Random Events List (BTS)

Updated for 3.13 on Oct. 8, 2007
This list of all events and Quests for BtS has been compiled primarily to facilitate the discussion about whether Random Events can be allowed for the HOF – but since it might be of general interest I post it here πŸ˜‰

There is a grace period of 20 turns (NOT scaling with gamespeed) at the start without random events (defined in GlobalDefines.xml).
There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
Each event has a weight value – the chance for a specific event to occur is dependent on the combined weights of all currently allowed events.
Some events seem to scale with map size and speed – this is all for normal/standard

All Descriptions follow the following template:
Name of Event
Prereq – i.e. what is required before this event can be triggered
Obsolete – i.e. what (tech) is required to make sure the event can no longer be triggered
Active – i.e. the game decides at the start which events are included in current game, this is the chance that it is included
Weight
Result

Caution long spoilers ahead πŸ˜‰

Spoiler for Events 1-20


Event1
Forest Fire
Prereq: Forest in city fat cross
Obsolete: None
Active/Weight: 70/100
Result:
1.you pay 10 gold
2.you pay 4 gold and loose 1 forest
3.you pay nothing, loose one forest and gain 1 angry face (lasts as long as whip anger)
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
Event3
Happy Hunting
Prereq: Tundra Forest in your control AND ARCHERY
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 90/500
Result:
1.you get +8 food in the city's food storage
Event4
Motherload
Prereq: Goldmine with either road OR railroad in your control AND either WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 90/200
Result:
1.you get 20 – 40 gold
Event5
Washed out
Prereq: road OR railroad in your control
Obsolete: None
Active/Weight: 80/100
Result:
1.you loose one road
2.you pay 20 gold
Event6
At the Sword
Prereq: 1 damaged Swordsman
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 100/500
Result:
1.the chosen Swordsman gains 3 XP
Event7:
Man named Jed
Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit on this plot
Obsolete: None
Active/Weight: 75/5000
Result:
1.Nothing
2.you pay 10 gold and Oil is revealed
Event8:
Inspired Mission
Prereq: City with 2 religions 1 of them your state religion
Obsolete: None
Active/Weight: 75/200
Result:
1.State religion spreads to 4 own cities (with 1 or no other religions)
2.you pay 10 gold AND State religion spreads to 4 own and 1 foreign cities (with 1 or no other religions)
3.you pay 25 gold AND State religion spreads to 4 own and 4 foreign cities (with 1 or no other religions)
Event9:
Hymns and Sculptures
Prereq: City with 1 cathedral (any religion) AND 10 cathedrals built globally
Obsolete: None
Active/Weight: 20/200
Result:
1.Free Great Artist emerges in chosen city
Event10:
Careless Apprentice
Prereq: City with Forge
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 75/200
Result:
1.you pay 50 gold
2.you pay 10 gold and loose the forge
3.you loose the forge AND gain one angry face (like whipped)
Event11:
Famine
Prereq: None
Obsolete: None
Active/Weight: 70/100
Result:
1.Nothing
2.your city looses 50% of food storage AND you gain +1 Attitude with one AI
3.you pay 10 gold AND your city looses 100% of food storage AND you gain +3 Attitude with one AI
Event12:
Slave Revolt
Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 80/500
Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND chance of looping to 3
2.you pay 10 gold AND -1 population AND 1 turn revolt AND chance of looping to 3
3.1 turn revolt
Event 13:
Blessed Sea (see Quests)
Event14:
Airliner Crash
Prereq: Share borders with other player AND other player has FLIGHT
Obsolete: None
Active/Weight: 70/300
Result:
1.+1 Attitude with other AI
2.+1000 Espionage points (with the other AI?)
3.+15-35% of research costs for FLIGHT AND -2 Attitude with other AI
Event15:
Farm Bandits
Prereq: Farmed Wheat OR Rice OR Corn AND Road OR Railroad on that plot AND unit on (near?) this plot
Obsolete: None
Active/Weight: 85/200
Result:
1.you pay 10 gold may loop to 3
2.you loose 5 food in nearby city AND the unit cannot attack for 2 turns may loop to 3
3.you loose 5 food in nearby city
Event16:
Holy Mountain (see Quests)
Event17:
Horticulture
Prereq: Forest OR Jungle tile under your control AND CALENDAR
Obsolete: None
Active/Weight: 80/200
Result:
1.The tile yields +1 commerce
2.you pay 100 gold, the tile yields +1 commerce, chance for 3
3.+3 health AND 1 free scientist in nearby city
Event18:
Fugitive:
Prereq: FEUDALISM
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 Attitude with AI1, chance for 3
2.+500 Espionage points AI1, chance for 4
3.-1 Attitude with AI2
4.-1 Attitude with AI1
Event19:
Pestilence1/Pestilence2
Prereq: Tile with pasture/plantation
Obsolete: None
Active/Weight: [55/100]/[100/100]
Result:
1.Tile improvement is destroyed
Event20:
Marathon
Prereq: You at war with other Player, other player makes first attack on your plot
Obsolete: None
Active/Weight: 100/800
Result:
1.Free Golden Age


