I like to have events with a choice, too! That way you have only yourself to blame if things turn out badly!

It would also be nice to have Island Events that would have a more permanent effect, although they would definitely be more involved to include in the game. Some examples of that can be seen in the alternatives below.

Here are a couple that could work in a manner similar to existing ones that offer both a choice and (possibly) a random outcome:
One of your scientists is working on fertilizer for the crops. One of the other researchers working at the crowded table accidentally knocks over a bowl and it spills into the fertilizer mixture. Use it anyway? No: the usual better safe than sorry, perhaps even losing research points because of the lost experiment. Yes: 1) a bumper crop that adds food to the bin 2) the new fertilizer permanently increases the amount of food that your farmers obtain from the crops (maybe 1 unit per trip?) 3) it's toxic to the crops and it reduces the crop (or all the crops die until the next cycle - if you're feeling really mean).

A farmer discovers some seeds while foraging. Plant them? No: The usual better safe than sorry Yes: 1) Weeds - inedible (possibly damaging the crops during weeding and reducing food supply) 2) Fruit trees grow and become another food source (obviously requires more programming and graphics) 3) A lovely crop of <whatever> grows and adds to the food supply (and the villagers rejoice).
