other diggers refuse to work until the kobolds are done away with. 1) Drive the diggers into the mine with whips! #1079
2) Close down the mine. #1080
3) Invoke a plague upon the kobolds. (-20 cr. ) #1083
4) Hire a team of adventurers. (-200 gold ) #1081
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: there is a building Mine in the province
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹3 appears when Player's crystals >= 20
Answer ¹4 appears when Player's gold >= 200
1079 #1079 0 0 -3 The miners obey with obvious reluctance, but they are still more afraid of you than of the kobolds. Production volumes have fallen, and income from the province of %s is slightly decreased. 1) What a mess! #0
2) No need to dramatize. #0
Change the mood in the province by -1
Province income -1
#1078
1080 #1080 0 0 2 Destroy the building Mine
A new site Old Mine appears in the province (opened, default guards)
#1078
1081 #1081 0 0 0 The adventurers manage to fulfill the quest and bring you the kobold leader's head as proof. 1) Impale the head on a pike at the entrance to the mine. #1082
2) Craft a wine cup from his skull for me. #13
3) Let them keep it as a souvenir. #0
Change player gold by -200 #1078
1082 #1082 0 0 -1 Change the mood in the province by +1 #1081
1083 #1083 0 0 -1 Change the player's crystals by -20
With the probability of 75% switch to event #1084, otherwise switch to event #1085
#1078
1084 #1084 0 0 0 Your magicians invoke a magic plague upon the kobolds. Miners sent to scout the mines several days later report that all the malignant creatures have died off. 1) Very well then. #0
2) Cruel, but what else could have been done? #12
#1083
1085 #1085 0 0 0 Your magicians invoke a magic plague upon the kobolds. Miners sent to scout the mines several days later report that all the malignant creatures have died off. Almost immediately afterwards, an epidemic of the horrible disease breaks out in the mining town. The illness has already taken many lives, and the outbreak is spreading fast. 1) Hire healers. (-20 cr. ) #9
2) Close and quarantine the settlement. #1086
3) Nothing can be done... #1087
Answer ¹1 appears when Player's crystals >= 20
Change the mood in the province by -1
#1083
1086 #1086 0 0 -2 After the mining town is isolated, people in the province are saved, but all of the diggers are doomed to die. This place is believed to be damned, and nobody dares to even come near the deserted town, let alone enter the mine. 1) Sacrifices must be made. #0
2) Superstitious cretins! I've lost the mine. #13
Change the number of population in the province by -40%
Destroy the building Mine
#1085
1087 #1087 0 0 -5 The terrible epidemic spares no one. Only those who are out of town or locked in their basement during the outbreak manage to survive the disease. 1) Oh well. They'll give birth to others. #13
2) I'll be careful with magic diseases from now on. #0
Change the number of population in the province by -(85-95)%
Change the mood in the province by -2
#1085
1088 #1088 0 0 -5 With the probability of 30% switch to event #1089, otherwise switch to event #1866 #26, #27
1089 #1089 0 0 0 Rather than disclose his secrets, one of the sorcerers utters an ominous curse from his torture rack, causing the death of all the crops in the province of %s and turning all of the stored food into a foul-smelling filth. It seems that the sorcerer put all of his energy into the curse, for he breathed his last as soon as the spell escaped his lips. If you don't take action, starvation threatens to kill most of the local people. 1) Send a large cart of food. (-200 gold ) #1095
2) Let magicians dispel the curse. (-20 cr. ) #1090
3) That's their problem. #1093
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 20
#1088
1090 #1090 0 0 2 Change the player's crystals by -20
With the probability of 50% switch to event #1091, otherwise switch to event #1092
#1089
1091 #1091 0 0 0 Your mages fail to remove the curse, and a famine will soon hit the province. 1) Send a large cart of food. (-200 gold ) #1095
2) I did everything I could. #1093
3) Let them deal with this themselves. #1093
Answer ¹1 appears when Player's gold >= 200 #1090
1092 #1092 0 0 0 Your mages manage to neutralize the curse with an extremely complex ritual. New shoots appear on some fields, but you can't restore the damaged stocks of food. 1) Send a cart of food. (-100 gold ) #1096
2) Let them deal with this themselves. #1094
Answer ¹1 appears when Player's gold >= 100 #1090
1093 #1093 0 0 -3 The famine takes the lives of more than half of the people in the province of %s. The survivors blame you for all of their misfortunes. 1) What did I have to do with this? #13
2) What a pity. #0
Change the number of population in the province by -(50-70)%
Change the mood in the province by -3
#1089, #1091, #1091
1094 #1094 0 0 -1 Change the number of population in the province by -(15-30)%
Change the mood in the province by -1
#1092
1095 #1095 0 0 2 Change player gold by -200 #1089, #1091
1096 #1096 0 0 2 Change player gold by -100 #1092
1097 #1097 0 15 0 A small tribe of barbarians has entered the province of %s. Their chief makes an offer to the local deputy - he will defend your lands in exchange for a small payment. The barbarian demands 50 gold in advance. 1) Deal! (-50 gold ) #1098
2) Drive away these insolent savages! #1099
3) Offer the barbarians to settle in the province. #1102
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the terrain=Plains
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Condition of the appearing in the province: there is no guard in the province
Answer ¹1 appears when Player's gold >= 50
1098 #1098 0 0 0 Change player gold by -50
Set the guards Tribe in the province
#1097
1099 #1099 0 0 -1 With the probability of 60% switch to event #1100, otherwise switch to event #1101 #1097
1100 #1100 0 0 0 Insulted by your refusal, the barbarians leave the province. 1) Good riddance! #0
2) They should be glad they're still alive. #13
#1099
1101 #1101 0 0 0
Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
Insulted by your refusal, the barbarians attack the province. 1) Damn! #0
2) Why are they so aggressive? #0
Set the level of the attacking army to 1 #1099, #1102 Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
1102 #1102 0 0 1 With probability 10% trigger event #1101
With the probability of 60% switch to event #1103, otherwise switch to event #1104
#1097
1103 #1103 0 0 0 The chief accepts your offer, and the tribe makes camp near the local settlement. The local people are displeased with the new neighbors - the barbarians are of quite a savage disposition, and they are inclined to settle all disputes with a weapon. 1) It's all right. They'll get used to it. #0
2) Hmm, I forgot to ask them. #13
3) I meant well... #12
Change the mood in the province by -1
Change the number of population in the province by +(15-25)%
#1102
1104 #1104 0 0 0 The chief scornfully refuses your offer, and then the tribe leaves your lands. 1) Good riddance! #13
2) Whatever. #0
#1102
1105 #1105 -1 15 0 Representatives of the Inquisition have arrived at the province of %s. They state that the local people are steeped in sin and dark magic, and they demand your consent to clear these lands of filth. 1) Yes, let them punish the sinners. #1107
2) I forbid them to torture my subjects! #1108
3) Order the guards to kill the inquisitors. #1110
Condition of the appearing in the province: if the province level >= Village
Condition of the appearing in the province: if the mood >= Very content
Set the flag of the event #1105 to "disabled"
Answer ¹3 appears when there are a hero or a guard in the province
1106 #1106 0 0 0 Representatives of the Inquisition have arrived at the province of %s. They state that the local people are steeped in sin and dark magic, and they demand your consent to clear these lands of filth. 1) Yes, let them punish the sinners. #1107
2) I forbid them to torture my subjects! #1108
3) Order the guards to kill the inquisitors. #1110
Answer ¹3 appears when there are a hero or a guard in the province
1107 #1107 0 0 -2 The Inquisition searches virtually each and every house. All suspicious individuals are caught and interrogated. After that, many are burned at the stake as dark mages and heretics. Since all this is done with your consent, the people hate you almost more than the Inquisition. 1) They have themselves to blame, the sinners! #13
2) Hmm, this is no good... #0
Change the mood in the province by -3
Set the flag of the event #1106 to "happens through (8-16) turns and turns off"
#1105, #1106
1108 #1108 0 0 3 Before they go, the inquisitors declare that you are in conspiracy with the Dark Forces yourself, and soon the divine scourge will befall you. 1) Get lost! #0
2) That's not true! #12
Set the flag of the event #1109 to "happens through (5-10) turns and turns off" #1105, #1106
1109 #1109 0 0 0
Unit: Inquisitors
Event (Loss): #1111
Province type: Holy Lands
The party of Inquisitors has invaded the province of %s. 1) I'll destroy them! #0
2) What the hell?! #0
3) So sad... #0
Set the flag of the event #1109 to "happens through (8-16) turns and turns off"
Set the level of the attacking army to 1
Unit: Inquisitors
Event (Loss): #1111
Province type: Holy Lands
1110 #1110 0 0 -1
Unit: Inquisitors
Event (Win): #1112
Event (Loss): #1113
Province type: Holy Lands
Set the level of the attacking army to 1 #1105, #1106 Unit: Inquisitors
Event (Win): #1112
Event (Draw): #1112
Event (Loss): #1113
Province type: Holy Lands
1111 #1111 0 0 0 After massacring your supporters, the inquisitors declare the province of %s to be the Holy Land, belonging to the Order of Inquisition. 1) Damn! #0
2) I won't put up with this! #0
3) Whatever. #0
Set the flag of the event #1109 to "disabled"
Set the flag of the event #1106 to "happens through (8-16) turns and turns off"
1112 #1112 0 0 0 The party of Inquisitors is eliminated. Perhaps the news of who killed them will not reach the heads of the Order. 1) Bury the bodies in an anonymous grave. #1114
2) Burn the bodies. #1114
3) Behead them and impale their heads on pikes. #1115
1113 #1113 0 0 0 After massacring your supporters, the inquisitors declare the province of %s to be the Holy Land, belonging to the Order of Inquisition. 1) Damn! #0
2) I won't put up with this! #0
3) Whatever. #0
Set the flag of the event #1109 to "happens through (5-10) turns and turns off"
1114 #1114 0 0 0 With the probability of 10% switch to event #1116, otherwise switch to event #1117 #1112, #1112
1115 #1115 0 0 -1 With the probability of 80% switch to event #1116, otherwise switch to event #1117 #1112
1116 #1116 0 0 0 Set the flag of the event #1109 to "happens through (10-20) turns and turns off" #1114, #1115
1117 #1117 0 0 0 Set the flag of the event #1106 to "happens through (8-13) turns and turns off" #1114, #1115
1118 #1118 1 3 0 Lizardman traders have arrived at the province of %s. They have 100 gems to exchange. Do you wish to arrange a deal? 1) Yes, I'm all for a fair exchange. (-200 gold ) #1119
2) Exchange the gems for trinkets. (-45 gold ) #1120
3) I don't need gems. #0
4) Order soldiers to rob the hucksters. #1121
Condition of the appearing in the province: if the province level >= Dwelling
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 45
Answer ¹4 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 1 or more free slots
1119 #1119 0 0 0 Change player gold by -200
Change the player's crystals by +100
#1118
1120 #1120 0 0 -1 Change player gold by -45
Change the player's crystals by +100
Change corruption by +(1-3)
#1118
1121 #1121 0 0 -5
Unit: Lizardmen
Event (Win): #1122
Event (Loss): #1123
Set the level of the attacking army to 0
Change corruption by +(1-4)
Set the flag of the event #1118 to "disabled"
#1118 Unit: Lizardmen
Event (Win): #1122
Event (Draw): #1123
Event (Loss): #1123
1122 #1122 0 0 0 After defeating a small party of guards, your soldiers deliver all the traders' goods to the treasury. 1) Not bad. #0
2) A paltry sum. #0
3) What a junk! #13
Change player gold by +(30-80)
Change the player's crystals by +(100-120)
Get a random level 2 item, with the rarity of not less than 0
1123 #1123 0 0 0 Having defeated your troops, the reptiles leave the province of %s, threatening that the swamp spirits will curse your lands for your treachery. 1) I'm just trembling with fear! #0
2) Unforgiving creatures... #0
Set the flag of the event #727 to "happens through (2-6) turns and turns off"
Bind the flag of the event #727 to current province
1124 #1124 -1 20 0 The news reaches you that lizardmen in the province of %s are getting ready to celebrate the Day of Bloody Swamps. This is an ancient religious feast during which the lizardmen make generous sacrifices, including sacrifices of their own babies, to the swamp spirits. 1) Let them celebrate what they want. #1125
2) Forbid this barbaric tradition! #1127
3) Pay for the festival (-150 gold ) #1126
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: only in the province, inhabited by the race Lizardmen
Answer ¹3 appears when Player's gold >= 150
1125 #1125 0 0 -5 Change the number of population in the province by -(5-10)% #1124, #1126, #1126, #1126
1126 #1126 0 0 -1 With your assistance, the Day of Bloody Swamps is held in spectacular fashion. The water in the Sacred Pools turns red from the blood of numerous sacrifices. The priests inform you that the swamp spirits are content and they bless the province's people. 1) That's nice. #1125
2) A good festival. #1125
3) As long as the mortals are content. #1125
Change player gold by -150
Change the number of population in the province by -(5-10)%
Change the mood in the province by +2
#1124
1127 #1127 0 0 5 The lizardmen are indignant at your prohibition. According to their religion, if the spirits are not pleased with sacrifices, they will curse the whole of lizardmankind. The priests are openly calling for a mutiny. 1) Order troops to execute the most zealous priests. #1128
2) Let them raise hell, they'll calm down later. #0
3) Invite artists to distract the people (-200 gold ) #1129
Change the mood in the province by -2
Change the mood by +(300-450)
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹3 appears when Player's gold >= 200
Set the flag of the event #1124 to "disabled"
Change attitude towards the player in all provinces of the race Lizardmen by -2
#1124
1128 #1128 0 0 -1 After the public execution, the lizardmen cease to openly show their displeasure, concealing their hatred. 1) Whatever. #0
2) This is for their own good. #0
Change the mood in the province by -1
Change the mood by -(300-350)
#1127, #1130, #1131
1129 #1129 0 0 0 Change player gold by -200
With the probability of 50% switch to event #1130, otherwise switch to event #1131
#1127
1130 #1130 0 0 0 Some locals go to the show, forgetting about their unrest for a while. But there is still unrest in the province. 1) Order troops to execute the rebels. #1128
2) Let them raise hell, they'll calm down later. #0
Change the mood in the province by +2
Answer ¹1 appears when there are a hero or a guard in the province
#1129
1131 #1131 0 0 0 As soon as the company of artists begins the show, the enraged crowd pelts the thespians with stones. 1) Order troops to execute the rebels. #1128
2) Let them raise hell, they'll calm down later. #0
Answer ¹1 appears when there are a hero or a guard in the province #1129
1132 #1132 0 3 0 Lizardman priests in the province of %s have read in the stars that soon the Flaming One shall be reborn in their lands. He is an ancient spirit of fire bringing destruction and death to every land that he visits. Legend has it that the one who defeats the Flaming One will receive a powerful artifact. If the priests are right, the Flaming One will be reborn in 5 turns. 1) Stupid superstitions! #0
2) A crazy spirit? That's a bit too much. #0
3) The Flaming One? Interesting... #0
Set the flag of the event #1132 to "disabled"
Set the flag of the event #1133 to "happens through 5 turns and turns off"
Bind the flag of the event #1133 to current province
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: only in the province, inhabited by the race Lizardmen
1133 #1133 0 0 0
Unit: Phoenix
Event (Win): #1134
Event (Loss): #1135
As predicted, the Flaming One is reborn in the province of %s. The terrified population is hiding in their houses. 1) Unbelievable... #0
2) I knew it. #0
Unit: Phoenix
Event (Win): #1134
Event (Draw): #1134
Event (Loss): #1135
1134 #1134 0 0 0 After the victory, an artifact is found in the ashes of the Flaming One, and delivered to the treasury immediately. The lizardman priests say this reward is left by the Flaming One in exchange for his release from the ancient curse that held the ancient spirit between nonexistence and the physical plane. Now the Flaming One has returned to his native element. 1) He could have left me a better reward. #0
2) Wonderful. #0
Get a random level 5 item, with the rarity of not less than 5
Change the mood in the province by +1
1135 #1135 0 0 0 With no one in his way, the Flaming One storms into the settlement in %s like a fiery whirlwind. He rages until all that is left of the houses and their inhabitants are piles of smoking ashes. 1) Damn! #0
2) No need to dramatize. #13
3) It's a pity no one survived. #12
Change the number of population in the province by -100%
Change the mood in the province by -1
Destroy 3 buildings in the province
1136 #1136 1 5 0 Lizardmen in the province of %s have started the construction of a pyramid according to ancient schematics kept by their priests. The construction will last for many years... That is, unless you decide to help the lizardmen with funding. 1) Let them pay for building on my land! (+50 gold ) #1137
2) Don't bother me with such trifles. #0
3) Speed up the construction. (-200 gold , -50 cr. ) #1138
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: only in the province, inhabited by the race Lizardmen
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Ancient Pyramid built in the province
Answer ¹3 appears when Player's gold >= 200
Answer ¹3 appears when Player's crystals >= 50
Set the flag of the event #1136 to "disabled"
1137 #1137 -1 0 0 Change player gold by +50 #1136
1138 #1138 0 0 0 Change player gold by -200
Change the player's crystals by -50
Build Ancient Pyramid
Change the mood in the province by +1
#1136
1139 #1139 0 25 0 Several lizardmen from the province of %s are asking you to give them shelter. The unfortunate ones have angered the swamp spirits somehow, and now they have to hide from the anger of their fellow tribesmen. They are willing to give you all of their belongings as a sign of their gratitude. 1) All right, they are under my protection. #1140
2) Deliver the fugitives over to the priests. #1142
3) I'll defend them for free! #1905
4) I'm not going to get involved in this. #0
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: only in the province, inhabited by the race Lizardmen
Condition of the appearing in the province: if the treasury has 1 or more free slots
1140 #1140 0 0 1 The fugitives have given you all of their belongings. The lizardman priests are very upset that you are harboring the heretics. The opinion about you suffers in the province of %s. 1) Dumb reptiles. #13
2) I won't allow them to lynch their own! #12
Change player gold by +(30-120)
Change the player's crystals by +(10-60)
Get a random level 3 item, with the rarity of not less than 0
Change the mood in the province by -2
#1139
1141 #1141 0 0 5 The fugitives thank you from the bottom of their hearts for saving them. The lizardman priests are very upset that you are harboring the heretics. The opinion about you suffers in the province of %s. 1) Dumb reptiles. #13
2) I won't allow them to lynch their own! #0
Change the mood in the province by -2 #1905
1142 #1142 0 0 -3 The lizardman priests thank you for your help in capturing the apostates, and your respect for their religion, and offer you a gift. 1) I'm always glad to help. #0
2) I don't give a damn about their religion. #13
Change the mood in the province by +1
Get a random level 3 item, with the rarity of not less than 1
#1139
1143 #1143 -1 20 0 A town sewer in the province of %s has been infested by many giant slugs. For the time being, they are not doing any real harm to the people, just crawling out at night and feeding at the town's dumps. But there are no guarantees that one day the slugs won't decide to taste the locals. You need to take action before it's too late. 1) Turn to a specialist to exterminate the monsters. #1713
2) Let them deal with it themselves. #1714
3) Oh well. It's nothing to worry about. #1165
Condition of the appearing in the province: if the province level >= Town
Condition of the appearing in the province: if the treasury has 2 or more free slots
1144 #1144 0 0 0 With the probability of 60% switch to event #1145, otherwise switch to event #1146 #1161, #1162, #1575, #1713
1145 #1145 0 0 1 The adventurers manage to fulfill the quest by eliminating many slugs in the town sewer. However, if you want to be sure the vermin won't breed again, you have to check to make sure there are no egg hatches left in the underground. 1) Arrange a party of rat catchers. (-70 gold ) #1150
2) Make people search for the eggs. #1153
3) There are no eggs there. #1166
Answer ¹1 appears when Player's gold >= 70
Change player gold by -200
#1149, #1144
1146 #1146 0 0 1 The adventurers that you hired fail to return from the quest. Either they are dead, or they made off with your money. 1) Order some poison from alchemists. (-50 cr. ) #1148
2) Hire a Witcher (-400 gold ) #1717
3) I did everything I could. #1165
Answer ¹1 appears when Player's crystals >= 50
Answer ¹2 appears when Player's gold >= 400
Change player gold by -200
#1144
1147 #1147 0 0 0 With the probability of 40% switch to event #1148, otherwise switch to event #1149 #1161, #1162, #1575, #1714
1148 #1148 0 0 1 The alchemists make a deadly poison and scatter poisoned baits at the sewer entrances. The next morning, the town's streets are literally covered with dead slugs. It looks like all of the adult creatures are dead, but if you want to be sure that the vermin won't breed again, you have to check to make sure there are no egg hatches left underground. 1) Arrange a party of rat catchers. (-70 gold ) #1150
2) Make people search for the eggs. #1153
3) There are no eggs there. #1166
Answer ¹1 appears when Player's gold >= 70
Change the player's crystals by -50
#1146, #1147
1149 #1149 0 0 1 The alchemists make a deadly poison and scatter poisoned baits at the sewer entrances. The next morning, all of the bait has been eaten, but not a single dead slug is found anywhere. It appears that these creatures are immune to this poison. 1) Hire a team of adventurers. (-200 gold ) #1145
2) Hire a Witcher (-400 gold ) #1717
3) I did everything I could. #1165
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
Change the player's crystals by -50
#1147
1150 #1150 0 0 0 Change player gold by -70
With the probability of 50% switch to event #1151, otherwise switch to event #1152
#1145, #1148, #1574, #1716
1151 #1151 0 0 0 After the whole sewer system is searched, the team of rat catchers comes back with a report: they discovered and destroyed several slug egg hatches. They have brought a couple of the largest eggs with them as a trophy. 1) Sell the eggs to monstrologists. (+100 gold ) #1156
2) Take them to the treasury. #1158
3) Sell them to alchemists for experiments. (+30 cr. ) #1157
#1150
1152 #1152 0 0 0 After the whole sewer system is searched, the team of rat catchers comes back with good news - no egg hatches have been found, and the slug threat is removed. 1) That's nice. #0
2) I paid all that gold for nothing. #0
#1150
1153 #1153 0 0 -1 Change the mood in the province by -1
With the probability of 30% switch to event #1154, otherwise switch to event #1155
#1145, #1148, #1574, #1716
1154 #1154 0 0 0 The locals manage to find and destroy several slug egg hatches. After they have wandered through the underground tunnels for a long time, they come back home, tired, dirty, and discontent. 1) This is for their own good. #0
2) Why are they so upset? #0
3) I hope the danger is eliminated. #0
#1153
1155 #1155 0 0 0 The locals fail to find anything in the sewer. After a long search, they come back home, tired, dirty, and discontent. 1) This is for their own good. #1166
2) They searched poorly, the scum! #1166
3) I hope the danger is eliminated. #1166
#1153
1156 #1156 0 0 0 Change player gold by +100 #1151, #1718
1157 #1157 0 0 0 Change the player's crystals by +30 #1151, #1718
1158 #1158 0 0 0 Get 2 items Giant Slug Eggs with durability 100% #1151, #1718
1159 #1159 0 0 0 Several especially large slugs have come out of the sewer in the province of %s, attacking the locals. 1) Order the troops to destroy the creatures! #1160
2) Evacuate people from the area of danger. (-70 gold ) #1163
3) No big deal. They'll eat their fill and crawl away. #1164
Answer ¹2 appears when Player's gold >= 70
Answer ¹1 appears when there are a hero or a guard in the province
Set the flag of the event #1143 to "enabled"
1160 #1160 0 0 0
Unit: Slugs
Event (Win): #1161
Event (Loss): #1162
Set the level of the attacking army to 0 #1159 Unit: Slugs
Event (Win): #1161
Event (Draw): #1161
Event (Loss): #1162
1161 #1161 0 0 0 The threat is eliminated this time, but attacks may occur again in the future. You have to do something about the slugs breeding in the sewer. 1) Hire a team of adventurers. (-200 gold ) #1144
2) Order some poison from alchemists. (-50 cr. ) #1147
3) Hire a Witcher (-400 gold ) #1715
4) Leave the slugs in peace. #1165
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 50
Answer ¹3 appears when Player's gold >= 400
#1163
1162 #1162 0 0 0 With no one to stop them, the slugs begin to hunt the locals. After they have killed and devoured several people, the well-fed slugs return to the sewer. Such attacks may occur again in the future. You have to do something to the parasites breeding in the sewer. 1) Hire a team of adventurers. (-200 gold ) #1144
2) Order some poison from alchemists. (-50 cr. ) #1147
3) Hire a Witcher (-400 gold ) #1715
4) Leave the slugs in peace. #1165
Change the mood in the province by -1
Change the number of population in the province by -(4-8)%
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 50
Answer ¹3 appears when Player's gold >= 400
#1164
1163 #1163 0 0 0 Change player gold by -70
Switch to event #1161
#1159
1164 #1164 0 0 -3 Change the mood in the province by -1
Switch to event #1162
#1159
1165 #1165 0 0 -1 Set the flag of the event #1143 to "disabled"
Set the flag of the event #1159 to "happens through (4-7) turns and turns off"
Bind the flag of the event #1159 to current province
#1143, #1146, #1149, #1161, #1162, #1575, #1713, #1714
1166 #1166 0 0 0 With probability 50% trigger event #1167 #1145, #1148, #1155, #1155, #1155, #1574, #1716
1167 #1167 0 0 0 Set the flag of the event #1143 to "happens through (8-14) turns and turns off"
Bind the flag of the event #1143 to current province
#1166
1168 #1168 0 0 2 Change the mood in the province by -1
Change corruption by +(3-8)
#309, #310
1169 #1169 0 0 -3 Change the mood in the province by -2
Change corruption by -(2-4)
#176, #178, #1615
1170 #1170 1 5 0 A rich collector of exotic creatures from the province of %s approaches you asking that you sell him the manticore's egg from your treasury. He is willing to pay you 500 gold. Or, if you are not interested in gold, he can exchange the egg for an artifact. 1) Gold will do (+500 gold ) #1171
2) Take the Serpent Amulet. #1172
3) Take the Cloak of Whirlwinds. #1173
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Manticore's Egg in the treasury
1171 #1171 0 0 0 Remove from the treasury the item Manticore's Egg
Change player gold by +500
#1170
1172 #1172 0 0 0 Remove from the treasury the item Manticore's Egg
Get 1 items Serpent Amulet with durability 100%
#1170
1173 #1173 0 0 0 Remove from the treasury the item Manticore's Egg
Get 1 items Cloak of Whirlwinds with durability 100%
#1170
1174 #1174 1 5 0 A rich collector of exotic creatures from the province of %s approaches you asking that you sell him the slug's eggs from your treasury. He is willing to pay you 200 gold. Or, if you are not interested in gold, he can exchange the eggs for an artifact. 1) Gold will do (+200 gold ) #1175
2) Take the Druid's Belt. #1176
3) Take the Embroidered Bracers. #1177
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Giant Slug Eggs in the treasury
1175 #1175 0 0 0 Remove from the treasury the item Giant Slug Eggs
Change player gold by +200
#1174
1176 #1176 0 0 0 Remove from the treasury the item Giant Slug Eggs
Get 1 items Druid's Belt with durability 100%
#1174
1177 #1177 0 0 0 Remove from the treasury the item Giant Slug Eggs
Get 1 items Embroidered Bracers with durability 100%
#1174
1178 #1178 1 5 0 A rich collector of exotic creatures from the province of %s approaches you asking that you sell him the hydra's egg from your treasury. He is willing to pay you 1200 gold. Or, if you are not interested in gold, he can exchange the egg for an artifact. 1) Gold will do (+1200 gold ) #1179
2) Take the Emerald Ring. #1180
3) Take the Cloak of Rainbow. #1181
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Hydra's Egg in the treasury
1179 #1179 0 0 0 Remove from the treasury the item Hydra's Egg
Change player gold by +1200
#1178
1180 #1180 0 0 0 Remove from the treasury the item Hydra's Egg
Get 1 items Emerald Ring with durability 100%
#1178
1181 #1181 0 0 0 Remove from the treasury the item Hydra's Egg
Get 1 items Cloak of Rainbow with durability 100%
#1178
1182 #1182 1 5 0 A rich collector of exotic creatures from the province of %s approaches you asking that you sell him the phoenix's egg from your treasury. He is willing to pay you 1300 gold. Or, if you are not interested in gold, he can exchange the egg for an artifact. 1) Gold will do (+1300 gold ) #1183
2) Take the Giant's Belt. #1184
3) Take the Gloves of Meditation. #1185
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Phoenix' Egg in the treasury
1183 #1183 0 0 0 Remove from the treasury the item Phoenix' Egg
Change player gold by +1300
#1182
1184 #1184 0 0 0 Remove from the treasury the item Phoenix' Egg
Get 1 items Giant's Belt with durability 100%
#1182
1185 #1185 0 0 0 Remove from the treasury the item Phoenix' Egg
Get 1 items Gloves of Meditation with durability 100%
#1182
1186 #1186 0 0 -3 With the probability of 50% switch to event #143, otherwise switch to event #1187 #142
1187 #1187 0 0 0 The craftsman gets to work, but since he has to sew in the dungeon, cold, hungry, and in poor lighting, the absurd piece of clothing he manages to make doesn't resemble the Phoenix Cloak at all. It's more like a common traveling cloak, and a pretty low-quality one at that. 1) Flog him and drive him away! #93
2) Behead the rogue! He has ruined priceless feathers! #1373
3) Give the craftsman 100 gold for his work and let him go. #145
Answer ¹3 appears when Player's gold >= 100
Get 1 items Traveling Cloak with durability 30%
#1186
1188 #1188 0 0 -3 With the probability of 30% switch to event #1189, otherwise switch to event #78 #75, #76, #1559
1189 #1189 0 0 0 After resisting for a long time, the smith ultimately decides that his life is worth more than the sword and gives the weapon to your men. 1) At last! #0
2) Give him 50 gold for his work. #1190
3) Execute the stubborn fellow as a lesson to others. #80
Get 1 items Master's Sword with durability 100%
Answer ¹2 appears when Player's gold >= 50
#1188
1190 #1190 0 0 1 Change player gold by -50 #1189
1191 #1191 1 10 0 It is rumored that the legendary Chalice of Life is kept somewhere in the province of %s. The Chalice is an ancient artifact giving eternal youth to the one who possesses it. Treasure hunters of every stripe and color are flowing into your lands. According to legend, the Chalice will belong to the one who proves his worth to own it in a fair duel. 1) Arrange a tournament according to the custom! #1192
2) Tax the treasure hunters. #1195
3) Send adventurers to search for it. (-200 gold ) #1196
4) Order magicians to find the artifact. (-40 cr. ) #1199
Condition of the appearing in the province: if the province level >= Dwelling
Set the flag of the event #1191 to "disabled"
Answer ¹3 appears when Player's gold >= 200
Answer ¹4 appears when Player's crystals >= 40
1192 #1192 0 0 1 The tournament lasts for several days. Knight Goderic wins the final contest. He leaves for the Chalice of Life in a stately manner, and, to everyone's surprise, returns soon with the legendary artifact in his hands. 1) Bless the noble knight! (-15 cr. ) #1193
2) Congratulate him on my behalf. #12
3) Knight to the dungeon, chalice to the treasury. Do it! #1194
Answer ¹1 appears when Player's crystals >= 15
Change the mood in the province by +1
Answer ¹3 appears when there are a hero or a guard in the province
#1191, #1197, #1200
1193 #1193 0 0 0 Change the player's crystals by -15
Karma +(1-3)
#1192
1194 #1194 0 0 -6 Your soldiers seize the knight unprepared for such treachery easily, and throw him into the dungeon. The people are upset at your actions, but the Chalice of Life now belongs to you. Although eternal youth is not particularly useful for an immortal Master, such a valuable artifact could be sold or used to build a special Shrine. 1) Sell the artifact to the mages. (+100 cr. ) #1203
2) Sell it to the collectors. (+500 gold ) #1202
3) Use the Chalice for construction. #1204
Change the mood in the province by -4
Change the mood by +(100-300)
Change corruption by +(0-3)
#1192
1195 #1195 0 0 -2 People in the province are upset about the influx of rascals. Brawls and robberies become more frequent in the local settlement. In the bustle and endless search, your spies fail to establish whether the legendary artifact was found, or whether it even ever existed at all. But your treasury has grown by %d gold, thanks to the dues gathered. 1) Very well then. #0
2) Hmm, that's not very much... #0
Change player gold by +(150-450)
Change the mood in the province by -1
Change corruption by +(1-5)
#1191, #1197, #1200
1196 #1196 0 0 0 With the probability of 50% switch to event #1197, otherwise switch to event #1198 #1191
1197 #1197 0 0 -1 The adventurers sent to search never return. 1) Outrageous! #0
2) Arrange a tournament according to the custom! #1192
3) Tax the treasure hunters. #1195
4) Order magicians to find the artifact. (-40 cr. ) #1201
Change player gold by -200
Answer ¹4 appears when Player's crystals >= 40
#1196
1198 #1198 0 0 -1 The adventurers are back with valuable trophies. The Chalice of Life now belongs to you. Although eternal youth is not particularly useful for an immortal Master, such a valuable artifact could be sold or used to build a special Shrine. 1) Sell the artifact to the mages. (+100 cr. ) #1203
2) Sell it to the collectors. (+500 gold ) #1202
3) Use the Chalice for construction. #1204
Change player gold by -200 #1200, #1196
1199 #1199 0 0 0 With the probability of 40% switch to event #1200, otherwise switch to event #1201 #1191
1200 #1200 0 0 -1 Your magicians fail to find the Chalice of Life. 1) Outrageous! #0
2) Arrange a tournament according to the custom! #1192
3) Tax the treasure hunters. #1195
4) Send adventurers to search for it. (-200 gold ) #1198
Change the player's crystals by -40
Answer ¹4 appears when Player's gold >= 200
#1199
1201 #1201 0 0 -1 The magicians manage to discover the ancient artifact with the help of a special ritual. The Chalice of Life now belongs to you. Although eternal youth is not particularly useful for an immortal Master, such a valuable artifact could be sold or used to build a special Shrine. 1) Sell the artifact to the mages. (+100 cr. ) #1203
2) Sell it to the collectors. (+500 gold ) #1202
3) Use the Chalice for construction. #1204
Change the player's crystals by -40 #1197, #1199
1202 #1202 0 0 0 Change player gold by +500 #1194, #1198, #1201
1203 #1203 0 0 0 Change the player's crystals by +100 #1194, #1198, #1201
1204 #1204 0 0 0 A scroll of the Ancient Shrine is added to your collection of rare schematics. 1) Not bad. #0
2) I should have sold it! #0
Get 1 drawings of the building Ancient Shrine #1194, #1198, #1201
1205 #1205 0 0 0 Your soldiers have waylaid the grave robber. They seize him, take the loot from him, and throw him into the dungeon. What should be done with the loot? 1) Take it to the treasury. #317
2) Give it to the soldiers as reward. #108
3) Return it and bless the cemetery (-150 gold -50 cr. ) #1803
Answer ¹3 appears when Player's gold >= 150
Answer ¹3 appears when Player's crystals >= 50
#310
1206 #1206 0 0 -3 Change corruption by -(0-3) #309, #1225
1207 #1207 0 0 1 Change corruption by +(1-4) #69, #70, #71, #644, #1225, #1231
1208 #1208 0 0 -2 Change the mood in the province by -1 #176, #178
1209 #1209 -1 6 0 Your spies report: a local shaman in the province of %s has been noticed practicing demonology. People have seen horrible creatures summoned from the Underworld itself. 1) Drive the shaman away from the province. #1210
2) Execute the demonologist! #1215
3) Send a messenger to the Inquisition (-150 gold ) #1722
4) A good start! Send him some gems. (-15 cr. ) #1216
Condition of the appearing in the province: if the treasury has 2 or more free slots
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: there is a place in the province for opened location
Answer ¹4 appears when Player's crystals >= 15
Change the mood in the province by -1
Answer ¹2 appears when there are a hero or a guard in the province
Answer ¹3 appears when Player's gold >= 150
1210 #1210 0 0 2 With the probability of 50% switch to event #1211, otherwise switch to event #1212 #1209
1211 #1211 0 0 0 The shaman decides not to get involved with your troops, and leaves the province of %s. 1) I dare him to return! #0
2) Good riddance. #0
Change the mood in the province by +1 #1210
1212 #1212 0 0 0
Unit: Demonologists
Event (Win): #1213
Event (Loss): #1214
Province type: Lands of Chaos
Instead of peacefully leaving your lands, the shaman orders his creatures to attack the province! 1) Damned traitor! #0
2) The fool can't wait to die. #0
3) That's saddening. #0
Set the level of the attacking army to 0 #1210 Unit: Demonologists
Event (Win): #1213
Event (Draw): #1213
Event (Loss): #1214
Province type: Lands of Chaos
1213 #1213 0 0 0 Your troops kill the shaman and eliminate the creatures he has summoned. Gems and some old scrolls are found in the demonologist's dirty hut. 1) Serves the bastard right! #0
2) Good work. #12
Change the mood in the province by +2
Get a random level 2 item of type Spell Scroll, with the rarity of not less than 1.