Spoiler for Events 21-40

Event21
Faux Pas
Prereq: None
Obsolete: None
Active/Weight: 70/100
Result:
1.-1 Attitude with other AI
Event22
Joyous Wedding
Prereq: You and neighboring AI have the same State Religion
Obsolete: None
Active/Weight: 90/200
Result:
1.Nothing
2.You pay 15 gold AND gain +1 Attitude with neighboring AI
3.You pay 60 gold AND gain +3 Attitude with neighboring AI
Event23
Wedding Feud
Prereq: You and neighboring AI have different State Religion
Obsolete: None
Active/Weight: 90/200
Result:
1.-1 Attitude with neighboring AI
2.you pay 15 gold AND gain -2 Attitude with neighboring AI AND gain +1 happy face for 30 turns in all your cities with the state religion
3.you pay 60 gold AND gain -2 Attitude with neighboring AI AND gain +1 Attitude with AIs with your state religion, neighboring player is asked if he wants to declare war.
Event24
Left at the Altar
Prereq: You share borders with other AI
Obsolete: None
Active/Weight: 80/100
Result:
1.-1 Attitude with other AI
Event25
Spicy
Prereq: Forest tile under your control AND CALENDAR AND 4 or less happy resources AND no spices
Obsolete: None
Active/Weight: 50/100
Result:
1.The tile gains Spices
2.You pay 20 gold, the tile gains Spices, the Forest is removed and a road and plantation is build
Event26
Tornado
Prereq: Plains tile with improvement under your control AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 75/200
Result:
1.Improvement is destroyed
Event27
Baby Boom
Prereq: You signed a Peace Treaty
Obsolete: None
Active/Weight: 100/500
Result:
1.All cities gain 10 food in storage
Event28
Bard's Tale
Prereq: MUSIC
Obsolete: None
Active/Weight: 90/200
Result:
1.City gains 100 culture points
2.you pay 25 gold AND city gains 450 culture points
3.IF you have RADIO you pay 10*number of cities in gold and all cities gain 250 culture points
Event29
Looters
Prereq: at least one angry in neighboring player's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you loose 50 Espionage points (with that player) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI
Event30
Brothers in Need
Prereq: You and other AI have same state religion AND can trade resources AND you have more then 1 of any of the listed resources AND the other AI lacks this resource: COPPER or IRON or HORSE or IVORY or OIL or URANIUM AND other AI is at war AND you are not at war
Obsolete: None
Active/Weight: 100/1000
Result:
1.Nothing
2.you gift Copper
3.you gift Iron
4.you gift Horse
5.you gift Ivory
6.you gift Oil
7.you gift Uranium
Event31:
Hurricane
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal AND population is more than 2
Obsolete: None
Active/Weight: 75/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city looses 1 population point
Event32
Cyclone
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal
Obsolete: None
Active/Weight: 70/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city looses 1 population point
Event33
Tsunami
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal
Obsolete: None
Active/Weight: 0/0
Result:
1.if city has less then 6 population it is destroyed
2.else city looses a number of buildings AND looses 5 population
Event34
Monsoon
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is not coastal AND city has jungle nearby
Obsolete: None
Active/Weight: 85/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city looses 1 population point
Event35
Blizzard
Prereq: tundra tile with improvement and road or rail AND WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 80/100
Result:
1.tile improvement and route are destroyed
2.you pay 5 gold
Event36
Volcano
Prereq: own a peak tile WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 70/100
Result:
1.cottages, hamlets, villages and towns around the peak are destroyed
Event37
Dust Bowl
Prereq: Own 4 farmed plains tiles AND CIVIL_SERVICE
Obsolete: None
Active/Weight: 70/100
Result:
1.pay 40 gold loose 1 farm
2.loose 1 farm chance of looping
Event38
Parrots
Prereq: Own 1 Jungle tile AND ANIMAL_HUSBANDRY
Obsolete: None
Active/Weight: 85/50
Result:
1.the tile gains +1 commerce
Event39
Jade
Prereq: own tile with mine AND Iron AND road or railroad
Obsolete: None
Active/Weight: 85/50
Result:
1.tile gains +2 commerce
Event40
Black Pearls
Prereq: own tile clams AND fishing boat
Obsolete: None
Active/Weight: 70/50
Result:
1.tile gains +1 commerce

