We have quite a few events in the game but we are trying to add as many as we can. Any ideas would be very helpful.
Currently, we have 3 events that are not resource related and 2 for each resource type. Events appear on a weighted average by turn. Think of a deck of cards with so many cards in it for each event type. The bulk of events in the deck are “No Event” events then each other event has cards based on rarity. After all the cards are added for the turn the deck is shuffled and a card is drawn.
They are…
No Event
Frequency:65 cards
No Effect
Neutral Hex
Frequency: 45 cards
Adds a neutral hex to the edge of the map. Useful to alleviate bottlenecks that your opponent might be exploiting for their advantage.
Earthquake
Frequency: 3 cards
Damages buildings and units across the map.
Healing Rains(Blue Event)
Frequency: 5 cards
Healing Rains appear on a blue hex. Any unit that starts a turn there will be healed 2 points and have all status effects eliminated.
Flood(Blue Event)
Frequency: 3 cards
Hexes around a chosen blue hex flood. The flood initially damages units but after that damages buildings until it subsides. Once the water recedes it adds a permanent blue resource to the flooded hex.
Drought(Yellow Event)
Frequency: 3 cards
A yellow hex is chosen for the drought. Units lose 1 health each round they are on or adjacent the drought hex. Every turn it is active a surrounding hexes loses one of its resources and gains a yellow one.
Lost Pyramid(Yellow Event)
Frequency: 3 cards
A pyramid rises up out of the sand and a scepter appears somewhere on the map. The goal is to have a unit pick the scepter up and return it to the pyramid. This becomes a game of capture the flag as everyone is trying to get the scepter to the pyramid for the reward. The reward is 1000 essence which is the in-game currency. You can also attack the pyramid to prevent other players from solving the quest }-) The pyramid also adds defense to a yellow hex.
Plentiful Bounty(Green Event)
Frequency: 5 cards
Players gather resources for free for each green hex they have in their domain. If you have a lot of green hexes this will probably max your resources for your next turn.
Tornado(Green Event)
Frequency: 3 cards
A tornado appears on a green hex. Each turn it moves across the map damaging any buildings and units it encounters.
Landslide(Brown Event)
Frequency: 3 cards
Damages buildings and units in a hex next to a brown hex.
New Vein Found(Brown Event)
Frequency: 5 cards
A new resource is added to a brown hex.
Blizzard(White Event)
Frequency: 3 cards
A blizzard appears around a white hex and surrounding hexes. It greatly adds to the cost of movement through each hex but also increases the defense of the hex while it is active. Great for defending hexes.
Polar Vortex(White Event)
Frequency: 3 cards
Every population on a white hex(3 freeze per unit) and surrounding hexes(1 freeze per unit) suffers a freeze status. Freeze halves movement, defense and attack for x turns.
Eruption(Red Event)
Frequency: 3 cards
A red hex erupts and burns buildings and units in its hex and one neighboring hex.
Lava Beast(Red Event)
Frequency: 3 cards
A lava beast appears at a red hex. It is neutral and attacks an adjacent building or unit it finds every turn. If there are no units or buildings it moves closer to one and attacks the next turn. It is possible to tame it as an action and then you gain the unit.
Purple/Magic and Wasteland(hexes with no resources) based events are not fleshed out yet. We have some ideas but we would love to hear yours.
Thanks,
RGS