Get a random level 1 item of type Spell Scroll, with the rarity of not less than 1.
Change the player's crystals by +(15-35)
1214 #1214 0 0 0 With no one to stop him, the shaman opens the Gates of Chaos in the province of %s. Creatures breaking loose from the Underworld burn the settlement down and kill all of its inhabitants. Control over the province is lost. 1) I won't put up with this! #0
2) Whatever. No province, no problems. #13
Change the mood in the province by -1
Change the number of population in the province by -100%
A new site Gates of Chaos appears in the province (opened, default guards)
1215 #1215 0 0 3
Unit: Demonologists
Event (Win): #1213
Event (Loss): #1214
Province type: Lands of Chaos
You fail to take the shaman unawares, and the creatures of Chaos under his command attack the province! 1) Damn! #0
2) Why I am not surprised? #0
Set the level of the attacking army to 0 #1209, #1219 Unit: Demonologists
Event (Win): #1213
Event (Draw): #1213
Event (Loss): #1214
Province type: Lands of Chaos
1216 #1216 0 0 -4 Change the player's crystals by -15
With the probability of 50% switch to event #1217, otherwise switch to event #1218
#1209
1217 #1217 0 0 0 The shaman expresses his thanks for your generous gift. 1) He sent nothing in exchange? Kill the bastard. #1219
2) I was glad to help. #0
3) What's the use of his pathetic gratitude? #0
Answer ¹1 appears when there are a hero or a guard in the province #1216
1218 #1218 0 0 0 The shaman expresses his thanks for your generous gift. He sends you a scroll with a recently discovered spell as a token of his gratitude. 1) This piece of crap is only fit for kindling. #0
2) Well, that's not too bad. #0
Get a random level 3 item of type Spell Scroll, with the rarity of not less than 1. #1216
1219 #1219 0 0 -5 Switch to event #1215 #1217
1220 #1220 0 0 -5 To worsen the mood in the province to +2, if it was positive or neutral, or to improve - if negative #1762
1221 #1221 1 7 0 An adventurer from the province of %s offers to sell you a map leading to a treasury of the Ancients that he discovered in your lands. He's asking 100 gold for the map. 1) Buy the map. (-100 gold ) #1230
2) Take the map from this rogue! #1222
3) I don't need this mortal's scribbles. #13
4) Politely refuse. #0
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: there is a place for the construction in the province (not in the main province)
Condition of the appearing in the province: NO Ancient Vault built in the province
Answer ¹1 appears when Player's gold >= 100
1222 #1222 0 0 -3 Set the flag of the event #1221 to "disabled"
With the probability of 50% switch to event #1223, otherwise switch to event #1224
#1221
1223 #1223 0 0 0 It seems that the adventurer expected this, because he disappears with his map without a trace as soon as he starts to suspect that something is wrong. 1) What a cunning rogue! #0
2) Why do I only have idiots working for me?! #13
#1222
1224 #1224 0 0 0 With probability 30% trigger event #1225
With the probability of 50% switch to event #1226, otherwise switch to event #1227
#1222
1225 #1225 0 0 1 Your men have taken the map from the adventurer. As it turns out, there are no treasures in the indicated place, so this rogue tried to dupe you, without success. 1) Impale the scum! #1206
2) Pay him for the map with a hundred lashes. #0
3) Throw the fraud into prison. #0
4) Let him escape. I'm feeling kind today. #1207
#1224
1226 #1226 0 0 0 The map is yours! Scouts report that there is a secret entrance to ancient catacombs in the place indicated. Strong guards are seen inside, so the treasures should be intact still. 1) Excellent. My heroes will have a work to do. #0
2) So the map is not a fake? Unbelievable! #0
A new site Ancient Cache appears in the province (opened, default guards) #1224, #1230
1227 #1227 0 0 0 The map is yours! Scouts report that they have searched the indicated place and found a secret entrance to the treasury of the Ancients, abandoned long ago. After a few repairs, this peculiar building could bring some steady income to your treasury. 1) Pay for the repairs. (-70 gold ) #1228
2) Plunder what is left. #1229
3) Let it stand as is. #0
Answer ¹1 appears when Player's gold >= 70 #1224, #1230
1228 #1228 0 0 0 Change player gold by -70
Build Ancient Vault
#1227
1229 #1229 0 0 -1 Somebody looking for easy loot apparently visited the old treasury before you. All you manage to collect is a modest amount valued at %d gold. 1) At least that's something. #0
2) Damn! #13
Change player gold by +(15-65) #1227
1230 #1230 0 0 0 Change player gold by -100
With probability 30% trigger event #1231
With the probability of 50% switch to event #1226, otherwise switch to event #1227
#1221
1231 #1231 0 0 0 The map is yours! But, as it turns out, there are no treasures in the indicated place. Of course, by the time this becomes clear, the adventurer has already vanished without a trace. 1) What a cunning rogue! #0
2) Curse the fraud! (-15 cr. ) #1232
3) Offer a reward for his head. (-50 gold ) #1875
4) This is... sad... #1207
Answer ¹2 appears when Player's crystals >= 15
Answer ¹3 appears when Player's gold >= 50
#1230
1232 #1232 0 0 -2 Change the player's crystals by -15
Change corruption by -1
#1231
1233 #1233 0 0 -2
1234 #1234 1 5 0 An artifact master from the province of %s somehow discovered that a golem ingot is kept in your treasury. He is ready to exchange it for one of the magical items he has made. Do you wish to trade? 1) Take the Crab Bracers. #1235
2) Take the Ogre's Mask. #1236
3) Take the Necromancer's Hood. #1237
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Golem Ingot in the treasury
1235 #1235 0 0 0 Remove from the treasury the item Golem Ingot
Get 1 items Crab Bracers with durability 100%
#1234
1236 #1236 0 0 0 Remove from the treasury the item Golem Ingot
Get 1 items Ogre's Mask with durability 100%
#1234
1237 #1237 0 0 0 Remove from the treasury the item Golem Ingot
Get 1 items Necromancer's Hood with durability 100%
#1234
1238 #1238 1 5 0 After learning that a treant's acorn is stored in your treasury, druids from the province of %s have offered to buy it from you in exchange for a magical item or gems. 1) Take the gems. (+350 cr. ) #1239
2) Take the Moon Bracelet. #1240
3) Take the Fire Shield. #1241
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Treant's Acorn in the treasury
1239 #1239 0 0 0 Remove from the treasury the item Treant's Acorn
Change the player's crystals by +350
#1238
1240 #1240 0 0 0 Remove from the treasury the item Treant's Acorn
Get 1 items Moon Bracelet with durability 100%
#1238
1241 #1241 0 0 0 Remove from the treasury the item Treant's Acorn
Get 1 items Fire Shield with durability 100%
#1238
1242 #1242 -1 10 0 Spies in the province of %s report that the discontent people have started purchasing weapons. It look like the population is getting ready for an armed uprising. 1) Forbid the trade of weapons in the province. #1243
2) Arrange searches and confiscate the weapons. #1244
3) Sell them some old weapons. #1245
4) Raise the weapon trade tax. #1246
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the mood <= Discontent
Condition of the appearing in the province: if the treasury has 2 or more free slots
Change the mood by +(50-100)
1243 #1243 0 0 0 Change corruption by -(1-1)
Change the mood by -(30-70)
#1242
1244 #1244 0 0 -1 Quite a few different weapons, mostly good for nothing, are found during the search. Only a few specimens turn out to be worthy of attention. Because of the searches, the locals are even more against you. 1) You should have searched better, idiots! #13
2) No wonder. What weapons could these peasants own? #0
Change the mood in the province by -1
Change the mood by -(60-100)
Change corruption by -(1-3)
Get a random level 1 item of type Melee Weapon, with the rarity of not less than 1.
Get a random level 1 item of type Melee Weapon, with the rarity of not less than 1.
#1242
1245 #1245 0 0 0 Weapons turn out to be in high demand in the province of %s. You manage to gain %d gold by selling a bunch of discarded swords and axes. The only thing that somewhat disturbs you is that before long, it seems, all these tools of slaughter will be turned against you. 1) Somehow I didn't think about that... #0
2) What can peasants with a few rusty swords do to me? #0
Change player gold by +(70-170)
Change corruption by +(0-3)
Change the mood by +(100-200)
#1242
1246 #1246 0 0 0 After the tax is increased, the activities of the weapon traders are slightly decreased. The legal activities, that is. The tax dues have brought you %d gold. 1) A tuft of hair from a mangy mare. #0
2) Hmm, that's not very much... #0
Change player gold by +(20-50)
Change corruption by +(1-4)
Change the mood by -(20-50)
#1242
1247 #1247 1 5 0 The hunters in the province of %s have found a lake. Blue swans build their nests on its shores. These rare birds are valued very highly, since their feathers have magical properties and their meat is thought to be a refined delicacy. 1) Hunting season is open! #1248
2) Let the villagers breed the birds. #1249
3) Leave the magic birds in peace. #108
Condition of the appearing in the province: if the province level >= Dwelling
1248 #1248 0 0 -1 The hunters manage to shoot down several birds, the trophies are sold, and the gold is delivered to the treasury. 1) Not bad at all. #0
2) That's not very much. #0
Change player gold by +(50-200)
Change the player's crystals by +(10-60)
#1247
1249 #1249 0 0 0 With the probability of 50% switch to event #1250, otherwise switch to event #1251 #1247
1250 #1250 0 0 0 It's not an easy task to care for bluish swans, but several settlers have managed to master this subtle art. Thanks to the trade in the magic birds, gold and gem income from the province is increased. 1) Excellent! #0
2) Reward the bird keepers. (-50 gold ) #1252
Answer ¹2 appears when Player's gold >= 50
Province income +(3-8)
Change the crystal income of the province by +(1-4)
#1249
1251 #1251 0 0 0 It's not an easy task to look after bluish swans. No wonder the locals failed at it. The villagers only scare the birds away. 1) Flog the blockheads! #1253
2) What a pity. #0
#1249
1252 #1252 0 0 1 Change player gold by -50 #1250
1253 #1253 0 0 -1 Change corruption by -(1-1) #1251
1254 #1254 1 8 0 A team of adventurers from the province of %s offers you their services as guards. 1) Let them defend the province. #1255
2) Make an agreement with them. (-25 gold ) #1256
3) I don't need their services. #0
Condition of the appearing in the province: there is no guard in the province
Answer ¹2 appears when Player's gold >= 25
1255 #1255 0 0 0 Set the guards Adventurers in the province #1254
1256 #1256 0 0 0 Change player gold by -25
Get 1 contracts with the guards Adventurers
#1254
1257 #1257 1 20 0 People in the province of %s are asking you to donate some funds for partial swamp drainage. The settlers are going to sow the drained lands with wheat, which will increase the taxes from the province. However, the magicians warn you such drainage will lower the gem income. What are your orders, Master? 1) Drain the swamps. (-50 gold ) #1258
2) No, gems are more important to me. #1259
3) Don't bother me with such trifling matters again! #1260
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: if the province level >= Dwelling
Answer ¹1 appears when Player's gold >= 50
1258 #1258 0 0 0 Change player gold by -50
Province income +(4-9)
Change the crystal income of the province by -(0-2)
#1257
1259 #1259 0 0 0 Change the mood in the province by -1 #1257
1260 #1260 0 0 0 Change the mood in the province by -1
Set the flag of the event #1257 to "disabled"
#1257
1261 #1261 1 15 0 A shaman in the province of %s has found some rare mushrooms in the local forest. Their extract increases one's magic potential significantly. Gathering such mushrooms will lead to significantly higher gem income from the province. However, the forest plot where the mushrooms grow is scheduled to be cleared soon. If you cut the trees down, the mushrooms will disappear too, but if you forbid the clearing, it will harm the gold income. What are your orders, Master? 1) Forbid the trees to be cut down! #1262
2) I need the gold more. I'll do without the mushrooms. #0
3) Don't bother me with such trifling matters again! #1263
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: if the terrain=Forest
1262 #1262 0 0 0 Province income -(0-3)
Change the crystal income of the province by +(3-6)
#1261
1263 #1263 0 0 0 Set the flag of the event #1261 to "disabled" #1261
1264 #1264 0 0 -10 A new site Gates of Chaos appears in the province (opened, default guards)
1265 #1265 0 0 -5 A new site Gates of Abyss appears in the province (opened, default guards)
1266 #1266 0 10 0 In the province of %s, dark elves are seen clashing openly with one another. We found out that the reason for this is the death of a senior Darkness Chosen. The Dark Council should elect a new member, who must be chosen from among the Darkness Cravers. And now the two largest groups, in the hope of being elevated to "Chosen", will do anything. What is your decision, Master? 1) Forbid this bloodshed! They must negotiate peacefully. #1267
2) Let them do as they please. #1273
Condition of the appearing in the province: if the treasury has 3 or more free slots
Condition of the appearing in the province: only in the province, inhabited by the race Drow
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: if the mood <= Content
1267 #1267 0 0 2 With the probability of 65% switch to event #1268, otherwise switch to event #1269 #1266
1268 #1268 0 0 0 Despite the ban, violent clashes have broken out in some places, and many Drow have died. Although it didn't turn into a real massacre, discontent in the province has grown. 1) Well, that's not too bad... #0
2) Why are they not happy? #0
Change the mood in the province by -1
Change the number of population in the province by -(20-30)%
Change the mood by +(75-125)
#1267
1269 #1269 0 0 0 Despite the ban, violent clashes have broken out in some places, and many Drow have died. Then the massacre swept through the whole settlement of Dark Elves. 1) Guards, stop this madness! #1272
2) Chaos them to hell! #1270
Answer ¹1 appears when there are a hero or a guard in the province #1267
1270 #1270 0 0 0 The massacre is short, but bloody - it removes nearly all of the province's population. The damage costs you %d gold. The ones who survived are furious at your inactivity. 1) Provide aid to the residents (-300 gold ) #1271
2) So it's all my fault then, is it? #0
Change player gold by -(10-25)*Province level
Change the mood in the province by -3
Change the number of population in the province by -(50-100)%
Change the mood by -50
Answer ¹1 appears when Player's gold >= 300
#1269
1271 #1271 0 0 3 Change player gold by -300
Change the mood in the province by +2
#1270, #1412
1272 #1272 0 0 0
Unit: Dark Elves
Event (Win): #1800
Event (Loss): #1411
#1269 Unit: Dark Elves
Event (Win): #1800
Event (Draw): #1800
Event (Loss): #1411
1273 #1273 0 0 0 You and your men watch with amusement as the drow in the province of %s violently slaughter one another. The massacre is short, but bloody - it removes nearly all of the province's population. The damage costs you %d gold. The survivors are furious with your inactivity. After the massacre, your soldiers loot the corpses. 1) I won't have the dead disgraced. #0
2) Oh, yes! #0
Change player gold by -(10-25)*Province level
Change the mood in the province by -3
Change the number of population in the province by -(50-100)%
Get a random level 5 item of type Light Armor, with the rarity of not less than 4.
Get a random level 3 item of type Light Armor, with the rarity of not less than 3.
Get a random level 2 item of type Light Armor, with the rarity of not less than 1.
#1266
1274 #1274 0 3 0 The deputy of the %s province states that a wandering elven carpenter has arrived, asking for permission to open his own shop. Your deputy is concerned, since the elf is an exile of his race. Granting permission may incur the wrath of the neighboring elven provinces. 1) Banish him from the province! #93
2) Grant him permission. #1275
3) Allow him to open shop for 300 gold #1276
4) Execute the filth! #1277
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if the treasury has 4 or more free slots
Answer ¹4 appears when there are a hero or a guard in the province
1275 #1275 0 0 3 Your deputy soon responds that the elf conveys his sincerest thanks. 1) I tried to be different! #13
2) Wonderful! #0
A new site Archery Store appears in the province (opened, default guards)
Change attitude towards the player in all provinces of the race Elves by -2
#1274
1276 #1276 0 0 -2 Your deputy sends you the elf's payment of 300 gold. Even though the elf agrees, he is clearly unhappy. 1) Who gives a damn. #0
2) I tried to be different! #13
Change player gold by +300
A new site Archery Store appears in the province (opened, default guards)
Change attitude towards the player in all provinces of the race Elves by -2
#1274
1277 #1277 0 0 -10 Your executioner mercilessly butchers the elf in the middle of the town square of %s. His belongings have been delivered to your treasury. 1) Excellent. Let that be a lesson to the others! #13
2) I pity him, but life is cruel. #12
Get a random level 3 item of type Ranged Weapon, with the rarity of not less than 2.
Get a random level 2 item of type Ranged Weapon, with the rarity of not less than 2.
Get a random level 2 item of type Ranged Weapon, with the rarity of not less than 1.
Get a random level 1 item of type Ranged Weapon, with the rarity of not less than 1.
Set the flag of the event #1274 to "disabled"
#1274
1278 #1278 1 3 0 The deputy of the %s province states that a wandering tanner has arrived, asking for permission to open his own shop. 1) Run the tanner off my property! #13
2) Help him set up shop (-100 gold ) #1279
3) Help him but I get some of the merchandise (-100 gold ) #1280
4) Don't bother me with such trifling matters again! #1281
Answer ¹2 appears when Player's gold >= 100
Answer ¹3 appears when Player's gold >= 100
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: there is a place in the province for opened location
1279 #1279 0 0 4 Your deputy soon responds that the tanner conveys his sincerest thanks. 1) I tried to be different! #13
2) Wonderful! #12
A new site Tanner Store appears in the province (opened, default guards)
Change player gold by -100
#1278
1280 #1280 0 0 -1 After setting up the shop, your deputy sends you an offering from the tanner - his shop stock suffers as a result. 1) What rubbish! #13
2) Not bad! #12
A new site Tanner Store appears in the province (opened, default guards)
Change player gold by -100
Get a random level 4 item of type Light Armor, with the rarity of not less than 1.
#1278
1281 #1281 0 0 0 Set the flag of the event #1278 to "disabled" #1278
1282 #1282 0 3 0 The deputy of the %s province states that a wandering halfling tailor has arrived, asking for permission to open his own shop. Your deputy is concerned, since the halfling is an exile of his race. Granting permission may incur the wrath of the neighboring halfling provinces. 1) Banish him from the province! #93
2) Grant him permission. #1283
3) Allow him to open shop for 300 gold #1284
4) Execute the filth! #1285
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if the treasury has 3 or more free slots
Answer ¹4 appears when there are a hero or a guard in the province
1283 #1283 0 0 3 Your deputy soon responds that the halfling conveys his sincerest thanks. 1) I tried to be different! #13
2) Wonderful! #0
A new site Tailor Store appears in the province (opened, default guards)
Change attitude towards the player in all provinces of the race Halflings by -2
#1282
1284 #1284 0 0 -2 Your deputy delivers the halfling's payment in the form of a coin-pouch. When converting his coins to the proper currency, it is discovered that nearly half the payment came from false gold! Your deputy promises that he did not even open the pouch, so perhaps the halfling mixed fake coins with real in order to deceive you. There is also the possibility that the halfling received fake coins and didn't know. 1) Damn both of you! #0
2) I won't put up with this! #13
3) Execute the guilty deputy #93
Change player gold by +(100-200)
A new site Tailor Store appears in the province (opened, default guards)
Change attitude towards the player in all provinces of the race Halflings by -2
#1282
1285 #1285 0 0 -10 Your executioner mercilessly butchers the halfling in the middle of the town square of %s. His belongings have been delivered to your treasury. 1) Excellent. Let that be a lesson to the others! #13
2) I pity him, but life is cruel. #12
Get a random level 3 item of type Clothing, with the rarity of not less than 2.
Get a random level 4 item of type Clothing, with the rarity of not less than 1.
Get a random level 2 item of type Clothing, with the rarity of not less than 1.
Set the flag of the event #1282 to "disabled"
#1282
1286 #1286 0 3 0 The deputy of the %s province states that a wandering Drow wizard has arrived, asking for permission to open his own shop. Your deputy is concerned, since the dark elf is an outcast of the Drow. Granting permission may incur the wrath of the neighboring Drow provinces. 1) Banish him from the province! #93
2) Grant him permission. #1287
3) Permit him to open shop for 200 gold. #1288
4) Execute the spider-kisser #1289
Condition of the appearing in the province: only in the province, inhabited by the race Humans
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if the treasury has 2 or more free slots
Answer ¹4 appears when there are a hero or a guard in the province
1287 #1287 0 0 3 Your deputy soon responds that the dark elf conveys his sincerest thanks. He swears to serve such a wise and just ruler as you are with good faith and fidelity. 1) I tried to be different! #13
2) Wonderful! #12
A new site Sorcery Store appears in the province (opened, default guards)
Change attitude towards the player in all provinces of the race Drow by -2
#1286, #1288
1288 #1288 0 0 -2 Your deputy soon responds that the dark elf refuses to pay the 200 gold, or any other amount in order to open his shop. 1) Chase away the spider-kisser from the province! #13
2) Fine, let him have it. #1287
3) Execute the spider-kisser, immediately! #1289
Answer ¹3 appears when there are a hero or a guard in the province #1286
1289 #1289 0 0 -10 Your executioner mercilessly butchers the dark elf in the middle of the town square of %s. His belongings have been delivered to your treasury. 1) Excellent. Let that be a lesson to the others! #13
2) I pity him, but life is cruel. #12
Change attitude towards the player in all provinces of the race Drow by 1
Get a random level 4 item of type Wand, with the rarity of not less than 2.
Get a random level 3 item of type Wand, with the rarity of not less than 2.