Spoiler for Events 41-60

Event41
Saltpeter
Prereq: own 4 forest hill tiles AND GUNPOWDER
Obsolete: None
Active/Weight: 90/20
Result:
1.tiles gain +1 commerce
Event42
Clunker Coal
Prereq: own tile with mine AND coal AND road or railroad
Obsolete: None
Active/Weight: 90/50
Result:
1.tile looses 1 production
Event43
Sour Crude
Prereq: own tile with oil AND well or offshore platform
Obsolete: None
Active/Weight: 90/50
Result:
1.tile looses 1 production
Event44
Truffles
Prereq: own grass tile
Obsolete: None
Active/Weight: 70/20
Result:
1.tile gains +1 food AND +1 commerce
Event45
Sea Turtles
Prereq: own coastal tile AND CALENDAR
Obsolete: None
Active/Weight: 70/20
Result:
1.tile gains +1 food
Event46
Tin
Prereq: own mined hill AND BRONZE_WORKING
Obsolete: None
Active/Weight: 85/50
Result:
1.tile gains +2 production
Event47
Prairie Dogs
Prereq: own plains tile AND ANIMAL_HUSBANDRY
Obsolete: None
Active/Weight: 70/50
Result:
1.tile gains +1 commerce
Event48
Ice Sculpture
Prereq: own tundra tile AND AESTHETICS
Obsolete: None
Active/Weight: 70/100
Result:
1.+100 culture in nearest city
2.pay 120 gold AND nearest city gains 1 settled great artist
Event49
Appleseed
Prereq: own plains tile AND CIVIL_SERVICE
Obsolete: None
Active/Weight: 75/50
Result:
1.Tile gains forest AND +1 food
Event50
Mining Accident
Prereq: own mine AND BRONZE_WORKING and THE_WHEEL and MYSTICISM and HUNTING
Obsolete: None
Active/Weight: 90/200
Result:
1.pay 20 gold
2.pay 5 gold AND loose the mine
3.loose the mine AND gain +1 angry face (like whipping anger)
Event51
Breakthrough
Prereq: None
Obsolete: None
Active/Weight: 80/50
Result:
1.+10% remaining Tech cost towards current tech
Event52
Setback
Prereq: None
Obsolete: None
Active/Weight: 65/30
Result:
1.you loose 8 percent of research towards a tech
Event53
Running Bulls
Prereq: Pastured Cows AND road OR railroad AND ANIMAL_HUSBANDRY and FEUDALISM
Obsolete: None
Active/Weight: 70/200
Result:
1.City gains 100 culture
2.pay 35 gold AND city gains 300 culture
Event54
Great Depression
Prereq: at least 1 founded corporation somewhere
Obsolete: None
Active/Weight: 40/100
Result:
1.All players loose 25% of their gold
Event55
Bermuda Triangle
Prereq: 1 DESTROYER or BATTLESHIP or MISSILE_CRUISER or STEALTH_DESTROYER or SUBMARINE or ATTACK_SUBMARINE or CARRIER or TRANSPORT on Ocean plot AND FLIGHT
Obsolete: None
Active/Weight: 50/100
Result:
1.Unit is destroyed
Event56
Patron of Knowledge
Prereq: Library
Obsolete: None
Active/Weight: 85/200
Result:
1.+10% remaining tech cost towards current tech
2.pay gold (10% of current tech cost) AND gain +1 research in the city's library
Event57
Master Smith
Prereq: Forge
Obsolete: None
Active/Weight: 70/100
Result:
1.+1 production for the city's forge
Event58
Rural Farmers
Prereq: Grocer
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 food for the city's forge
Event59
Money Changers
Prereq: Market
Obsolete: None
Active/Weight: 75/100
Result:
1.+1 gold for the city's market
Event60
Bowyer
Prereq: ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 35/50
Result:
1.All your Archery units gain the Combat 1 promotion

