I can either make the event autotrigger or, more usually, give the player a Y/N option. Players can get new/different weapons, but have to discard their current weapon to do so: there's also functionality for players to get other items, though that's not properly implemented yet.
Ok so the main commodities generally are - health, weapons, character stats, money. Those are straight forward enough
I personally think it would be interesting if there was a player visible percieved alignment [rich/poor, freedom/military] so that the player can see when they are being punished or rewarded for inconsistent / consistent actions. Then you can add fun choices for the player to decide. I guess it depends on how RPG-y you want it.
Some random longish ideas for search events, then. How are these? Also are the options only ever yes or no?
- Up ahead behind a copse you see smoke and smell burning. A number of woodland creatures are running past you in the opposite direction. Do you investigate? Yes = You find a burning cottage spreading to some nearby trees. The smoke is think and the heat is intense. You attempt to search for survivors but are overcome by the effort. Some troops lose health
- In some brush you notice a group of figures hiding and terrified, obviously they don't want to be seen. Do you investigate? Yes = They are a family who are being persecuted by a gang and need to avoid town for a few days. They thank you for your discretion - gain gold.
- You find a well in a tangle of overgrown weeds and decaying logs. It seems to be newly built - despite the decrepit surroundings. You could use the well to replenish your water supplies. Draw water? Yes = The water is a little disappointing but refreshing enough. As you drink you notice with alarm your senses dull so immediately cast the water away. A character stat is nerfed.
- You see a completely naked gentleman squatted behind a tree. You immediately know what he is doing from the stench. He notices you and after a cheery greeting explains he's been caught short and asks you to hand him some leaves to finish up. Do you? Yes and No = No effect.
- You come across some guards squabbling with a child over an axe. It looks quite valuable. The child is upset, and is saying he found it, so wants to keep it. The guards are concerned that the child will hurt himself. They are trying to explain that children can't just go around and pick up, let alone play with dangerous weapons. Side with the boy? Y = no effect. the child thanks you and runs off. N = The guards thank you, and explaining that they have no use for the axe offer it to the player
Other ideas
- You find a caravan camped out with [reputable / poor / swarthy] looking figures who seem to be merchants. They notice you and eagerly peddle their wares. They can offer a random item which might be a bargain or turn out to be a worthless fake.
- You find a caravan under attack from raiders. Join to help? starts a combat, yields prizes
it's really just an autoresolve system now. The units get sorted according to an initiative-type stat, then each unit randomly picks an enemy unit and tries to attack them on its turn.
Do you have certain units being better than others? If not you implement something surrounding that. The easiest could be a rock paper scissors style aptitude. e.g. spearmen > cavalry. Then you could have the challenge for the player being to weigh up experience, numbers & aptitude and make a choice around which units will square off.
Aside from or in combination with that you could perhaps have broad tactical decisions either for the whole encounter made before engaging, or per troop types / divisions. e.g. flank, brute force attack, stand ground etc. These could then also be just rock paper scissor adjustments e.g. flank > brute force attack, all resolutions get a +1