Set the flag of the event #1286 to "disabled"
#1286, #1288
1290 #1290 -1 0 0 Condition of the appearing in the province: if player's gold >= 250
Condition of the appearing in the province: if the province level >= Dwelling
With the probability of 50% switch to event #1291, otherwise switch to event #1292
1291 #1291 0 0 0
Unit: Dark Elves
Event (Loss): #1293
The drow have staged a raid on %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
Set the level of the attacking army to 2 #1290 Unit: Dark Elves
Event (Loss): #1293
1292 #1292 0 0 0
Unit: Slavedrivers
Event (Loss): #1293
The drow have staged a raid on %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
Set the level of the attacking army to 2 #1290 Unit: Slavedrivers
Event (Loss): #1293
1293 #1293 0 0 0 The drow have plundered the province of %s! Part of the civilians are killed, and many have been sold into slavery. Gold lost: %d. 1) I hope they choke on it! #0
2) Bastards... #0
Change player gold by -(15-20)*Province level
Change the mood in the province by -2
Change the number of population in the province by -(30-50)%
With the loss of gold in this event will be considered a treasury
1294 #1294 0 0 0 A new site Holy Cloister appears in the province (opened, default guards)
1295 #1295 -1 20 0 Condition of the appearing in the province: if player's gold >= 300
Condition of the appearing in the province: there is a building Chaos Monument in the province
With the probability of 50% switch to event #1296, otherwise switch to event #1297
1296 #1296 0 0 0
Unit: Demons
Event (Win): #1299
Event (Loss): #1298
Province type: Lands of Chaos
The deranged cultists plunge their ceremonial daggers into their hearts after chanting to their masters of Chaos. Their bodies twist and snap suddenly, transforming into monstrous creatures before you. 1) Damn! #0
2) They must be slain at once! #0
Set the level of the attacking army to 1 #1295 Unit: Demons
Event (Win): #1299
Event (Loss): #1298
Province type: Lands of Chaos
1297 #1297 0 0 0
Unit: Demons
Event (Win): #1299
Event (Loss): #1298
Province type: Lands of Chaos
The deranged cultists plunge their ceremonial daggers into their hearts after chanting to their masters of Chaos. Their bodies twist and snap suddenly, transforming into monstrous creatures before you. 1) Damn! #0
2) They must be slain at once! #0
Set the level of the attacking army to 3 #1295 Unit: Demons
Event (Win): #1299
Event (Loss): #1298
Province type: Lands of Chaos
1298 #1298 0 0 0 Demons have ravaged the province of %s! One could hardly imagine the fates of these poor civilians... Those who survive with mental scars must certainly envy those who died. Gold lost: %d. 1) Poor souls... #13
2) The Gods are just to spare some of my people. #0
Change player gold by -(15-20)*Province level
Change the number of population in the province by -(50-80)%
1299 #1299 0 0 0 Your soldiers manage to stop the demons' raid of %s! The demons had only recently surfaced within the province, disguised as civilians. With their demise, the deputy ordered the local militia to plunder the houses that belonged to these demonic deceivers. The valuables gathered have been deposited to your treasury. Gold received: %d. 1) Well, well... #0
2) The Gods will have plans for these lost souls. #12
Change player gold by +(100-125)*Province level
Change the number of population in the province by -(20-30)%
1300 #1300 0 15 0 The local alchemists have concocted a potion which turns living creatures into beautiful statues radiating magic. Unfortunately, they are now petrified in their lab, with no one left to record the potions's formula. All the potion has evaporated by now. The sages believe that the magic emanates from crystals deep within the statues. The vicar wishes to decorate the village with these statues. What are your orders, Master? 1) Let him adorn the city. #1301
2) Shatter the statues. Those gems are valuable! #1302
Condition of the appearing in the province: there is a building Magic Monument in the province
Condition of the appearing in the province: if the mood <= Very content
Condition of the appearing in the province: if the mood >= Very discontent
1301 #1301 0 0 -1 After the beautiful statues have been placed around the city, tourists have become attracted to the location, referring to the placement as a miracle. This influx of new inhabitants has raised our income as a result of trade and tax, naturally. Income from the province has increased by %d. Your subjects are also very pleased with your generosity and wisdom. 1) Excellent! #0
Province income +(3-7)
Change the mood in the province by +2
#1300
1302 #1302 0 0 -1 After splitting the statues, you gently remove the former hearts of these alchemists - now in the form of heavy magical crystals. Your supply of gems is increased by %d. 1) Excellent! #0
Change the player's crystals by +(10-20)*Province level #1300
1303 #1303 1 15 0 Rumors have spread of a miracle within the province of %s. The rumors describe a disease that plagued the population, and by praying to the Lord of Light, they would be cured. These claims have attracted many pilgrims who wish to witness this healing power with their own eyes. Income from the province has increased by %d. 1) Not bad. #0
2) What a trifle. #0
Province income +(2-6)
Condition of the appearing in the province: there is a building Light Monument in the province
Condition of the appearing in the province: if the mood >= Very content
1304 #1304 1 25 0 The governor of %s has discovered documents exposing prominent members of the community as being guilty of nefarious affairs. It seems these documents were stolen from an unknown source. Nevertheless, after investigations proved these claims as truth, the guilty were condemned. Now, after letters have spread demanding confessions from potential perpetrators, numerous figures have stepped forward to claim repentance. Corruption in the province is down! 1) Excellent! #0
Condition of the appearing in the province: there is a building Elemental Monument in the province
Condition of the appearing in the province: corruption >= 10%
Change corruption by -10
1305 #1305 0 20 0 Within %s, dark mages have stepped forward to offer their services as guards. They do not require any fee - only a salary of 10 gold, 6 gems. 1) Politely refuse. #0
2) Shoo them away! #12
3) Hire them. #1306
Condition of the appearing in the province: there is a building Sorcery Monument in the province
Condition of the appearing in the province: if player's karma <= 0
1306 #1306 0 0 -2 Set the guards Supreme Dark Order in the province #1305
1307 #1307 0 5 0 Gossip spreads from the province of %s, regarding a very wealthy individual who seeks your attention. After having learned of the dragon's egg you possess, this man is offering to parlay a plentiful supply of gold and gems, or artifacts, for the egg. 1) I'll take payment (+3000 gold , +1000 cr.) #1308
2) I'll take a scroll of "Deadly Touch". #1309
3) I'll take the Amulet of the Eternal Sun. #1310
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Dragon's Egg in the treasury
1308 #1308 0 0 0 Remove from the treasury the item Dragon's Egg
Change player gold by +3000
Change the player's crystals by +1000
#1307
1309 #1309 0 0 0 Remove from the treasury the item Dragon's Egg
Get 1 scrolls of the spell Deadly Touch
#1307
1310 #1310 0 0 0 Remove from the treasury the item Dragon's Egg
Get 1 items Eternal Sun with durability 100%
#1307
1311 #1311 -1 5 0
Unit: Bandits
Event (Win): #1313
Event (Loss): #1312
Bandits have assaulted of the governor of %s! They are seen carrying large sums of money away. 1) Are they itching to die? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if player's gold >= 500
Condition of the appearing in the province: just not in the main province
Unit: Bandits
Event (Win): #1313
Event (Draw): #1313
Event (Loss): #1312
1312 #1312 0 0 0 Bandits have robbed your governor. His weak escorts could do nothing to stop this. The scoundrels took %d gold. 1) I hope they choke on it! #0
2) Bastards... #0
Change player gold by -(150-300)
Change the mood in the province by -1
1313 #1313 0 0 0 Bandits attempted to rob your governor, but were taken by surprise of his strong escorts. All of the bandits were slain, and the gold is safe. In addition, the governor's escorts recovered some trinkets from the corpses. 1) Excellent! #0
2) Nothing to be excited about... #0
Change player gold by +(250-600)
Get a random level 4 item, with the rarity of not less than 2
Change the mood in the province by +1
1314 #1314 0 0 0 Change player gold by -200
With the probability of 50% switch to event #1315, otherwise switch to event #1316
#666
1315 #1315 0 0 -1 During the next libation, men you bribed begin a chain of gossip attempting to praise you openly. This triggers a wave of resentment from a group of others, which escalates into a full-scale brawl. In the end, everyone is pretty battered, thus, they return to their homes. Soon after, the complaints of you dissipate. 1) I'm such a genius. #0
2) That was senseless violence... #13
Change the mood in the province by +1 #1314
1316 #1316 0 0 0 The men you attempt to bribe are pleased to take your money, but instead of spreading praise, they tell everyone how easily you can be deceived. Discontent continues to foster as a result. 1) Hire an assassin to liquidate the windbags. (-100 gold ) #668
2) Let them gossip. #0
3) Set the pub on fire while all of them are inside. #669
Change the mood in the province by -1
Answer ¹1 appears when Player's gold >= 100
#1314
1317 #1317 0 0 0 Change the player's crystals by -50
With the probability of 25% switch to event #1319, otherwise switch to event #1318
#723
1318 #1318 0 0 0 Your mages utilize a complex search ritual. The ritual bestows a vision unto them about the whereabouts of the robbers. 1) Have my men seize the possessions at once. #1320
2) I'll get at them soon... #0
Answer ¹1 appears when there are a hero or a guard in the province #1317
1319 #1319 0 0 0 Your mages utilize a complex search ritual. Unfortunately, the ritual fails to determine the whereabouts of the robbers. 1) Damned pathetic mages! #13
2) Well, that's a pity. #0
Set the flag of the event #723 to "disabled" #1317
1320 #1320 0 0 0
Unit: Bandits
Event (Win): #1322
Event (Loss): #1321
#1318 Unit: Bandits
Event (Win): #1322
Event (Draw): #1321
Event (Loss): #1321
1321 #1321 0 0 0 Your soldiers are unable to catch the robbers. Nervous of the impending chase, they fled, and now we hardly have a chance at locating them again. 1) I hope they choke on it! #0
2) Bastards... #0
1322 #1322 0 0 0 After defeating the robbers, your soldiers confiscate all the stolen goods, as well as the bastards' belongings. In addition, there were also some interesting little trinkets. 1) Excellent! #0
2) Nothing to be excited about... #0
Change player gold by +(400-800)
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 1
Set the flag of the event #723 to "disabled"
1323 #1323 -1 5 0 Illithids have staged a hunt against the residents of %s. They manage to catch some villagers and devour their brains. Before this can get out of hand, your spies managed to get this information to you as soon as possible. What are your orders, Master? 1) Feed them servants to appease them! (-500 gold ) #1326
2) Leave them to feed... #1325
3) Destroy the these squid-faced vermin! #1327
4) Stop bothering me with such nonsense! #1324
Condition of the appearing in the province: if the province level >= Dwelling
Answer ¹1 appears when Player's gold >= 500
Answer ¹3 appears when there are a hero or a guard in the province
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: only in the province, inhabited by the race Drow
1324 #1324 0 0 -2 Your soldiers looked rather impassive, regarding your order. From the perspective of these illithids, they'll stop once their hunger ends. This decision reaches the ears of the people, and they are very unhappy and curse your name. Once the monsters have eaten and cleared away, the province's population has decreased slightly. However, the property of the dead now fills your treasury. Total collected: %d gold. 1) It is necessary to respect the needs of others. #13
2) To them, such food should be filling enough. #0
3) I'm really sorry... #0
Change player gold by +(50-100)*Province level
Change the mood in the province by -2
Change the number of population in the province by -(10-20)%
#1323
1325 #1325 0 0 -5 Your goveneror and soldiers monitor the feast with malevolent grins. The illithids slaughter many in the process, taking some captives as they depart. Your decision leaves the population enraged. However, the property of those who were "lucky" to be taken by the mind-flayers have been seized by local authorities - the damned won't need their money. Total gold gathered: %d 1) It is necessary to respect the needs of others. #13
2) To them, such food should be filling enough. #0
3) I'm really sorry... #0
Change player gold by +(100-150)*Province level
Change the mood in the province by -3
Change the number of population in the province by -(10-30)%
#1323
1326 #1326 0 0 -1 After giving your order, prisoners, captives, and slaves are delivered directly to the illithids. They were surprised by your generosity. In order to stay out of debt from you, the mind-flayers present you with a special, rare gift. However, residents of the province are not happy with your order - the majority of victims were friends or relatives. 1) Excellent! #0
2) At least some good came out of this. #0
3) That's it? Selfish squid-heads. #0
Change player gold by -500
Change the mood in the province by -1
Change the number of population in the province by -(0-10)%
Get 1 items Illithid with durability 100%
#1323
1327 #1327 0 0 0
Unit: Illithids
Event (Win): #1329
Event (Loss): #1328
#1323 Unit: Illithids
Event (Win): #1329
Event (Loss): #1328
1328 #1328 0 0 0 After the massacre of your soldiers, the illithids, now angry, have scattered throughout your province - the death toll is high, with some unfortunate souls being taken as captives. The population of the province of %s is in uproar over this catastrophe. Not only that - the mind-flayers destroy many homes. The damage costs you %d gold. 1) To them, such food should be filling enough. #0
2) I'm really sorry... #12
Change player gold by -(40-50)*Province level
Change the mood in the province by -2
Change the number of population in the province by -(10-30)%
1329 #1329 0 0 2 As the illithids attack the civilians, your soldiers manage to thwart and slaughter every single one of them! The residents of %s are grateful to you. Losses amount to only %d gold. 1) Burn their tentacles! #0
2) We must mourn the lost souls... #12
Change player gold by -(0-10)*Province level
Change the mood in the province by +2
Change the number of population in the province by -(0-10)%
1330 #1330 0 0 0 With the probability of 50% switch to event #1331, otherwise switch to event #1332 #689
1331 #1331 0 0 0 Your men quickly follow the trail of the kidnappers, eventually overtaking them. These bastards won't surrender to justice without a fight. 1) Slay them immediately! #1333
2) They had their chance. #1333
#1330
1332 #1332 0 0 0 The organized pursuit could not overtake the bastards - they clearly know the terrain better than your men. Your soldiers return to the village with nothing. 1) Damned worthless idiots! #13
2) What a pity... #0
#1330
1333 #1333 0 0 0
Unit: Bandits
Event (Win): #1335
Event (Loss): #1334
#1331, #1331 Unit: Bandits
Event (Win): #1335
Event (Loss): #1334
1334 #1334 0 0 0 Your soldiers are unable to catch the robbers. They're long gone, and your men will hardly have a chance at relocating them. 1) No luck. #0
2) Bastards... #0
1335 #1335 0 0 0 After defeating the robbers, your soldiers confiscate all the stolen goods, as well as the bastards' belongings. In addition, there were also some interesting little trinkets. Your warriors have returned as heroes. 1) Excellent! #0
2) Nothing to be excited about... #0
Change player gold by +(150-500)
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 1
Change the mood in the province by +1
1336 #1336 0 0 0 With the probability of 50% switch to event #912, otherwise switch to event #1338 #911
1337 #1337 0 0 0 With the probability of 75% switch to event #913, otherwise switch to event #1339 #911
1338 #1338 0 0 0 As you have ordered, the find is delivered to the treasury. 1) What a piece of rubbish! #0
2) Not bad. #0
Get a random level 3 item of type Jewelry, with the rarity of not less than 2. #1336
1339 #1339 0 0 0 As you have ordered, the find is delivered to the treasury. 1) What a piece of rubbish! #0
2) Not bad. #0
Get a random level 5 item of type Jewelry, with the rarity of not less than 4. #1337
1340 #1340 0 0 0 After defeating the monsters, the hero manages to scavenge valuable trophies. They have all been sent to the treasury. 1) Excellent! #0
2) What rubbish. #0
Change player gold by +(150-300)*Province level
Change the player's crystals by +(50-90)*Province level
Get a random level 5 item of type Ranged Weapon, with the rarity of not less than 4.
Get a random level 5 item of type Light Armor, with the rarity of not less than 4.
Get a random level 4 item of type Ranged Weapon, with the rarity of not less than 2.
1341 #1341 0 0 0 After defeating the dwarves, the hero manages to scavenge valuable trophies, They have all been sent to the treasury. 1) Excellent! #0
2) What rubbish. #0
Change player gold by +(250-400)*Province level
Change the player's crystals by +(20-40)*Province level
Get a random level 6 item of type Banner, with the rarity of not less than 5.
Get a random level 6 item of type Medium Armor, with the rarity of not less than 5.
Get a random level 6 item of type Jewelry, with the rarity of not less than 5.
1342 #1342 0 0 0 After defeating the tarrasque, the hero manages to scavenge valuable trophies, They have all been sent to the treasury. 1) Excellent! #0
2) What rubbish. #0
Change player gold by +(100-200)*Province level
Change the player's crystals by +(40-80)*Province level
Get a random level 5 item of type Melee Weapon, with the rarity of not less than 4.
Get a random level 5 item of type Shield, with the rarity of not less than 3.
Get a random level 6 item of type Heavy Armor, with the rarity of not less than 4.
Get a random level 6 item of type Shield, with the rarity of not less than 4.
1343 #1343 0 0 0 After overcoming the fierce resistance of the mages, the hero manages to scavenge valuable trophies. They have all been sent to the treasury. 1) Excellent! #0
2) What rubbish. #0
Change player gold by +(150-300)*Province level
Change the player's crystals by +(50-90)*Province level
Get a random level 5 item of type Wand, with the rarity of not less than 3.
Get a random level 5 item of type Clothing, with the rarity of not less than 3.
Get a random level 4 item of type Spell Scroll, with the rarity of not less than 1.
Get a random level 3 item of type Spell Scroll, with the rarity of not less than 1.
1344 #1344 0 0 0 A new site Altar of Death appears in the province (opened, without guards)
1345 #1345 0 0 -2
Unit: Retinue
Event (Win): #74
Event (Loss): #73
The caravan guards emerge to defend the merchants' property. 1) So much the worse for them. Kill them! #0
2) I have no use for unnecessary witnesses. #0
Change the mood in the province by -2 #67, #575, #576 Unit: Retinue
Event (Win): #74
Event (Loss): #73
1346 #1346 -1 0 0
Unit: Gnolls
Event (Loss): #1347
Gnolls have invaded the province of %s! 1) Are they itching to die? #0
2) Damn! #0
Condition of the appearing in the province: if the terrain=Plains
Condition of the appearing in the province: just not in the main province
Unit: Gnolls
Event (Loss): #1347
1347 #1347 0 0 0 Gnolls have plundered the province of %s! Nearly everyone was slaughtered, only a few survived. Gold lost: %d. 1) We'll deal with the losses. #0
2) Forgive me... #0
Change player gold by -(10-20)*Province level
Change the number of population in the province by -(40-60)%
With the loss of gold in this event will be considered a treasury
Change the mood in the province by -2
1348 #1348 0 0 0 With the probability of 50% switch to event #1349, otherwise switch to event #1350
1349 #1349 0 0 0 The Order of the Temple returns from a campaign against horrible creatures. They collected valuable trophies from the den. 1) Excellent! #0
2) What rubbish... #0
Change player gold by +(50-200)
Get a random level 4 item, with the rarity of not less than 2
Get a random level 3 item, with the rarity of not less than 1
Set the flag of the event #1348 to "happens through (10-15) turns and turns off"
Bind the flag of the event #1348 to main province
#1348
1350 #1350 0 0 0 The Order of the Temple returns from their battle against the evil sorcerers. They managed to collect valuable trophies. 1) Excellent! #0
2) What rubbish... #0
Change player gold by +(10-20)
Change the player's crystals by +(10-40)
Get a random level 3 item of type Spell Scroll, with the rarity of not less than 1.
Get a random level 2 item of type Spell Scroll, with the rarity of not less than 1.
Set the flag of the event #1348 to "happens through (10-15) turns and turns off"
Bind the flag of the event #1348 to main province
#1348
1351 #1351 0 0 0 Within the province of %s, a group of assassins and sorcerers from the Twilight Brotherhood brutally exterminate many villagers under the cover of night. What are your orders? 1) Help the victims (-250 gold ) #1352
2) Carve the guards up - it's their fault! #1353
3) Nothing, they're just mortals. #1354
Answer ¹1 appears when Player's gold >= 250

1352 #1352 0 0 3 While gold will not replace or return the victims, the survivors are grateful to you for your help. 1) It is my duty to take care of my subjects. #0
2) I spit on them... Thanks. #13
Change player gold by -250
Change the mood in the province by +1
Change the number of population in the province by -(10-20)%
#1351
1353 #1353 0 0 -1 Change the mood by +(50-100)
Change the mood in the province by +1
Change the number of population in the province by -(20-30)%
#1351
1354 #1354 0 0 -5 Your indifference offended and enraged residents of the province of %s - it looks like they are ready to revolt! 1) Let them try! #0
2) A pity, but what can you do? #0
Change the mood by +(100-200)
Change the mood in the province by -2
Change the number of population in the province by -(20-30)%
#1351
1355 #1355 0 0 -1 Per your order, under cover of night, a squad of Twilight Brotherhood assassins attacks the guards in the %s province. A few bystanders witnessed, and had to be captured. The captives were all sacrificed on the altar, to the glory of the Great Mother, for a reward of %d crystals. 1) Damn it. #13
2) Forgive me... #0
Change the player's crystals by +(30-55)


Change the mood in the province by -1
Change the number of population in the province by -10%
1356 #1356 -1 3 0 Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: just not in the main province
With the probability of 70% switch to event #1357, otherwise switch to event #1358
1357 #1357 0 0 0 A band of skeletons has appeared near the settlement of %s! The locals have started calling them the "Skeleton Gang". The commander of the gang appears to be searching for new recruits. 1) Let them do what they wish. #1394
2) Warriors! Stop them! #1392
Answer ¹2 appears when there are a hero or a guard in the province #1356
1358 #1358 0 0 0 A band of skeletons has appeared near the settlement of %s! The locals have started calling them the "Skeleton Gang". The commander of the gang appears to be searching for new recruits. 1) Let them do what they wish. #1394
2) Warriors! Stop them! #1393
Answer ¹2 appears when there are a hero or a guard in the province #1356
1359 #1359 0 0 0 Your soldiers do more harm than good - the skeletons massacre them, as well as many people in the province of %s. Only a few manage to escape. After the massacre, the undead squadron take a few subjects. The damage costs you %d gold. 1) Take care of the survivors! (-200 gold ) #1395
2) It doesn't matter, they'll give birth to others. #1617
Change player gold by -(200-300)
Change the number of population in the province by -(30-50)%
Change the mood in the province by -2
Answer ¹1 appears when Player's gold >= 200
1360 #1360 0 0 0 With probability 50% trigger event #1618
1361 #1361 0 0 0 A group of dwarves from the province of %s wishes to free some of their brethren from gnolls. What are your orders, Master? 1) Let them threaten us, their lives are forfeit. #1362
2) Slavery is terrible. Let's free them. #1365
Condition of the appearing in the province: only in the province, inhabited by the race Gnolls
Condition of the appearing in the province: if the province level >= Hamlet
Condition of the appearing in the province: if the mood >= Very content
Condition of the appearing in the province: if player's gold >= 200
1362 #1362 0 0 -1
Unit: Dwarves
Event (Win): #1363
Event (Loss): #1364
Dwarves attack the province of %s! 1) Excellent! #0
2) Well, that's a pity... #0
#1361 Unit: Dwarves
Event (Win): #1363
Event (Draw): #1363
Event (Loss): #1364
1363 #1363 0 0 0 Your soldiers survive the attack from the dwarves! They're defeated, and residents from the province of %s are rejoicing and praising your name. 1) I do what I must! #0
2) Very well. #12
Change the mood in the province by +1
Change attitude towards the player in all provinces of the race Dwarves by -1
1364 #1364 0 0 0 The dwarves launch their assault against the gnoll inhabitants of %s. Many gnolls are slain, and nearly all the slaves are freed. Your loss in gold amounts to %d, and the amount of income from the province decreases. Among the population are rumors that you are too weak, and it may be time for the gnolls to become independent once more. 1) Arrange a few illustrative executions for them. #13
2) A dog barks - the caravan moves on! #0
Change player gold by -(50-100)
Change the mood in the province by -2
Change the number of population in the province by -(30-40)%
Province income -(1-2)
1365 #1365 0 0 5 Relieved dwarven slaves greet their fellow liberators, joining the squad. They thank you, calling you a friend of the dwarves before departing. The gnolls are furious - you've demonstrated a sign of weakness to them by aligning with their most hated foes. Among the population of %s are rumors that it is time for the gnolls to become independent once more. 1) Arrange a few illustrative executions for them. #13
2) A dog barks - the caravan moves on! #0
Change the mood in the province by -4
Change the number of population in the province by -(10-20)%
Change the mood by -(60-120)
Change attitude towards the player in all provinces of the race Dwarves by 2
Set the flag of the event #1366 to "happens through (2-4) turns and turns off"
Bind the flag of the event #1366 to current province
#1361
1366 #1366 -1 0 0 Initiate a rebellion in the province
1367 #1367 0 0 0 With the probability of 35% switch to event #1368, otherwise switch to event #1369 #138
1368 #1368 0 0 0 As soon as the life fades from the glorious bird, the sorcerer's magic dispells. The Phoenix vanishes in a flash of bright light, replaced with the body of a beautiful woman. There is a ring on her finger, which is brought to you. 1) We've made use of this wench. #0
Get 1 items Elemental Ring of Earth with durability 100% #1367
1369 #1369 0 0 0 As soon as the life fades from the glorious bird, the sorcerer's magic dispells. The Phoenix vanishes in a flash of bright light, replaced with the body of a beautiful woman. There is a ring on her finger, which is brought to you. 1) We've made use of this wench. #0
Get 1 items Elemental Ring of Fire with durability 100% #1367
1370 #1370 0 0 0 With the probability of 50% switch to event #1371, otherwise switch to event #1372 #138
1371 #1371 0 0 0 As soon as the life fades from the glorious bird, the sorcerer's magic dispells. The Phoenix vanishes in a flash of bright light, replaced with the body of a beautiful woman. There is a ring on her finger, which is brought to you. 1) We've made use of this wench. #0
Get 1 items Elemental Ring of Water with durability 100% #1370
1372 #1372 0 0 0 As soon as the life fades from the glorious bird, the sorcerer's magic dispells. The Phoenix vanishes in a flash of bright light, replaced with the body of a beautiful woman. There is a ring on her finger, which is brought to you. 1) We've made use of this wench. #0
Get 1 items Elemental Ring of Air with durability 100% #1370
1373 #1373 0 0 -5 #143, #1187, #1556
1374 #1374 0 0 0 With the probability of 50% switch to event #1375, otherwise switch to event #1378 #141, #141
1375 #1375 0 0 0 With the probability of 50% switch to event #1376, otherwise switch to event #1377 #1374
1376 #1376 0 0 0 Larietta turns to you and speaks: "There are no words to express my gratitude! I have nothing else to give, so take this ring for compensation." With these words, Larietta takes off her ring and gives it to you. 1) Well, well. #0
2) Thank you, Princess! #0
Get 1 items Elemental Ring of Earth with durability 100%
Set the flag of the event #1381 to "happens through (5-15) turns and turns off"
Bind the flag of the event #1381 to main province
#1375
1377 #1377 0 0 0 Larietta turns to you and speaks: "There are no words to express my gratitude! I have nothing else to give, so take this ring for compensation." With these words, Larietta takes off her ring and gives it to you. 1) Well, well. #0
2) Thank you, Princess! #0
Get 1 items Elemental Ring of Fire with durability 100%
Set the flag of the event #1381 to "happens through (5-15) turns and turns off"
Bind the flag of the event #1381 to main province
#1375
1378 #1378 0 0 0 With the probability of 50% switch to event #1379, otherwise switch to event #1380 #1374
1379 #1379 0 0 0 Larietta turns to you and speaks: "There are no words to express my gratitude! I have nothing else to give, so take this ring for compensation." With these words, Larietta takes off her ring and gives it to you. 1) Well, well. #0
2) Thank you, Princess! #0
Get 1 items Elemental Ring of Water with durability 100%
Set the flag of the event #1381 to "happens through (5-15) turns and turns off"
Bind the flag of the event #1381 to main province
#1378
1380 #1380 0 0 0 Larietta turns to you and speaks: "There are no words to express my gratitude! I have nothing else to give, so take this ring for compensation." With these words, Larietta takes off her ring and gives it to you. 1) Well, well. #0
2) Thank you, Princess! #0
Get 1 items Elemental Ring of Air with durability 100%
Set the flag of the event #1381 to "happens through (5-15) turns and turns off"
Bind the flag of the event #1381 to main province
#1378
1381 #1381 0 0 0 In the main hall of your radiant castle appears a portal. Out comes a magician of majestic attire. He speaks: "Hail, mighty Lord! My name is Izravius, and it was my wife you disenchanted recently, lifting my curse"... 1) I'm listening. Keep going. #1400
2) So what? #1400
1382 #1382 0 0 0 "A long time has passed since I cursed Larietta. Over time, I realized that it was I who was wrong, not her. Just as I sought to seek and help her, I discovered her restored manifestation near our castle. We talked... well, we spoke loudly and made peace. I wanted to reward you for your honorable deed. Please, take this gift." Saying this, the sorcerer gives you a big, heavy, and rather hot egg. 1) Good deeds are also rewarded. #0
2) Good, get it to the treasury. #0
Get 1 items Phoenix' Egg with durability 100% #1400
1383 #1383 0 0 0 In the main hall of your radiant castle appears a portal. Out comes a magician of majestic attire. He speaks: "Hail, mighty Lord! My name is Izravius, and it was my wife you recently healed"... 1) I'm listening. Keep going. #1476
2) So what? #1476
1384 #1384 0 0 0 "A long time has passed since I cursed Larietta. Over time, I realized that it was I who was wrong, not her. Just as I sought to seek and help her, I discovered her restored manifestation near our castle. We talked... well, we spoke loudly and made peace. I wanted to reward you for your honorable deed. Please, take this gift." Saying this, the sorcerer gives you a spell scroll. 1) Good deeds are also rewarded. #0
2) Good, get it to the treasury. #0
Get 1 scrolls of the spell Summon Phoenix #1476
1385 #1385 0 0 2 Change the player's crystals by -15
Set the flag of the event #1383 to "happens through (10-20) turns and turns off"
Bind the flag of the event #1383 to main province
#134, #137, #183
1386 #1386 0 0 0 In the main hall of your radiant castle appears a portal. Out comes a magician of majestic attire. He speaks: "A poor fool, how dare you slay my wife! I, Izravius, will make you regret your act!" With these words, he opens the portal once more and steps into it. No one had time to do or say anything. The portal closes. 1) What the hell was that? #1387
2) How dare he! #1387
1387 #1387 0 0 0
Unit: Izravius Sorcerers
Event (Win): #1388
Event (Loss): #1396
A patrol runs into the main hall. They report to you that the walls of the castle materialize into troops, and they clearly aren't here for a social visit. 1) Here we go. #0
2) Time for a bit of a warm up. #0
#1386, #1386 Unit: Izravius Sorcerers
Event (Win): #1388
Event (Loss): #1396
1388 #1388 0 0 0 With probability 25% trigger event #1389
1389 #1389 0 0 0 With the probability of 50% switch to event #1390, otherwise switch to event #1391 #1388
1390 #1390 0 0 0 After searching Izravius' corpse, your warriors discover a scroll of "Summon Phoenix" in his bag. 1) It was his fault for starting this. #0
2) At least some benefit from the fool. #0
Get 1 scrolls of the spell Summon Phoenix #1389
1391 #1391 0 0 0 After searching Izravius' corpse, your warriors discover a Phoenix egg in his bag. 1) It was his fault for starting this. #0
2) At least some benefit from the fool. #0
Get 1 items Phoenix' Egg with durability 100% #1389
1392 #1392 0 0 0
Unit: Skeletal Guardian
Event (Win): #1360
Event (Loss): #1359
Set the level of the attacking army to 1 #1357 Unit: Skeletal Guardian
Event (Win): #1360
Event (Loss): #1359
1393 #1393 0 0 0
Unit: Skeletal Guardian
Event (Win): #1360
Event (Loss): #1359
Set the level of the attacking army to 3 #1358 Unit: Skeletal Guardian
Event (Win): #1360
Event (Loss): #1359
1394 #1394 0 0 -3 Your soldiers don't interfere, and the undead, not paying them any heed, slay the residents from house to house. By the time the undead scatter from the region, a part of the population has been eliminated, and your failure to act did not escape the attention of the survivors. The damage costs you %d gold. 1) Take care of the survivors! (-200 gold ) #1395
2) I spit on them... #1617
Change player gold by -(100-200)
Change the number of population in the province by -(10-20)%
Change the mood in the province by -3
Answer ¹1 appears when Player's gold >= 200
#1357, #1358
1395 #1395 0 0 2 Change player gold by -200
Change the mood in the province by +2
With probability 75% trigger event #1618
#1359, #1394
1396 #1396 0 0 0 Nobody is stopped. Izravius' party manages to plunder the province of %s! Some of its people have been killed. Gold lost: %d. 1) Bastard! #0
Change player gold by -(25-35)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(10-20)%
With the loss of gold in this event will be considered a treasury
1397 #1397 0 0 1
Unit: Undead
Event (Win): #1398
Event (Loss): #1399
#1054 Unit: Undead
Event (Win): #1398
Event (Draw): #1398
Event (Loss): #1399
1398 #1398 0 0 0 Your soldiers ransack the catacombs of the ancient city from top to bottom. All that has been found has been delivered to the treasury. 1) Well done! #0
2) What rubbish! #0
Change player gold by +(400-600)
Change the player's crystals by +(60-120)
Get a random level 4 item, with the rarity of not less than 3
1399 #1399 0 0 0 Nobody is stopped. The undead slay many people from the province of %s. Very few manage to escape death. After the massacre, the undead return from whence they came. 1) What a pity. #0
2) It doesn't matter, they'll give birth to others. #13
Change the number of population in the province by -(40-50)%
Change the mood in the province by -2
A new site Ancient Ruins appears in the province (opened, default guards)
1400 #1400 0 0 0 With the probability of 60% switch to event #1401, otherwise switch to event #1382 #1381, #1381
1401 #1401 0 0 0 "A long time has passed since I cursed Larietta. Over time, I realized that it was I who was wrong, not her. Just as I sought to seek and help her, I discovered her restored manifestation near our castle. We talked... well, we spoke loudly and made peace. I wanted to reward you for your honorable deed. Please, take this gift." Saying this, the sorcerer gives you a subject. 1) Good deeds are also rewarded. #0
2) Good, get it to the treasury. #0
Get a random level 5 item, with the rarity of not less than 4 #1400
1402 #1402 -1 0 0
Unit: Border guards
Event (Loss): #1406
The governor of %s states that a strong detachment of border guards is seeking gold at a recently burnt farm, where halflings dwell. They threaten to plunder the province. The amount demanded by the soldiers amounts to 450 gold. 1) Let them have the gold! (-450 gold ) #1403
2) Arrange negotiations to stall for time. #1404
3) Let them attack, if they dare. #0
Answer ¹1 appears when Player's gold >= 450 Unit: Border guards
Event (Loss): #1406
1403 #1403 0 0 1 Change player gold by -450 #1402, #1405
1404 #1404 0 0 0 With the probability of 70% switch to event #1405, otherwise switch to event #1407 #1402
1405 #1405 0 0 0
Unit: Border guards
Event (Loss): #1406
The negotiations lead nowhere - the soldiers demand their 450 gold. 1) Let them have the gold! (-450 gold ) #1403
2) Let them attack, if they dare. #0
Answer ¹1 appears when Player's gold >= 450 #1404 Unit: Border guards
Event (Loss): #1406
1406 #1406 0 0 0 The border guards of %s begin looting the province. Some of its people have been killed. Gold lost: %d. 1) I hope they choke on it! #13
2) Bastards... #0
Change player gold by -(45-55)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(10-15)%
1407 #1407 0 0 -1 Applying all of your diplomatic skills, you were able to persuade the border guards to wait until the required amount purported to be brought out of the treasury. They have agreed to wait two days, but will instead require 500 coins instead. 1) Better act quickly... #0
Set the flag of the event #1408 to "happens through 3 turns and turns off"
Bind the flag of the event #1408 to current province
#1404
1408 #1408 0 0 0
Unit: Border guards
Event (Loss): #1406
In the province of %s, squad border patrols await your promised gold. The soldiers say they are not going to wait any longer - they will walk away with gold or the ruined province behind them. 1) Let them have the gold! (-500 gold ) #1409
2) Let them attack, if they dare. #0
Answer ¹1 appears when Player's gold >= 500 Unit: Border guards
Event (Loss): #1406
1409 #1409 0 0 1 Change player gold by -500 #1408
1410 #1410 0 0 0 Set the flag of the event #1402 to "happens through (5-15) turns and turns off"
Bind the flag of the event #1402 to current province
1411 #1411 0 0 0 With the probability of 90% switch to event #1412, otherwise switch to event #1413
1412 #1412 0 0 0 Your soldiers were unable to stop the bloodshed. Clashes between the Drow continued, only in the open, so in the end it was all for naught, and most of the inhabitants of the province were killed. 1) Provide aid to the residents (-300 gold ) #1271