Spoiler for Events 61-80

Event61
Horseshoe
Prereq: Pastured Horse AND road OR railroad
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 30/50
Result:
1.All your mounted units gain the Flanking I promotion
Event62
Champion
Prereq: NOT at war AND undamaged unit with 3 or more XP AND NOT Leadership promotion
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 30/50
Result:
1.Unit gets Leadership promotion
Event63
Motor Oil
Prereq: Oil with Well OR Offshore Platform under your control
Obsolete: None
Active/Weight: 90/200
Result:
1.you get 50 gold
2.you pay 50 gold AND gain 15 free unit support
Event64
Federal Reserve
Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION
Obsolete: None
Active/Weight: 90/200
Result:
1.-10% Inflation
2.pay 200 gold AND -25% Inflation
Event65
Electric Company
Prereq: Emancipation Civic AND no angry citizen any city AND ELECTRICITY
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 happy face in every city
Event66
Hindenberg (sic!)
Prereq: 1 Airship anywhere AND RADIO
Obsolete: None
Active/Weight: 85/500
Result:
1.Nothing
2.pay 45 gold AND gain +1 happy face for every Airport
Event67
Comet Fragment
Prereq: Forest Tundra tile with NO road NO railroad NO improvement under your control AND ROCKETRY
Obsolete: None
Active/Weight: 80/100
Result:
1.+5% Spaceship production AND +2 Research for every laboratory AND the forest is removed
Event68
Subway
Prereq: 1 Public Transport AND minimum 25 population in city
Obsolete: None
Active/Weight: 80/400 (* number of Public Transport buildings)
Result:
1.city's Public Transportation gains +5 commerce
Event69
Gold Rush
Prereq: mine AND maximum 5 population in city AND industrial era
Obsolete: None
Active/Weight: 90/500
Result:
1.city gains +1 population
2.pay 20 gold AND city gains +3 population
Event70
Influenza
Prereq: minimum 10 population in a city AND era modern or future AND NOT MEDICINE
Obsolete: None
Active/Weight: 45/400
Result:
1.pay 100 gold AND city looses 3 population
2.city looses 3 population AND a number of nearby cities loose 2 population
Event71
Solo Flight
Prereq: minimum 8 landmasses (standard size map) AND FLIGHT
Obsolete: None
Active/Weight: 90/100
Result:
1.+1 Attitude with all AIs you have met
Event72
Antelope
Prereq: HUNTING AND forest tile with NO road NO railroad AND NO improvement AND no Deer resource AND 4 or less happy resources AND tile can have deer resource
Obsolete: None
Active/Weight: 55/200
Result:
1.tile gains Deer resource
2.pay 10 gold AND tile gains Deer resource AND road AND camp
Event73
Whale Of A Thing
Prereq: SAILING AND Ocean tile AND 4 or less happy resources AND tile can have whale resource
Obsolete: None
Active/Weight: 50/100
Result:
1.Tile gains whale resource
Event74
Hi Yo Silver
Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
Obsolete: None
Active/Weight: 35/200
Result:
1.Tile gains silver resource
2.you pay 20 gold AND tile gains silver resource AND mine AND road
Event75
Wining Monks
Prereq: at least 1 Monastry AND grassland OR plains tile with NO Forest NO Jungle NO road NO railroad AND NO improvement AND MONACHY AND no wine resource available
Obsolete: None
Active/Weight: 65/100
Result:
1.Tile gains Wine resource
2.you pay 20 gold AND tile gains wine resource AND Winery AND road
Event76
Independent Films
Prereq: MASS_MEDIA AND you do NOT control the Hollywood wonder
Obsolete: None
Active/Weight: 35/100
Result:
1.you get 1 Movie bonus
Event77
Ancient Olympics
Prereq: POLYTHEISM AND State Religion is NOT Judaism OR Christianity OR Islam
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 75/400
Result:
1.Nothing
2.pay 20 gold AND gain +1 attitude with all neighboring AIs
Event78
Modern Olympics
Prereq: SCIENTIFIC_METHOD AND Event77 option 2 has occurred
Obsolete: None
Active/Weight: 100/500
Result:
1.+1 Attitude with all AIs you have met
Event79
Interstate
