Events

**WARNING: POTENTIAL SPOILERS AHEAD.**

## Random City Events

It seems the random city events will stop occuring after the *The Darkness* event fires.

### The Barking Dog

Note: could be a part of the Prophecy event chain.

* Have the soothsayer executed:
* Let the soothsayer go: Gerat -1, Kindness +1, Fear -1

### The Chase

Spawns a Convoy in a nearby city(Unique codename CROW, will soon announce its route via Radio) When destroyed you get 10,000 gold, +2 Gerat and +2 Order in addition to capturing the Prize Ship itself.

### The Blessing

* Let people reach out and touch you: Faith +2, Morale -1
* Keep away from the crowd: Faith -2, Morale +1

### The Malcontent Officers

* Relieve of duty[Fear check]: Success - Morale +3; Failure -;
* You gave an oath[Romani check]: Success - Morale +3; Failure -;
* Watch your tongue[Order check]: Success - Morale +3; Failure -;

### The Cabal

* Join the Cabal: Order -2, chance of Force +2 and a medium sized ship when plan succeeds or continuation if plan fails:
	+ This plan is a failure:
	+ Send soldiers into the city: Force +2, +8000 Gold, crew casualties, ship(s) - If fails further, shipworks for the city gets removed, thus only letting you buy fuel and ammo
* Refuse to Participate: Order +2

### People Free for the Taking

* I'll keep one for myself: Gerat +1, Order -2. Slave Concubine.
* Very well, do as you like: 5000 Gold, Gerat +1, Order -2, Wealth +2
* I forbid slave trading of any kind: Gerat -2, Order +2, Wealth -2

### The Missing Firearms

* We should trust the officers in this matter: Order -2, Morale +1
* Begin the investigation: Order +2, Morale -1

### Elaim Garb

* Start wearing the Elaim clothing: Gerat +2, Romani -2, Fleet Morale -2
* Sell the robe at a profit: 5000 gold, Gerat -1, Wealth +1

### With Great Resolve

* Send troops into the city: Force +1, chance of 10,000 Gold or event continues:
	+ Give them more time (50% chance): Success Force +1, +10,000 gold; Failure Force +1, Morale -1, you get to pick the remaining two options
	+ Fire the ship's artillery: Force +1, Kindness -1, +10,000 Gold
	+ Send in negotiators: Force -1, Kindness +1, No Repair
* We're not sending troops into the city: Force -1, No Repair, Treason is Likely

### An Incident in the City

* We will hold a public trial: Gerat +1, Romani -1, Order +1
* This is an internal Fleet matter: Gerat -1, Romani +1, Order +1
* Disperse at once: Gerat -1, Order -1

### The Quandary

Morale +1

* The man with the water should drink it all: Force +1
* The man with the water should give it all to his friend: Kindness +1
* They should split the water: Order +1

### The Rakhib

* Take the Monk in: Gerat +1, Romani -1, Faith +1, Omar Khan +1, Yemelan Gulyaev -1, Admiral Daud -1
* Tell him to go away: Gerat -1, Romani +1, Faith -1, Admiral Daud +1, Omar Khan -1

### The Kinless

* Let Yehuda and his men join: Gerat +1, Order -1, Prince Fazil -1, random ship(s)
* Refuse Yehuda's offer: Gerat -1, Order +1, Prince Fazil +1

### Disaster

* Order the squadron to help: Cannot deploy one random ship in the group for 48 hours, +6000 Fuel, +3 Kindness
* You ask too much: Kindness -3

Note: The rewarded fuel will be added to your stores over time like refueling typically does, and any excess will remain in town. Adjusting the fuel gauge will automatically sell the excess, and you will not be able to repurchase it past the capacity of your stationed fleet.

### The Slave Trade

* Begin an investigation: Order +2, Morale -1 to -5
* Turn a blind eye: Order -2, Morale +1
* Allow the slave trading: Order -2, Wealth +2, Gerat +1, +10,000 gold

### A Matter of Honor

* Fear **score** -1

Points you to the rogue doyen in a nearby city. Once you take the city:

* Have the doyen executed and seize his property for yourself: 4000 gold, Fear +5, Gerat +1, Kindness -1
* Leave the doyen alive and seize his property as punishment: 4000 gold, Fear +3, Gerat -1, Wealth +1, Kindness +1

Note: the event can errorenously point to the city that spawns it, making finishing it impossible. If it points towards the enemy Fleet HQ it will override the *Sword of Damocles* event.