2) They have only themselves to blame! #0
Change the mood in the province by -2
Change the number of population in the province by -(50-75)%
Answer ¹1 appears when Player's gold >= 300
#1411
1413 #1413 0 0 0 Your soldiers were unable to stop the bloodshed. Clashes between the Drow continued, only now in the open. Most of the inhabitants of the province were killed in battle. Eventually a clique of dark elves came to power, retaining their combat capability, rebelling against your authority. 1) How did that happen?! #0
2) Those bastards! #0
Change the mood in the province by -2
Change the number of population in the province by -(50-75)%
Initiate a rebellion in the province
#1411
1414 #1414 -1 3 0 Pathfinders from the province of %s report that some monster has started to appear in the village at night. It rips apart the villagers and drags the remains off to some place. All that is found in the morning is a large pool of blood. 1) Got it. #1540
2) Don't bother me with such trifles from now on! #1541
3) Hire a Witcher to hunt the Lycan down (-400 gold ) #1542
Condition of the appearing in the province: if there are free place for the hidden location
Condition of the appearing in the province: there is no location Werewolf Lair in the province
Answer ¹3 appears when Player's gold >= 400
1415 #1415 0 0 -3 A new site Dark Hollow appears in the province (opened, default guards)
Set the flag of the event #1466 to "happens through (8-14) turns and turns off"
Bind the flag of the event #1466 to current province
#1462
1416 #1416 1 20 0 Condition of the appearing in the province: if player's gold >= 250
Condition of the appearing in the province: only in the main province
Condition of the appearing in the province: if building Fort is built in the castle
With the probability of 50% switch to event #1417, otherwise switch to event #1434
1417 #1417 0 0 0 With the probability of 75% switch to event #1423, otherwise switch to event #1418 #1416
1418 #1418 0 0 0 With the probability of 50% switch to event #1419, otherwise switch to event #1421 #1417
1419 #1419 0 0 0 A weary monk has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 185 gold. 1) Here's your money (-185 gold ) #1420
2) Get rid of the rascal! #13
Answer ¹1 appears when Player's gold >= 185 #1418
1420 #1420 0 0 0 Change player gold by -185
Add 1 units Monk with exp. from 0 to 350 to the garrison
#1419
1421 #1421 0 0 0 A weary guardsman has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 135 gold. 1) Here's your money (-135 gold ) #1422
2) Get rid of the rascal! #13
Answer ¹1 appears when Player's gold >= 135 #1418
1422 #1422 0 0 0 Change player gold by -135
Add 1 units Guardsman with exp. from 0 to 450 to the garrison
#1421
1423 #1423 0 0 0 With the probability of 50% switch to event #1424, otherwise switch to event #1429 #1417
1424 #1424 0 0 0 With the probability of 50% switch to event #1425, otherwise switch to event #1427 #1423
1425 #1425 0 0 0 A weary elf has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 155 gold. 1) Here's your money (-155 gold ) #1426
2) Get rid of the rascal! #13
Answer ¹1 appears when Player's gold >= 155 #1424
1426 #1426 0 0 0 Change player gold by -155
Add 1 units Elf with exp. from 0 to 930 to the garrison
#1425
1427 #1427 0 0 0 A weary dwarf has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 120 gold. 1) Here's your money (-120 gold ) #1428
2) Get rid of the rascal! #13
Answer ¹1 appears when Player's gold >= 120 #1424
1428 #1428 0 0 0 Change player gold by -120
Add 1 units Dwarf with exp. from 0 to 700 to the garrison
#1427
1429 #1429 0 0 0 With the probability of 50% switch to event #1430, otherwise switch to event #1432 #1423
1430 #1430 0 0 0 A weary halfling has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 40 gold. 1) Here's your money (-40 gold ) #1431
2) Get rid of the rascal! #13
Answer ¹1 appears when Player's gold >= 40 #1429
1431 #1431 0 0 0 Change player gold by -40
Add 1 units Halfling with exp. from 0 to 440 to the garrison
#1430
1432 #1432 0 0 0 A tired fairy has arrived in your castle in the province of %s. She said that she was recently part of an ordinary band of adventurers, and her entire company was killed when they tried to pilfer a dragon's lair, and she alone survived. Now she offers you her services - she just cannot see any other option for herself. Se would like to serve you for a standard salary, and a one-time payment to her of 145 gold. 1) Here's your money (-145 gold ) #1433
2) Get rid of this creature! #13
Answer ¹1 appears when Player's gold >= 145 #1429
1433 #1433 0 0 0 Change player gold by -145
Add 1 units Fairy with exp. from 0 to 490 to the garrison
#1432
1434 #1434 0 0 0 With the probability of 50% switch to event #1435, otherwise switch to event #1440 #1416
1435 #1435 0 0 0 With the probability of 75% switch to event #1438, otherwise switch to event #1436 #1434
1436 #1436 0 0 0 A weary duelist has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 135 gold. 1) Here's your money (-135 gold ) #1437
2) Get rid of the rascal! #0
Answer ¹1 appears when Player's gold >= 135 #1435
1437 #1437 0 0 0 Change player gold by -135
Add 1 units Duelist with exp. from 0 to 400 to the garrison
#1436
1438 #1438 0 0 0 A weary lizardman has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 45 gold. 1) Here's your money (-45 gold ) #1439
2) Get rid of the rascal! #0
Answer ¹1 appears when Player's gold >= 45 #1435
1439 #1439 0 0 0 Change player gold by -45
Add 1 units Lizardman with exp. from 0 to 450 to the garrison
#1438
1440 #1440 0 0 0 With the probability of 75% switch to event #1441, otherwise switch to event #1446 #1434
1441 #1441 0 0 0 With the probability of 50% switch to event #1442, otherwise switch to event #1444 #1440
1442 #1442 0 0 0 A weary thief has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 25 gold. 1) Here's your money (-25 gold ) #1443
2) Get rid of the rascal! #12
Answer ¹1 appears when Player's gold >= 25 #1441
1443 #1443 0 0 0 Change player gold by -25
Add 1 units Thief with exp. from 0 to 430 to the garrison
#1442
1444 #1444 0 0 0 A weary gnoll has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 25 gold. 1) Here's your money (-25 gold ) #1445
2) Get rid of the rascal! #12
Answer ¹1 appears when Player's gold >= 25 #1441
1445 #1445 0 0 0 Change player gold by -25
Add 1 units Pack Warrior with exp. from 0 to 580 to the garrison
#1444
1446 #1446 0 0 0 With the probability of 50% switch to event #1447, otherwise switch to event #1449 #1440
1447 #1447 0 0 0 A weary sorceror has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 245 gold. 1) Here's your money (-245 gold ) #1448
2) Get rid of the rascal! #12
Answer ¹1 appears when Player's gold >= 245 #1446
1448 #1448 0 0 0 Change player gold by -245
Add 1 units Sorcerer with exp. from 0 to 700 to the garrison
#1447
1449 #1449 0 0 0 With the probability of 50% switch to event #1450, otherwise switch to event #1452 #1446
1450 #1450 0 0 0 A weary assassin has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 105 gold. 1) Here's your money (-105 gold ) #1451
2) Get rid of the rascal! #12
Answer ¹1 appears when Player's gold >= 105 #1449
1451 #1451 0 0 0 Change player gold by -105
Add 1 units Assassin with exp. from 0 to 660 to the garrison
#1450
1452 #1452 0 0 0 A weary thug has arrived in your castle in the province of %s. He said that he was recently part of an ordinary band of adventurers, and his entire company was killed when they tried to pilfer a dragon's lair, and he alone survived. Now he offers you his services - he just cannot see any other option for himself. He would like to serve you for a standard salary, and a one-time payment to him of 90 gold. 1) Here's your money (-90 gold ) #1453
2) Get rid of the rascal! #12
Answer ¹1 appears when Player's gold >= 90 #1449
1453 #1453 0 0 0 Change player gold by -90
Add 1 units Thug with exp. from 0 to 360 to the garrison
#1452
1454 #1454 -1 0 0
Unit: Lycan
Event (Win): #1455
Event (Loss): #1456
In the province of %s a terrible man-wolf attacked the village! 1) I should have seen this coming. #0
2) Where did it come from? #0
Unit: Lycan
Event (Win): #1455
Event (Draw): #1455
Event (Loss): #1456
1455 #1455 0 0 0 The guard survived - the monster is dead! In jubilation, the people in the province of %s organize a festive celebration. 1) Nasty lazybones! #13
2) I can understand them... #0
Change the mood in the province by +1
Destroy the location in the province Werewolf Lair
1456 #1456 0 0 0 Nobody has stopped the monster, so it has torn many people in the province of %s to pieces. The damage costs you %d gold. After sating itself, the Lycan disappeared. The residents are not happy with you, and many of them curse you. 1) Provide aid to the affected families (-150 gold ) #1457
2) Sorry to hear that... #0
3) Those malcontents - execute them! #1458
Change player gold by -(0-100)
Change the mood in the province by -2
Change the number of population in the province by -(20-30)%
Answer ¹1 appears when Player's gold >= 150
Destroy the location in the province Werewolf Lair
Set the flag of the event #1459 to "happens through (2-5) turns and turns off"
1457 #1457 0 0 2 Change the mood in the province by +1
Change player gold by -150
#1456
1458 #1458 0 0 -5 Change the mood in the province by -2
Change the number of population in the province by -(10-20)%
#1456
1459 #1459 0 0 0 Set the flag of the event #1414 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1414 to random province
1460 #1460 0 0 2 Change the player's crystals by -15
With probability 20% trigger event #1461
#130
1461 #1461 0 0 0
Unit: Unicorn
The foresters release the unicorn and healers heal its wound, but the unicorn doesn't leave. Carefully inspecting the trap that was used to catch it, the trackers say that it wasn't hunters that put it there - there are visible signs of witchcraft on it. Judging from its behavior, the freed unicorn wants your trackers to follow it. 1) Run it off, I have no time! #13
2) Kill the stupid creature! #0
3) Find out where it wants us to go. #1462
Answer ¹2 appears when there are a hero or a guard in the province #1460 Unit: Unicorn
1462 #1462 0 0 0
Unit: Dark Druids
Event (Win): #1464
Event (Loss): #1463
Province type: Savage Wood
The unicorn swiftly leads your people to a secluded hollow, where a ritual is in progress - on the altar lies a small snow-white foal, with bucking hooves and a horn in the middle of its forehead. Upon seeing you, one of the witches exclaims: "That unicorn with you - it's ours! Give it to us, so its blood can be shed on this sacred altar!" 1) Yes, here it is, I don't mind. #1415
2) Kill the witches! #0
Answer ¹2 appears when there are a hero or a guard in the province
Set the level of the attacking army to 1
#1461 Unit: Dark Druids
Event (Win): #1464
Event (Draw): #1464
Event (Loss): #1463
Province type: Savage Wood
1463 #1463 0 0 0 Your people in the province of %s have captured some servants of a dark cult. It is unlikely they will be spared by the inhabitants of the province... 1) I'm really sorry... #0
2) It serves them right. #13
Change the number of population in the province by -(60-70)%
A new site Dark Hollow appears in the province (opened, default guards)
1464 #1464 0 0 1 The servants of the death cult are defeated. Your attention is drawn to a small unicorn, lying on the altar. When you approach, it opens its eyes, and you notice furiously raging flames flickering in them. That's bad luck! Apparently, the witches already performed their ritual, and the unicorn has now changed into a different creature. Really different! It seems that the adult unicorn realizes this, because it immediately gallops off into the thicket... 1) Continue... #1465
1465 #1465 0 0 0 ...This little foal could grow into a mighty, raging beast. There must be records among the things that were left by the dark sorcerers cult that explain exactly how to do that. 1) We'll see... #0
Change player gold by +(250-400)
Change the player's crystals by +(25-40)
Get 1 items Black Unicorn with durability 100%
#1464
1466 #1466 0 0 0
Unit: Forest Guards
Event (Loss): #1467
Province type: Magical Forest
Forest creatures attack the province of %s! 1) Holy shit! #0
2) I'll destroy them! #0
Set the level of the attacking army to 2 Unit: Forest Guards
Event (Loss): #1467
Province type: Magical Forest
1467 #1467 0 0 0 Magical creatures banished your governor from the province of %s - he did not dare argue with them. The province is lost. 1) I will yet show you who's in charge here! #13
2) As long as the residents aren't hurt... #0
1468 #1468 0 0 1 As per your orders the purchased grapes were delivered to the winemaker, who immediately set to work. It does take some time for wine to mature. 1) Excellent! #0
2) And how long will I have to wait? #0
Change player gold by -100
Set the flag of the event #1469 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1469 to current province
Set the flag of the event #243 to "disabled"
#244
1469 #1469 0 0 0 Set the flag of the event #243 to "happens through (0-50) turns and turns off"
Bind the flag of the event #243 to random province
With the probability of 60% switch to event #1470, otherwise switch to event #1472
1470 #1470 0 0 0 In the province of %s the wine that its master winemaker produced to your order has finally matured. It has extremely bad taste, hardly even worth the money that has been spent on the grapes. The winemaker says that the purchased grapes were bad, and he has done everything he could. 1) Still sell the stuff for however much it's worth. #1471
2) Drown the winemaker in his own wine! #160
#1469
1471 #1471 0 0 0 The wine was sold to cheap taverns for %d gold, albeit with difficulty - not everyone dared to drink it, even at such a bargain price. 1) Well, at least I got some money for it. #0
2) So little?! #0
Change player gold by +(20-50) #1470
1472 #1472 0 0 0 In the province of %s the wine that its master winemaker produced to your order has finally matured. The wine is simply superb, but unfortunately the wine trade market is far away. The wine was therefore only sold for %d gold. The winemaker says it will take a long time to clean out and upgrade their barrels. 1) Oh well, at least I earned some money. #0
2) That good-for-nothing winemaker is a bummer! #0
Change player gold by +(100-180) #1469
1473 #1473 0 0 -5 Your hangmen execute the Free Archer on the main square of the province of %s. His heroic deeds are widely known, and many people in the province are very upset. 1) A big shot? Him? Ha! #13
2) Well, that's a pity. #0
Change the mood in the province by -1 #470
1474 #1474 0 0 1 Change corruption by -5 #675
1475 #1475 0 0 2 Change player gold by -100 #1016
1476 #1476 0 0 0 With the probability of 75% switch to event #1477, otherwise switch to event #1384 #1383, #1383
1477 #1477 0 0 0 "A long time has passed since I cursed Larietta. Over time, I realized that it was I who was wrong, not her. Just as I sought to seek and help her, I discovered her restored manifestation near our castle. We talked... well, we spoke loudly and made peace. I wanted to reward you for your honorable deed. Please, take this gift." Saying this, the sorcerer gives you a spell scroll. 1) Good deeds are also rewarded. #0
2) Good, get it to the treasury. #0
Get a random level 4 item of type Spell Scroll, with the rarity of not less than 1. #1476
1478 #1478 -1 0 0
Unit: Pack of Ratmen
Event (Loss): #1479
Ratmen have attacked the province of %s! 1) What's happening? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: just not in the main province
Unit: Pack of Ratmen
Event (Loss): #1479
1479 #1479 0 0 0 Ratmen have plundered the province of %s! Some of its people have been killed, and you have lost some gold: %d. 1) May they choke on it! #0
2) Bastards! #0
Change player gold by -(15-20)*Province level
Change the mood in the province by -2
Change the number of population in the province by -(30-50)%
With the loss of gold in this event will be considered a treasury
1480 #1480 0 5 0 Your governor of the province of %s reports that a ratman delegation came to ask him if they could settle in a nearby sewerage system. 1) Rats? Kill them all! #1481
2) I don't mind, let them stay. #1482
3) If they want to live there - let them pay! #1483
4) I'm sure some good will come of this. #1484
Condition of the appearing in the province: if the province level >= Dwelling
Condition of the appearing in the province: just not in the main province
1481 #1481 0 0 -2 Your soldiers seized the stinking ratmen and killed them. 1) Excellent! #0
2) What to do, I just hate rats. #0
Change the mood in the province by +1
Set the flag of the event #1485 to "happens through (4-10) turns and turns off"
Bind the flag of the event #1485 to current province
Set the flag of the event #1480 to "disabled"
#1480, #1488
1482 #1482 0 0 -1 Change the mood in the province by -1
Change attitude towards the player in all provinces of the race Ratmen by 1
Set the flag of the event #1488 to "happens through (15-30) turns and turns off"
Bind the flag of the event #1488 to current province
Set the flag of the event #1480 to "disabled"
#1480
1483 #1483 0 0 -1 Your governor sends you the payment given to him by a ratman. 1) So little... #0
2) Not bad. #0
Change player gold by +(250-400)
Change the mood in the province by -1
Set the flag of the event #1488 to "happens through (20-35) turns and turns off"
Bind the flag of the event #1488 to current province
Set the flag of the event #1480 to "disabled"
#1480
1484 #1484 0 0 -1 Your governor sends you the object given to him by a ratman. 1) What a piece of rubbish! #0
2) Not bad. #0
Get a random level 3 item, with the rarity of not less than 2
Change the mood in the province by -1
Set the flag of the event #1488 to "happens through (20-35) turns and turns off"
Bind the flag of the event #1488 to current province
Set the flag of the event #1480 to "disabled"
#1480
1485 #1485 -1 0 0
Unit: Pack of Ratmen
Event (Loss): #1479
You killed the emisssary of the Grand Ratt. In retaliation for this, the province %s was attacked by a ratman pack! 1) Well, let them attack! #0
2) Try to negotiate. #1486
Answer ¹2 appears when there are a hero or a guard in the province Unit: Pack of Ratmen
Event (Loss): #1479
1486 #1486 0 0 0
Unit: Pack of Ratmen
Event (Loss): #1479
The natural cowardice of ratmen has done its job - seeing the guards, they halted. But in order for them to leave the province, they require 300 gold. 1) No, let them attack! #0
2) Pay them the required amount (-300 gold ) #1487
Answer ¹2 appears when Player's gold >= 300 #1485 Unit: Pack of Ratmen
Event (Loss): #1479
1487 #1487 0 0 2 Change player gold by -300 #1486
1488 #1488 0 0 0 The governor of the province of %s reports that a delegation of ratmen came to him again. This time they ask permission to build some workshop or something like that in the province. The governor fears that the impact of constructing this ratman workshop could be dire. What is your decision, Master? 1) This time, kill them! #1481
2) Refuse politely, but firmly! #1489
3) Let them build, might be useful later. #1490
1489 #1489 0 0 0 The ratmen listened impassively to the refusal and departed. 1) I hope they didn't take offense. #0
2) Let them go! #0
Set the flag of the event #1480 to "disabled" #1488
1490 #1490 0 0 0 With the probability of 50% switch to event #1491, otherwise switch to event #1492
Set the flag of the event #1480 to "happens through (0-50) turns and turns off"
Bind the flag of the event #1480 to random province
#1488
1491 #1491 0 0 0 A new site Ratman Barracks appears in the province (opened, with guards) #1490
1492 #1492 0 0 0 A new site Plague Temple appears in the province (opened, with guards) #1490
1493 #1493 -1 5 0 Your governor of the province of %s reports that a certain ratman, who calls himself a Plague Master, asks for permission to perform some magical experiments. He is willing to pay 90 gems for your permission. 1) Sure, let him experiment. #1494
2) Let him experiment. But let no one know about it! #1495
3) No experiments! #1496
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: just not in the main province
1494 #1494 0 0 -5 After receiving your permission, the Plague Master hands you the agreed fee - 90 gems - and leaves. A short time later you find out that a terrible epidemic has broken out in the province, and many have died of the disease. Because everything has happened with your consent, the inhabitants of the province curse you. 1) It's nothing personal, I just need gems. #0
2) I don't give a damn about those mortals. #0
Change the player's crystals by +90
Change the mood in the province by -3
Change the number of population in the province by -(30-40)%
Set the flag of the event #8 to "happens through (5-8) turns and turns off"
Bind the flag of the event #8 to current province
#1493
1495 #1495 0 0 -3 After receiving your permission, the Plague Master leaves. A short time later you find out that a terrible epidemic has broken out in the province, and many have died of the disease. The residents are unhappy, as it is rumored that without your participation this wouldn't have happened. The Plague Master returns and hands over the agreed fee in gems, minus the costs for the disguise - %d. 1) So few gems... #0
2) Well, thanks for that. #0
Change the player's crystals by +(60-75)
Change the mood in the province by -1
Change the number of population in the province by -(30-40)%
Set the flag of the event #8 to "happens through (9-15) turns and turns off"
Bind the flag of the event #8 to current province
#1493
1496 #1496 0 0 1 The Plague Master listens impassively to your refusal and leaves. 1) Let him go! #0
2) Catch up and kill him! #1497
3) Rouse the population against Ratmen (-150 gold ) #1498
Answer ¹2 appears when there are a hero or a guard in the province
Answer ¹3 appears when Player's gold >= 150
#1493, #1606
1497 #1497 0 0 -2 Your soldiers catch up with the Plague Master, and finish him off. 1) Excellent! #0
2) What to do, I just hate rats. #0
Set the flag of the event #1485 to "happens through (4-10) turns and turns off"
Bind the flag of the event #1485 to current province
#1496
1498 #1498 0 0 1 Your giving the people of the province a fiery speech about the treachery of rats has borne fruit. The residents joined up to hunt rats in all corners of the province, organizing raids in search of secret "enemies" and "rat lovers". They even cleaned out a sewer, while they were at it. As a result, the province has become much cleaner, but a lot of innocent people suffered, so some residents decided to leave. 1) What to do, I just hate rats. #0
2) I feel sorry for them, but it was worth it. #0
Change player gold by -150
Change the mood in the province by +1
Change the number of population in the province by -(10-20)%
Change the mood by -(40-50)
With probability 15% trigger event #1499
#1496
1499 #1499 0 0 0 Set the flag of the event #1478 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1478 to current province
#1498
1500 #1500 1 3 0 The deputy of the %s province reports that an extremely smelly ratman was brought to him. He claims that he lost his way and is looking for the secret ratman city. If you can help in his quest, he promises to reward you with valuable gifts on behalf of his clan. 1) Get rid of this this skunk! #0
2) Send my warriors in search of the city. #1501
3) Hire adventurers (-200 gold ) #1505
Condition of the appearing in the province: there is no location Ratman Town in the province
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: just not in the main province
Answer ¹2 appears when there are a hero or a guard in the province
Answer ¹3 appears when Player's gold >= 200
1501 #1501 0 0 0 Your scouts go in search of the lost ratman city. It will take them a while to return. 1) Well, let's wait... #0
2) Get a move on! #0
Set the flag of the event #1500 to "disabled"
Set the flag of the event #1502 to "happens through (10-16) turns and turns off"
Bind the flag of the event #1502 to current province
#1500, #1503, #1507
1502 #1502 0 0 0 With the probability of 85% switch to event #1503, otherwise switch to event #1504
1503 #1503 0 0 0 Your scouts returned from a tiring journey. Unfortunately, they failed to discover the ratman city. 1) Keep searching! #1501
2) Hire adventurers (-200 gold ) #1505
3) Well, that's the way it is then. #0
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹2 appears when Player's gold >= 200
#1502
1504 #1504 0 0 0 Your scouts returned from a tiring journey. They managed to find the very city the lost ratman had spoken of. Upon hearing the news, he leaves immediately, promising to send you a gift as soon as he reaches the city. 1) Well, that's good. #0
2) Get a move on! #0
A new site Ratman Town appears in the province (opened, with guards)
Set the flag of the event #1500 to "happens through (0-50) turns and turns off"
Bind the flag of the event #1500 to random province
Set the flag of the event #1510 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1510 to main province
#1502
1505 #1505 0 0 0 The adventurers go in search of the lost ratman city. It will take them a while to return. 1) Well, let's wait... #0
2) Get a move on! #0
Change player gold by -200
Set the flag of the event #1500 to "disabled"
Set the flag of the event #1506 to "happens through (8-13) turns and turns off"
Bind the flag of the event #1506 to current province
#1500, #1503
1506 #1506 0 0 0 With the probability of 65% switch to event #1507, otherwise switch to event #1509
1507 #1507 0 0 0 The adventurers returned from a tiring journey. Unfortunately, they failed to discover the ratman city. 1) Send my warriors in search of the city. #1501
2) Keep searching (-100 gold ) #1508
3) Well, that's the way it is then. #0
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹2 appears when Player's gold >= 100
#1506
1508 #1508 0 0 0 The adventurers go in search of the lost ratman city. It will take them a while to return. 1) Well, let's wait... #0
2) Get a move on! #0
Change player gold by -100
Set the flag of the event #1506 to "happens through (6-10) turns and turns off"
Bind the flag of the event #1506 to current province
#1507
1509 #1509 0 0 0 The adventurers returned from a tiring journey. They managed to find the very city the lost ratman had spoken of. Upon hearing the news, he leaves immediately, promising to send you a gift as soon as he reaches the city. 1) Well, that's good. #0
2) Get a move on! #0
A new site Ratman Town appears in the province (opened, with guards)
Set the flag of the event #1500 to "happens through (0-50) turns and turns off"
Bind the flag of the event #1500 to random province
Set the flag of the event #1510 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1510 to main province
#1506
1510 #1510 0 0 0 With the probability of 60% switch to event #1511, otherwise switch to event #1514
1511 #1511 0 0 0 With the probability of 60% switch to event #1512, otherwise switch to event #1513 #1510
1512 #1512 0 0 0 To honor his promise, the Ratman, who at last found his home, sends you a hiring contract for a mighty guard. 1) What a piece of rubbish! #0
2) Not bad. #0
Get 1 contracts with the guards Rat King
Set the flag of the event #1500 to "disabled"
#1511
1513 #1513 0 0 0 To honor his promise, the Ratman, who at last found his home, sends you this banner. 1) What a piece of rubbish! #0
2) Not bad. #0
Get a random level 5 item of type Banner, with the rarity of not less than 3.
Get 1 items __name__ with durability 100%
Set the flag of the event #1500 to "disabled"
#1511
1514 #1514 0 0 0 With the probability of 60% switch to event #1516, otherwise switch to event #1515 #1510
1515 #1515 0 0 0 To honor his promise, the Ratman, who at last found his home, sends you this magical trifle. 1) What a piece of rubbish! #0
2) Not bad. #0
Get a random level 5 item of type Wand, with the rarity of not less than 3.
Set the flag of the event #1500 to "disabled"
#1514
1516 #1516 0 0 0 To honor his promise, the Ratman, who at last found his home, sends you this armor. 1) What a piece of rubbish! #0
2) Not bad. #0
Get a random level 5 item of type Heavy Armor, with the rarity of not less than 3.
Set the flag of the event #1500 to "disabled"
#1514
1517 #1517 -1 10 0 The deputy of your province of %s tells you that it got infested with the horrible killer rats. The vermin feast on people in their sleep at night. Ordinary poisons harm them not, and the locals are afraid to round up the rats at night. 1) You can cope with the rats yourselves! #1518
2) Hire a team of adventurers. (-200 gold ) #1522
3) Pay volunteers from the province. (-100 gold ) #1526
4) Order some poison from the alchemists. (-20 cr. ) #1532
Condition of the appearing in the province: if player's karma <= -10
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 100
Answer ¹4 appears when Player's crystals >= 20
Change the mood in the province by -2
1518 #1518 0 0 0 With the probability of 40% switch to event #813, otherwise switch to event #1519 #1517
1519 #1519 0 0 -2
Unit: Pack of Rats
Event (Loss): #1520
For a long time rats have been kept at bay in the province of %s and prevent them from devouring the people. Now, out of one of the many holes and corners a large pack of huge rats has emerged! 1) What the hell? #0
2) Where did they come from? #0
#1533, #1534, #1537, #1518 Unit: Pack of Rats
Event (Loss): #1520
1520 #1520 0 0 0 Nobody stopped them, so the gray rat avalanche rampaged through the province %s, killing and devouring everything in its path. After the rats left, it appeared that a lot of people were eaten by the gray hordes. The losses of the furious residents amount to %d gold. 1) No luck. #0
2) Help the victims (-200 gold ) #1521
Change player gold by -(100-150)
Change the mood in the province by -2
Change the number of population in the province by -(30-50)%
Answer ¹2 appears when Player's gold >= 200
1521 #1521 0 0 4 The residents are grateful for your help. The fame of your kindness and generosity has spread far beyond the borders of the province. 1) Fame is more important than money. #0
2) It's my duty to take care of my subjects. #12
Change player gold by -200
Change the mood in the province by +1
#1520
1522 #1522 0 0 0 With the probability of 40% switch to event #116, otherwise switch to event #1523 #1517
1523 #1523 0 0 2 Change player gold by -200
With the probability of 50% switch to event #1524, otherwise switch to event #1525
#1533, #1522
1524 #1524 0 0 0 A group of adventurers set off in search of the rats' nest - and were never heard of again. Either they were defeated, and this could very well be, or they just made off with your money. 1) I should never have trusted those scoundrels! #1534
2) There are worse things! #1534
#1523
1525 #1525 0 0 0 A company of adventurers set off in search of the rats' nest - and returned in no time, tired but satisfied. They quickly managed to find the rats' lair - but the rats themselves were not that easy to deal with. Nevertheless, the huge, angry and intelligent creatures were no match for the adventurers, and were all exterminated. The rats won't disturb the residents of the province again any time soon. 1) Excellent! #0
2) Reward the adventurers (-50 gold ) #1531
Answer ¹2 appears when Player's gold >= 50 #1523, #1538
1526 #1526 0 0 0 With the probability of 40% switch to event #117, otherwise switch to event #1527 #1517
1527 #1527 0 0 1 Change player gold by -100
With the probability of 75% switch to event #1528, otherwise switch to event #1529
#1533, #1526
1528 #1528 0 0 0 Some volunteers from among the local residents went to find the rats' lair - the next morning they found their gnawed corpses. 1) Damned pests! #1537
2) There are worse things! #1537
#1527
1529 #1529 0 0 0 Some volunteers from among the local residents went to find the rats' lair - and after a while they returned, only some of them injured. They quickly managed to find the rats' lair - but the rats themselves were not that easy to deal with. The huge, angry and intelligent creatures almost overpowered the hunters in battle, but in the end they were forced to flee the province. The rats won't disturb the residents of the province again any time soon. 1) At last! #0
2) Reward the hunters (-50 gold ) #1530
Answer ¹2 appears when Player's gold >= 50 #1527, #1535
1530 #1530 0 0 1 Change player gold by -50
Change the mood in the province by +1
#1529
1531 #1531 0 0 2 Change player gold by -50 #1525
1532 #1532 0 0 0 With the probability of 30% switch to event #118, otherwise switch to event #1533 #1517
1533 #1533 0 0 1 The poison produced by the alchemists had no effect on the rats - only a handful of poisoned bait was eaten, and it had no effect on them. 1) I really couldn't care less. #1519
2) Hire a team of adventurers. (-200 gold ) #1523
3) Pay volunteers from the province. (-100 gold ) #1527
Change the player's crystals by -20
Change the mood in the province by +1
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 100
#1532
1534 #1534 0 0 0 Upon hearing that a company of adventurers failed to exterminate the rats, the locals flatly refuse to volunteer. After some effort you manage to find a few hunters, but they will only do it for 150 gold. 1) We can do without them! #1519
2) Pay the volunteers (-150 gold ) #1535
Answer ¹2 appears when Player's gold >= 150 #1524, #1524
1535 #1535 0 0 1 Change player gold by -150
With the probability of 45% switch to event #1536, otherwise switch to event #1529
#1534
1536 #1536 0 0 0 The hunters went to find the rats' lair - the next morning their gnawed corpses were found. 1) What bad luck! #0
2) I did everything I could. #0
Set the flag of the event #1519 to "happens through (2-5) turns and turns off"
Bind the flag of the event #1519 to current province
#1535
1537 #1537 0 0 0 Hearing that local hunters failed to kill the rats, most of the groups of adventurers preferred not to risk it. Only after a while did you manage to find a group of real daredevils, but they want 300 gold for the job. 1) We can do without them! #1519
2) Pay the adventurers (-300 gold ) #1538
Answer ¹2 appears when Player's gold >= 300 #1528, #1528
1538 #1538 0 0 2 Change player gold by -300
With the probability of 20% switch to event #1539, otherwise switch to event #1525
#1537
1539 #1539 0 0 0 A group of brave adventurers set off in search of the rats' nest - and were never heard of again. Either they were defeated, and this could very well be, or they just made off with your money. 1) What bad luck! #0
2) I did everything I could. #0
Set the flag of the event #1519 to "happens through (2-5) turns and turns off"
Bind the flag of the event #1519 to current province
#1538
1540 #1540 0 0 0 A new site Werewolf Lair appears in the province (hidden, default guards)
Set the flag of the event #1454 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1454 to current province
#1414, #1541
1541 #1541 0 0 -5 Switch to event #1540 #1414
1542 #1542 0 0 3 The Witcher took his fee and went hunting in the night, but he did say that stalking the beast could last quite a while. 1) We'll wait... #0
2) More waiting? #0
Change player gold by -400
Set the flag of the event #1414 to "disabled"
Set the flag of the event #1543 to "happens through (3-6) turns and turns off"
Bind the flag of the event #1543 to main province
#1414
1543 #1543 0 0 0 Set the flag of the event #1414 to "happens through (0-50) turns and turns off"
Bind the flag of the event #1414 to random province
With the probability of 50% switch to event #1544, otherwise switch to event #1545
1544 #1544 0 0 0 In the night the same witcher you hired to go hunting arrives in your castle. He says that he managed to track down the monster and slay it. As proof, he brought you the monster's head. 1) Great! #0
2) That took too long! #0
#1543
1545 #1545 0 0 0 In the night the same witcher you hired to go hunting arrives in your castle. He says that he managed to track down the monster and catch it. And true to this word - the witcher drags a Lycan along, safely held in chains. The beast is immediately put into a cage. 1) Good work! #0
2) Now what do I do with it? #0
Get 1 items Lycan with durability 100% #1543
1546 #1546 0 0 0 With the probability of 35% switch to event #1547, otherwise switch to event #1548 #5
1547 #1547 0 0 0
Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
The emissary sent by you to the barbarians did not return, and next to the chieftain's tent someone's head has been put on a stick. Soon afterwards the barbarians attack the province of %s! 1) What a pity... #0
2) I'll destroy them! #0
#1546 Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
1548 #1548 0 0 0
Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
The emissary sent by you to the barbarians soon returned. He conveys that the barbarians are demanding a ransom - 250 gold - or they will attack. 1) Pay the ransom (-250 gold ) #1549
2) Collect the amount from the locals. #1550
3) How much?! We will attack... #0
Answer ¹1 appears when Player's gold >= 250 #1546 Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
1549 #1549 0 0 3 Change player gold by -250
Change the mood in the province by +1
Switch to event #1551
#1548
1550 #1550 0 0 -2 Change the mood in the province by -2
Switch to event #1551
#1548
1551 #1551 0 0 0 With the probability of 75% switch to event #1552, otherwise switch to event #1553 #1549, #1550
1552 #1552 0 0 0 The required ransom amount was collected and sent to the barbarians. After some time, observers report that the barbarians are leaving the province of %s. 1) Vile savages! #13
2) The main thing is that my subjects are safe. #12
#1551
1553 #1553 0 0 0
Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
The required ransom amount was collected and sent to the barbarians. After some time, observers report that the barbarians, instead of leaving the province of %s, are moving to attack. 1) Damn! #0
2) Those bastards! #0
#1551 Unit: Barbarians
Event (Loss): #6
Province type: Barbarian Tribes
1554 #1554 0 0 -4 Your soldiers confiscate all the traders have earned, as well as the remainder of their goods. All dissenters are killed. You manage to collect %d gold. 1) Excellent! #1663
2) The country needs money... #1663
Change player gold by +(350-500)
Change the mood in the province by -2
Change the number of population in the province by -(10-20)%
Get a random level 2 item, with the rarity of not less than 1
Get a random level 2 item, with the rarity of not less than 1
#14
1555 #1555 0 0 0 With the probability of 75% switch to event #29, otherwise switch to event #1556 #26
1556 #1556 0 0 10 The priests perform a ritual to cleanse the fallen mages of evil. It seems that the Lord himself showed his grace - the mages' faces change markedly after the ritual, and look much more lucid and clear. The mages say that the events were all like being stuck in a nightmare from which they couldn't wake up - as if they were obsessed with chaos against their will. 1) Now we can execute them! #1373
2) Let them go. #1557
Change the player's crystals by -30 #1555
1557 #1557 0 0 0 Leaving with words of gratitude, the former mages give you all their belongings. They won't need their magic things anymore from now on. 1) What rubbish... #0
2) Not bad at all! #0
Get a random level 3 item of type Wand, with the rarity of not less than 1.