Prereq: Universal Suffrage civic AND INDUSTRIALISM or RADIO AND Emancipation civic
Obsolete: None
Active/Weight: 100/100
Result:
1.all units travel faster on roads (I am not sure what β€œRouteChange = -5” does though)
Event80
Earth Day
Prereq: Environmentalism civic AND INDUSTRIALISM or RADIO
Obsolete: None
Active/Weight: 95/100
Result:
1.All your cities gain +1 happy face for 10 turns
2.you pay 60 gold AND all cities gain +1 happy face AND some other AIs switch to Environmentalism civic

Spoiler for Events 81-100

Event81
Freedom Concert
Prereq: Free religion civic AND INDUSTRIALISM or RADIO AND city with 3 or more religions
Obsolete: None
Active/Weight: 95/100
Result:
1.City gains +1 population AND +1 happy face
2.every religion in that city is spread to another (nearby) city
Event82
Axe Haft
Prereq: BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Axeman units gain the Shock promotion
Event83
Tower Shield
Prereq: MINING
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 20/200
Result:
1.All Melee units gain the Cover promotion
Event84
Smokeless Powder
Prereq: GUNPOWDER
Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
Active/Weight: 40/200
Result:
1.All Musketman units gain the Pinch promotion
Event85
Stronger Fittings
Prereq: MACHINERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Crossbowman units gain the Combat 1 promotion
Event86
Firing Pins
Prereq: MILITARY_SCIENCE
Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/200
Result:
1.All Grenadier units gain the Pinch promotion
Event87
Rifled Cannon
Prereq: RIFLING and STEEL
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 35/200
Result:
1.All Cannon units gain the Combat 1 promotion
Event88
Metal Decks
Prereq: FLIGHT and INDUSTRIALISM
Obsolete: COMPOSITES
Active/Weight: 35/200
Result:
1.All Carrier units gain the Drill 3 promotion
Event89
Long Range Fighters
Prereq: FLIGHT
Obsolete: COMPOSITES
Active/Weight: 20/200
Result:
1.All Fighter units gain the Range 1 promotion
Event90
Halberd
Prereq: ENGINEERING
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/200
Result:
1.All Pikeman units gain the Shock promotion
Event91
Reinforced Hull
Prereq: METAL_CASTING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Trireme units gain the Combat 1 promotion
Event92
Cigarette Smoker
Prereq: DRAMA AND city with Theater
Obsolete: None
Active/Weight: 80/200
Result:
1.you loose 30 gold
2.you loose 10 gold AND the Theater is destroyed
3.the Theater is destroyed AND the city gains +1 angry face (like whipped)
Event93
Heroic Gesture
Prereq: You are at war and winning
Obsolete: None
Active/Weight: 80/350
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
Event94
Great Mediator
Prereq: You are at war for 10 or more turns
Obsolete: None
Active/Weight: 85/200
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
Event95
Forty Thieves
Prereq: Organized Religion civic AND HORSEBACK_RIDING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 90/200
Result:
1.chosen tile gains +2 commerce
Event96
Ancient Texts
Prereq: Desert tile with NO Flood plains NO Resource NO road NO railroad AND NO improvement AND STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Obsolete: None
Active/Weight: 90/200
Result:
1.You get 15% of remaining tech cost for a tech
2.You pay 200 gold AND gain +1 Attitude with all AIs you have met
Event97
Waters of Life
Prereq: Oasis tile
Obsolete: MEDICINE
Active/Weight: 95/200
Result:
1.Tile gains +1 commerce
Event98
Impact Crater
Prereq: Tile with Jungle or Forest AND PHYSICS AND NO Uranium resource
Obsolete: None
Active/Weight: 20/200
Result:
1.Nothing
2.You pay 500 gold AND the tile gains Uranium AND road AND mine
Event99
The Huns
Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Horse Archers (Standard size Map) spawn
Event100
The Vandals
Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Swordsmen (Standard size Map) spawn

