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Apocalypse Reborn: Guide: Events: 2

Event Name: The Valley of Debauchery:

Event Type: Army Movement w/o any interfering enemy or neutral force.

Difficulty: 2/5

Reward: Increased Population Happiness. Increased morale for 2 turns.

Demerit: Sickness inflicted upon your army (Lose 10% HP.)

Progression: None.

A simple event that focuses on a village with a rather enthusiastic population eager to take your army’s coin. However, the enthusiasm of the villagers and their neighbors shows that their eagerness is too eager and you must consider stopping your troops from partaking, even if many of them will be overjoyed.

[1] Hold Fast Men! [Results in your army losing 10% of their morale for 2 turns. No HP is lost as a result.]

[2] Young Men being idiots on Leave? Say it ain’t so. [Army loses 10% of HP. Gain Increased Morale for 2 turns and increased population happiness..]

[3] Investigate the Valley [Requires an Espionage Champion with the ‘Investigate’ tree or ‘The King of Wisdom’ Champion. Discern the fertility issue of the valley due to their water supply. Increase population and happiness of your kingdom permanently. Morale doesn’t increase or decrease. HP not lost.]

[4] Heal The Valley [Requires an Administrative Champion with Sanitation ability at Rank 2 or higher. Find the source of the infertility issue and clean it up, gain a minor bonus in population growth, and gain influence and renown.]

Event Name: The City of Dreams:

Event Type: Champion Hero Encounter during movement phase.

Difficulty: 4/5

Reward: Artifact: Dependent on Champion.

Demerit: Champion Death

Progression: None.

A strange rift has been found by your army which leads to a strange world filled with spires of glass and steel and riches. However, the inhabitants are bloodthirsty, crazed, and mad, which means mages are set to close the rift forevermore. However, until then, you can send a Champion to discern the truth of the matter and perhaps find an artifact of staggering power.

[1] Seal the Gate. [No reward, but no risk.]

[2] Go Forth My Champion! [Depending on the Combat Value of your Champion, with 1000+ guaranteeing their success, receive an Artifact upon their successful expedition before the closing of the rift. Upon failure, the Champion perishes.]

[3] A Team Is Better [Requires a Support Champion and a Combat Champion and an Administrative Action in the same region. If their Average Combat Value is 1500, they will be guaranteed to succeed, and they will each receive a power Artifact.]

[4] Why Take Risks? [Requires an Espionage Champion with a Rank 3 ‘Stealth’ ability. Gain 5000 Research instantly and a Legendary Artifact.]

Event Name: A Meeting of Leaders:

Event Type: Rare. Must be allied with good relations with another Faction.

Difficulty: ???

Reward: Gain a Temporary Bonus for both your factions.

Demerit: Decreased Relationship with your allied faction upon failure.

Progression: Recurring.

A rare event where you converse with your fellow Leader of an allied Faction. Barring choosing to ignore their invitation, you have every opportunity to gain a bonus from your two factions working together. Choose the bonus that benefits you the most, since they’ll always pick the bonus that benefits them the most. There is no cost, but it is a temporary buff (5 Turns.)

[1] Let’s Drink and Be Merry! [Pick your Desired Bonus. Gain a 5 Turn Bonus towards that Resource or Income Type starting at 10%.]

[2] I have better things to do. [Refuse. Lose slight renown. Lose Reputation with ally.]

Event Name: Goblin Infestation (Repeatable):

Event Type: Recurring Event chain that occurs once you have 3 or more village-level settlements under your control.

Difficulty: 1/5

Reward: Various.

Demerit: Champion Death (Very Rare) Enemy Army Spawn. Loss in reputation equivalent to size of swarm.

Progression: 5 Stages

A budding swarm of goblins has been sighted in your territory and they are threatening your villages. They must be dealt with in order to ensure that your people live and work safely in the nearby settlements. Allowing them to progress is inexcusable, because they will surely abduct and continue to expand their swarm with the people that they steal. It is a grave error to allow the goblin to live. They must be purged from our lands and their nests destroyed.

[1] Kill. Them. All. [All Units in the Region will be moved to the Event Tile. The combat value requirement will depend on the stage of the swarm. You can call your militia to action to stomp out Stage 1 and Stage 2 swarms.]