Get a random level 2 item of type Clothing, with the rarity of not less than 1.
#1556
1558 #1558 0 0 0 With the probability of 75% switch to event #76, otherwise switch to event #1559 #75
1559 #1559 0 0 0 Your messengers return with the news that the blacksmith is willing to sell his creation, but for 600 gold. 1) No, I don't want a sword for that kind of money. #0
2) Deal! (-600 gold ) #1560
3) Take the sword by force! #1188
Answer ¹2 appears when Player's gold >= 600 #1558
1560 #1560 0 0 0 The sword was delivered to you, and the blacksmith got his payment. 1) Good deal! #0
2) What a cheat! #0
Change player gold by -600
Get 1 items Master's Sword with durability 100%
#1559
1561 #1561 0 0 0 The blacksmith did not expect such a proposal - he is dumbfounded. When his speech returns, the blacksmith announces that he will open his own shop - something he always dreamed about. 1) Help the blacksmith to open his shop (-200 gold ) #1562
2) Some other time... #0
Get 1 items Blacksmith's Bracelet with durability 100%
Answer ¹1 appears when Player's gold >= 200
#77
1562 #1562 0 0 2 Change player gold by -200
A new site Weapon Store appears in the province (opened, with guards)
#1561
1563 #1563 0 0 0 Change the player's crystals by -30
With the probability of 30% switch to event #1564, otherwise switch to event #1566
#247
1564 #1564 0 0 0 The mages and the golem go to the boulder and start working. You have never seen so much gold in your life - the mages take it and make away with it. 1) Curse those foul rogues! (-15 cr. ) #1565
2) I should never have trusted those pompous wizards. #0
Answer ¹1 appears when Player's crystals >= 15 #1563
1565 #1565 0 0 -2 Your magicians have performed the Dark Ritual. They can't say for sure if the curse worked, but they hope for the worst. 1) I'm sure they've all died off by now. #13
2) Justice will prevail! #0
Change the player's crystals by -15 #1564
1566 #1566 0 0 0 The mages and the golem go to the boulder and start working. The golem's superhuman strength allows it to grind virtually the whole boulder into dust and not miss any precious nuggets. Digging up the whole vein, the mages mine %d gold. 1) Reward them for their good work (-50 gold ) #1567
2) Excellent. Deliver it to the treasury. #0
Change player gold by +(130-250)
Answer ¹1 appears when Player's gold >= 50
#1563
1567 #1567 0 0 2 Change player gold by -50 #1566
1568 #1568 0 0 0 Set the flag of the event #1569 to "happens through (10-20) turns and turns off"
Bind the flag of the event #1569 to main province
#281
1569 #1569 0 0 0 A parcel beautifully tied in ribbons miraculously materialized in your castle. The note attached states that it is a gift from the Great Astarkas to express his gratitude, an exchange of courtesies. Unraveling the ribbons and opening the parcel reveals a valuable item. 1) That's it? That is so mean! #13
2) Not bad. #0
Get a random level 3 item, with the rarity of not less than 1
1570 #1570 0 0 0 With the probability of 50% switch to event #1571, otherwise switch to event #1572 #426
1571 #1571 0 0 -1 The people are not too pleased by this turn of events, but do not dare to speak up. As a result, income from the province of %s is increased by %d. 1) Let the freeloaders pay! #0
2) One can never have too much money! #0
Province income +(1-3)
Change corruption by +(3-5)
Change the mood in the province by -1
#1570
1572 #1572 0 0 -1 The people respond calmly to the introduction of a new tax, considering it quite fair. As a result, income from the province of %s is increased by %d. 1) Let the freeloaders pay! #0
2) One can never have too much money! #0
Province income +(1-3)
Change corruption by +(3-5)
#1570
1573 #1573 0 0 1
Unit: Slugs
Event (Win): #1574
Event (Loss): #1575
Barely having had time to go down the sewerage, your soldiers are attacked! 1) So much the worse for them. #0
2) No need to dramatize. #0
#1714 Unit: Slugs
Event (Win): #1574
Event (Draw): #1574
Event (Loss): #1575
1574 #1574 0 0 0 Your soldiers destroy a lot of slugs in the city sewers. However, if you want to be sure the vermin won't breed again, you have to check to make sure there are no egg hatches left in the underground. 1) Arrange a party of rat catchers. (-70 gold ) #1150
2) Make people search for the eggs. #1153
3) There are no eggs there. #1166
Answer ¹1 appears when Player's gold >= 70
1575 #1575 0 0 0 Your soldiers were unable to cope with the slugs and are eaten by the poisonous pests. 1) Hire a team of adventurers. (-200 gold ) #1144
2) Order some poison from alchemists. (-50 cr. ) #1147
3) Oh well. It's nothing to worry about. #1165
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 50
1576 #1576 0 0 -5 Change player gold by -150
A new site Slave Market appears in the province (opened, with guards)
#43
1577 #1577 0 0 6 Change player gold by -250
With the probability of 85% switch to event #885, otherwise switch to event #1578
#883
1578 #1578 0 0 0 Change the mood in the province by -1
With the probability of 50% switch to event #1579, otherwise switch to event #1580
#1577
1579 #1579 0 0 0 The elf is very grateful for his rescue, and gives you a valuable gift. Soon he leaves the province of %s to return to his native forests. 1) That's it? That is so mean! #0
2) Not bad. #0
Get a random level 3 item of type Ranged Weapon, with the rarity of not less than 1. #1578
1580 #1580 0 0 0 The elf is very grateful for his rescue, and vows to serve you. He leaves the province of %s and makes his way to your castle. 1) That's nice. #0
2) Those pointed ears may be useful. #0
Set the flag of the event #1581 to "happens through (3-8) turns and turns off"
Bind the flag of the event #1581 to main province
#1578
1581 #1581 0 0 0 The elf whose life you saved has arrived in your castle. He is now ready to serve you. 1) That's nice. #0
2) Those pointed ears may be useful. #0
Add 1 units Elf with exp. from 0 to 8 to the garrison
1582 #1582 0 0 0 Set the flag of the event #1583 to "happens through (5-12) turns and turns off"
Bind the flag of the event #1583 to current province
#887
1583 #1583 0 0 0
Unit: Elves
Event (Loss): #1584
Elves, in revenge for their murdered brother, invade the province of %s! 1) Elves?! What the...! #0
2) I'll destroy them! #0
Set the level of the attacking army to 2 Unit: Elves
Event (Loss): #1584
1584 #1584 0 0 0 Elves have ravaged the province of %s! Some people have been killed, and you have lost %d gold. 1) I hope they choke on it! #0
2) So much for the Champions of Light #0
Change player gold by -(15-20)*Province level
Change the mood in the province by -2
Change the number of population in the province by -(20-30)%
With the loss of gold in this event will be considered a treasury
1585 #1585 0 0 5 With the probability of 85% switch to event #884, otherwise switch to event #1586 #883
1586 #1586 0 0 0 Change the mood in the province by -2
Change the mood by +(150-200)
With the probability of 50% switch to event #1587, otherwise switch to event #1588
#1585
1587 #1587 0 0 0 The elf is very grateful for his rescue, and gives you a valuable gift. Soon he leaves the province of %s to return to his native forests. 1) That's it? That is so mean! #0
2) Not bad. #0
Get a random level 3 item of type Ranged Weapon, with the rarity of not less than 1. #1586
1588 #1588 0 0 0 The elf is very grateful to you for his rescue, so he's ready to serve you, his new lord and master. He leaves the province of %s and makes his way to your castle. 1) That's nice. #0
2) Those pointed ears may be useful. #0
Set the flag of the event #1589 to "happens through (3-8) turns and turns off"
Bind the flag of the event #1589 to main province
#1586
1589 #1589 0 0 0 The elf whose life you saved has arrived in your castle. He is now ready to serve you. 1) That's nice. #0
2) Those pointed ears may be useful. #0
Add 1 units Elf with exp. from 0 to 8 to the garrison
1590 #1590 0 0 0 With the probability of 65% switch to event #1591, otherwise switch to event #1592 #232
1591 #1591 0 0 0
Unit: Centaurs
Event (Win): #234
Event (Loss): #236
The centaurs are infuriated by such an offer and attack! 1) Well, that's a pity... #0
2) So much the worse for them. #0
Set the level of the attacking army to 2
Change the mood in the province by -3
#1590 Unit: Centaurs
Event (Win): #234
Event (Loss): #236
1592 #1592 0 0 -1 The centaurs conferred and agree to share a small part of the dew. The revenue is %d gold. 1) Excellent. Deliver it to the treasury. #0
2) So little?! #0
Change player gold by +(15-25)*Province level
Change the mood in the province by -1
#1590
1593 #1593 0 0 0 With the probability of 60% switch to event #1595, otherwise switch to event #1594 #237
1594 #1594 0 0 0 The centaurs conferred and agree to share a small part of the dew. The revenue is %d gold. 1) Excellent. Deliver it to the treasury. #0
2) So little?! #0
Change player gold by +(25-40)*Province level
Change the mood in the province by -1
#1593
1595 #1595 0 0 0
Unit: Centaurs
Event (Win): #234
Event (Loss): #236
Your offer insulted the centaurs - they refused. 1) All right, I changed my mind. #1596
2) Take everything from them! #0
Answer ¹2 appears when there are a hero or a guard in the province
Set the level of the attacking army to 2
Change the mood in the province by -2
#1593 Unit: Centaurs
Event (Win): #234
Event (Loss): #236
1596 #1596 0 0 0 Change the mood in the province by +1 #1595
1597 #1597 0 0 0 Change player gold by -350
With the probability of 50% switch to event #1598, otherwise switch to event #1599
#238
1598 #1598 0 0 0 Despite the preparations, it does not rain as promised. The elves, learning about your preparations, blame you - saying that you have insulted heaven itself. 1) What rubbish is this? #0
2) What did I have to do with this? #0
Change the mood in the province by -1
Change the mood by +25
#1597
1599 #1599 0 0 0 After a while, the rain has indeed fallen. That night the barrels are miraculously filled with water and crystals. The income you gain from the magic rain is %d gems. 1) Very well then! #0
2) It's not that much. #0
3) Arrange to buy the crystals (-300 gold ) #1601
Change the player's crystals by +(35-55)*Province level
Answer ¹3 appears when Player's gold >= 300
#1597
1600 #1600 0 0 0 Elves are reluctant to sell the magic crystals, but they're still selling them, albeit slowly. A total of %d crystals were purchased. 1) Excellent! #0
2) So little... #0
Change the player's crystals by +(20-100)
Change player gold by -200
#239
1601 #1601 0 0 0 The elves are not very eager to sell the magic crystals, but still quite willingly - the last rain's harvest of crystals was very abundant, and the elves have a big supply now. A total of %d crystals were purchased. 1) Excellent! #0
2) So little... #0
Change the player's crystals by +(100-175)
Change player gold by -300
#1599
1602 #1602 -1 0 0
Unit: Pack of Rats
Event (Loss): #1603
Hordes of rats attack the province of %s! 1) What's happening? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if the province level >= New Land Unit: Pack of Rats
Event (Loss): #1603
1603 #1603 0 0 0 Rats have ravaged the province of %s! Many people were killed and eaten, the losses amounting to %d gold. 1) No luck. #0
2) Whatever. #0
Change player gold by -(5-10)*Province level
Change the mood in the province by -1
Change the number of population in the province by -(40-70)%
With the loss of gold in this event will be considered a treasury
1604 #1604 0 0 -15 Your soldiers took the Sun Bracelet from the moneylender, and the old man's money, and delivered it to your castle. The people in the province are not happy with your actions. 1) What are they unhappy about? #0
2) He should be grateful to still be alive! #13
Change player gold by +500
Get 1 items Sun Bracelet with durability 100%
Change the mood in the province by -1
Change the mood by +20
#189
1605 #1605 0 0 -1 #136, #137, #139
1606 #1606 1 6 0 Your governor of the province of %s reports that a certain ratman, who calls himself a Plague Master, asks for permission to perform some magical experiments. He is willing to pay 90 gems for your permission. 1) Sure, let him experiment. #1607
2) Let him experiment. But let no one know about it! #1610
3) No experiments! #1496
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: just not in the main province
1607 #1607 0 0 0 With the probability of 50% switch to event #1608, otherwise switch to event #1609 #1606
1608 #1608 0 0 0 After handing over the agreed fee, the Plague Master leaves. After a while it is reported to you that as a result of the experiments, magic crystals have begun to grow in a local lake. The gem income from the province is increased by %d. The local residents didn't much like such experiments however, thinking you were going to sacrifice them to the dark gods. And although none of them was hurt, resentment in the province has grown. 1) I don't understand why they are discontent? #0
2) Next time I will do it for real! #13
Change the crystal income of the province by +(2-4)
Change the player's crystals by +90
Change the mood in the province by -1
Change the mood by +(30-50)
#1607
1609 #1609 0 0 0 After handing over the agreed fee, the Plague Master leaves. After a while it is reported to you that as a result of the experiments, all locusts and other pests have perished. Gold income from this province increases by %d. The local residents didn't much like such experiments however, thinking you were going to sacrifice them to the dark gods. And although none of them was hurt, resentment in the province has grown. 1) I don't understand why they are discontent? #0
2) Next time I will do it for real! #13
Province income +(3-5)
Change the player's crystals by +90
Change the mood in the province by -1
Change the mood by +(30-50)
#1607
1610 #1610 0 0 0 With the probability of 50% switch to event #1611, otherwise switch to event #1612 #1606
1611 #1611 0 0 0 After receiving your permission, the Plague Master departs, and returns after a while to pay the agreed fee, minus the costs for the disguise - %d gems, then leaves. After a while it is reported to you that as a result of the experiments, magic crystals have begun to grow in a local lake, which has increased your gem income from the province by 2. 1) That's just great! #0
2) That's not a lot... #0
3) Reward the Plague Master (-100 gold ) #1613
Change the player's crystals by +(50-60)
Change the crystal income of the province by +2
Answer ¹3 appears when Player's gold >= 100
#1610
1612 #1612 0 0 0 After receiving your permission, the Plague Master departs, and returns after a while to pay the agreed fee, minus the costs for the disguise - %d gems, then leaves. After a while it is reported to you that as a result of the experiments, all locusts and other pests have perished, and the gold income from the province has increased by 3. 1) That's just great! #0
2) That's not a lot... #0
3) Reward the Plague Master (-100 gold ) #1613
Change the player's crystals by +(50-60)
Province income +3
Answer ¹3 appears when Player's gold >= 100
#1610
1613 #1613 0 0 1 Change player gold by -100
Set the flag of the event #1606 to "happens through (45-60) turns and turns off"
#1611, #1612
1614 #1614 0 0 0 With the probability of 70% switch to event #178, otherwise switch to event #1615 #176
1615 #1615 0 0 2 Your healers try all possible methods to cure his madness, and lo and behold! The patient is cured! He asks you for forgiveness for his actions, and promises to settle everything. 1) Oh, no - execute him! #1169
2) Well, let him go. #1616
Change player gold by -50 #1614
1616 #1616 0 0 2 The healed one kept his word - before a huge crowd he publicly renounced his claim and urged his former followers to serve the true deputy of the Lord, praising his goodness and greatness. The population of the province of %s listened to his words, and if some were discontent, there were very few of them. 1) One has to have faith in people's honesty! #0
2) Well, at least the money wasn't wasted... #0
Province income +2
Change the mood in the province by +1
#1615
1617 #1617 0 0 -2 With probability 75% trigger event #1618 #1359, #1394
1618 #1618 0 0 0 Set the flag of the event #1356 to "happens through (20-30) turns and turns off"
Bind the flag of the event #1356 to random province
#1360, #1395, #1617
1619 #1619 1 10 0 The governor of the province of %s reports that representatives of the Inquisition have located a lair of sorcerers. It is well protected, and the inquisitors need your help to destroy it. 1) Help the inquisitors with equipment (-200 gold ) #1620
2) Provide them some magical gems (-50 cr. ) #1621
3) Gather the province's militia. #1625
4) I can't be of any help... #0
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 50
Condition of the appearing in the province: if the mood >= Content
Condition of the appearing in the province: if province level <= Village
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: if player's karma >= 20
1620 #1620 0 0 1 Change player gold by -200
Switch to event #1622
#1619
1621 #1621 0 0 1 Change the player's crystals by -50
Switch to event #1622
#1619
1622 #1622 0 0 0 With the probability of 30% switch to event #1623, otherwise switch to event #1624 #1620, #1621
1623 #1623 0 0 0 The inquisition troop went to the den of evildoers. The next day, your scouts discover their bodies impaled on stakes - apparently the work of witches and their henchmen. Moreover, some amount of gold and gems is missing from the treasury - your helping the inquisitors did not escape the attention of the dark mages. 1) What terrible luck! #0
2) Whatever. #0
Change player gold by -(100-150)
Change the player's crystals by -(20-35)
Change the mood in the province by -1
#1622
1624 #1624 0 0 0 The inquisition troop went to the den of villains and killed the witches living there. Cleansing fires burning the heretics were lit up all night, to the great joy of the province's inhabitants. Knowing of your participation in the campaign against the forces of evil, envoys of the Inquisition brought some of the trophies to your treasury. 1) Excellent! #0
2) Unbelievable... #0
Change player gold by +(100-150)
Change the player's crystals by +(30-40)
Get a random level 3 item, with the rarity of not less than 1
Change the mood in the province by +1
#1622
1625 #1625 0 0 0 Change the mood in the province by -1
With the probability of 50% switch to event #1626, otherwise switch to event #1627
#1619
1626 #1626 0 0 0 The inquisition troop accompanied by some of your militia went to the lair of evil-doers. The next day, your scouts discover their bodies impaled on stakes - apparently the work of witches and their henchmen. Moreover, an epidemic suddenly breaks out among the local population, quickly extinguishing many lives, and then ending as suddenly - your helping the inquisitors did not escape the attention of the dark mages. 1) What terrible luck! #0
2) Whatever. #0
Change the mood in the province by -2
Change the number of population in the province by -(20-30)%
Change the mood by +(20-30)
#1625
1627 #1627 0 0 0 The inquisition troop, accompanied by some of your militia, went to the den of villains and killed the witches living there. Cleansing fires burning the heretics were lit up all night. Unfortunately, most people sent with the inquisitors were killed in battle with the dark mages. The first thing the few survivors did, returning from the mission, was to hand you a gift of the Inquisition. 1) What rubbish! #0
2) Not bad. #0
3) Help the families of the victims (-100 gold ) #1628
Change the number of population in the province by -(15-20)%
Get a random level 2 item, with the rarity of not less than 1
Answer ¹3 appears when Player's gold >= 100
#1625
1628 #1628 0 0 1 Change player gold by -100
Change the mood in the province by +1
#1627
1629 #1629 0 0 0 Your hero frees the witches. They turn out to be genuine wizards, and one of them gives you some magical jewelry as a thank you. 1) Very good. #13
2) We should have let them burn... #0
Get a random level 4 item of type Jewelry, with the rarity of not less than 2.
1630 #1630 0 0 0 Your hero frees the witches. They turn out to be genuine wizards, and one of them gives you a spell scroll as a thank you. 1) Very good. #13
2) We should have let them burn... #0
Get a random level 3 item of type Spell Scroll, with the rarity of not less than 1.
1631 #1631 0 0 0 With the probability of 60% switch to event #114, otherwise switch to event #1632 #111
1632 #1632 0 0 0 The mermaid turns towards the fountain with shining eyes: "It's my pleasure! This is now a lake!" The mermaid is carefully transported to a huge marble fountain in the capital city. She gingerly slides into the clear water, and turning some hesitant circles, she turns around, and laughs, screams and splashes with delight. The shiny and pretty shape of the charming mermaid is now bringing joy to all residents of the capital, and only the unhappy traders are still muttering that it's "shameless". 1) Very well then. #0
Change the mood in the province by +2 #1631
1633 #1633 0 10 0 Your castle is being visited by cripples and freaks who have heard of your kindness and generosity. They ask you to give them some gold for accommodations and food. 1) Give them what they're asking for. (-50 gold ) #1634
2) Provide them with food and shelter. (-150 gold ) #1635
3) Tear the fancy disguises off these imposters! #1636
4) Drive the bums away so they don't come back again! #1637
Answer ¹1 appears when Player's gold >= 50
Answer ¹2 appears when Player's gold >= 150
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: if player's karma >= 20
1634 #1634 0 0 2 The suppliants leave with words of sincere gratitude. 1) I hope they don't spend the money on drink. #0
2) A good name is worth more than gold. #93
Change player gold by -50 #1633
1635 #1635 0 0 3 It turns out that these were the priests of the Lord of Light, testing your kindness. To reward your generosity they give you an artifact. 1) Unbelievable! #0
2) I should have known - execute them all! #93
Change player gold by -150
Get a random level 4 item, with the rarity of not less than 1
#1633
1636 #1636 0 0 -3 Your soldiers begin tearing off the vagrants' clothes. It turns out that these were the priests of the Lord of Light, testing your kindness. Surprised by your insight, they go back home. 1) That's me - full of insight! #0
2) Well, that was a royal muckup. #0
#1633
1637 #1637 0 0 -5 Your soldiers try to get rid of the beggars, kicking and beating them away, but it turns out that these were the priests of the Lord of Light, testing your kindness. Angry with your avarice, they have gone back home, carrying news of a cruel Master. 1) Well, that was a royal muckup. #0
2) It was a wise decision to drive them away! #93
Change the mood in the province by -2 #1633
1638 #1638 0 0 0 With the probability of 50% switch to event #482, otherwise switch to event #1639 #480, #483
1639 #1639 0 0 5 On reflection, the harpies agree to take the gold - shiny and so much of it - and then leave the province. 1) Money is not the most important thing in life. #12
2) How costly these mortals are to me! #13
Change player gold by -500
Change the mood in the province by +1
#1638
1640 #1640 0 0 -2 With the probability of 20% switch to event #1641, otherwise switch to event #1642 #482, #483
1641 #1641 0 0 0
Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
Getting what they wanted, the harpies were about to leave when one of them suddenly and sharply screamed something. Suddenly the whole flock attacks. 1) I don't get it... #0
2) Can it get any worse? #0
Set the level of the attacking army to 1 #1640 Unit: Winged Creatures
Event (Win): #484
Event (Loss): #485
1642 #1642 0 0 0 Getting what they wanted, the harpies fly away. 1) But what do you want - chicken brains... #1643
2) The main thing is that my subjects are safe. #1643
#1640
1643 #1643 0 0 0 With the probability of 75% switch to event #1644, otherwise switch to event #1645 #1642, #1642
1644 #1644 0 0 0 The grateful Hunter, having escaped punishment, sends you an object, found during his travels, as a gift. 1) Excellent! #0
2) What rubbish! #13
Get a random level 4 item, with the rarity of not less than 2 #1643
1645 #1645 0 0 0 The grateful Hunter, having escaped punishment, sends you an object, found during his travels, as a gift. 1) Excellent! #13
2) What rubbish! #0
Get a random level 5 item, with the rarity of not less than 2 #1643
1646 #1646 0 0 0 Build Infirmary #658
1647 #1647 0 0 1 Change player gold by -200
Change the player's crystals by -30
Build Pharmacy
#658
1648 #1648 1 5 0 A rich collector of exotic creatures from the province of %s approaches you asking that you sell him the swamp dragonfly's eggs from your treasury. He is willing to pay you 250 gold. Or, if you are not interested in gold, he can exchange the eggs for an artifact. 1) Gold will do (+250 gold ) #1649
2) Take the Mantle of Incarnation. #1650
3) Take the Cloak of Terror. #1651
4) Refuse to trade. #0
Condition of the appearing in the province: there is the item Dragonfly Eggs in the treasury
1649 #1649 0 0 0 Remove from the treasury the item Dragonfly Eggs
Change player gold by +250
#1648
1650 #1650 0 0 0 Remove from the treasury the item Dragonfly Eggs
Get 1 items Mantle of Incarnation with durability 100%
#1648
1651 #1651 0 0 0 Remove from the treasury the item Dragonfly Eggs
Get 1 items Cloak of Terror with durability 100%
#1648
1652 #1652 -1 1 0 The deputy of the %s province reports in horror that pathfinders found the terrible opening of the Gates of Chaos. They are much bigger than usual, and demons are swarming around them, too, a lot of them. No one dares to approach them. 1) What does that have to do with me? #13
2) It will be something to do at leisure. #0
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: there is a place in the province for opened location
Condition of the appearing in the province: if player's karma <= -75
Condition of the appearing in the province: there is no location Gates of Chaos in the province
A new site Great Gate appears in the province (opened, default guards)
1653 #1653 0 0 0 Your secret informants were able to find out that your deputy is unhappy with the activities the goblins occupy themselves with, like fighting and smuggling. 1) Execute the deputy for allowing the smuggling! #1654
2) Allow the smuggling. #1655
3) Impose a tax on smuggling. #1656
4) Execute all the smugglers! #1657
Change player gold by -150 #180
1654 #1654 0 0 -5 When your deputy was executed, and the goblins were allowed smuggling, their delight knew no bounds. Lately they've been cursing you in every possible way, but now they praise your wisdom. 1) I wish happiness upon all my subjects. #0
2) What I won't do for keeping them placid! #0
Change the mood in the province by +3
Change the mood by -(50-100)
Change corruption by +(1-4)
#1653
1655 #1655 0 0 -1 Now that the goblins are allowed to smuggle by law, they are very happy. Lately they've been cursing you in every possible way, but now they praise your wisdom. 1) I wish happiness upon all my subjects. #0
2) What I won't do for keeping them placid! #0
Change the mood in the province by +1
Change corruption by +(1-3)
#1653
1656 #1656 0 0 -1 Now that the goblins are allowed to smuggle by law, they are content, despite the new tax. And though they pay it reluctantly, trying to wriggle out at the first opportunity, the revenue from the province is increased by %d. 1) Let them pay, those green fixers! #0
2) One can never have too much money! #0
Province income +(2-5)
Change the mood by -(25-50)
Change corruption by +(2-5)
#1653
1657 #1657 0 0 2 Despite the ban on smuggling, many goblins continued to do what they like best. Once a few of the violators of the ban were executed in the town square however, the goblins subdued. And although they don't tend to show their hatred, the discontent in the province has risen dramatically. 1) I'll whip some order into them! #0
2) I can't wait for their next uprising. #13
Change the mood by +(50-100)
Change corruption by -(2-2)
#1653
1658 #1658 0 0 0
Unit: Hydra
Event (Win): #1659
Event (Loss): #1660
The squad immediately sent out to search for the hydra stumbled upon it unexpectedly - and she had not slept! 1) Damn! #0
2) The sooner - the better! #0
#1725, #1730 Unit: Hydra
Event (Win): #1659
Event (Draw): #1659
Event (Loss): #1660
1659 #1659 0 0 0 Having defeated the hydra, your soldiers brought dome trophies from her lair - gold and some other valuable things. 1) Excellent. Deliver it to the treasury. #0
2) Reward them for their good work. (-50 gold ) #456
Change player gold by +(200-300)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 2
1660 #1660 0 0 0 Your soldiers could not overcome the hydra, but they managed to thoroughly annoy her! The enraged hydra crawled into the province of %s and many of its citizens were eaten. When the monster was satisfied, it crept away to her lair. The damage costs you %d gold. 1) No luck. #0
2) So what? They'll give birth to others. #13
Change player gold by -(100-150)
Change the mood in the province by -1
Change the number of population in the province by -(20-30)%
1661 #1661 0 0 0 A troop of inquisitors arrived almost immediately, and quickly arranged a massive hunt for dark druids - they were all exterminated, some in battle, some at the stake. Having disposed of the druids, the inquisitors held an impromptu raid on the local population, searching for the remaining "heretics", and then quickly left the province of %s, going about their business. Nothing will now hinder the timber production, and income from the province increased by %d. 1) No more delays! #0
2) I love these guys! #13
Province income +(2-4)
Change the mood in the province by -1
Change the number of population in the province by -(20-30)%
#1720
1662 #1662 0 0 0 A troop of inquisitors arrived almost immediately. The demonologist tried to resist, but it to no effect - an hour later he was burned at the stake. Having disposed of the demonologist, the inquisitors held an impromptu raid on the local population, searching for the remaining "heretics", and then quickly left the province of %s, going about their business. 1) No more delays! #0
2) I love these guys! #13
Change the mood in the province by -2
Change the number of population in the province by -(20-30)%
#1722
1663 #1663 0 0 0 Initiate a rebellion in the province #1554, #1554
1664 #1664 1 0 0 A strange human has arrived in your castle in the province of %s. In appearance it is clearly a charmer. His clothes are very unusual, and he's decorated with very strange symbols. It is reported to you that he demands you accept him. 1) Demand? Throw him out! #1668
2) Demand - accepted. #1665
1665 #1665 0 0 -1 As he enters the room, you immediately see what he is. Before you stands a demonologist. Bowing, he tells you that he has heard about your experiments with the magic of Chaos, and he's willing to offer you his services for a modest fee of 150 gold coins and 15 gems. 1) Deal! (-150 gold -15 cr. ) #1666
2) I'd like to employ you, but later... #1667
3) Off with you, scoundrel! #1668
Answer ¹1 appears when Player's gold >= 150
Answer ¹1 appears when Player's crystals >= 15
#1664
1666 #1666 0 0 -2 Change player gold by -150
Change the player's crystals by -15
Get 1 items Demonologist with durability 100%
Set the flag of the event #1664 to "disabled"
#1665
1667 #1667 0 0 0 The demonologist is willing to wait as needed. He promises to visit you again in ten days time. 1) I'll definitely hire you! #0
2) Let me think about it... #0
Set the flag of the event #1664 to "happens through 10 turns and turns off"
Bind the flag of the event #1664 to main province
#1665
1668 #1668 0 0 2 Set the flag of the event #1664 to "disabled" #1664, #1665
1669 #1669 0 0 0
Unit: Astral Spy
Send your astral spy to descry the guards in the province of %s! 1) Of course! #0
2) This cannot be... #0
Unit: Astral Spy
1670 #1670 0 0 -5 Completely baffled, the merchant did not render even the weakest resistance. The slave market paid %d gold for him. 1) That's all? #0
2) Not bad... #0
Change player gold by +(200-400) #582
1671 #1671 0 0 0 With the probability of 90% switch to event #69, otherwise switch to event #1672 #68
1672 #1672 0 0 0 The traders hand the Sword over to the deputy of the %s province. The object is brought to your castle and placed in the treasury. 1) Excellent! #0
2) At least something worthwhile... #0
Get 1 items Sword of Justice with durability 100% #1671
1673 #1673 0 0 0 With the probability of 90% switch to event #70, otherwise switch to event #1674 #68
1674 #1674 0 0 0 The traders hand the Sphere over to the deputy of the %s province. The object is brought to your castle and placed in the treasury. 1) Excellent! #0
2) At least something worthwhile... #0
Get 1 items Sphere of Flame with durability 100% #1673
1675 #1675 0 0 0 With the probability of 90% switch to event #71, otherwise switch to event #1676 #68
1676 #1676 0 0 0 The traders hand the Elven Bow over to the deputy of the %s province. The object is brought to your castle and placed in the treasury. 1) Excellent! #0
2) At least something worthwhile... #0
Get 1 items Elven Bow with durability 100% #1675
1677 #1677 0 0 0 On the main square in front of your castle unprecedented pandemonium has broken out: a visiting wizard has won a huge sum of money at the local casino, at the great expense of many respected citizens' wallets. The residents of the capital are sure of it: he achieved his winnings by using spells. While the crowd cries out for justice, many already collect stones to throw at the wizard who's been too lucky for his own good. 1) Arrest the wizard, justice must prevail! #1678