Spoiler for Events 101-120

Event101
The Goths
Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Axemen (Standard size map) spawn
Event102
The Philistines
Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Spearmen (Standard size map) spawn
Event103
The Vedic Aryans
Prereq: One player knows POLYTHEISM AND one player knows ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Archers (Standard size Map) spawn
Event104
Holy Ritual
Prereq: City with temple AND tile with Incense AND Plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/200
Result:
1.You pay 20 gold
Event105
Security Tax
Prereq: METAL_CASTING or IRON_WORKING or MONARCHY or ALPHABET or MATHEMATICS or CODE_OF_LAWS or AESTHETICS or THEOLOGY AND city with walls
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 70/500
Result:
1.you gain 20 to 80 gold
Event106
Literacy
Prereq: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND all cities have a library
Obsolete: None
Active/Weight: 30/100
Result:
1.1 city gains a free settled great scientist
Event107
Farm Plows
Prereq: City with Forge AND tile with Iron resource AND mine AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.You gain 30 to 60 gold
Event108
Stained glass
Prereq: City with Cathedral
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 40 to 70 gold
Event109
Marble Statues
Prereq: AESTHETICS AND tile with Marble AND quarry AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 50 to 70 gold
Event110
Crab Cakes
Prereq: City with Grocer AND tile with Crabs resource AND fishing boats
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 30 to 70 gold
Event111
Boilers
Prereq: STEEL AND City with Factory
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 90 to 140 gold
Event112
Personal Computers
Prereq: COMOUTERS AND City with Factory
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 140 to 230 gold
Event113
Fuel Additives
Prereq: ECOLOGY AND City with Public Transportation
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 110 to 180 gold
Event114
Hamburger Joint
Prereq: RADIO AND tile with pastured Cows resource AND road or railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 240 to 330 gold
Event115
Tea
Prereq: SCIENTIFIC_METHOD AND City with Harbor AND NOT Mercantilism civic
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 50 to 100 gold
Event116
Fashion
Prereq: RADIO AND City with Factory AND tile with silk AND plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 180 to 260 gold
Event117
Thoroughbred
Prereq: City with Stable AND tile with Horse resource AND pasture AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 30 to 70 gold
Event118
Girls Best Friend
Prereq: City with Forge AND tile with gems resource AND mine AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 120 to 180 gold
Event119
Banana Split
Prereq: REFRIGERATION AND tile with banana resource AND plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 160 to 240 gold
Event120
Horse Whispering (see Quests)

Spoiler for Events 121-140

Event121
Harbormaster (see Quests)
Event122
Classic Literature (see Quests)
Event123
Master Blacksmith (see Quests)
Event124
Best Defense (see Quests)
Event125
Sports League (see Quests)
Event126
Crusade (see Quests)
Event127
Miracle
Prereq: City with walls AND state religion
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 commerce for city's walls
2.you pay 30 gold AND spread your state religion to 2 own cities
Event128
Esteemed Playwright
Prereq: City with theater AND NOT Slavery civic
Obsolete: None
Active/Weight: 85/200
Result:
1.+1 commerce for city's theater
2.you pay 10 gold AND gain +3 culture for city's theater
Event129
Favorite Son
Prereq: City with colloseum
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 85/200
Result:
1.you gain 20 gold
2.you pay 10 gold AND gain +2 culture for city's colloseum
Event130
Secret Knowledge
Prereq: City with monastery AND GUNPOWDER or EDUCATION or PRINTING_PRESS or NATIONALISM or ASTRONOMY
Obsolete: None
Active/Weight: 70/200
Result:
1.You get 15% of remaining tech cost for a religious tech
2.you pay 10 gold AND gain +4 culture for city's monastry
Event131
High Warlord
Prereq: City with castle AND NOT Emancipation civic
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 80/200
Result:
1.you gain 100 gold
2.you gain 2 free Pikeman units
3.city gains 1 free settled great general
Event132
Spoiled Grain
Prereq: City with granary
Obsolete: None
Active/Weight: 80/200
Result:
1.City looses all stored food
2.you pay 20 gold
Event133
Angel of Mercy
Prereq: City with Hospital
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +2 gold for its hospital
2.you pay 100 gold AND city gains +1 happy face for its hospital
Event134
Chilly Flight
Prereq: City with Airport
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +2 gold for its airport
Event135
Industrial Fire
Prereq: City with Factory
Obsolete: None
Active/Weight: 80/200
Result:
1.Factory is destroyed
2.you pay 100 gold
Event136
Laboratory
Prereq: City with Laboratory AND Free Speech civic
Obsolete: None
Active/Weight: 80/200
Result:
1.You get 15% of remaining tech cost for a tech
Event137
Experienced Captain
Prereq: City with Drydock AND GALLEY or TRIREME or CARAVEL or GALLEON or PRIVATEER or FRIGATE or SHIP_OF_THE_LINE or IRONCLAD or TRANSPORT DESTROYER or STEALTH_DESTROYER or BATTLESHIP or MISSILE_CRUISER or SUBMARINE or ATTACK_SUBMARINE or CARRIER unit with 7 or more XP
Obsolete: None
Active/Weight: 95/200
Result:
1.City gains +2 gold for its drydock
2.you pay 250 gold AND city gains Military Academy
Event138
Heresy
Prereq: Theocracy civic
Obsolete: None
Active/Weight: 85/200
Result:
1.City gains +1 angry face (like whipped) AND you spread your state religion to 2 own cities
2.you pay 40 gold AND gain 15% of remaining tech cost for a religious tech
3.Nothing
Event139
Partisans
Prereq: Emancipation civic AND one of your cities was razed
Obsolete: None
Active/Weight: 35/0
Result:
1.a number of drafted units (equal to city's culture level -1) spawn at the city site
2.half that number of drafted units spawn in the capital
Event140
New Dynasty
Prereq: Hereditary Rule civic AND capital AND MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Obsolete: None
Active/Weight: 45/100
Result:
1.Capital gains +1 settled great general
2.Capital gains +1 settled great merchant
3.Capital gains +1 settled great priest

