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Apocalypse Reborn: Guide: Events

Apocalypse Reborn: Guide: Events

Wordcount: 2500

Commissioned by J.A.

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Event are very important. They provide you everything from Artifacts, to Champions, and even whole new Faction Traits for your current run. Event Chains and Random Events can be disabled for Ranked Multiplayer Matches, but are typically run for most multiplayer matches as default. Many Event Chains are specific to certain terrain types (Valley, Forest, Desert, Mountain, etc) and some are linked to certain actions, like invading other actions, culling neutral armies, engaging in diplomacy, and more. Sometimes, Event Chains pop up from Random Events as a result of an army being in transit and finding nothing to do while doing so.

Many Event Chains can result in losses in resources, units, Champions, and even debuff traits for your faction. It is recommended to playthrough the game blind for the first few times to experience them, but we’ll be listing a few below as an example. There are DLCs that add more Events, and remember that Events can be ‘won’ or ‘lost’ by the AI as well, which provides immense changes to every game that you play.

Keep in mind that some Events might never pop up, some Events are guaranteed, and that some Events can be triggered. The game is full of them, and there might some combinations that aren’t found, so communicate with your fellow players and discover them all slowly, but surely!

Event Name: The Village of Plagues:

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

Difficulty: 2/5

Reward: Increased Food/Population Health

Demerit: Decreased Population Growth and Unit Health Demerit

Progression: None.

A simple event that focuses on a village plagued for centuries by a curse, which elicits certain options for your army which are dependent on your troop composition and Champion talents. The following are the options and their results.

[1] Loot and Burn the village. [Results in your faction getting a ‘Plague’ trait which will require you to create hospitals and research T3 healing units to remove. The Plague trait lowers the HP of all your units and halves population growth.]

[2] Offer Alms. [Avoid getting the Plague Trait and lose 100 Gold.]

[3]  Investigate the Village [Requires an Espionage Champion with the ‘Investigate’ tree or ‘The King of Wisdom’ Champion. Alleviate the plague, gain a population unit, and gain a minor bonus in population growth.]

[4] Heal The Village [Requires a Support Champion with the Dispel Curse ability at Rank 2 or higher. Alleviate the plague, gain a population unit, gain a minor bonus in population growth, and gain renown.]

Event Name: The Village Demon:

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

Difficulty: 4/5

Reward: Artifact: Sanguine Draught Great Sword (Artifact)

Demerit: Champion Death

Progression: None.

A simple, but common event in which a Demon is in a town and you must locate and identify the demon. The difficulty stems from the requirement that you have a Support or Administrative Champion with your army when it procs, as well as another nearby Champion in the same region that has high levels and good combat power.

[1] Kill the Witch. [Results in your Champion being killed and the town razed. The army involved with the Champion becomes bandits which can become corrupted and demonic, led by your possessed, former Champion.]

[2] Leave Them Be. [Lower the Morale of your army, but go unscathed.]

[3] Something is Afoot [Requires a Support Champion with ‘Holy’ magics unlocked or ‘The King of Wisdom’ Champion or an Administrative Champion with Anti-Espionage skills. Discover the Demon. Requires another Champion with a high combat score to deal with it in the same region. Receive the Sanguine Draught Great Sword.]

[4] Purge the Unclean [Requires a Combat Champion with ‘Holy Flame’ ability. Destroys the whole village and Demon. Increased morale for troops and EXP for your champion.]

Event Name: A Duel of Fates:

Event Type: Champion Duel that occurs at a Citadel Siege. Rare.

Difficulty: 5/5 (PvP) 1/5 (PvE)

Reward: Acquisition of enemy Citadel. Renown.

Demerit: Champion Death

Progression: None.

A rare event that offers a duel between your faction’s Champion and the enemy’s Champion. The Champion sent in by the AI is usually their highest combat strength champion. However, players can choose who to send in and what artifacts to give them. The difficulty stems from multiplayer games where both factions will have to use micro and careful cooldown management to come out on top. The AI are usually stupid and send out their spellcaster to get murdered by an assassin.