2) Execute the wizard on the spot. #1681
3) Let the the brutal mob deal with the wizard! #1684
4) Let my magicians protect their "colleague"! (-65 cr. ) #1683
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹3 appears when there are a hero or a guard in the province
Answer ¹4 appears when Player's crystals >= 65
Condition of the appearing in the province: only in the main province
Condition of the appearing in the province: if the province level >= Hamlet
1678 #1678 0 0 1 Your guards arrest the wizard and take him to prison. Unfortunately your court has some trouble organizing the proceedings: a huge number of victims, and some folk who pretend to be, seek justice and with every word they utter their descriptions of how much they lost are exaggerated beyond belief. When the guards go for the wizard, his cell is empty! The jailers swear that took all his magic gems away and can't understand how this could have happened. 1) Oh no, I already have a headache from it all! #0
2) Reimburse the people's losses (-175 gold ) #1679
3) Lock them up! Put the gems in the treasury! #1680
Answer ¹2 appears when Player's gold >= 175 #1677
1679 #1679 0 0 1 Change player gold by -175 #1678
1680 #1680 0 0 -2 Your coffers are replenished by %d gems, collected before the wizard. 1) Excellent! #0
2) So little... #0
Change the player's crystals by +(20-40) #1678
1681 #1681 0 0 -5 The wizard, incoherently babbling some justification, is summarily executed under the jubilant cries of the crowd, and you confiscate the gold he won. 1) Gambling is evil! #1682
2) Give the gold to the losers. #12
Set the flag of the event #1691 to "happens through (10-20) turns and turns off"
Bind the flag of the event #1691 to current province
#1677
1682 #1682 0 0 -1 %d gold was delivered to your treasury. 1) Excellent! #0
2) So little... #0
Change player gold by +(100-175) #1681
1683 #1683 0 0 2 The court magicians hastily perform a complex and expensive ritual, and the town square is rapidly filled with thick fog. When it clears, the magician is gone. The citizens are upset this happened, but the fog is considered the handiwork of the fugitive. 1) Nobody forced them to play! #0
2) The main thing is that I'm above suspicion! #0
Set the flag of the event #1693 to "happens through (15-25) turns and turns off"
Bind the flag of the event #1693 to current province
#1677
1684 #1684 0 0 1 Your guards capture the wizard and bring him to the castle. The townspeople are very unhappy: the gathered crowd moves from threats against the wizard to threats against the deputy. 1) Disperse the crowd! #1685
2) Reassure the people by giving them gold (-75 gold ) #1690
Change the mood in the province by -2
Answer ¹2 appears when Player's gold >= 75
Set the flag of the event #1693 to "happens through (15-25) turns and turns off"
Bind the flag of the event #1693 to current province
#1677
1685 #1685 0 0 0 The guards manage to disperse the crowd, but will likely just need to wait for a fresh burst of indignation. Meanwhile, the wizard timidly thanks you for his rescue, and asks what his own fate will be. 1) Secretly let him go... but without the gold! #1686
2) Recruit him... and use the gold as advance payment. #1689
Change the mood in the province by -1
Change the mood by +(40-60)
#1684
1686 #1686 0 0 0 Your order is executed. The wizard is thrown out of the castle, leaving behind all the gold he won. 1) Send the gold to the treasury. #1687
2) Give the gold to the victims. #1688
#1685, #1690
1687 #1687 0 0 -1 Your gold reserve is increased by %d gold. 1) Excellent! #0
2) So little... #0
Change player gold by +(150-250) #1686
1688 #1688 0 0 1 Change the mood in the province by +2 #1686
1689 #1689 0 0 0 The wizard gladly agrees to do so in the service of a just and merciful Master. 1) Wonderful! #0
2) That went smooth! #0
Get 1 items Adept with durability 100% #1685, #1690
1690 #1690 0 0 1 The tinkling of coins calms the crowd somewhat. Meanwhile, the wizard timidly thanks you for his rescue, and asks what his own fate will be. 1) Secretly let him go... but without the gold! #1686
2) Recruit him... and use the gold as advance payment. #1689
Change player gold by -75
Change the mood in the province by +1
#1684
1691 #1691 -1 0 0 Suddenly, in broad daylight, the throne room darkens. In the thickening gloom the outlines of a giant face stands out, and everyone present catches its monologue: "I - one of the greatest masters of magic of the Mind, having reached the highest initiation - knows that in this town one of my students was killed, while being innocent. Yes, bow down in penance and retribution!" 1) Continue... #1694
1692 #1692 0 0 0 Anyone not prostrated flat on the floor is mercilessly killed by ethereal shadows with a scythe, marching through the settlement, mowing down everyone who's in their way. Countless residents are killed, losses amounting to %d gold. 1) I shouldn't have ordered to execute the wizard. #0
2) So what? They'll give birth to others. #0
Change player gold by -(100-200)
Change the mood in the province by -1
Change the number of population in the province by -(50-70)%
1693 #1693 1 0 0 Suddenly, in broad daylight, the throne room darkens. In the thickening gloom the outlines of a giant face stands out, and everyone present catches its monologue: "I - one of the greatest masters of magic of the Mind, having reached the highest initiation - knows that one of my students was saved from punishment. I am grateful to the local ruler." 1) Continue... #1695
1694 #1694 0 0 0
Unit: Phantoms
Event (Loss): #1692
"Yes, bow down in penance and retribution!" After that the face disappears, and the guards report that the city was flooded with translucent shapes, killing everyone in sight. 1) Innocent my ass! #0
2) I just wanted to protect my subjects... #0
#1691 Unit: Phantoms
Event (Loss): #1692
1695 #1695 0 0 0 After the face disappears, mysterious runes flash in the air and they're hastily copied by the court magicians. According to them, they describe a very powerful magic ritual that allows a conscripted army of magical creatures to protect the province. 1) I've long dreamed of something like that! #0
2) Getting the money would've been better. #0
Get 1 contracts with the guards Phantoms #1693
1696 #1696 0 0 0 Set the flag of the event #1697 to "happens through (2-5) turns and turns off"
Bind the flag of the event #1697 to random province
1697 #1697 0 0 0 In the province of %s your scouts found the tower inhabited by those sorcerers who kidnapped the elf maidens. 1) At last! #0
2) I finally got them! #0
A new site Mages Tower appears in the province (opened, with guards)
1698 #1698 0 0 0 Set the flag of the event #1699 to "happens through (2-5) turns and turns off"
Bind the flag of the event #1699 to random province
1699 #1699 0 0 0 In the province of %s your scouts discovered the lair of the bandits who stole the Dwarven relics. 1) At last! #0
2) I finally got them! #0
A new site Lair of Bandits appears in the province (opened, with guards)
1700 #1700 0 0 0 One of your advisers suggests to exterminate the spiders by hiring adventurers, one of the groups who just stopped in the provincial capital. Others believe that is would be safer to pay the representative of the ancient brotherhood of Witchers. 1) I don't trust Witchers, hire adventurers (-200 gold ) #816
2) I value people's lives - use the Witcher! (-400 gold ) #1702
3) Such high rates! Let them deal with it... #1701
4) Execute the deputy for tolerating such a thing. #489
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
#486, #489, #493, #1701
1701 #1701 0 0 0
Unit: Giant Spiders
Event (Win): #490
Event (Loss): #491
One of your advisers recommends to exterminate the spiders by ordering a poisonous potion from the masters of the local guild of alchemists. Others believe it would be appropriate to entrust the matter to the local guard. 1) Let the alchemists do it. Order a potion (-30 cr. ) #817
2) Poison? No way! Guards, eliminate the nasty creatures! #0
3) It looks like I overestimated our ability... #1700
4) Execute the deputy for tolerating such a thing. #489
Set the level of the attacking army to 1
Answer ¹1 appears when Player's crystals >= 30
Answer ¹2 appears when there are a hero or a guard in the province
#486, #489, #493, #1700 Unit: Giant Spiders
Event (Win): #490
Event (Loss): #491
1702 #1702 0 0 0 With the probability of 25% switch to event #1703, otherwise switch to event #1710 #490, #491, #1700
1703 #1703 0 0 0 The Witcher eliminates the spiders rampaging through the province of %s, and the spider raids temporarily cease, but this still doesn't eliminate the root of the problem. 1) Hire a team of adventurers. (-200 gold ) #816
2) Order some poison from the alchemists. (-30 cr. ) #819
3) Take half of his payment away! #1704
4) Deal with this yourselves from now on. #492
Change player gold by -400
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's crystals >= 30
#1702
1704 #1704 0 0 0 Set the flag of the event #493 to "happens through (5-8) turns and turns off"
Bind the flag of the event #493 to current province
With the probability of 50% switch to event #1705, otherwise switch to event #1707
#1703
1705 #1705 0 0 0
Unit: Witcher
Event (Win): #1708
Event (Loss): #1709
The Witcher says he is willing to give you back 100 gold. 1) Good! (+100 gold ) #1706
2) Take everything from him! #0
3) I don't want any quarrel with the Witcher, otherwise... #13
Answer ¹2 appears when there are a hero or a guard in the province #1704 Unit: Witcher
Event (Win): #1708
Event (Loss): #1709
1706 #1706 0 0 0 Change player gold by +100 #1705
1707 #1707 0 0 0
Unit: Witcher
Event (Win): #1708
Event (Loss): #1709
The Witcher flatly refuses to return his honestly earned money. 1) Take everything from him! #0
2) I don't want any quarrel with the Witcher, otherwise... #13
Answer ¹1 appears when there are a hero or a guard in the province #1704 Unit: Witcher
Event (Win): #1708
Event (Loss): #1709
1708 #1708 0 0 -3 Your soldiers were able to defeat the Witcher. They took his %d gold. 1) Excellent. Deliver it to the treasury. #0
2) So little! #13
Change player gold by +(300-400)
1709 #1709 0 0 -2 The Witcher was able to kill all your soldiers, and disappeared without a trace. 1) The hell with him! #0
2) What a pity... #13
1710 #1710 0 0 0 Change player gold by -400
With the probability of 50% switch to event #1711, otherwise switch to event #1712
#488, #818, #1702
1711 #1711 0 0 0 The Witcher discovers the spiders' lair and kills the spider queen. Now these spider raids should cease. As proof of this, he brings a birdeater's egg from the lair to your treasury. 1) Very well then! #0
2) What about killing all of the spiders? #13
Get 1 items Birdeater's Egg with durability 100% #1710
1712 #1712 0 0 0 The Witcher discovers the spiders' lair and kills the spider queen. Now these spider raids should cease. As proof of this, he brings a giant spider's egg from the lair to your treasury. 1) Very well then! #0
2) What about killing all of the spiders? #13
Get 1 items Spider's Egg with durability 100% #1710
1713 #1713 0 0 0 One of your advisers suggests to exterminate the slugs by hiring adventurers, one of the groups who just stopped in the provincial capital. Others believe that is would be safer to pay the representative of the ancient brotherhood of Witchers. 1) I don't trust Witchers, hire adventurers (-200 gold ) #1144
2) I value people's lives - use the Witcher! (-400 gold ) #1715
3) Such high rates! Let them deal with it... #1714
4) That expensive?! Maybe not this time. #1165
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
#1143, #1714
1714 #1714 0 0 0 One of your advisers recommends to exterminate the slugs by ordering a poisonous potion from the masters of the local guild of alchemists. Others believe it would be appropriate to entrust the matter to the local guard. 1) Let the alchemists do it. Order a potion (-50 cr. ) #1147
2) Poison in the city? No way, send the guards. #1573
3) It looks like I overestimated our ability... #1713
4) Let the deputy deal with this himself. #1165
Answer ¹1 appears when Player's crystals >= 50
Answer ¹2 appears when there are a hero or a guard in the province
#1143, #1713
1715 #1715 0 0 0 With the probability of 20% switch to event #1716, otherwise switch to event #1717 #1161, #1162, #1713
1716 #1716 0 0 0 The Witcher manages to fulfill the quest by eliminating many slugs in the town sewer. However, if you want to be sure the vermin won't breed again, you have to check to make sure there are no egg hatches left in the underground. 1) Arrange a party of rat catchers. (-70 gold ) #1150
2) Make people search for the eggs. #1153
3) There are no eggs there. #1166
Change player gold by -400
Answer ¹1 appears when Player's gold >= 70
#1715
1717 #1717 0 0 0 Change player gold by -400
With the probability of 75% switch to event #1718, otherwise switch to event #1719
#1146, #1149, #1715
1718 #1718 0 0 0 The Witcher manages to fulfill the quest by eliminating many slugs in the town sewer. He has brought a couple of the largest eggs with him as a trophy. 1) Sell the eggs to monstrologists. (+100 gold ) #1156
2) Take them to the treasury. #1158
3) Sell them to alchemists for experiments. (+30 cr. ) #1157
#1717
1719 #1719 0 0 0 The Witcher manages to fulfill the quest by eliminating many slugs in the town sewer. Moreover, in the underground tunnels he accidentally stumbles upon an ancient cache, the contents of which are brought to your treasury. 1) Respect for the honesty of Witchers. #0
2) What a simpleton! #13
Get a random level 2 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 3
#1717
1720 #1720 0 0 0 Change player gold by -150
With the probability of 80% switch to event #1661, otherwise switch to event #1721
#496, #498
1721 #1721 0 0 0
Unit: Dark Druids
Event (Win): #499
Event (Loss): #500
The messenger you sent landed in the clutches of a huge monster that came along with the dark druids. Learning about your intentions, the insulted druids immediately attacked the province of %s. 1) I too feel insulted! #0
2) Such a scatterbrain, that messenger! #0
Set the level of the attacking army to 2 #1720 Unit: Dark Druids
Event (Win): #499
Event (Loss): #500
1722 #1722 0 0 0 Change player gold by -150
With the probability of 80% switch to event #1662, otherwise switch to event #1723
#1209
1723 #1723 0 0 0
Unit: Demonologists
Event (Win): #1213
Event (Loss): #1214
Province type: Lands of Chaos
The messenger you sent landed in the clutches of creatures of Chaos, created by the Demonologist! Learning about your intentions, the enraged shaman immediately orders his creatures to attack the province of %s. 1) Chaos them to hell! #0
2) Such a scatterbrain, that messenger! #0
Set the level of the attacking army to 0 #1722 Unit: Demonologists
Event (Win): #1213
Event (Draw): #1213
Event (Loss): #1214
Province type: Lands of Chaos
1724 #1724 0 0 0 One of your advisers suggests to hire adventurers to send to the hydra's lair, one of the groups who just stopped in the provincial capital. Others believe that is would be safer to pay the representative of the ancient brotherhood of Witchers. 1) I don't trust Witchers, hire adventurers (-200 gold ) #826
2) I value people's lives - use the Witcher! (-400 gold ) #1726
3) Such high rates! Let them deal with it... #1725
4) If the hydra always sleeps, let's just leave it be. #0
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 400
#451, #1725
1725 #1725 0 0 0 One of your advisers recommends to send volunteers to the hydra's lair. Others believe it would be appropriate to entrust the matter to the local guard. 1) Pay volunteers. (-100 gold ) #828
2) Send my warriors. #1658
3) No, better yet, hire professionals... #1724
4) Let the deputy deal with this himself. #0
Answer ¹1 appears when Player's gold >= 100
Answer ¹2 appears when there are a hero or a guard in the province
#451, #1724
1726 #1726 0 0 0 Change player gold by -400
With the probability of 70% switch to event #1727, otherwise switch to event #1730
#1724
1727 #1727 0 0 0 With the probability of 90% switch to event #1729, otherwise switch to event #1728 #1726
1728 #1728 0 0 0 Much time passes, but the Witcher never returns from the wretched swamps. 1) He took off with my gold, the bastard! #13
2) Looks like he made a tasty snack for the hydra... #13
3) What a pity... #0
#1727
1729 #1729 0 0 0 The Witcher defeated the hydra and he sends you a some gold and a few valuables. 1) Excellent. Deliver it to the treasury. #0
2) It might have been possible to arrange it cheaper. #13
Change player gold by +(200-300)
Get a random level 2 item, with the rarity of not less than 1
Get a random level 3 item, with the rarity of not less than 2
Get a random level 4 item, with the rarity of not less than 2
#1727, #1731
1730 #1730 0 0 0 The Witcher went back to scout the area. He studied the approaches to the hydra's lair and is confident of victory. It is necessary however to replenish his supply of elixirs and potions, based on the black lotus, and he asks some more gold for that. Meanwhile you become aware that a team of adventurers has left the capital. 1) Pay the required amount (-400 gold ) #1731
2) That expensive? Pay volunteers (-100 gold ) #828
3) What a rip-off! Send my warriors. #1658
4) I'm not paying for "scouting"! Chase him away! #0
Answer ¹1 appears when Player's gold >= 400
Answer ¹2 appears when Player's gold >= 100
Answer ¹3 appears when there are a hero or a guard in the province
#1726
1731 #1731 0 0 0 Change player gold by -400
Switch to event #1729
#1730
1732 #1732 0 0 0 The Witcher refuses to take on this quest. According to him, the Code prohibits Witchers from engaging in dragon slaying. 1) I do not require him to slay it, just banish it (-400 gold ) #1733
2) Oh, such high principles! Hire adventurers (-200 gold ) #769
3) Order your soldiers to slay the dragon. #781
4) Okay, I'll do it myself... later. #1756
Answer ¹1 appears when Player's gold >= 400
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when there are a hero or a guard in the province
#768, #1017
1733 #1733 0 0 0 Change player gold by -400
With the probability of 50% switch to event #1735, otherwise switch to event #1734
#1732
1734 #1734 0 0 0 The Witcher agrees to take on the quest and goes to the dragon's lair, but he does not return. Either he was killed, or he made off with your gold. 1) I knew it! #13
2) What a pity. #0
3) Hire a team of adventurers. (-200 gold ) #769
4) Order your soldiers to slay the dragon. #781
Answer ¹3 appears when Player's gold >= 200
Answer ¹4 appears when there are a hero or a guard in the province
#1733
1735 #1735 0 0 0 With the probability of 60% switch to event #1736, otherwise switch to event #1738 #1733
1736 #1736 0 0 0 The Witcher went back to scout the area. He devises a plan to oust the dragon, but he needs to replenish his supply of elixirs and potions, based on the black lotus, and he asks some more gold for that. 1) Pay the required amount (-600 gold ) #1737
2) That expensive?! Hire adventurers (-200 gold ) #769
3) What a rip-off! Order your soldiers to slay the dragon. #781
4) It looks like a living dragon would cost me less... #0
Answer ¹1 appears when Player's gold >= 600
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when there are a hero or a guard in the province
#1735
1737 #1737 0 0 0 Change player gold by -600
Switch to event #1738
#1736
1738 #1738 0 0 0 With the probability of 40% switch to event #1739, otherwise switch to event #1740 #1735, #1737
1739 #1739 0 0 0 Properly equipped, the Witcher went to the dragon's lair. Nobody knows exactly what he did, but the dragon soon left the province. The Witcher never returned, and the hastily sent expedition to retrieve the dragon's treasure came back empty-handed. 1) Wherever the dragon went - its gold went with it. #0
2) It looks like the Witcher took everything himself. #13
3) The dragon must have several lairs... #0
4) The main thing is that the people are safe. #12
Destroy the location in the province Dragon's Lair
Change the mood in the province by +1
#1738
1740 #1740 0 0 0 Properly equipped, the Witcher went to the dragon's lair. Nobody knows exactly what he did, but the dragon soon left the province. The Witcher came back with priceless loot. The people received the dragon's victor as a hero. 1) Half of the trophies go to the ruler! #1745
2) Offer the Witcher to sell some trophies (-500 gold ) #1742
3) Arrange a festival for the occasion (-100 gold ) #1741
4) Very well then! #0
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹2 appears when Player's gold >= 500
Answer ¹3 appears when Player's gold >= 100
Destroy the location in the province Dragon's Lair
Change the mood in the province by +2
#1738
1741 #1741 0 0 1 Change player gold by -100
Change the mood in the province by +1
#1740
1742 #1742 0 0 0 With the probability of 75% switch to event #1743, otherwise switch to event #1744 #1740
1743 #1743 0 0 0 The Witcher meekly agrees to sell you one of his trophies. A valuable item was delivered to your treasury. 1) Just what we need! #0
2) It would have been possible to pay less. #0
Change player gold by -500
Get a random level 6 item, with the rarity of not less than 5
#1742
1744 #1744 0 0 0 The Witcher reluctantly agrees to sell you one of his trophies. A valuable item was delivered to your treasury. 1) A unique thing, and so cheap! #0
2) Not what I wanted, exactly. #0
Change player gold by -500
Get a random level 6 item, with the rarity of not less than 6
#1742
1745 #1745 0 0 0 Deciding not to mess with your warriors, the Witcher gives you half of his trophies. 1) Did he think he could deceive me so easily? #0
2) All are equal before the law. #0
Change player gold by +(300-700)
Change the player's crystals by +(40-100)
Get a random level 4 item, with the rarity of not less than 1
Get a random level 5 item, with the rarity of not less than 1
#1740
1746 #1746 0 0 0 Set the flag of the event #1747 to "happens through (4-7) turns and turns off"
Bind the flag of the event #1747 to main province
1747 #1747 0 0 0 In the province of %s scouts have discovered the terrible Gates of Chaos mentioned by the Alkari. 1) What Acheron?! #0
2) Okay, I don't have to look! #0
A new site Gates of Chaos appears in the province (opened, with guards)
1748 #1748 -1 4 0
Unit: Alkaryl
Event (Loss): #1749
Without warning a winged squad of Alkari attacked the province of %s! 1) Are they itching to die? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: if player's karma <= -50
Condition of the appearing in the province: NO Temple built in the province
Unit: Alkaryl
Event (Loss): #1749
1749 #1749 0 0 0 The Alkari hunt for and killed several unremarkable people, and drag away a local shaman. Your gem income is decreased by %d. Despite the fact that the locals are hardly affected, they are not happy with your weakness. 1) What the hell was that about? #0
2) Chaos these birds to hell! #13
Change the crystal income of the province by -(1-2)
Change the mood in the province by -1
1750 #1750 0 5 0 The Alkari inhabiting the province of %s have heard that demons are planning to attack their tree during the annual ritual of renewal, when all Alkari will be immersed in meditation. The ritual takes place in seven days, and the Alkari ask you for help. 1) Of course, I will provide the defense. #1751
2) I'll see what I can do. #0
3) It's their own fault for antagonizing Chaos #1752
Condition of the appearing in the province: only in the province, inhabited by the race Alkaryl
Set the flag of the event #1753 to "happens through 7 turns and turns off"
Bind the flag of the event #1753 to current province
1751 #1751 0 0 3 Change the mood in the province by +1 #1750
1752 #1752 0 0 -3 Change the mood in the province by -2 #1750
1753 #1753 0 0 0
Unit: Chaos Legion
Event (Win): #1754
Event (Loss): #1755
Province type: Lands of Chaos
As predicted, immediately after the start of the ritual, gates opened in the province of %s and hordes of demons emerged. 1) I'll destroy them! #0
2) Are they itching to die? #0
Unit: Chaos Legion
Event (Win): #1754
Event (Loss): #1755
Province type: Lands of Chaos
1754 #1754 0 0 0 The demons were defeated and the Alkari Tree is no longer under threat. The strain of energies, released by the ritual and the breakthrough of Chaos, was so great that by the end of the battle the whole battlefield was covered with tiny sparkling gems. Your supply of gems has increased by %d, and the first Mentors to appear after the ritual thank you profusely. 1) Gems are good! #0
2) Glad to have been of help. #12
Change the player's crystals by +(100-200)
Change the mood in the province by +3
1755 #1755 0 0 0 The demons slaughter the defenseless Alkari and burn down the Tree. The province of %s has been conquered by the forces of Chaos. 1) May their souls find new shelter... #0
2) No need to dramatize. #13
Change the number of population in the province by -(50-80)%
1756 #1756 0 0 0 A new site Dragon's Lair appears in the province (opened, default guards) #1017, #1732
1757 #1757 0 3 0
Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Savage Wood
The deputy of the %s province reports that a local clan of dark druids has publicly announced the opening of their own monsters nursery. They breed, train and sell all sorts of monsters - spiders, basilisks, slugs. 1) They are breaking my laws! I'll destroy them! #0
2) Pah! They should've acquired a license first! #1760
3) Everyone has to earn a living. #13
4) What a great idea! I would like to buy some too. #1797
Condition of the appearing in the province: if province level <= Large Village
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if the terrain=Forest
Condition of the appearing in the province: if player's karma <= 50
Condition of the appearing in the province: there is no location Breeding Ground in the province
Set the level of the attacking army to 1
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹4 appears when Player's gold >= 75
Answer ¹4 appears when Player's crystals >= 15
Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Savage Wood
1758 #1758 0 0 1 The dark druids are defeated! Everything of value in their dens is seized delivered to the treasury. 1) Not bad. #0
2) What a trifle. #0
Change player gold by +(100-200)
Change the player's crystals by +(50-100)
Get a random level 3 item, with the rarity of not less than 1
1759 #1759 0 0 0 Escaping from your custody, the dark druids open the cages and unleash all of their monsters. Within hours, the monsters eat almost the entire population of the province of %s. You have lost control over it. 1) What a pity. #0
2) No need to dramatize. #13
Change the number of population in the province by -(60-70)%
1760 #1760 0 0 0 With the probability of 40% switch to event #1761, otherwise switch to event #1763 #1757
1761 #1761 0 0 0
Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Savage Wood
The dark druids flatly refuse to pay. 1) Who's the boss around here? Kill them! #0
2) I only have idiots working for me! #1762
Set the level of the attacking army to 1
Answer ¹1 appears when there are a hero or a guard in the province
#1760 Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Savage Wood
1762 #1762 0 0 0 The news that the dark druids openly refuse to pay taxes to the treasury, becomes widely known. Many laugh at you, and some have already decided to follow their example. Tax collection from the province of %s has plummeted. 1) Well, what can you do... #0
2) Execute the deputy - he is to blame! #1220
Province income -(1-3)
Change the mood in the province by -1
A new site Breeding Ground appears in the province (opened, with guards)
#1761, #1786
1763 #1763 0 0 0 The gold paid by the druids for the license has safely been delivered to the treasury. The deputy managed to collect %d gold. 1) Well, well, even dark druids can be useful! #0
2) I'm still wondering what they're up to... #0
Change player gold by +(250-350)
A new site Breeding Ground appears in the province (opened, with guards)
#1760, #1785
1764 #1764 0 0 0 What would you like to buy exactly? 1) ...a basilisk's egg ( -75 gold -15 cr. ) #1766
2) ...slug eggs (-80 gold -16 cr. ) #1774
3) ...a birdeater's egg ( -90 gold -20 cr. ) #1776
4) Maybe there are some interesting little creatures? #1765
Answer ¹1 appears when Player's gold >= 75
Answer ¹1 appears when Player's crystals >= 15
Answer ¹2 appears when Player's gold >= 80
Answer ¹2 appears when Player's crystals >= 16
Answer ¹3 appears when Player's gold >= 90
Answer ¹3 appears when Player's crystals >= 20
#1765, #1784, #1797
1765 #1765 0 0 0 What would you like to buy exactly? 1) ...a giant rat's egg ( -200 gold -50 cr. ) #1778
2) ...a wyvern's egg ( -340 gold -70 cr. ) #1780
3) ...a manticore's egg ( -340 gold -70 cr. ) #1782
4) Nothing really, I'm looking for something simpler... #1764
Answer ¹1 appears when Player's gold >= 200
Answer ¹1 appears when Player's crystals >= 50
Answer ¹2 appears when Player's gold >= 340
Answer ¹2 appears when Player's crystals >= 70
Answer ¹3 appears when Player's gold >= 340
Answer ¹3 appears when Player's crystals >= 70
#1764
1766 #1766 0 0 0 Change player gold by -75
Change the player's crystals by -15
With the probability of 60% switch to event #1773, otherwise switch to event #1767
#1764
1767 #1767 0 0 0 With the probability of 85% switch to event #1772, otherwise switch to event #1768 #1766, #1774, #1776, #1778, #1780, #1782
1768 #1768 0 0 0
Unit: Hydra
Event (Win): #1769
Event (Loss): #1770
A wagon arrived in the capital, delivering your order, but apparently some error was made - an adult hydra was found in the wagon, which slept the whole way, but was awakened by the noises in the city. She was hungry and very dangerous, and its cage didn't seem to be not designed to hold such a large creature... 1) Perhaps the druids got their orders mixed up... #0
2) They are conspiring against me! #0
3) Magicians, do something! (-30 cr. ) #1771
Answer ¹3 appears when Player's crystals >= 30 #1767 Unit: Hydra
Event (Win): #1769
Event (Loss): #1770
1769 #1769 0 0 0 Your warriors defeat the hydra. The danger for the residents of the province is eliminated. 1) Excellent! #0
2) It's nothing. #0
Change the mood in the province by +2
1770 #1770 0 0 0 With nobody to stop it, the hydra crawls through the city as death incarnate, leaving behind only gnawed bones. When the monster is satisfied, it creeps off into the wilderness. 1) What terrible luck! #0
2) Whatever. #0
Change the mood in the province by -1
Change the number of population in the province by -(30-40)%
1771 #1771 0 0 0 Your magicians quickly cast a spell, and the cage with the hydra is instantly teleported to an unknown location. Probably she ended up somewhere in the province, but at least the immediate danger to the city's residents is eliminated. 1) Well, at least it wasn't a dragon... #0
2) Great spell! #0
Change the mood in the province by +1
Change the player's crystals by -30
A new site Hydra Lair appears in the province (opened, with guards)
#1768
1772 #1772 0 0 0 The creature you purchased managed to escape on the way! It seems that instead of eggs a grown creature was purchased. 1) I only have idiots working for me! #0
2) That's bad luck! #0
#1767
1773 #1773 0 0 0 A wagon arrives in the capital, delivering your order. The egg is immediately sent to the treasury. 1) Excellent! #0
2) Why ever did I buy it? #0
Get 1 items Basilisk's Egg with durability 100% #1766
1774 #1774 0 0 0 Change player gold by -80
Change the player's crystals by -16
With the probability of 60% switch to event #1775, otherwise switch to event #1767
#1764
1775 #1775 0 0 0 A wagon arrives in the capital, delivering your order. The eggs are immediately sent to the treasury. 1) Excellent! #0
2) Why ever did I buy it? #0
Get 1 items Giant Slug Eggs with durability 100% #1774
1776 #1776 0 0 0 Change player gold by -90
Change the player's crystals by -20
With the probability of 60% switch to event #1777, otherwise switch to event #1767
#1764
1777 #1777 0 0 0 A wagon arrives in the capital, delivering your order. The egg is immediately sent to the treasury. 1) Excellent! #0
2) Why ever did I buy it? #0
Get 1 items Birdeater's Egg with durability 100% #1776
1778 #1778 0 0 0 Change player gold by -200
Change the player's crystals by -50
With the probability of 60% switch to event #1779, otherwise switch to event #1767
#1765
1779 #1779 0 0 0 A wagon arrives in the capital, delivering your order. The egg is immediately sent to the treasury. 1) Excellent! #0
2) Why ever did I buy it? #0
Get 1 items Spider's Egg with durability 100% #1778
1780 #1780 0 0 0 Change player gold by -340
Change the player's crystals by -70
With the probability of 60% switch to event #1781, otherwise switch to event #1767
#1765
1781 #1781 0 0 0 A wagon arrives in the capital, delivering your order. The egg is immediately sent to the treasury. 1) Excellent! #0
2) Why ever did I buy it? #0
Get 1 items Wyvern's Egg with durability 100% #1780
1782 #1782 0 0 0 Change player gold by -340
Change the player's crystals by -70
With the probability of 60% switch to event #1783, otherwise switch to event #1767
#1765
1783 #1783 0 0 0 A wagon arrives in the capital, delivering your order. The egg is immediately sent to the treasury. 1) Excellent! #0
2) Why ever did I buy it? #0
Get 1 items Manticore's Egg with durability 100% #1782
1784 #1784 0 3 0
Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Deadly Swamps
The deputy of the %s province reports that a local clan of dark druids has publicly announced the opening of their own monsters nursery. They breed, train and sell all sorts of monsters - spiders, basilisks, slugs. 1) They are breaking my laws! I'll destroy them! #0