Spoiler for Events 141-153

Event141
Crisis in the Senate
Prereq: Representation civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 55/100
Result:
1.gain +2 Espionage points for all barracks
2.gain 400 to 600 gold
3.+1 happy face in all cities
Event142
Too Close To Call
Prereq: Universal Suffrage civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 60/100
Result:
1.gain +1 gold for all courthouses
2.gain +3 culture for all courthouses
Event143
Charismatic
Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 65/100
Result:
1.All Gun units gain the March promotion
2.+2 happy faces in all cities
Event144
Friendly Locals
Prereq: damaged unit
Obsolete: None
Active/Weight: 90/50
Result:
1.unit gains 1 XP
Event145
Greed (see Quests)
Event146
War Chariots (see Quests)
Event147
Elite Swords (see Quests)
Event148
Warships (see Quests)
Event149
Guns Butter (see Quests)
Event150
Noble Knights (see Quests)
Event151
Overwhelm (see Quests)
Event152
Corporate Expansion (see Quests)
Event153
Hostile Takeover (see Quests)

Spoiler for Quests

Quest1:
Blessed Sea
Prereq: GALLEY or CARAVEL or GALLEON AND State Religion BUDDHISM or CONFUCIANISM or TAOISM AND Minimum number of Landmasses is 2*default number of players for this map size (12 for standard) AND Maximum number of Landmasses you have cities on is 0.5*default number of players for this map size (3 for standard)
Obsolete: INDUSTRIALISM
Active/Weight: 85/300
Aim:
Have cities on 1.5*default number of players for this map size (10 for standard) landmasses while never switching State Religion
Result:
1.convert 20 own cities to your state religion
2.gain a temple in every city size 5 or more
3.get on great prophet unit
Quest2:
Holy Mountain
Prereq: State Religion JUDAISM or CHRISTIANITY or ISLAM
Obsolete: INDUSTRIALISM
Active/Weight: 85/200
Aim:
Build 2*default number of players for this world size temples/monasteries (14 for standard), cathedrals count as 4 temples/monasteries to reveal the holy mountain peak
Settle at the holy mountain peak to control it
Result:
1.+1 happy face in all your cities
Quest3:
Horse Whispering
Prereq: ANIMAL_HUSBANDRY AND Horse resource
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/500
Aim:
Build default number of players for this world size stables (7 for standard)
Result:
1.you get default number of players for this world size Horse Archers (6 for standard)
2.All mounted units get the Sentry promotion
3.All stables provide +1 food
Quest4:
Harbormaster
Prereq: COMPASS AND Map has at least 40% water tiles
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/500
Aim:
Build default number of players for this world size harbors (7 for standard) AND half that number +1 caravels (4 for standard)
Result:
1.All Naval Units gain the Combat 1 promotion
2.All harbors gain +1 gold
3.All Naval Units gain the Navigation 1 promotion
Quest5:
Classic Literature
Prereq: WRITING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/500
Aim:
Build default number of players for this world size libraries (7 for standard)
Result:
1.+2 research in one (triggering) city's library
2.get one ancient era tech
3.IF you control the Great Library wonder gain +1 scientist specialist for this wonder
Quest6:
Master Blacksmith
Prereq: City with Forge
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/500
Aim:
Build default number of players for this world size forges (7 for standard) while not loosing the city triggering the quest
Result:
1.1 Copper resource is revealed
2.All Swordsman units gain the Shock promotion
3.IF you have a state religion gain 1 engineer specialist in the triggering city
Quest7:
Best Defense
Prereq: ENGINEERING
Obsolete: RIFLING or RAILROAD or ECONOMICS
Active/Weight: 30/400
Aim:
Build default number of players for this world size castles (7 for standard)
Result:
1.All Melee units gain the City Garrison 1 promotion
2.gain +3 Attitude with all AIs you have met
3.IF you control the Great Wall gain +25 Espionage points for the Great Wall
Quest8:
Sports League
Prereq: CONSTRUCTION
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 25/500
Aim:
Build default number of players for this world size Colosseums (7 for standard)
Result:
1.+1 happy face for every Colosseum
2.+4 culture for every collosseum
3.IF you control the Statue of Zeus wonder trigger a golden age
Quest9:
Crusade
Prereq: State religion but you do not control the Holy City
Obsolete: None
Active/Weight: 50/1000
Aim:
Declare War on the owner of the Holy City, stay in war until you conquer the Holy City
Result:
1.get 0.5*default number of players for this world size+1 conscript units (4 for standard)
2.build the shrine for your state religion
3.spread your state religion to default number of players for this world size cities (7 for standard)
Quest10:
Greed
Prereq: BRONZE_WORKING AND lacking either of the following revealed resources: Oil OR Copper OR Iron OR Horse
Obsolete: if GrowthPercent for the current Game Speed number of turns have ellapsed (100 for normal)
Active/Weight: 40/300
Aim:
Declare War on the owner of the resource triggered, stay in war until you conquer the resource
Result:
1.get 0.5*default number of players for this world size+1 units (4 for standard) with the conquered resource as prerequisite
Quest11:
War Chariots
Prereq: THE_WHEEL AND State Religion
Obsolete: MONARCHY or LITERATURE or CODE_OF_LAWS or AESTHETICS or MATHEMATICS or ALPHABET or HORSEBACK_RIDING or IRON_WORKING or METAL_CASTING
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Chariots (8 for standard)
Result:
1.All Chariot units gain the Combat 1 promotion
2.Spread your state religion to 5 own cities
Quest12:
Elite Swords
Prereq: IRON_WORKING AND State Religion
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Swordsmen (8 for standard)
Result:
1.All Swordsman units gain the City Raider 1 promotion
2.All Melee units gain the Drill 1 promotion
Quest13:
Warships
Prereq: SAILING and METAL_CASTING AND Map has at least 55% water tiles
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 35/200
Aim:
Build default number of players for this world size Triremes (7 for standard)
Result:
1.All Trireme units gain the Combat 1 promotion
2.IF you control the Great Lighthouse all harbors gain +2 commerce
Quest14:
Guns Butter
Prereq: GUNPOWDER
Obsolete: RIFLING or RAILROAD
Active/Weight: 30/200
Aim:
Build default number of players for this world size +1 Musketmen (8 for standard)
Result:
1.All Musketman units gain the Pinch promotion
2.IF Vassalage civic gain 400 gold
3.IF you control the Taj Mahal wonder trigger a golden age
Quest15:
Noble Knights
Prereq: GUILDS and HORSEBACK_RIDING
Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
Active/Weight: 15/200
Aim:
Build default number of players for this world size +1 Knights (8 for standard)
Result:
1.All Knight Units gain the Flanking 1 promotion
2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
3.IF you control the Oracle get a free settled great priest in the Oracle city
Quest16:
Overwhelm
Prereq: FLIGHT and INDUSTRIALISM AND Map has at least 55% water tiles
Obsolete: ROBOTICS
Active/Weight: 35/200
Aim:
Build 4 destroyers, 2 battleships, 3 carriers and 9 fighters
Result:
1.All DESTROYER, BATTLESHIP, CARRIER, FIGHTER and JET_FIGHTER units gain the Combat 1 promotion
2.All harbors gain +5 commerce
3.IF the Manhattan Project has been build pass the Nuke Ban resolution
Quest17:
Corporate Expansion
Prereq: own a corporate HQ
Obsolete: None
Active/Weight: 70/200
Aim:
spread the corporation to default number of players for this world size +1 cities (that did not have it when the quest was triggered) (8 for standard)
Result:
1.+10 gold for the corporate HQ
Quest18
Hostile Takeover
Prereq: own a corporate HQ and do not control at least 1 instance of all resources the corporation uses
Obsolete: None
Active/Weight: 80/200
Aim:
own all resource types the corporation uses
Result:
1.+20 gold for the corporate HQ