[2] Purge Them From the Land! [Requires an Army with a Champion to be in the afflicted region. Stages 1 to 4 are automatic victories with no HP cost. Stage 5 will result in a full battle against a Goblin Army with equipment 1 Tier Lower than your own. It is highly recommended that you do not allow Stage 5 of this event to occur when you have End Game Units, which are effectively T4s.]

[2] Goblins? Feh! [Ignore the Goblins and the Goblin Event will progress and sap population from the nearby villages, towns, and even cities that they are located in. If surrounded by cities, it is highly likely that it will progress to Stage 5 after one turn and a new Event will occur.]

Event Name: Goblin King (Repeatable):

Event Type: Recurring Event chain that occurs once you allow a Stage 5 Goblin Swarm to sack one of your cities

Difficulty: 5/5

Reward: None.

Demerit: Enemy City actively sieging and raiding your territory. Massive happiness demerits and massive influence loss.

Progression: Goblin King can conquer cities and expand and effectively becomes a Faction without a Citadel.

The foolishness of your ignorance has beset you with a terrible evil. One of your settlements has been lost to the Goblin Hordes, and now the enemy is at the gates. Foreign kings and nations look at your actions with revulsion. Claiming ignorance will mark you a fool. Claiming your ability to devastate the foe will only raise questions regarding your ability to rule. Tales of your foolishness will be sung for hundreds of years, perhaps even thousands, whether you win or lose the greater conflict.

[1] Declare War On The Goblins. [Lose a massive amount of reputation and influence and renown. Decrease happiness permanently on your lands. Morale of all units now set at 90% of max permanently. Must defeat the Goblin King.]

[2] Do Nothing. [Game Over. Citadel overtaken by Goblin Faction. Bad End.]

Event Name: The Warden Schism

Event Type: Faction Event Chain when Warden Culture is overtaken by another Faction.

Difficulty: 3/5

Reward: Massive Population Boost. Increased Diplomatic Strength. Increased Relations with Wardens (If Chosen Faction is Victorious). Champion (Dependent on Victorious Faction Chosen. Possible to receive a Champion from defeated, chosen faction.)

Demerit: If you fail to pick the correct faction, your relations with Wardens Faction will be poor. Your reputation will be decreased and your cultural spread will be diminished.

Progression: 5 Events which occur every other turn.

The Schism is a very unlikely event to occur, since most Warden players will do their utmost to avoid it, and even the AI can do it with ease. However, there are some players who do it on purpose to play the 4thLeader of the Wardens:

The Grand Inquisitor: the ‘secret’ leader of the Wardens, who has the Holy War Perk, which allows his units and armies to enter lands dominated by Warden culture without open border agreements with other factions. This leader emphasizes the mobility of the Wardens, especially since all their units will begin as Experienced. The Wardens’ population bonus will be lost in the process, and their resource and gold bonuses will be halved, but their cultural spread will increase substantially.

However, despite the bonus given by the Grand Inquisitor, the Schism is avoided due to the fact their Faction Wonder will be destroyed by the fourth Event and they will have to begin rebuilding it from scratch as a Temple. Given the length of time this takes, without additional Citadels or supporting allies, it will be impossible to reach the final stage of the Wonder and work towards their victory condition before the endgame.

[1] Support the Reformers. [Gain Warden Hero: The Fallen (Duelist Champion). Gain increased population and a slight bonus to all trade routes with the Dark Elves.]

[2] Support the Purists! [Gain Warden Hero: The Saintess (Copy of Warden version). Gain increased happiness, and a permanent population bonus boost. Note: Warden Population in your lands will likely skyrocket.]

Event Name: Merchant Madness

Event Type: Recurring Event

Difficulty: 1/5

Reward: +1000 Gold

Demerit: -500 Gold

Progression: None.

A rush for a new product has overcome the whole continent. Whatever the new fad is, it’s apparent that people all over the continent are clamoring for it. Whether it’s a trinket, a new form of food, or even a new book, it’s imperative that you support your merchants and reap the rewards.

The options are completely randomized. Pick one and you can win 1000 gold. If you pick wrong, you lose 500 gold. Yes, you can just ignore it until it times out. Gacha is stupid. (Unless you win.)

[1] Various.

[2] Various.