[1] Send Forth Your Champion. [Pick your Champion. If they win, you get the Citadel. If you lose, then you lose your whole army and the enemy gets massive renown and a strong claim on your Citadel.]

[2] A Duel for Destiny? Bah! [Refuse. Lose slight renown. Siege continues.]

Event Name: Scouring the Underground (Repeatable):

Event Type: Common Event that occurs with Ruin exploration actions.

Difficulty: 1/5

Reward: Various.

Demerit: Champion Death (Very Rare)

Progression: None.

A common event that has your Champion push forward while searching a Ruin. It’s an additional dice roll to acquire Artifacts. A great way to acquire Artifacts, as long as the units you send in are capable of killing the enemy units that spawn to bar the way. The enemy units that spawn get stronger the more times you click it. A good method of giving your Champions XP, but keep in mind that their health doesn’t regenerate between fights. It’s ‘balanced.’

[1] Onward for Adventure! [Send your strongest Champion forward and keep an eye on their HP. Press as far as 25% of their health. You can send in multiple Champions, but keep in mind that Healers won’t heal, so they’re a waste of time.]

[2] Time to Bravely Run Away! [Exit the Ruins with your additional Artifacts.]

Event Name: The Truth Of The Ancients

Event Type: Event Chain

Difficulty: 3/5

Reward: Massive Renown Gain. Increased Diplomatic Strength. Delays all Conflicts for several turns. Ancient Administrator.

Demerit: Decreased Global Happiness. Decreased for your Faction.

Progression: 5 Events that occur through 5 Ruin Exploration Actions.

One of the most important Early Game Events and one that everyone competes to get done as soon as possible and sabotage each other with. All you need to technically get it is to find an Ancient Ruin that allows you to continuously explore it. Three spawn all over the map, but always outside of starting zones. All you need to do to rapidly complete it is have multiple Champions do the Ruin Exploration action on the same turn. Three is a good number, so that you can have it done in two turns and have one Champion traveling back or doing something else.

Anyway, the difficulty for this lies in the fact that other players and sometimes the AI will try to interfere and take the Ruins for themselves. Though the AI knowing is strange, it isn’t for other players. The AA provides a massive resource bonus and you’re decreasing everyone else’s happiness at a trifling cost to your own, while also unlocking certain technologies earlier that lower the impact on morale that crises cause.

It's one of the most important event chains, and only one faction can complete it per game.

[1] Further for the truth. [Same as Scouring the Underground action, but each Champion only needs to complete the action once and beat one battle. After beating five battles, one with Golems with magic resistance, you acquire the Ancient Administrator and the prize.]

[2] Turn Back and Prepare for another Expedition! [Keep in mind that your army might get intercepted and the tile where the Ruins might get taken, if you leave.]

Event Name: Academy Blues

Event Type: Event Chain

Difficulty: 1/5

Reward: Alliance with other Faction as Leading Faction.

Demerit: Alliance with other Faction as Subordinate Faction.

Progression: 5 Events that occur while your Champion is attending the Academy

One of the few, lighthearted event chains in the game and only available while the Academy hasn’t been destroyed. This occurs when you have a Champion at the Academy while the other AI or players have Champions present. Typically, multiplayer games have everyone agree to send one Champion at least into the Academy and buddy-up depending on how this Event Chain assigns their Champions as Rivals.

Ultimately, there’s few repercussions and no need to metagame. Alliances can be broken for very insignificant cost. However, if you want to win against the AI because the AI takes alliances fairly seriously depending on the faction and this is one of the rare ways to ally with the Children of the Elm, here’s a rundown: send an Administrative Champion with some investments into Diplomacy and Research improvement rates, give them a good escort, and provide them with a majority Rare or better artifacts. If the Champion you send has high levels and experience and renown, then that’s good as well!

The options are mostly for flavor, just pick the 1stoption and your higher stats will default the win for you.

[1] Various. [Gives a small positive modifier to your roll to win.]

[2] Various. [Give a small negative modifier to your roll to win.]

Event Name: Market Crash (Repeatable)

Event Type: Resource gain less than upkeep

Difficulty: 5/5

Reward: None

Demerit: Unit or Army turns to banditry.

