I'm not sure how many new events the dev's are putting in, but I was thinking of some that I'd like to see:
Red Sky: Some foul magic has covered the land in a red haze, turning even the sky a deep shade of red. Brother argues with brother and neighbors take up their swords against one another.
- All factions are set in a state of war with a serious diplomatic penalty
- All units of all factions gain the "Berserk" buff at the start of combat (possibly a more powerful version)
- All monsters become super-aggressive
Magic Fluctuations: Magic has become unpredictable. In some seasons, magic no longer works, in others, its power has risen by an order of magnitude. More power is required for even the smallest of cantrips.
- Each turn, magic either doesn't work or the number of shards each player has is multiplied by 4 for the purposes of spell effects
- All spells cost 2x more mana to cast
Wildland Expansion: One of the Elemental Lords has gotten their hands on an ancient power and is intent on remaking the world in their element. They're slowly expanding their influence - stop them before it's too late!
- One of the wildlands with an elemental lord starts expanding - one tile in each direction every 5 or 10 turns.
- Terrain converts to whatever the base terrain of the wildland is
- Cities and outposts are destroyed when the wildland reaches them
- Significant numbers of additional monsters spawn in and defend the wildland
Night Wraiths: A magic experiment gone wrong resulted in wraiths from another plane becoming aware of our own. Every few turns they'll appear and attack several cities.
- Every 5 turns one city per faction is attacked by an army of powerful undead monsters called Night Wraiths
- If they take a city, they don't destroy it, they occupy it