### The Caravan

This Event can occur up to four times.

* Ask about Tarkhans: points you towards a Tarkhan.
* Ask about convoys: Reveals all Convoys within ~4000km.
* Ask about hidden cities: points you towards a Hidden City.

### Ghash

* Head out into the city and find some ghash dealers: Order -1, Kindness +1, Morale +1
* I refuse to allow ghash on board my ship: Order +1, Kindness -1, Morale +2.
	+ Surgeon complains: Morale -1.

### The Traitor

* Assign a permanent security escort to the prince: Prince Fazil -4. Reduced chance of betrayal
* Even if Fazil is a double agent, he's still more useful than otherwise: Nothing happens

### The Feast

* Thank the doyen for his invitation: Gerat +1, Kindness -1, Morale +1
* Tell the doyen to take the heads off the stakes: Gerat -1, Kindness +1

### The Insurgents

* Send troops to comb the nearby mountains: Force +1
	+ Success: Force +1, town gains 8 intel (does not refresh)
	+ Failure: Force -2, Morale -1
* Put all ships on high alert: No Rest
* Follow the standard docking procedure: Force -1

### The Anecdote

* Explain to your allies that nothing of the sort ever happened: Kindness +1
* No matter, Let them believe whatever pleases them: Fear +1, Kindness -1

### The Signal Station

* Send in the radio operators: Wealth -1, town gains 5 Intel (does not refresh)
* Have the station dismanteled: Wealth +1, +10 parts, +10k Gold
* Climb the mountain by yourself: Nothing happens and you go back to choices 1 and 2

### The Loyalists

* Accept the invitation: Gerat **score** -1, Romani +1, Random Ship(s)
* Decline the invitation: Gerat **score** +1, Romani -2

## Repeatable Events

### The Sword of Damocles

You gain five stacks of tactical and strategic missiles, all with nuclear warheads. Triggers every time you take an enemy HQ unless the city has *A Matter of Honor* quest active(might be a bug)

### The Hidden People

Morale +2 and three random stacks of armaments or Gold. Triggers when you land in a Hidden City for the first time.

## Storyline Events

### The Darkness

The Darkness event fires 355 hours(little over two weeks) after the game start.

Morale -3

* Officers and crewmembers[Order check, target score 1]
	+ Success: Morale +1
	+ Failure: Morale -1
* Brothers and sisters[Faith check, target score 1]
	+ Success: Morale +1
	+ Failure: Morale -1

Then

* This is the end of the world[Faith check, target score 2]
	+ Success:
	+ Failure: Morale -3, Admiral Daud -1
* The sun has been eclipsed[Gerat check, target score 2]
	+ Success:
	+ Failure: Morale -3
* Dust and ash from the nuclear war[Romani check, target score 2]
	+ Success: Morale +3
	+ Failure: Morale -3

### The Darkness, Again

* All this was meant to happen. It was preordained[Faith check, target score 3]
	+ Success: Morale +3, Admiral Daud -1, Pyotr Shahin +1
	+ Failure: Morale -3, Admiral Daud -1, Pyotr Shahin +1
* We must capture the Khiva reactor. It is a matter of survival[Force check, target score 3]
	+ Success: Morale +3
	+ Failure: Morale -3
* Very soon, those who rule Khiva will rule the entire world[Wealth check, target score 3]
	+ Success: Morale +3
	+ Failure: Morale -3

### The Growing Cold

* We cannot afford to burn fuel: (no effect?)
* You have my permission: Morale +5, you will slowly lose fuel even when landed

### Warm Clothing

* Purchase warm clothing: -5000 gold, Morale +5
* Confiscate all the warm clothing: Order -2, Force +2, Morale +3
* We cannot afford such an expense:

### Blasphemy

* I'll tell the men they're mistaken: Faith -2, Admiral Daud +1, Prince Fazil -1
* I'll tell the men they're right: Faith +2, Admiral Daud -1, Prince Fazil +1

### Return of Diana

This event will trigger in the first city you take after Governor invites you to meet with him.