Progression: None

One of the worst events that can happen to any player: not having enough money to feed and control your armies. One of the few blessings of this event is that it takes your low-upkeep cost units first to stabilize your income, before going after your beefy units and your Champions. Anyway, this is a prime example of why you don’t ignore technology or cultural milestones, which improve your income of various resources. Having a massive army, but being unable to pay them, is the same as making your own, strong enemies that’ll go out of their way to raid your settlements and towns.

If you have the resources to sell to get the gold to pay them their dues, which is their upkeep costs multiplied against all the turns you didn’t pay them, then pay it. There are few things worse than neutral armies with high stats rolling around and raiding every settlement you have. One of those things is one of your own armies with high stats rolling around and raiding every settlement you have. Even if it’ll slow down your endgame, bite the bullet and pay the gold by selling off the resources you’re accumulating, and prevent an army from literally folding you over.

[1] Promise to Pay Their Dues [Pay the Gold you owe to your troops.]

[2] Don’t Pay. [Say goodbye to your economy as it gets razed to the ground.]

Event Name: Famine (Rare)

Event Type: Mid-game semi-crisis

Difficulty: 5/5

Reward: None

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

Progression: None

This is one of the more important events to get right and something to prepare for once fifteen turns or so have passed. Famine is an event that kicks off every game and is a cause for a lot of the last wars between factions before the crises arrive. Everyone has different options depending on their technology research, what faction they are, how many Citadels they have, and more.

To completely avoid the Famine, you’ll need to have at least three Citadels under your control, or two Citadels and heavy investment into food production and population growth. Some strategies focus on reducing population to have less mouths to feed, but that gimps your late game economy and cripples you by the endgame. Focus on getting the relevant technologies that allow you to stockpile thousands of units of food, such as storehouses and preservation techniques, and buy and store stockpiles of other nations. Invest heavily in converting tiles in your territory surrounding your cities to farms, but remember to diversify between ranches, orchards, and grain farms, because that allows your various populations to get happiness bonuses and increase their population growth further.

If you have ten units of food for every population unit that you have, reduced from 50 per population unit with dry storage methods, then you’re in the clear. The only thing you have to worry about is everyone else who hasn’t prepared as well as you, because they’ll be coming for your food stockpiles with their armies.

The negative modifiers of the event are immense. Up to half of your population can die, and all your units, armies, and Champions will be at half strength, until you manage to build enough farms to provide for your cities. The massive population die-off will be replaced by a bonus in fertility and increase in population growth for several turns, but all the math suggests that you’ll only reach 80% of your former population in the years the bonus is active. You’ll effectively be working with a sub-par mid-game population in the late-game, which means you’ve either lost or have a steep cliff to climb to victory.

Unless you throw yourself at the enemy and seize their food through conflict. The nations that manage to prepare stockpiles, but not enough to overcome the event completely, will have higher maximum health values than those who had less… and that’s their advantage for the coming fights. The strongest are the most well-prepared factions, who have full-strength armies and Champions, but with enough starving wolves at the door that doesn’t matter. New diplomatic measures will pop up, an alliance of those who don’t have enough against those that do, and after this the crises will arrive and the continent will need everything that it has left… and everything that it couldn’t afford to use before.

[1] Let Them Eat [Use the food stores to feed your population. All armies and cities do not suffer losses due to the famine. Increased morale and happiness in your country. Become targeted by all nations who cannot complete this action.]

[2] Ration what we have. Prepare to seize more and produce more. [Use all the food that you have to reduce the cost of the famine on your nation. Promise to meet a specific amount of food to remove the Famine penalty incurred on your people. After meeting your promise through whatever means, you will gain a significant population boost to alleviate your loss in population.]

[3] We must do what we must. [Declare war on all nations and seize all the food you can. You will suffer the full strength of the Famine debuff on your nation. Population is halved and all armies will be at half strength.]

Comments

Aren't the Conquerors and Guardians kinda inoculated against the famine? The Conq had a racial trait that limits famine debuff and Conquerors population consists of more undead than not.

Kirbyzcheese

Huh, Famine incoming and our boy just raided the Guardians territory and wrecked thier industry and farmland. They are quite boned.

Valerian


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