2) Pah! They should've acquired a license first! #1785
3) Everyone has to earn a living. #13
4) What a great idea! I would like to buy some too. #1764
Condition of the appearing in the province: if the treasury has 1 or more free slots
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: if there are free place for the hidden location
Condition of the appearing in the province: if player's karma <= 50
Condition of the appearing in the province: there is no location Breeding Ground in the province
Set the level of the attacking army to 1
Answer ¹1 appears when there are a hero or a guard in the province
Answer ¹4 appears when Player's gold >= 200
Answer ¹4 appears when Player's crystals >= 50
Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Deadly Swamps
1785 #1785 0 0 0 With the probability of 40% switch to event #1786, otherwise switch to event #1763 #1784
1786 #1786 0 0 0
Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Deadly Swamps
The dark druids flatly refuse to pay. 1) Who's the boss around here? Kill them! #0
2) I only have idiots working for me! #1762
Set the level of the attacking army to 1
Answer ¹1 appears when there are a hero or a guard in the province
#1785 Unit: Dark Druids
Event (Win): #1758
Event (Loss): #1759
Province type: Deadly Swamps
1787 #1787 -1 0 0
Unit: Spawn
Event (Loss): #1788
Giant monsters in the province of %s attacked the population! 1) Are they itching to die? #0
2) I'll destroy them! #0
Condition of the appearing in the province: if the province level >= New Land
Condition of the appearing in the province: just not in the main province
Unit: Spawn
Event (Loss): #1788
1788 #1788 0 0 0 With nobody to stop them, the monsters ravage the province of %s! Many citizens are devoured. The damage costs you %d gold. 1) Some people have no luck. #13
2) I'm sorry to hear that... #0
Change player gold by -(100-200)
Change the mood in the province by -1
Change the number of population in the province by -(30-40)%
1789 #1789 0 0 1 Change player gold by -200
With the probability of 15% switch to event #1790, otherwise switch to event #1791
#1018
1790 #1790 0 0 0 Despite all efforts, the search for the runaway witch failed. 1) Damn! #0
2) Well, at least I tried... #0
#1789
1791 #1791 0 0 0 As agreed, the mercenaries found the witch, captured her alive and brought her to you. 1) Publicly burn the witch in the square! #1792
2) Execute the witch immediately! #12
#1789
1792 #1792 0 0 -1 A large bonfire was built in the main square, and in the presence of the survivors, the witch undoubtedly responsible for creating the epidemic, was burned alive. 1) And so it will be for every sorcerer! #0
2) All the victims are avenged! #0
Change the mood in the province by +2 #1791
1793 #1793 0 0 0 A new site Ancient Crypt appears in the province (opened, default guards)
1794 #1794 0 0 0 A new site Gates of Chaos appears in the province (opened, default guards)
1795 #1795 0 0 0 A new site Ancient Ruins appears in the province (opened, default guards)
1796 #1796 0 0 0 A new site Abandoned Temple appears in the province (opened, default guards)
1797 #1797 0 0 0 A new site Breeding Ground appears in the province (opened, default guards)
Switch to event #1764
#1757
1798 #1798 0 0 0 Set the flag of the event #1799 to "happens through (2-5) turns and turns off"
Bind the flag of the event #1799 to random province
1799 #1799 0 0 0 In the province of %s your scouts found the crypt where the goblins who robbed the Drow are hiding out. 1) Very good! #0
2) Hopefully the eggs are still there... #0
A new site Ancient Crypt appears in the province (opened, with guards)
1800 #1800 0 0 0 Your warriors defeated the strongest Drow squad and could thus stop the slaughter in the province of %s before it began. Given the inability to resolve the issue by force, the warring factions were forced to negotiate peacefully. And while most lives could be saved, the people are clearly dissatisfied with this interference in their affairs. 1) Next time they can take care of it themselves! #0
2) So it's all my fault then, is it? #0
Change the mood in the province by -1
Change the number of population in the province by -(10-20)%
Change the mood by +(50-75)
1801 #1801 0 0 -3 With the probability of 40% switch to event #96, otherwise switch to event #1802 #94
1802 #1802 0 0 0 The vagabond turns out to have poor health and dies before enduring even one hour of torture. However, the torture loosened his tongue and before he dies, he reveals the secret to summon a certain creature. 1) Hurl the idiot executioners into the dungeon! #0
2) A real wizard would have endured more torture. #0
Get 1 scrolls of the ritual Call of Darkness
Set the flag of the event #94 to "disabled"
Set the flag of the event #101 to "disabled"
#1801
1803 #1803 0 0 5 Change player gold by -150
Change the player's crystals by -50
Change the mood in the province by +1
#315, #1205
1804 #1804 0 0 0 By your order a fair was held in the province of %s. The things the halflings brought to sell were much in demand by the local residents and quickly sold out. During the trading %d gold was collected. 1) Not bad! #0
2) So little?! #0
Change player gold by +(15-25)*Province level
1805 #1805 0 0 0 In honor of the harvest the halflings in the province of %s arranged a festival, which was soon taken up by most of the residents. The local merchants quickly organized a small market, where joyful residents willingly bought drinks and refreshments. Of course all the merchants paid tribute to the treasury - %d gold. It seems that the inhabitants of will remember this festival for a long time, and they are likely to work harder. 1) Great! #0
2) Well, well, even a festival can be useful! #0
Change player gold by +(15-25)*Province level
Change the mood in the province by +1
1806 #1806 0 0 0 Set the flag of the event #1807 to "happens through (10-20) turns and turns off"
Bind the flag of the event #1807 to current province
#1811
1807 #1807 -1 0 0
Unit: White Mage
Event (Win): #1809
Event (Loss): #1808
Province type: Halfling Village
A strong detachment of guards has attacked the province of %s! Halflings were seen among the attackers. 1) Those bastards! #0
2) Bold... But stupid! #0
Unit: White Mage
Event (Win): #1809
Event (Loss): #1808
Province type: Halfling Village
1808 #1808 0 0 0 The halflings took back their province %s. 1) No need to dramatize. #0
2) And with a mage at that! #0
1809 #1809 0 0 0 Set the flag of the event #1810 to "happens through 10 turns and turns off"
Bind the flag of the event #1810 to current province
1810 #1810 0 0 0 With probability 50% trigger event #1811
1811 #1811 0 0 0 With the probability of 90% switch to event #1812, otherwise switch to event #1806 #1810
1812 #1812 0 0 0 With the probability of 60% switch to event #1813, otherwise switch to event #1816 #1811
1813 #1813 0 0 0 Set the flag of the event #1814 to "happens through (10-15) turns and turns off"
Bind the flag of the event #1814 to current province
#1812
1814 #1814 -1 0 0
Unit: Adventurers
Event (Win): #1809
Event (Loss): #1815
Province type: Halfling Village
A party of adventurers has attacked the province of %s! Halflings were seen among the attackers. 1) Those bastards! #0
2) Bold... But stupid! #0
Unit: Adventurers
Event (Win): #1809
Event (Loss): #1815
Province type: Halfling Village
1815 #1815 0 0 0 The halflings took back their province %s. 1) No need to dramatize. #0
2) Not for long! #0
1816 #1816 0 0 0 Set the flag of the event #1817 to "happens through (7-15) turns and turns off"
Bind the flag of the event #1817 to current province
#1812
1817 #1817 0 0 0 Initiate a rebellion in the province
1818 #1818 0 0 0 Trappers returning from a successful hunt offer to sell you a creature's egg for only 100 gold. Per an ancient Goblin tradition, they categorically refuse to say what kind of creature. 1) Buy the item from the goblins (-100 gold ) #1819
2) Take the item by force. #1820
3) I don't need Creature eggs. #0
Answer ¹1 appears when Player's gold >= 100
1819 #1819 0 0 0 Change player gold by -100
Set the flag of the event #1818 to "happens through (8-18) turns and turns off"
Bind the flag of the event #1818 to main province
Switch to event #1823
#1818
1820 #1820 0 0 -4 Set the flag of the event #1818 to "happens through (20-40) turns and turns off"
Bind the flag of the event #1818 to main province
With the probability of 50% switch to event #1821, otherwise switch to event #1822
#1818
1821 #1821 0 0 0 The Goblins hid their loot, so your soldiers turned everything upside down. Eventually, they find the egg. After the mayhem caused by the search, long repairs are required, so it is uncertain when the next hunt will occur. 1) The green rascals! #1823
2) Oh well. Let them repair. #1823
#1820
1822 #1822 0 0 0 The Goblins hid their loot, so your soldiers turned everything upside down. Unfortunately, nothing is found even after the most thorough search. The only goblin who knew where the egg was hidden managed to escape. After the mayhem caused by the search, long repairs are required, so it is uncertain when the next hunt will occur. 1) Damn! #0
2) I didn't really need it. #0
#1820
1823 #1823 0 0 0 With the probability of 50% switch to event #1841, otherwise switch to event #1842 #1821, #1821, #1819
1824 #1824 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Basilisk's Egg with durability 100% #1841
1825 #1825 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Giant Slug Eggs with durability 100% #1841
1826 #1826 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Birdeater's Egg with durability 100% #1843
1827 #1827 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Dragonfly Eggs with durability 100% #1843
1828 #1828 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Spider's Egg with durability 100% #1842
1829 #1829 0 0 0 One of the Beast Masters offers to sell you a creature's egg for only 300 gold. Per an ancient Goblin tradition, he categorically refuses to say what kind of creature. 1) Buy the item from the Goblin (-300 gold ) #1830
2) Take the item by force. #1831
3) I don't need Creature eggs. #0
Answer ¹1 appears when Player's gold >= 300
1830 #1830 0 0 0 Change player gold by -300
Set the flag of the event #1829 to "happens through (10-25) turns and turns off"
Bind the flag of the event #1829 to main province
Switch to event #1834
#1829
1831 #1831 0 0 -4 Set the flag of the event #1818 to "happens through (25-50) turns and turns off"
Change attitude towards the player in all provinces of the race Goblins by -1
Bind the flag of the event #1818 to main province
With the probability of 60% switch to event #1832, otherwise switch to event #1833
#1829
1832 #1832 0 0 0 The Beast Master hid the egg, so your soldiers turned everything upside down. Eventually, they find the egg. After the mayhem caused by the search, long repairs are required, so it is uncertain when the Goblins might have another interesting item for sale. Goblins throughout your empire are disheartened. 1) The green rascals! #1834
2) Oh well. Let them repair. #1834
#1831
1833 #1833 0 0 0 The Beast Master hid the egg, so your soldiers turned everything upside down. Unfortunately, nothing is found even after the most thorough search. The Beast Master who knew where the egg was hidden managed to escape. After the mayhem caused by the search, long repairs are required, so it is uncertain when the Goblins might have another interesting item for sale. Goblins throughout your empire are disheartened. 1) Damn! #0
2) I didn't really need it. #0
#1831
1834 #1834 0 0 0 With the probability of 50% switch to event #1835, otherwise switch to event #1836 #1832, #1832, #1830
1835 #1835 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Manticore's Egg with durability 100% #1834
1836 #1836 0 0 0 The egg is delivered to the treasury. 1) Now what should I do with it? #0
2) Not bad at all for goblins... #0
Get 1 items Wyvern's Egg with durability 100% #1834
1837 #1837 0 0 0 Set the flag of the event #1838 to "happens through (2-8) turns and turns off"
Bind the flag of the event #1838 to random province
1838 #1838 0 0 0 A Goblin-Messenger darts in to report that the Drow have been spotted in a cave in the %s province. 1) Very good! #0
2) I wonder, how long will they stay there? #0
A new site Dark Cave appears in the province (opened, with guards)
Set the flag of the event #1839 to "happens through (10-25) turns and turns off"
Bind the flag of the event #1839 to current province
1839 #1839 0 0 0 Your scouts report that the Drow detachment has left the cave in the %s province! 1) Damn it! #0
2) And where did they go?! #0
Destroy the location in the province Dark Cave
Set the flag of the event #1837 to "happens through (5-10) turns and turns off"
Bind the flag of the event #1837 to random province
1840 #1840 0 0 0 Set the flag of the event #1839 to "disabled"
1841 #1841 0 0 0 With the probability of 50% switch to event #1824, otherwise switch to event #1825 #1823
1842 #1842 0 0 0 With the probability of 70% switch to event #1843, otherwise switch to event #1828 #1823
1843 #1843 0 0 0 With the probability of 50% switch to event #1826, otherwise switch to event #1827 #1842
1844 #1844 0 0 0 The ritual enchants a plot of land where plants with magic properties may grow. Or the land may become more fertile, which would certainly affect income. Or you can turn the plot into a sanctuary, where people can find peace. How would you like to bless this land? 1) Gold is good. #1845
2) Gems are what I need! #1846
3) I want the people to be happy. #1847
1845 #1845 0 0 0 A new site Fertile Valley appears in the province (opened, default guards) #1844
1846 #1846 0 0 0 A new site Secret Hollow appears in the province (opened, default guards) #1844
1847 #1847 0 0 0 A new site Picturesque Valley appears in the province (opened, default guards) #1844
1848 #1848 0 0 0
Unit: Inquisitors
Event (Loss): #1849
Province type: Holy Lands
The party of Inquisitors has invaded the province of %s. 1) I'll destroy them! #0
2) What the hell?! #0
3) So sad... #0
Set the level of the attacking army to 2 Unit: Inquisitors
Event (Loss): #1849
Province type: Holy Lands
1849 #1849 0 0 0 After massacring your supporters, the inquisitors declare the province of %s to be the Holy Land, belonging to the Order of Inquisition. 1) Damn! #0
2) I won't put up with this! #0
3) Whatever. #0
1850 #1850 0 0 0 With the probability of 25% switch to event #13, otherwise switch to event #1853 #298
1851 #1851 0 0 0 With the probability of 20% switch to event #1854, otherwise switch to event #299 #298
1852 #1852 0 0 0 With the probability of 20% switch to event #1859, otherwise switch to event #300 #298
1853 #1853 0 0 0 Servants piled the gifts in a great bonfire and lit them up. The people were unhappy, but they did not show it. Imagine the crowd's surprise, when a suffocating smoke with a pungent smell comes out of the provisions. Alchemists claim it is the smell of a certain kind of poison. 1) I knew it! #0
2) Well, Prince, you'll pay for that! #13
3) I'm glad that my subjects are safe! #12
#1850
1854 #1854 0 0 0 The morning after the feast, a plague erupted in the province of %s. Half the population came down with an intense fever, their bodies covered in hideous purulent sores. 1) It's not that bad, they'll get better. #1855
2) Perform a Cleansing ritual (-50 cr. ) #1856
3) Pay healers and priests (-150 gold ) #1857
Answer ¹2 appears when Player's crystals >= 50
Answer ¹3 appears when Player's gold >= 150
#1851
1855 #1855 0 0 -2 Change the number of population in the province by -(30-50)%
Set the flag of the event #230 to "happens through (3-5) turns and turns off"
Bind the flag of the event #230 to current province
#1854
1856 #1856 0 0 3 Change the player's crystals by -50
Switch to event #1858
#1854
1857 #1857 0 0 2 Change player gold by -150
Switch to event #1858
#1854
1858 #1858 0 0 0 Thanks to your help, the disease was nipped in the bud. The locals are grateful for your kindness. 1) Kindness? I need healthy slaves! #13
2) I was glad to help. #12
3) The prince will pay! #0
Change the number of population in the province by -(10-20)%
Change the mood in the province by +1
#1856, #1857
1859 #1859 0 0 0 The gift-bearers you sent never came back. 1) Maybe they found a better life. #0
2) I don't like this... #0
Set the flag of the event #1860 to "happens through 2 turns and turns off"
Bind the flag of the event #1860 to current province
#1852
1860 #1860 0 0 0
Unit: Retinue
Event (Loss): #1861
Province type: Prince's Lands
In the morning, your soldiers and the locals felt a slight discomfort, which turned into an actual disease after a while. And right after, enemy troops invaded the province! 1) They will regret it! #0
2) I'll destroy them! #0
Set the level of the attacking army to 1
The health of all groups of heroes and the guard in the province changed by -35% (considering resistance). Applies only to the living creatures.
Change the morale of troops and heroes in the province by -(4-7)
Unit: Retinue
Event (Loss): #1861
Province type: Prince's Lands
1861 #1861 0 0 0 The prince's soldiers have captured the %s province. 1) Bastard! #0
2) He won't rule long... #0
1862 #1862 0 0 0 With the probability of 30% switch to event #1863, otherwise switch to event #290 #289
1863 #1863 0 0 0 During the celebration, a powerful explosion rips the main square apart! Many people are dead, even more are injured and maimed. The main square now resembles more a crater than a town square. 1) Provide aid to the victims (-300 gold ) #1865
2) I knew no good would come out of these diversions! #0
3) As per tradition, execute the governor. #1864
Change player gold by -100
Answer ¹1 appears when Player's gold >= 300
Change the number of population in the province by -(30-40)%
Change the mood in the province by -1
#1862
1864 #1864 0 0 -5 Change corruption by -(0-2)
To worsen the mood in the province to +2, if it was positive or neutral, or to improve - if negative
#1863
1865 #1865 0 0 2 Change player gold by -300
Change the mood in the province by +1
#1863
1866 #1866 0 0 0 With the probability of 70% switch to event #28, otherwise switch to event #1867 #1088
1867 #1867 0 0 -1 Broken by torture, the dark mages reveal the secret of the Demon Transformation spell. The spell scroll is placed in the treasury. 1) Good. They have earned the right to a quick death. #0
2) Burn the sorcerers. #13
Get 1 scrolls of the spell Dark Pact #1866
1868 #1868 -1 5 0 Your scouts in the province of %s report that the dreadful Gates of Chaos have suddenly burst into hellish flames and have grown in size. They are now much larger than usual, and the demons swarming around them have multiplied. 1) What does that have to do with me? #13
2) It will be something to do at leisure. #0
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: If the province has the site Gates of Chaos
Condition of the appearing in the province: there is a place in the province for opened location
Destroy the location in the province Gates of Chaos
A new site Great Gate appears in the province (opened, default guards)
1869 #1869 -1 5 0
Unit: Na'ag
Event (Loss): #1870
In the province of %s, a terrifying enemy has attacked the guards! 1) What's happening? #0
2) Big deal... #0
Condition of the appearing in the province: there is a hero or guards in the province
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if player's gold >= 200
Condition of the appearing in the province: if player's karma >= 50
Unit: Na'ag
Event (Loss): #1870
1870 #1870 0 0 0 The settlement was destroyed - some of the inhabitants were slaughtered, and their houses looted. The damage costs you %d gold. 1) Losses again! #0
2) Help the families of the victims (-100 gold ) #1871
Change player gold by -(100-200)
Change the mood in the province by -1
Change the number of population in the province by -(15-25)%
Answer ¹2 appears when Player's gold >= 100
1871 #1871 0 0 3 Change player gold by -100
Change the mood in the province by +1
#1870
1872 #1872 0 0 1
Unit: Wolves
Event (Win): #1873
Event (Loss): #1874
The Demons in the Hero's army are rebelling! 1) Damn! #0
2) Oh yes!!! #0
Condition of the appearing in the province: there are demons in the hero's army
Unit: Wolves
Event (Win): #1873
Event (Loss): #1874
1873 #1873 0 0 0 The Hero has defeated the rebels, and beat them into submission! 1) Very well! #0
2) I didn't doubt for a second! #0
1874 #1874 0 0 0 The Hero could not handle his own troops - they tore him apart, and scattered! 1) What a pity... #0
2) No big deal, I'll resurrect. #0
1875 #1875 0 0 -2 Change player gold by -50
Change corruption by -1
With probability 35% trigger event #1876
#473, #1231, #1902, #1904
1876 #1876 0 0 -2 Set the flag of the event #1877 to "happens through (4-12) turns and turns off"
Bind the flag of the event #1877 to main province
#1875
1877 #1877 0 0 0 A wanderer has come to your castle in dusty and tattered clothes. Your advisers assert that he is one of the bounty hunters. The wanderer claims he has caught the insolent rogue who has recently had a price on his head, and is ready to deliver him to you alive for an additional fee. 1) Kick the impudent out! #13
2) I don't need him alive. The reward is for his head only. #0
3) Torture him into revealing everything. #1878
4) Well then, I agree! (-50 gold ) #1885
Answer ¹4 appears when Player's gold >= 50
1878 #1878 0 0 -10 With the probability of 35% switch to event #1879, otherwise switch to event #1880 #1877
1879 #1879 0 0 0 The wanderer was smart, before any physical harm, he quickly disclosed where to find the ill-fated scoundrel, and how to get to him. 1) Execute him now! #1883
2) Let him go, I don't need this goon anymore. #1884
#1878
1880 #1880 0 0 0 With the probability of 50% switch to event #1881, otherwise switch to event #1882 #1878
1881 #1881 0 0 0 The wanderer was too tough a nut to crack. Despite the torturers' best efforts, he did not reveal the scoundrel's whereabouts, and died in the morning. 1) Damned worthless idiots! #13
2) Damn! #0
3) I wonder if it was worth it? #0
#1880
1882 #1882 0 0 0 Under torture, the wanderer did disclose where to find the ill-fated scoundrel, and how to get to him, but he died in the morning. 1) I wanted to execute him myself! #1883
2) A pity, but it can't be helped... #1884
#1880
1883 #1883 0 0 0 Karma -(1-3)
Switch to event #1884
#1879, #1882
1884 #1884 0 0 0 Your soldiers brought the adventurer who duped you to the castle - pale as death, and scared to death. 1) Arrange a public execution (-50 gold) #1886
2) Execute him immediately! #1887
3) Torture him to death. #1888
4) Offer him to work for you. #1897
Answer ¹1 appears when Player's gold >= 50 #1879, #1882, #1883, #1885
1885 #1885 0 0 0 Change player gold by -50
Switch to event #1884
#1877
1886 #1886 0 0 0 The public execution of the swindler and rascal - as proclaimed - was carried out in front of a large crowd, with a detailed list of his crimes. This event will undoubtedly make an impression on the minds and hearts of all your subjects. 1) Tremble, mortals! #0
2) Alas, politics are cruel. #0
Change player gold by -50
Change corruption by -(1-3)
#1884
1887 #1887 0 0 0 Rumors of a brutal punishment against an innocent citizen spread among the townspeople. More and more details were added with every retelling, almost turning the impudent rascal into a folk hero. Is it any wonder that the population's discontent has grown? 1) Innocent? Unbelievable! #0
2) I don't care, can't be nice to everybody... #0
3) Dumb mortals! #13
Change the mood in the province by -1
Change the mood by +(100-200)
Change corruption by -(1-2)
#1884, #1889, #1889, #1889
1888 #1888 0 0 -5 With the probability of 75% switch to event #1889, otherwise switch to event #1890 #1884
1889 #1889 0 0 0 The torturers were masters of their craft. The swindler's punishment lasted a long time, and these days must have seemed like an eternity for him. Either way, his spirit has now left his mortal body. 1) I would have wanted to torture him forever! #1887
2) Well, justice has been done! #1887
3) I pity the fool, but life is cruel. #1887
Change corruption by -1 #1888
1890 #1890 0 0 0 After a few hours of torture, the rascal tried to stop them by revealing where he hid the treasures accumulated over his lifetime. 1) I accept them as payment for your life. Release him! #1891
2) I will grant you a gentle death. #1892
3) It's too late, fool. Keep going! #1893
Change corruption by -1 #1888
1891 #1891 0 0 2 Change corruption by +2
Switch to event #1894
#1890
1892 #1892 0 0 -1 Change corruption by +1
Switch to event #1894
#1890
1893 #1893 0 0 -3 Change corruption by -1
Switch to event #1894
#1890
1894 #1894 0 0 0 With the probability of 60% switch to event #1895, otherwise switch to event #1896 #1891, #1892, #1893
1895 #1895 0 0 0 The troop sent to fetch the treasure has returned with the loot! 1) Great! #0
2) Well, the losses have been compensated. #0
3) This is too little! #0
Change player gold by +(50-250)
Change the player's crystals by +(20-70)
Get a random level 3 item, with the rarity of not less than 1
#1894
1896 #1896 0 0 0 The troop sent to fetch the treasure has returned with the loot! 1) Great! #0
2) Well, the losses have been compensated. #0
3) This is too little! #0
Change player gold by +(150-750)
Change the player's crystals by +(60-210)
Get a random level 5 item, with the rarity of not less than 3
Get a random level 4 item, with the rarity of not less than 2
#1894
1897 #1897 0 0 0 Evidently not expecting this, the adventurer agrees without hesitation. 1) Very well then! #1898
2) Don't worry, he won't "work" for long... #1898
Change corruption by +2 #1884
1898 #1898 0 0 0 With the probability of 60% switch to event #1899, otherwise switch to event #1900 #1897, #1897
1899 #1899 0 0 0 Add 1 units Gang Leader with exp. from 0 to 250 to the garrison #1898
1900 #1900 0 0 0 Add 1 units Ranger with exp. from 0 to 330 to the garrison #1898
1901 #1901 0 0 -2 Change the mood in the province by -1
Change corruption by -1
With probability 30% trigger event #1902
#479
1902 #1902 0 0 0 Your soldiers throw Tod into a dungeon, which he escapes from shortly after. Apparently, it's not for nothing that people call him a hero. 1) I'll kill him the next time! #93
2) He deserves to be free. #12
3) Offer a reward for his head. (-50 gold ) #1875
Answer ¹3 appears when Player's gold >= 50 #1901
1903 #1903 0 0 -2 Change the mood in the province by -1
Change corruption by -1
With probability 30% trigger event #1904
#548
1904 #1904 0 0 0 Your soldiers throw the Dodger into a dungeon, which he escapes from shortly after. Apparently, the nickname was well-deserved. 1) I'll kill him the next time! #93
2) He deserves to be free. #12
3) Offer a reward for his head. (-50 gold ) #1875
Answer ¹3 appears when Player's gold >= 50 #1903
1905 #1905 0 0 0 With the probability of 50% switch to event #1141, otherwise switch to event #1906 #1139
1906 #1906 0 0 3 The fugitives thank you from the bottom of their hearts for saving them. The lizardman priests are very upset that you are harboring the heretics. The opinion about you suffers in the province of %s. 1) Dumb reptiles. #13
2) I won't allow them to lynch their own! #0
Change the mood in the province by -2
Change the mood by +(100-200)
Set the flag of the event #1907 to "happens through (2-7) turns and turns off"
Bind the flag of the event #1907 to main province
#1905
1907 #1907 0 0 0 One of the Lizardman priests spared from reprisal has come to your castle. He wants to serve a just Master like you. 1) Well, great! #0
2) What a stupid savage! #0
Add 1 units Lizardman with exp. from 0 to 150 to the garrison
1908 #1908 0 0 0 Your advisors report that the realm has reached such a size that, from now on, you can build one more building in provinces, as well as hire additional guards for your lands every turn. 1) I see. #0
2) Got it. #0
3) I do not care... #0
Condition of the appearing in the province: there is a hero or guards in the province
Set the flag of the event #1908 to "happens through 85 turns and turns off"
Bind the flag of the event #1908 to main province
1909 #1909 0 0 0 Set the flag of the event #1910 to "happens through (12-30) turns and turns off"
Bind the flag of the event #1910 to main province
#1910, #1911
1910 #1910 0 0 0 Dwarven Craftsmen report that they have accumulated enough materials to build a true marvel of Dwarven engineering, the Earthshaker. They are willing to assemble it immediately, and deliver it to the castle, if you so desire. 1) Why are you even asking?! Yes. (-850 gold , -150 cr. ) #1911
2) Perhaps sometime later. #1909
Answer ¹1 appears when Player's gold >= 850
Answer ¹1 appears when Player's crystals >= 150
1911 #1911 0 0 0 Change player gold by -850
Change the player's crystals by -150
Add 1 units Earthshaker with exp. from 0 to 0 to the garrison
Switch to event #1909
#1910
1912 #1912 0 0 0 #1914, #1920, #1920, #1922, #1922, #1925, #1925, #1927, #1927, #1932, #1932, #1934, #1934, #1937, #1937, #1939, #1939, #1944, #1944, #1946, #1946, #1949, #1949, #1951, #1951, #1953, #1953, #1953, #1959, #1959, #1961, #1961, #1964, #1964, #1966, #1966, #1971, #1971, #1973, #1973, #1976, #1976, #1978, #1978, #1983, #1983, #1985, #1985, #1988, #1988, #1990, #1990, #1996, #1996, #1998, #1998, #2001, #2001, #2003, #2003, #2008, #2008, #2010, #2010, #2013, #2013, #2015, #2015, #2020, #2020, #2022, #2022, #2025, #2025, #2027, #2027, #2029, #2035, #2035, #2037, #2037, #2040, #2040, #2042, #2042, #2047, #2047, #2049, #2049, #2052, #2052, #2054, #2054, #2059, #2059, #2061, #2061, #2064, #2064, #2066, #2066, #2072, #2072, #2074, #2074, #2077, #2077, #2079, #2079, #2084, #2084, #2086, #2086, #2089, #2089, #2091, #2091, #2096, #2096, #2098, #2098, #2101, #2101, #2103, #2103, #2109, #2109, #2111, #2111, #2114, #2114, #2116, #2116, #2121, #2121, #2123, #2123, #2126, #2126, #2128, #2128, #2133, #2133, #2135, #2135, #2138, #2138, #2140, #2140
1913 #1913 0 0 0 Set the flag of the event #1914 to "happens through (3-11) turns and turns off"
Bind the flag of the event #1914 to main province
1914 #1914 0 0 0 Your advisers report that local merchants are assembling a trade caravan. You may invest some funds in this enterprise, which will undoubtedly pay dividends. You may dispatch a small, medium, or large caravan - to either local, adjacent, or distant lands. The larger the caravan, the greater the profit, and the safer it will travel to the most remote corners of the shard. What is your decision? 1) Invest the minimum (-200 gold ) #1915
2) Invest a reasonable amount (-450 gold ) #1954
3) Invest much gold! (-1000 gold ) #1991
4) Why should I care? They can send it themselves. #1912
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 450
Answer ¹3 appears when Player's gold >= 1000
1915 #1915 0 0 0 How far do you want to send this caravan? The larger the caravan, the safer the journey to remote corners of the shard, and the longer it takes. 1) Send a caravan to our border. #1916
2) Send a caravan to neighboring lands. #1928
3) Send a caravan to distant lands. #1940
4) Don't bother me with such trifling matters again! #2146
Change player gold by -200 #1914
1916 #1916 0 0 0 With the probability of 30% switch to event #1952, otherwise switch to event #1917 #1915
1917 #1917 0 0 0 With the probability of 70% switch to event #1923, otherwise switch to event #1918 #1916
1918 #1918 0 0 0 #1917
1919 #1919 0 0 0 Set the flag of the event #1920 to "happens through (3-6) turns and turns off"
Bind the flag of the event #1920 to main province
1920 #1920 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(350-500)
1921 #1921 0 0 0 Set the flag of the event #1922 to "happens through (3-6) turns and turns off"
Bind the flag of the event #1922 to main province
1922 #1922 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(300-400)
1923 #1923 0 0 0 #1917
1924 #1924 0 0 0 Set the flag of the event #1925 to "happens through (3-6) turns and turns off"
Bind the flag of the event #1925 to main province
1925 #1925 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(300-450)
1926 #1926 0 0 0 Set the flag of the event #1927 to "happens through (3-6) turns and turns off"
Bind the flag of the event #1927 to main province
1927 #1927 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(250-350)
1928 #1928 0 0 0 With the probability of 50% switch to event #1952, otherwise switch to event #1929 #1915
1929 #1929 0 0 0 With the probability of 70% switch to event #1935, otherwise switch to event #1930 #1928
1930 #1930 0 0 0 #1929
1931 #1931 0 0 0 Set the flag of the event #1932 to "happens through (6-11) turns and turns off"
Bind the flag of the event #1932 to main province
1932 #1932 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(450-600)
1933 #1933 0 0 0 Set the flag of the event #1934 to "happens through (6-11) turns and turns off"
Bind the flag of the event #1934 to main province
1934 #1934 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(400-500)
1935 #1935 0 0 0 #1929
1936 #1936 0 0 0 Set the flag of the event #1937 to "happens through (6-11) turns and turns off"
Bind the flag of the event #1937 to main province
1937 #1937 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(400-550)
1938 #1938 0 0 0 Set the flag of the event #1939 to "happens through (6-11) turns and turns off"
Bind the flag of the event #1939 to main province
1939 #1939 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(350-450)
1940 #1940 0 0 0 With the probability of 70% switch to event #1952, otherwise switch to event #1941 #1915
1941 #1941 0 0 0 With the probability of 70% switch to event #1947, otherwise switch to event #1942 #1940
1942 #1942 0 0 0 #1941