Spoiler for Solver’s Events


Event154
Civ Game
Prereq: COMPUTERS
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 happy face in all your cities
2.all universities get +3 research
3.you receive gold (320 base)
Event155
Slave Revolt Warning
Prereq: Slavery Civic AND city with at least 4 population
Obsolete: None
Active/Weight: 0/0
Result:
1.text is displayed warning you of the possibility of a slave revolt while in Slavery civic
Event156
Immigrants
Prereq: City with at least 55 culture per turn AND more happy and healthy faces than angry and unhealthy ones AND PRINTING_PRESS
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +1 population
Event157
Healing Plant
Prereq:
Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY
Active/Weight: 70/100
Result:
1.+1 happy face for 10 turns
2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5
3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6
4.all cities lose 1 population
5.all cities gain +1 healthy face
6.all cities gain +2 healthy faces
Event158
Great Beast
Prereq: own a plot with camp AND HUNTING and POLYTHEISM and have a State Religion
Obsolete: EDUCATION
Active/Weight: 75/100
Result:
1.+1 food on plot
2.pay gold (15 base) AND gain +1 population in a city
3.+1 happy face for 40 turns in all cities with state religion
Event159
Controversial Philosopher
Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY
Obsolete: SCIENTIFIC_METHOD
Active/Weight: 75/1000
Result:
1.+1 happy face for 15 turns in all cities
2.Capital loses 1 happy faces AND 1 free scientist
3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy
Event160
Defecting Agent
Prereq: at least 5 Inteligence Agency buildings and contact with another player
Obsolete: None
Active/Weight: 75/100
Result:
1.lose 300 Espionage points vs. other player
2.pay gold (50 base) AND 50% chance of 3
3.-2 attitude modifier with other player
Event161
Jail
Prereq: City with Jail
Obsolete: None
Active/Weight: 80/100
Result:
1.City loses 1 happy face
2.Pay gold (100 base)
Event162
Spy Discovered
Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
Obsolete: ROBOTICS
Active/Weight: 60/100
Result:
1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
2.pay gold (300 base) AND gain 1 Great Spy unit
3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities
Event163
Nuclear Protests
Prereq: Free Speech civic AND at least 10 ICBMs and/or Tactical Nukes
Obsolete: None
Active/Weight: 75/120
Result:
1.disband all ICBMs and Tactical Nukes AND gain +3 happy faces in all cities
2.lose 2 happy faces in one city
3.pay gold (400 base)
Event164
Better Coal
Prereq: own plor with Coal AND Mine
Obsolete: None
Active/Weight: 75/100
Result:
1.+4 production from coal plants
2.+2 production AND +1 health from drydocks
Event165
Broken Dam
Prereq: City with Hydro Plant
Obsolete: None
Active/Weight: 75/100
Result:
1.lose Hydro plant AND +1 angry face (like whipped) AND -1 population in city
2.pay gold (260 base) AND +1 angry face (like whipped) AND -1 population in city
3.pay gold (360 base) AND -1 population in city
Event166
Rabbi
Prereq: City with Judaism AND Jewish Monastery AND PAPER
Obsolete: MASS_MEDIA
Active/Weight: 0/0
Result:
1.Convert 5 own and 3 foreign cities to Judaism
2.pay gold (100 base) AND get 1 free scientist in city
3.+8 culture AND +5 gold from Jewish monastery in that city
Event167
Golden Buddha
Prereq: City with Buddhism AND Forge AND own plot with Gold AND Mine AND Road
Obsolete: STEAM_POWER
Active/Weight: 0/0
Result:
1.gain gold (180 to 200)
2.city's forge gains +6 culture
3.pay gold (70 base) AND gain 350 culture in all cities
Event168
Preaching Researcher
Prereq: City with Christianity AND Christian Monastery AND University
Obsolete: None
Active/Weight: 0/0
Result:
1.City's Christian monastery gains +2 culture
2.pay gold (120 base) AND City's Christian Monastery gains +2 culture AND +4 research
Event169
Toxcatl
Prereq: Player is Aztec AND City with Sacrificial Altar AND at least 1 unit
Obsolete: EDUCATION
Active/Weight: 90/100
Result:
1.+2 angry faces (like whipped)
2.pay gold (65 base) AND unit is immobile for 3 turns
Event170
Dissident Priest
Prereq: Player is Egyptian AND City does NOT have the state religion AND is NOT the Capital AND does NOT have the Forbidden Palace NOR Versailles AND has at least 30 culture per turn
Obsolete: PRINTING_PRESS
Active/Weight: 90/100
Result:
1.+1 angry face (like whipped) in city AND 2 turns of revolt
2.+1 angry face (like whipped) in all cities
3.pay gold (200 base) AND all libraries gain +2 research AND +2 culture
Event171
Pasture Built
Prereq: Own plot with Cow OR Horse OR Sheep OR Pig AND plot has NO Improvement AND NO Road or Railroad AND ANIMAL_HUSBANDRY
Obsolete: CALENDER
Active/Weight: 80/100
Result:
1.Plot gains Pasture AND Road
Event172
Rogue Station
Prereq: City with Broadcast Tower AND ASSEMBLY_LINE AND Player is Russian AND State Property civic AND contact with another player
Obsolete: None
Active/Weight: 90/100
Result:
1.lose 150 Espionage points with other player AND lose Broadcast Tower
2.+1 angry face (like whipped) in city
3.+2 angry faces (like whipped) AND factories gain +2 production in all cities
Event173
Anti-Monarchists
Prereq: Player is French AND Hereditary Rule civic
Obsolete: None
Active/Weight: 90/100
Result:
1.+3 happy faces from Palace
2.+2 gold from all cathedrals
Event174
Impeachment
Prereq: Player is American AND CONSTITUTION AND has a capital
Obsolete: None
Active/Weight: 90/100
Result:
1.+6 Angry faces (like whipped) AND +1 happy face for 10 turns in all cities (sic!)
2.Courthouse in Capital gains +2 production AND city has 2 turns of revolt

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