Gain ship: Nomad

* Please hand over your weapon: [Kindness check, target score 3]
	+ Success: Admiral Daud leaves, taking the Nomad **and all the ships you started the campaign with except for Sevastopol** with him
	+ Failure: Admiral Daud dies
* Pyotr Ignatyevitch, I order you to arrest Admiral Daud: Admiral Daud dies
* Surely we can solve this peacefully: Admiral Daud dies

### Taking Khiva

Morale +1, then Morale +1 for all the following: Prince Fazil, Omar Khan, Alsahir, Duchess Isi

You gain a ship for every loyalty star you have with every Tarkhan you have. The more loyalty stars the Tarkhan has the better ships they will give you.

Total War: fuel, ammunition and repairs become free. Nuclear War is automatically triggered.

Every city you captured(or capture) will have some ships you can get for free but you must land in the city first to get them.

The game spawns three new Strike Groups, two of them with Typhon nuclear missile carriers, in random four cities about 4000km away from Khiva. Once the Typhons land in a city within 2000km of Khiva they will launch their R-3N ballistic missiles at it; if the city is hit twice, the campaign is over.

## The Prophecy Events

### Old doyen's qoda

* Decline the invitation: (event ends)
* Pay the doyen a visit: (even continues)

Then

* My family has preserved the knowledge: Romani **score** +1, Prince Fazil +1, Admiral Daud +1
* Call it a miracle if you wish: Faith **score** +1, Pyotr Shahin +1, Imlan-Harish +1

### Prince Fazil's qoda

* And, no doubt, you are curious: Prince Fazil +1
* "If" I am able: Faith +1

Then

* How indeed? I don't understand either: Prince Fazil +1
* Thing are seldom what they seem: (no effect)

Then

* In the sight of God he is risen: Wealth **score** -1, Prince Fazil -1, Imlan-Harish -1, Duchess Isi +1, Pyotr Shahin +1
* My servant is born in the house of a king: Wealth **score** +1, Prince Fazil +1, Imlan-Harish +1, Admiral Wan -1, Yemelyan Gulyaev -1, Yitzhak-Ra -1

### Alsahir's qoda

* Of course not, Alsahir. Forgive me: Alsahir +1
* I find it hard to believe that a mere man could do this: (no effect)
* "At the midway of this our mortal life...": (no effect)

Then

* All shall find forgiveness: Kindness **score** +1, Nadir Bek +1, Alsahir -1, Yitzhak-Ra -1
* All who deserve forgiveness shall find it: Order **score** +1, Alsahir +1, Omar Khan +1, Admiral Val -1

### Omar Khan's qoda

* He is like unto a lamb: Force **score** -1, Omar Khan -1
* He is like unto a lion: Force **score** +1, Omar Khan +1

## Other

### Meeting with the Governor

Triggers when you move a ship within 4000km of Khiva. G-man has a Varyag and asks you a question what would you do in his place but is not really interested in your answer. He then turns around and you can make your choice:

* My ship carries nuclear armaments: requires you to meet him in a ship with nuclear weapons. Triggers combat with the Varyag.
* This night... does it not frighten you?: requires The Darkness event to have happened. Triggers combat with the Varyag.
* The people think I am a prophet: requires succeeding the Old Doyen's Qoda event (needs confirmation) and Faith (at least +1). Starts the recruitment minigame; see Tarkhans for details.
* (Draw your sword quickly): always available. Alsahir +1, triggers combat with the Varyag.
* (Turn away): always available. Triggers combat with the Varyag.

Note: the location for the event can spawn too close to Khiva; this will cause the quest marker to disappear as you're closing in - but the location and event will still be there.

Note: after recruiting the Governor or winning the fight you will be able to enter the location, creating a "fake" Hidden City. This is a bug (see Bugs)

### Alsahir vs Governor

Happens in first city you capture after recruiting both.

* Order the guards to stop the boy: Alsahir dies
* Stand between him and the lord governor: (event continues)
	+ I cannot allow you to murder him: Alsahir dies
	+ You may take my life instead: [**inverted** Force check; target score -3]
		- Success - Lord Governor +2, Admiral Van +1, Duchess Isi +1, Omar Khan +1, Yemelyan Gulyaev +1
		- Failure - gain "Wound", random ship is grounded for 24 hours, Alsahir dies
* Do not interfere: Lord Governor dies, Alsahir +1, Omar Khan +1, Prince Fazil +1

### The Ant

Squashing the ant at any time ends the event; nothing else happens. Talking to it all the way to the end ("Cover the ant with a glass") results in Fear -1.