World Events
Each turn, random events may fire and affect the world. Events are visible in the
World News broadcast and can persist multiple turns. Some events chain into others.
Weather Events
| Event | Duration | Effect |
| ❄️ Blizzard | 2–4 turns | Sector efficiency −10%, army movement slowed |
| ☀️ Drought | 3–6 turns | Farm efficiency −15%; can chain to Famine |
| 🌊 Flood | 2–3 turns | Farm and granary efficiency −20% |
| 🌿 Perfect Growing Season | 1 turn | Farm food production +50% this turn |
| 🌨️ Harsh Winter | 3–5 turns | All nations −10 morale per turn |
Geological Events
| Event | Duration | Effect |
| 💥 Earthquake | 1–2 turns | Random sectors lose 10–30% efficiency |
| 💰 Treasure Strike | 1 turn | A random sector gains +3 minerals |
Social Events
| Event | Duration | Effect |
| 💀 Plague | 4–8 turns | Affected sectors lose 25% population per turn |
| ⚔️ Peasant Uprising | 2–3 turns | Sector efficiency −25%; can chain from Famine |
| 🗡️ Mercenary Band Arrives | 1 turn | Large army on map; hire at half cost |
| 🛒 Trade Fair | 2 turns | Caravans deliver double value |
Magical Events
| Event | Duration | Effect |
| ✨ Ley Line Surge | 1 turn | All nations +20 magic power |
| 🏛️ Ancient Ruins Discovered | 1 turn | A random artifact spawns on the map |
| 🐉 Wandering Dragon | 1–5 turns | Dragon raids nearby sectors; Monster Lords can tame |
| 💀 Curse of the Ancients | 3 turns | Random nation −20 morale |
| ⛈️ Magical Storm | 2–3 turns | All spells have 50% failure chance |
Chained Events
Some events trigger follow-on events:
| Trigger | → Chains to | Chance |
| Drought (ends) | Famine | 60% |
| Famine (ends) | Peasant Uprising | 40% |
| Uprising (ends) | Desertion Wave | 50% |
Event Rate
The world admin can configure the event rate when creating a game. A rate of 1.0 is
normal; 0.0 disables all events; 2.0 doubles the frequency (chaotic games).
The Staff of Weather artifact makes the holder immune to all
weather-category events.