[3] Various.

[Time Out/Quit by ignoring the event.]

Event Name: Market Crash <Foreign> (Repeatable)

Event Type: Other Faction’s Resource gain less than upkeep

Difficulty: 1/5

Reward: Destabilize an enemy Faction.

Demerit: Decreased reputation with all factions.

Progression: None

A rare event given the AI’s focus on managing their resources, even to their detriment, but ultimately a good method of overcoming an enemy with a superior force. Aim for providing maximum support of their neutral factions, and send in Espionage Champions with the “Raise Dissidents” ability in order to spawn more neutral units which will automatically spawn and be allied with the army that was created by the Market Crash Event.

If you do this event correctly, then the army should be able to seize a village, town, or even a City and become an independent state which will continuously raid and pillage the surrounding tiles of their city in the region. The enemy faction will be required to siege the city and destroy the enemy, but with a city exploiting tiles in the region, the enemy will be able to produce units, research, and even hire Champions, which will immensely destabilize the enemy faction.

Take note that the highest support options come with the greatest lost in reputation and favor with other factions.

[1] Send ‘Aid’ [500 Gold and increase the size of the spawned neutral army.]

[1] Send ‘Aid’ [1000 Gold and create another neutral army in the enemy region.]

[1] Send ‘Aid’ [1500 Gold and create two neutral armies in the enemy region.]

[2] Watch From Afar. [Watch and do nothing.]

Event Name: Undead King (Rare)

Event Type: Mid-game semi-crisis

Difficulty: 5/5

Reward: None

Demerit: Dependent on population size, techs, and food stores.

Progression: None

With the destruction of many Ancient Ruins and the seizure of much of the wilderness, many creatures and monsters fled to unknown. This mass migration was missed by many in the wars and conflicts that arose after the Citadels were seized, but now it is evident that the creatures of the darkness do not intend to quietly die off.

Through unknown means, they have created and raised a leader of their own. Created from countless corpses of all races and creatures, the terrible Undead King has arisen and now threatens all. They call upon the corpses of those who resurrected them, and those who call them king do so out of both fear and reverence. It seems that the monsters of the world decided that if they cannot have the world that no one can.

Needless to say, it and its armies must be stopped.

The Undead King is a rare event which precludes the arrival of the first crisis and is a tutorial that introduces the player to the ‘war score’ system, which allows factions to gain bonuses and resources in exchange for killing the event’s spawned enemies. Though a simplified version of the true crisis scenarios, this is a tutorial which allows players and other factions to understand that they need to work together.

The armies spawned by the enemy will be enough to threaten and overcome at least four factions and heavily damage those that remain. If they take a region, they’ll grow in strength, and if they take a Citadel they’ll become a faction all their own with their own technology and units and win conditions, which will be very difficult to defeat. If an endgame crisis acquires a Citadel and Region, it will practically be game over, so make sure to practice defeating this enemy before they seize the same amount of power.

A key tactic to utilize here, especially for people playing with only AI, is that the AI will be more likely to agree to cease-fire and open border agreements during this period. It’s a good method of acquiring a good reputation with other factions and acquiring a trade item with them. Don’t be afraid to offer them better trades in order to increase the chances that they work with you and ally with you for a short period of time. Use the special “Crisis Alliance” option in the Diplomacy menu, which will be available for the duration of the conflict, in order to create temporary alliances with lower reputation costs between you and other factions.

This event is a good way of preparing for upcoming crises! Make good use of it!

[1] We Stand Fast Against The Enemy. [Increase attrition rates in your country and increase production of all military units. Happiness loss is mitigated. Increased morale and happiness in your country. Become targeted by all nations who cannot complete this action.] (Requires 2000 Gold and 2000 Food and 100 of any Strategic Resource.)

[2] This Threat Is Too Great For Us Alone [Increase favor with all factions. Ceases all current hostilities and opens borders with all factions. Massively increases chances of a Crisis Alliance offer being accepted by any faction.] (-100 Influence)

[3] This is an opportunity. [Declare all non-allied nations as rivals and close borders with them. You will gain an increase in infamy with your actions. Population happiness is decreased, and morale of all military troops is lowered. However, your rate of military production and resource production is increased, and your trade routes with remaining allies gains a bonus.]

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