World Events
World events are scheduled, country-scope offers the turn processor makes to a head of government. They are on by default. They are not player-vs-player mail and not the random personal events on your own character.
How an offer works#
Each turn the scheduler walks active countries:
- A country that already has a pending world-event instance is skipped.
- At most one new offer per country per turn.
- The offer goes to that country's head of government (President, PM, Chancellor, or equivalent).
If you are not the executive, you will see the outcome in News or country state, not as a personal decision card.
Admin-triggered events still count against the one-pending-per-country cap.
Global host events#
Two flavor events pick a host country on a fixed cadence instead of rolling every country:
| Event | Cadence | Offset |
|---|---|---|
| Olympics | every 48 turns | 12 |
| World's Fair | every 36 turns | 30 |
The host is chosen deterministically from the current turn. If that country already has a pending event, the offer is skipped until the next cadence. There is no bidding and no escrow.
High-tension events#
Four recurring society events are offered to every country's executive while the world's tension gauge is high enough: Civil Defense Fever from 50, Panic Buying and War Scare Protests from 60, and a Run on the Banks from 65. They share a country-level interval, so they arrive as a staggered sequence rather than four crises at once, and each offers responses (rationing, bank holidays, civil-defence mobilisation, a national address, a crackdown) that buy a few turns of breathing room, shift demand from consumer sectors toward construction, manufacturing and defence, and, for the harder measures, damage civil liberties and Democratic Health. No measure makes an active war scare disappear. Deliberate admin triggers bypass the tension gate.
Conflicts#
A world event can start a conflict. The map still begins with no pre-seeded wars; every war on the board was started by a player declaration or a world event. See Conflicts Overview.
Related#
Player-personal random events are a different driver. See Player Random Events. Crisis trees are Crisis Interaction.
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