Hmmm to be honest from what I encountered in other games and my own limited coding experience I think a potential solution to the general issue with location based events is to have common events that have different flavor text depending on the location.
This way you can avoid having alot of minor events that functionally do the same thing just in different locations, and if you want a functional difference in theses common events you can have a set of mini-events that act as extensions of specific outcomes .
You can also ultize a trick I seen with how the game stellaris handles localisation and differing flavor text. By which you separate the actual text into a separate file and utilize phrases such as "pubfail.1" the their place to cut down on the size of these events and make them more flexible.
This that of course can also be utilized for different levels of undress and can of be be done in parts for more subtle differences.
Granted though of course I am not suggesting you to do all this immediately since adding shiny sounding features on whims is premium scope creep.