1943 #1943 0 0 0 Set the flag of the event #1944 to "happens through (9-16) turns and turns off"
Bind the flag of the event #1944 to main province
1944 #1944 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(550-700)
1945 #1945 0 0 0 Set the flag of the event #1946 to "happens through (9-16) turns and turns off"
Bind the flag of the event #1946 to main province
1946 #1946 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(500-600)
1947 #1947 0 0 0 #1941
1948 #1948 0 0 0 Set the flag of the event #1949 to "happens through (9-16) turns and turns off"
Bind the flag of the event #1949 to main province
1949 #1949 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(500-650)
1950 #1950 0 0 0 Set the flag of the event #1951 to "happens through (9-16) turns and turns off"
Bind the flag of the event #1951 to main province
1951 #1951 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(450-550)
1952 #1952 0 0 0 Set the flag of the event #1953 to "happens through (7-12) turns and turns off"
Bind the flag of the event #1953 to main province
#1916, #1928, #1940, #1955, #1967, #1979, #1992, #2004, #2016, #2031, #2043, #2055, #2068, #2080, #2092, #2105, #2117, #2129
1953 #1953 0 0 0 You learn that the caravan you sent has been plundered. 1) I knew it... #1912
2) Well, such is life. #1912
3) Stingy hucksters, they skimped on protection! #1912
1954 #1954 0 0 0 How far do you want to send this caravan? The larger the caravan, the safer the journey to remote corners of the shard, and the longer it takes. 1) Send a caravan to our border. #1955
2) Send a caravan to neighboring lands. #1967
3) Send a caravan to distant lands. #1979
Change player gold by -450 #1914
1955 #1955 0 0 0 With the probability of 20% switch to event #1952, otherwise switch to event #1956 #1954
1956 #1956 0 0 0 With the probability of 80% switch to event #1962, otherwise switch to event #1957 #1955
1957 #1957 0 0 0 #1956
1958 #1958 0 0 0 Set the flag of the event #1959 to "happens through (4-7) turns and turns off"
Bind the flag of the event #1959 to main province
1959 #1959 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(700-900)
1960 #1960 0 0 0 Set the flag of the event #1961 to "happens through (4-7) turns and turns off"
Bind the flag of the event #1961 to main province
1961 #1961 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(600-700)
1962 #1962 0 0 0 #1956
1963 #1963 0 0 0 Set the flag of the event #1964 to "happens through (4-7) turns and turns off"
Bind the flag of the event #1964 to main province
1964 #1964 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(600-800)
1965 #1965 0 0 0 Set the flag of the event #1966 to "happens through (4-7) turns and turns off"
Bind the flag of the event #1966 to main province
1966 #1966 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(500-600)
1967 #1967 0 0 0 With the probability of 35% switch to event #1952, otherwise switch to event #1968 #1954
1968 #1968 0 0 0 With the probability of 80% switch to event #1974, otherwise switch to event #1969 #1967
1969 #1969 0 0 0 #1968
1970 #1970 0 0 0 Set the flag of the event #1971 to "happens through (7-12) turns and turns off"
Bind the flag of the event #1971 to main province
1971 #1971 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(900-1100)
1972 #1972 0 0 0 Set the flag of the event #1973 to "happens through (7-12) turns and turns off"
Bind the flag of the event #1973 to main province
1973 #1973 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(800-900)
1974 #1974 0 0 0 #1968
1975 #1975 0 0 0 Set the flag of the event #1976 to "happens through (7-12) turns and turns off"
Bind the flag of the event #1976 to main province
1976 #1976 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(800-1000)
1977 #1977 0 0 0 Set the flag of the event #1978 to "happens through (7-12) turns and turns off"
Bind the flag of the event #1978 to main province
1978 #1978 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(700-800)
1979 #1979 0 0 0 With the probability of 50% switch to event #1952, otherwise switch to event #1980 #1954
1980 #1980 0 0 0 With the probability of 80% switch to event #1986, otherwise switch to event #1981 #1979
1981 #1981 0 0 0 #1980
1982 #1982 0 0 0 Set the flag of the event #1983 to "happens through (10-17) turns and turns off"
Bind the flag of the event #1983 to main province
1983 #1983 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1100-1300)
1984 #1984 0 0 0 Set the flag of the event #1985 to "happens through (10-17) turns and turns off"
Bind the flag of the event #1985 to main province
1985 #1985 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1000-1100)
1986 #1986 0 0 0 #1980
1987 #1987 0 0 0 Set the flag of the event #1988 to "happens through (10-17) turns and turns off"
Bind the flag of the event #1988 to main province
1988 #1988 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1000-1200)
1989 #1989 0 0 0 Set the flag of the event #1990 to "happens through (10-17) turns and turns off"
Bind the flag of the event #1990 to main province
1990 #1990 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(900-1000)
1991 #1991 0 0 0 How far do you want to send this caravan? The larger the caravan, the safer the journey to remote corners of the shard, and the longer it takes. 1) Send a caravan to our border. #1992
2) Send a caravan to neighboring lands. #2004
3) Send a caravan to distant lands. #2016
Change player gold by -1000 #1914
1992 #1992 0 0 0 With the probability of 10% switch to event #1952, otherwise switch to event #1993 #1991
1993 #1993 0 0 0 With the probability of 90% switch to event #1999, otherwise switch to event #1994 #1992
1994 #1994 0 0 0 #1993
1995 #1995 0 0 0 Set the flag of the event #1996 to "happens through (5-8) turns and turns off"
Bind the flag of the event #1996 to main province
1996 #1996 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1400-1650)
1997 #1997 0 0 0 Set the flag of the event #1998 to "happens through (5-8) turns and turns off"
Bind the flag of the event #1998 to main province
1998 #1998 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1200-1300)
1999 #1999 0 0 0 #1993
2000 #2000 0 0 0 Set the flag of the event #2001 to "happens through (5-8) turns and turns off"
Bind the flag of the event #2001 to main province
2001 #2001 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1200-1450)
2002 #2002 0 0 0 Set the flag of the event #2003 to "happens through (5-8) turns and turns off"
Bind the flag of the event #2003 to main province
2003 #2003 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1000-1100)
2004 #2004 0 0 0 With the probability of 20% switch to event #1952, otherwise switch to event #2005 #1991
2005 #2005 0 0 0 With the probability of 90% switch to event #2011, otherwise switch to event #2006 #2004
2006 #2006 0 0 0 #2005
2007 #2007 0 0 0 Set the flag of the event #2008 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2008 to main province
2008 #2008 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1800-2050)
2009 #2009 0 0 0 Set the flag of the event #2010 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2010 to main province
2010 #2010 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1600-1700)
2011 #2011 0 0 0 #2005
2012 #2012 0 0 0 Set the flag of the event #2013 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2013 to main province
2013 #2013 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1600-1850)
2014 #2014 0 0 0 Set the flag of the event #2015 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2015 to main province
2015 #2015 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1400-1500)
2016 #2016 0 0 0 With the probability of 30% switch to event #1952, otherwise switch to event #2017 #1991
2017 #2017 0 0 0 With the probability of 90% switch to event #2023, otherwise switch to event #2018 #2016
2018 #2018 0 0 0 #2017
2019 #2019 0 0 0 Set the flag of the event #2020 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2020 to main province
2020 #2020 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(2200-2450)
2021 #2021 0 0 0 Set the flag of the event #2022 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2022 to main province
2022 #2022 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(2000-2100)
2023 #2023 0 0 0 #2017
2024 #2024 0 0 0 Set the flag of the event #2025 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2025 to main province
2025 #2025 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(2000-2250)
2026 #2026 0 0 0 Set the flag of the event #2027 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2027 to main province
2027 #2027 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1800-1900)
2028 #2028 0 0 0 Set the flag of the event #2029 to "happens through (3-11) turns and turns off"
Bind the flag of the event #2029 to main province
2029 #2029 0 0 0 Your advisers report that local merchants are assembling a trade caravan. You may invest some funds in this enterprise, which will undoubtedly pay dividends. You may dispatch a small, medium, or large caravan - to either local, adjacent, or distant lands. The larger the caravan, the greater the profit, and the safer it will travel to the most remote corners of the shard. What is your decision? 1) Invest the minimum (-200 gold ) #2030
2) Invest a reasonable amount (-450 gold ) #2067
3) Invest much gold! (-1000 gold ) #2104
4) Why should I care? They can send it themselves. #1912
Answer ¹1 appears when Player's gold >= 200
Answer ¹2 appears when Player's gold >= 450
Answer ¹3 appears when Player's gold >= 1000
2030 #2030 0 0 0 How far do you want to send this caravan? The larger the caravan, the safer the journey to remote corners of the shard, and the longer it takes. 1) Send a caravan to our border. #2031
2) Send a caravan to neighboring lands. #2043
3) Send a caravan to distant lands. #2055
Change player gold by -200 #2029
2031 #2031 0 0 0 With the probability of 20% switch to event #1952, otherwise switch to event #2032 #2030
2032 #2032 0 0 0 With the probability of 65% switch to event #2038, otherwise switch to event #2033 #2031
2033 #2033 0 0 0 #2032
2034 #2034 0 0 0 Set the flag of the event #2035 to "happens through (3-6) turns and turns off"
Bind the flag of the event #2035 to main province
2035 #2035 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(350-500)
2036 #2036 0 0 0 Set the flag of the event #2037 to "happens through (3-6) turns and turns off"
Bind the flag of the event #2037 to main province
2037 #2037 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(300-400)
2038 #2038 0 0 0 #2032
2039 #2039 0 0 0 Set the flag of the event #2040 to "happens through (3-6) turns and turns off"
Bind the flag of the event #2040 to main province
2040 #2040 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(300-450)
2041 #2041 0 0 0 Set the flag of the event #2042 to "happens through (3-6) turns and turns off"
Bind the flag of the event #2042 to main province
2042 #2042 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(250-350)
2043 #2043 0 0 0 With the probability of 40% switch to event #1952, otherwise switch to event #2044 #2030
2044 #2044 0 0 0 With the probability of 65% switch to event #2050, otherwise switch to event #2045 #2043
2045 #2045 0 0 0 #2044
2046 #2046 0 0 0 Set the flag of the event #2047 to "happens through (6-11) turns and turns off"
Bind the flag of the event #2047 to main province
2047 #2047 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(450-600)
2048 #2048 0 0 0 Set the flag of the event #2049 to "happens through (6-11) turns and turns off"
Bind the flag of the event #2049 to main province
2049 #2049 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(400-500)
2050 #2050 0 0 0 #2044
2051 #2051 0 0 0 Set the flag of the event #2052 to "happens through (6-11) turns and turns off"
Bind the flag of the event #2052 to main province
2052 #2052 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(400-550)
2053 #2053 0 0 0 Set the flag of the event #2054 to "happens through (6-11) turns and turns off"
Bind the flag of the event #2054 to main province
2054 #2054 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(350-450)
2055 #2055 0 0 0 With the probability of 60% switch to event #1952, otherwise switch to event #2056 #2030
2056 #2056 0 0 0 With the probability of 65% switch to event #2062, otherwise switch to event #2057 #2055
2057 #2057 0 0 0 #2056
2058 #2058 0 0 0 Set the flag of the event #2059 to "happens through (9-16) turns and turns off"
Bind the flag of the event #2059 to main province
2059 #2059 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(550-700)
2060 #2060 0 0 0 Set the flag of the event #2061 to "happens through (9-16) turns and turns off"
Bind the flag of the event #2061 to main province
2061 #2061 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(500-600)
2062 #2062 0 0 0 #2056
2063 #2063 0 0 0 Set the flag of the event #2064 to "happens through (9-16) turns and turns off"
Bind the flag of the event #2064 to main province
2064 #2064 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(500-650)
2065 #2065 0 0 0 Set the flag of the event #2066 to "happens through (9-16) turns and turns off"
Bind the flag of the event #2066 to main province
2066 #2066 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(450-550)
2067 #2067 0 0 0 How far do you want to send this caravan? The larger the caravan, the safer the journey to remote corners of the shard, and the longer it takes. 1) Send a caravan to our border. #2068
2) Send a caravan to neighboring lands. #2080
3) Send a caravan to distant lands. #2092
Change player gold by -450 #2029
2068 #2068 0 0 0 With the probability of 10% switch to event #1952, otherwise switch to event #2069 #2067
2069 #2069 0 0 0 With the probability of 75% switch to event #2075, otherwise switch to event #2070 #2068
2070 #2070 0 0 0 #2069
2071 #2071 0 0 0 Set the flag of the event #2072 to "happens through (4-7) turns and turns off"
Bind the flag of the event #2072 to main province
2072 #2072 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(700-900)
2073 #2073 0 0 0 Set the flag of the event #2074 to "happens through (4-7) turns and turns off"
Bind the flag of the event #2074 to main province
2074 #2074 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(600-700)
2075 #2075 0 0 0 #2069
2076 #2076 0 0 0 Set the flag of the event #2077 to "happens through (4-7) turns and turns off"
Bind the flag of the event #2077 to main province
2077 #2077 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(600-800)
2078 #2078 0 0 0 Set the flag of the event #2079 to "happens through (4-7) turns and turns off"
Bind the flag of the event #2079 to main province
2079 #2079 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(500-600)
2080 #2080 0 0 0 With the probability of 25% switch to event #1952, otherwise switch to event #2081 #2067
2081 #2081 0 0 0 With the probability of 75% switch to event #2087, otherwise switch to event #2082 #2080
2082 #2082 0 0 0 #2081
2083 #2083 0 0 0 Set the flag of the event #2084 to "happens through (7-12) turns and turns off"
Bind the flag of the event #2084 to main province
2084 #2084 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(900-1100)
2085 #2085 0 0 0 Set the flag of the event #2086 to "happens through (7-12) turns and turns off"
Bind the flag of the event #2086 to main province
2086 #2086 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(800-900)
2087 #2087 0 0 0 #2081
2088 #2088 0 0 0 Set the flag of the event #2089 to "happens through (7-12) turns and turns off"
Bind the flag of the event #2089 to main province
2089 #2089 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(800-1000)
2090 #2090 0 0 0 Set the flag of the event #2091 to "happens through (7-12) turns and turns off"
Bind the flag of the event #2091 to main province
2091 #2091 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(700-800)
2092 #2092 0 0 0 With the probability of 40% switch to event #1952, otherwise switch to event #2093 #2067
2093 #2093 0 0 0 With the probability of 75% switch to event #2099, otherwise switch to event #2094 #2092
2094 #2094 0 0 0 #2093
2095 #2095 0 0 0 Set the flag of the event #2096 to "happens through (10-17) turns and turns off"
Bind the flag of the event #2096 to main province
2096 #2096 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1100-1300)
2097 #2097 0 0 0 Set the flag of the event #2098 to "happens through (10-17) turns and turns off"
Bind the flag of the event #2098 to main province
2098 #2098 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1000-1100)
2099 #2099 0 0 0 #2093
2100 #2100 0 0 0 Set the flag of the event #2101 to "happens through (10-17) turns and turns off"
Bind the flag of the event #2101 to main province
2101 #2101 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1000-1200)
2102 #2102 0 0 0 Set the flag of the event #2103 to "happens through (10-17) turns and turns off"
Bind the flag of the event #2103 to main province
2103 #2103 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(900-1000)
2104 #2104 0 0 0 How far do you want to send this caravan? The larger the caravan, the safer the journey to remote corners of the shard, and the longer it takes. 1) Send a caravan to our border. #2105
2) Send a caravan to neighboring lands. #2117
3) Send a caravan to distant lands. #2129
Change player gold by -1000 #2029
2105 #2105 0 0 0 With the probability of 0% switch to event #1952, otherwise switch to event #2106 #2104
2106 #2106 0 0 0 With the probability of 85% switch to event #2112, otherwise switch to event #2107 #2105
2107 #2107 0 0 0 #2106
2108 #2108 0 0 0 Set the flag of the event #2109 to "happens through (5-8) turns and turns off"
Bind the flag of the event #2109 to main province
2109 #2109 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1400-1650)
2110 #2110 0 0 0 Set the flag of the event #2111 to "happens through (5-8) turns and turns off"
Bind the flag of the event #2111 to main province
2111 #2111 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1200-1300)
2112 #2112 0 0 0 #2106
2113 #2113 0 0 0 Set the flag of the event #2114 to "happens through (5-8) turns and turns off"
Bind the flag of the event #2114 to main province
2114 #2114 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1200-1450)
2115 #2115 0 0 0 Set the flag of the event #2116 to "happens through (5-8) turns and turns off"
Bind the flag of the event #2116 to main province
2116 #2116 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1000-1100)
2117 #2117 0 0 0 With the probability of 10% switch to event #1952, otherwise switch to event #2118 #2104
2118 #2118 0 0 0 With the probability of 85% switch to event #2124, otherwise switch to event #2119 #2117
2119 #2119 0 0 0 #2118
2120 #2120 0 0 0 Set the flag of the event #2121 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2121 to main province
2121 #2121 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1800-2050)
2122 #2122 0 0 0 Set the flag of the event #2123 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2123 to main province
2123 #2123 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1600-1700)
2124 #2124 0 0 0 #2118
2125 #2125 0 0 0 Set the flag of the event #2126 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2126 to main province
2126 #2126 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1600-1850)
2127 #2127 0 0 0 Set the flag of the event #2128 to "happens through (8-13) turns and turns off"
Bind the flag of the event #2128 to main province
2128 #2128 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1400-1500)
2129 #2129 0 0 0 With the probability of 20% switch to event #1952, otherwise switch to event #2130 #2104
2130 #2130 0 0 0 With the probability of 85% switch to event #2136, otherwise switch to event #2131 #2129
2131 #2131 0 0 0 #2130
2132 #2132 0 0 0 Set the flag of the event #2133 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2133 to main province
2133 #2133 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(2200-2450)
2134 #2134 0 0 0 Set the flag of the event #2135 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2135 to main province
2135 #2135 0 0 0 The caravan you sent has finally returned, and turned a great profit - %d gold! 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(2000-2100)
2136 #2136 0 0 0 #2130
2137 #2137 0 0 0 Set the flag of the event #2138 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2138 to main province
2138 #2138 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(2000-2250)
2139 #2139 0 0 0 Set the flag of the event #2140 to "happens through (11-18) turns and turns off"
Bind the flag of the event #2140 to main province
2140 #2140 0 0 0 The caravan you sent has finally returned, and turned a nice profit - %d gold. 1) Not bad! #1912
2) That's all? #1912
Change player gold by +(1800-1900)
2141 #2141 1 0 0 A strange human has arrived in your castle in the province of %s. In appearance it is clearly a charmer. His clothes are very unusual, and he's decorated with very strange symbols. It is reported to you that he demands you accept him. 1) Demand? Throw him out! #2145
2) Demand - accepted. #2142
2142 #2142 0 0 -1 As he enters the room, you immediately see what he is. Before you stands a Death Mage. Bowing, he said that he had heard about your experiments with Necromancy, and was ready to perform a powerful ritual to turn one of your servants into a Vampire if you provide him with all the necessary ingredients. 1) Deal! (-350 gold -180 cr. ) #2143
2) I'd like to employ you, but later... #2144
3) Off with you, scoundrel! #2145
Answer ¹1 appears when Player's gold >= 350
Answer ¹1 appears when Player's crystals >= 180
#2141
2143 #2143 0 0 -2 Change player gold by -350
Change the player's crystals by -180
Get 1 items Vampire with durability 100%
Set the flag of the event #2143 to "disabled"
#2142
2144 #2144 0 0 0 The Necromancer agrees to wait as long as necessary. He promises to visit you again in ten days time. 1) I'll definitely hire you! #0
2) Let me think about it... #0
Set the flag of the event #2141 to "happens through 10 turns and turns off"
Bind the flag of the event #2141 to main province
#2142
2145 #2145 0 0 2 Set the flag of the event #2141 to "disabled" #2141, #2142
2146 #2146 0 0 0 Set the flag of the event #1912 to "disabled" #1915
2147 #2147 1 0 0 Your advisers inform you that the last set of recruits for training in the art of war was especially successful - there are many promising fighters among the recruits. If you wish, you can hold a tournament among them and choose the best one - perhaps it will serve you well in the future. 1) A tournament? I love it! (-250 gold -10 cr. ) #2148
2) Now is not a good time, maybe later. #2150
3) To Hell with tournaments! Waste of money... #2152
Answer ¹1 appears when Player's gold >= 250
Answer ¹1 appears when Player's crystals >= 10
2148 #2148 0 0 0 The tournament among ordinary warriors was a great success! Each fighter got the opportunity to show their skills. But there can only be one winner - and thus, a young, but skillful and strong fighter was crowned Champion of the tournament! The main prize for the winner was the title of Squire along with premium armor. Of course, the champion has sworn allegiance to you, and will serve you faithfully. 1) Excellent! #2149
2) Big deal, a Squire... #2149
#2147, #2151
2149 #2149 0 0 0 Change player gold by -250
Change the player's crystals by -10
Get 1 items Squire with durability 100%
Set the flag of the event #2147 to "disabled"
Set the flag of the event #2151 to "disabled"
#2148, #2148
2150 #2150 0 0 0 Set the flag of the event #2151 to "happens through (5-10) turns and turns off"
Bind the flag of the event #2151 to main province
#2147, #2151
2151 #2151 0 0 0 As you ordered, your advisers remind you of the tournament among ordinary warriors. What is your decision, my Lord? 1) Yes, organize the tournament! (-250 gold -10 cr. ) #2148
2) I will definitely do it, but later. #2150
3) No, I've changed my mind - we don't need one. #2152
Answer ¹1 appears when Player's gold >= 250
Answer ¹1 appears when Player's crystals >= 10
2152 #2152 0 0 0 Set the flag of the event #2147 to "disabled"
Set the flag of the event #2151 to "disabled"
#2147, #2151
2153 #2153 0 0 0 Set the flag of the event #2154 to "happens through (8-12) turns and turns off"
Bind the flag of the event #2154 to random province
#2158
2154 #2154 0 0 0 Your scouts in the %s province report that they have discovered traces of a giant camp abandoned no more than a day ago, three days' journey from the castle. 1) Aha, here they are! #0
2) What the hell?! #0
Set the flag of the event #2155 to "happens through 4 turns and turns off"
Bind the flag of the event #2155 to current province
2155 #2155 0 0 0
Unit: Centaur Assassins
Event (Win): #2158
Event (Loss): #2157
A group of giants has attacked the %s province! 1) I've been waiting for you, beasts! #0
2) Oh, why so soon?! #0
Unit: Centaur Assassins
Event (Win): #2158
Event (Draw): #2158
Event (Loss): #2157
2156 #2156 0 0 0 Set the flag of the event #2153 to "disabled"
Set the flag of the event #2159 to "disabled"
2157 #2157 0 0 0 With no one to stop them, the giants burst into the settlement and begin to devour the locals. After eating their fill, they begin killing for fun. After killing half the population, and destroying most of the houses, the giants returned home. Your advisers do not exclude the possibility that they might return. 1) Damned creatures! #0
2) So sad... #0
Change the number of population in the province by -(40-60)%
Change the mood in the province by -2
Set the flag of the event #2153 to "happens through (5-15) turns and turns off"
2158 #2158 0 0 0 With the probability of 97% switch to event #2159, otherwise switch to event #2153
2159 #2159 0 0 0 Set the flag of the event #2160 to "happens through (10-15) turns and turns off"
Bind the flag of the event #2160 to random province
#2158
2160 #2160 0 0 0 Your scouts in the %s province report that they have discovered traces of a giant camp abandoned no more than a day ago, three days' journey from the castle. 1) Aha, here they are! #0
2) What the hell?! #0
Set the flag of the event #2161 to "happens through 2 turns and turns off"
Bind the flag of the event #2161 to current province
2161 #2161 0 0 0
Unit: Centaur Assassins
Event (Win): #2156
Event (Loss): #2157
A group of giants has attacked the %s province! 1) I've been waiting for you, beasts! #0
2) Oh, why so soon?! #0
Set the level of the attacking army to 2 Unit: Centaur Assassins
Event (Win): #2156
Event (Draw): #2153
Event (Loss): #2157
2162 #2162 0 0 0 With the probability of 25% switch to event #505, otherwise switch to event #2163 #503
2163 #2163 0 0 0 With the probability of 80% switch to event #2164, otherwise switch to event #2165 #2162
2164 #2164 0 0 0 Get a random level 1 item of type Spell Scroll, with the rarity of not less than 1.
A new site Sorcery Store appears in the province (opened, default guards)
Change player gold by -100
#2163
2165 #2165 0 0 0 Get a random level 2 item of type Spell Scroll, with the rarity of not less than 1.
A new site Sorcery Store appears in the province (opened, default guards)
Change player gold by -100
#2163
2166 #2166 1 5 0 In the province of %s, the population has been complaining of eerie shrieks coming from the swamps at night. 1) Hire adventurers to investigate (-150 gold ) #2167
2) Send scouts to sort this out (-50 gold ) #2168
3) Send the locals to the swamps, and let them sort it out. #2169
4) I'm not interested in this. #2175
Answer ¹1 appears when Player's gold >= 150
Answer ¹2 appears when Player's gold >= 50
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: just not in the main province
2167 #2167 0 0 1 The adventurers quickly figured out what was going on: Apparently, mandrake roots had ripened in the distant swamps, and were causing the nightly noise. The roots can be harvested now, yielding magic crystals, but they can also be grown, providing an excellent source of this plant. 1) Harvest the roots - I need crystals now! #2174
2) Set up a farm (-10 cr. ) #2170
Change player gold by -150
Answer ¹2 appears when Player's crystals >= 10
#2166
2168 #2168 0 0 0 The scouting team discovered the origin of the noise: Apparently, mandrake roots had ripened in the distant swamps. They can be harvested now, yielding magic crystals, but they can also be grown, providing an excellent source of this plant. 1) Harvest the roots - I need crystals now! #2174
2) Set up a farm (-20 cr. ) #2171
Change player gold by -50
Change the mood in the province by -1
Answer ¹2 appears when Player's crystals >= 20
#2166
2169 #2169 0 0 -3 The locals wandered around the swamps many peasants got lost, some drowned. In the end, they managed to find the origin of the noise: Apparently, mandrake roots had ripened in the distant swamps. They can be harvested now, yielding magic crystals, but they can also be grown, providing an excellent source of this plant. 1) Harvest the roots - I need crystals now! #2174
2) Set up a farm (-35 cr. ) #2172
Change the mood in the province by -1
Change the number of population in the province by -(5-10)%
#2166
2170 #2170 0 0 0 Change the player's crystals by -10
Switch to event #2173
#2167
2171 #2171 0 0 0 Change the player's crystals by -20
Switch to event #2173
#2168
2172 #2172 0 0 0 Change the player's crystals by -35
Switch to event #2173
#2169
2173 #2173 0 0 0 A Mandrake Glade has appeared in Province %s. 1) Excellent! #0
2) Can't be helped. #0
A new site Mandrake Glade appears in the province (opened, without guards) #2170, #2171, #2172
2174 #2174 0 0 0 A Mandrake Glade has appeared in Province %s. 1) Excellent! #0
2) Can't be helped. #0
Change the player's crystals by +(75-125) #2167, #2168, #2169
2175 #2175 0 0 -5 A new site Mandrake Glade appears in the province (hidden, with guards) #2166
2176 #2176 1 8 0 Your spies report: a lurker has dragged your deputy in the province of %s into the swamps. Several people went out to search for him, but none of them have returned. 1) Appoint a new deputy. #640
2) Hire a team of adventurers. (-200 gold ) #2179
3) Pay volunteers from the province. (-100 gold ) #2178
4) Don't bother me with such trifles from now on. #160
Answer ¹2 appears when Player's gold >= 200
Answer ¹3 appears when Player's gold >= 100
Change the mood in the province by -1
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: if the terrain=Swamp
Condition of the appearing in the province: just not in the main province
Condition of the appearing in the province: if the treasury has 1 or more free slots
2177 #2177 0 0 2 The team of adventurers discovers the lurker's lair just in time - she has just put the deputy into a vat of swamp water and lit a fire underneath. The adventurers behead the swamp ogre, and return the deputy home, thoroughly wet and thrilled. 1) Excellent! #0
2) 200 gold coins for such trifle? What a rip-off! #13
Change the mood in the province by +2 #2180
2178 #2178 0 0 2 The people in the province of %s search the bogs for a long time. They manage to find and kill the lurker, but they fail to rescue the deputy - only a small pile of picked bones remains. 1) Perhaps the next deputy will be more careful. #13
2) It's a pity they didn't get there in time! #12
Change player gold by -100
Change the mood in the province by +1
#2176
2179 #2179 0 0 3 Change player gold by -200
With the probability of 70% switch to event #2180, otherwise switch to event #721
#2176
2180 #2180 0 0 0 With the probability of 50% switch to event #2177, otherwise switch to event #2181 #2179
2181 #2181 0 0 0 The team of adventurers discovers the lurker's lair just in time - she has just put the deputy into a vat of swamp water and lit a fire underneath. The adventurers behead the swamp ogre, and return the deputy home, thoroughly wet and thrilled. And the scouts sent to the Lurker's lair report that magic crystals grow along the banks of the pool near the lair. Most likely, there is an Arcanite deposit in the pool itself. 1) Just collect the crystals. #2183
2) Mine the deposit (-100 gold -20 cr. ) #2182
Answer ¹2 appears when Player's gold >= 100
Answer ¹2 appears when Player's crystals >= 20
#2180
2182 #2182 0 0 0 Shimmering Bogs with Arcanite crystals have appeared in Province %s. 1) Excellent! #0
2) Big deal... #0
Change player gold by -100
Change the player's crystals by -20
A new site Shimmering Bogs appears in the province (opened, without guards)
#2181
2183 #2183 0 0 0 The collected crystals have been delivered to your treasury. 1) Excellent! #0
2) So little... #0
Change the player's crystals by +(150-250) #2181
2184 #2184 1 10 0 Druids have come to the deputy of Province %s. They offer to seed the local thicket with Redwood saplings in exchange for a small but recurring payment. 1) Deal, let them get started. #2185
2) No way, I need the gold for myself. #0
Condition of the appearing in the province: if the province has no resource
Condition of the appearing in the province: if the terrain=Forest
Condition of the appearing in the province: just not in the main province
2185 #2185 0 0 0 The druids have done their work - after some time, the seedlings will grow into full-fledged trees. Gold income from this province decreases by %d. 1) That is acceptable. #2186
2) Wait... How much? #2186
Province income -(2-4) #2184
2186 #2186 0 0 0 Set the flag of the event #2187 to "happens through (3-7) turns and turns off"
Bind the flag of the event #2187 to current province
#2185, #2185
2187 #2187 0 0 0 A Redwood Grove has appeared in Province %s. Workers have begun logging. 1) Excellent! #12
2) They'd better! #13
A new site Red Oakwood appears in the province (opened, without guards)