View Full Version : Random Events list
ori Aug 07, 2007, 03:58 PM Updated for 3.13 on Oct. 8, 2007
This list of all events and Quests for BtS has been compiled primarily to facilitate the discussion about whether Random Events can be allowed for the HOF (http://hof.civfanatics.net/civ4/index.php) – but since it might be of general interest I post it here ;)
There is a grace period of 20 turns (NOT scaling with gamespeed) at the start without random events (defined in GlobalDefines.xml).
There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
Each event has a weight value – the chance for a specific event to occur is dependent on the combined weights of all currently allowed events.
Some events seem to scale with map size and speed – this is all for normal/standard
All Descriptions follow the following template:
Name of Event
Prereq – i.e. what is required before this event can be triggered
Obsolete – i.e. what (tech) is required to make sure the event can no longer be triggered
Active – i.e. the game decides at the start which events are included in current game, this is the chance that it is included
Weight
Result
Caution long spoilers ahead ;)
Event1
Forest Fire
Prereq: Forest in city fat cross
Obsolete: None
Active/Weight: 70/100
Result:
1.you pay 10 gold
2.you pay 4 gold and lose 1 forest
3.you pay nothing, lose one forest and gain 1 angry face (lasts as long as whip anger)
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
Event3
Happy Hunting
Prereq: Tundra Forest in your control AND ARCHERY
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 90/500
Result:
1.you get +8 food in the city's food storage
Event4
Motherload
Prereq: Goldmine with either road OR railroad in your control AND either WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 90/200
Result:
1.you get 20 – 40 gold
Event5
Washed out
Prereq: road OR railroad in your control
Obsolete: None
Active/Weight: 80/100
Result:
1.you lose one road
2.you pay 20 gold
Event6
At the Sword
Prereq: 1 damaged Swordsman
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 100/500
Result:
1.the chosen Swordsman gains 3 XP
Event7:
Man named Jed
Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit (i.e. the scout or explorer) on this plot
Obsolete: None
Active/Weight: 75/5000
Result:
1.Nothing
2.you pay 10 gold and Oil is revealed
Event8:
Inspired Mission
Prereq: City with 2 religions 1 of them your state religion
Obsolete: None
Active/Weight: 75/200
Result:
1.State religion spreads to 4 own cities (with 1 or no other religions)
2.you pay 10 gold AND State religion spreads to 4 own and 1 foreign cities (with 1 or no other religions)
3.you pay 25 gold AND State religion spreads to 4 own and 4 foreign cities (with 1 or no other religions)
Event9:
Hymns and Sculptures
Prereq: City with 1 cathedral (any religion) AND 10 cathedrals built globally
Obsolete: None
Active/Weight: 20/200
Result:
1.Free Great Artist emerges in chosen city
Event10:
Careless Apprentice
Prereq: City with Forge
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 75/200
Result:
1.you pay 50 gold
2.you pay 10 gold and lose the forge
3.you lose the forge AND gain one angry face (like whipped)
Event11:
Famine
Prereq: None
Obsolete: None
Active/Weight: 70/100
Result:
1.Nothing
2.your city loses 50% of food storage AND you gain +1 Attitude with one AI
3.you pay 10 gold AND your city loses 100% of food storage AND you gain +3 Attitude with one AI
Event12:
Slave Revolt
Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 80/500
Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND will trigger 3 next turn
2.you pay 10 gold AND -1 population AND 1 turn revolt AND will trigger 3 next turn
3.1 turn revolt AND 40% chance to trigger 3 next turn
Event 13:
Blessed Sea (see Quests)
Event14:
Airliner Crash
Prereq: Share borders with other player AND other player has FLIGHT
Obsolete: None
Active/Weight: 70/300
Result:
1.+1 Attitude with other AI
2.+1000 Espionage points (with the other AI?)
3.+15-35% of research costs for FLIGHT AND -2 Attitude with other AI
Event15:
Farm Bandits
Prereq: Farmed Wheat OR Rice OR Corn AND Road OR Railroad on that plot AND unit on (near?) this plot
Obsolete: None
Active/Weight: 85/200
Result:
1.you pay 10 gold may loop to 3
2.you lose 5 food in nearby city AND the unit cannot attack for 2 turns may loop to 3
3.you lose 5 food in nearby city
Event16:
Holy Mountain (see Quests)
Event17:
Horticulture
Prereq: Forest OR Jungle tile under your control AND CALENDAR
Obsolete: None
Active/Weight: 80/200
Result:
1.The tile yields +1 commerce
2.you pay 100 gold, the tile yields +1 commerce, chance for 3
3.+3 health AND 1 free scientist in nearby city
Event18:
Fugitive:
Prereq: FEUDALISM
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 Attitude with AI1, chance for 3
2.+500 Espionage points AI1, chance for 4
3.-1 Attitude with AI2
4.-1 Attitude with AI1
Event19:
Pestilence1/Pestilence2
Prereq: Tile with pasture/plantation
Obsolete: None
Active/Weight: [55/100]/[100/100]
Result:
1.Tile improvement is destroyed
Event20:
Marathon
Prereq: You at war with other Player, other player makes first attack on your plot
Obsolete: None
Active/Weight: 100/800
Result:
1.Free Golden Age
Event21
Faux Pas
Prereq: None
Obsolete: None
Active/Weight: 70/100
Result:
1.-1 Attitude with other AI
Event22
Joyous Wedding
Prereq: You and neighboring AI have the same State Religion
Obsolete: None
Active/Weight: 90/200
Result:
1.Nothing
2.You pay 15 gold AND gain +1 Attitude with neighboring AI
3.You pay 60 gold AND gain +3 Attitude with neighboring AI
Event23
Wedding Feud
Prereq: You and neighboring AI have different State Religion
Obsolete: None
Active/Weight: 90/200
Result:
1.-1 Attitude with neighboring AI
2.you pay 15 gold AND gain -2 Attitude with neighboring AI AND gain +1 happy face for 30 turns in all your cities with the state religion
3.you pay 60 gold AND gain -2 Attitude with neighboring AI AND gain +1 Attitude with AIs with your state religion, neighboring player is asked if he wants to declare war.
Event24
Left at the Altar
Prereq: You share borders with other AI
Obsolete: None
Active/Weight: 80/100
Result:
1.-1 Attitude with other AI
Event25
Spicy
Prereq: Forest tile under your control AND CALENDAR AND 4 or less happy resources AND no spices
Obsolete: None
Active/Weight: 50/100
Result:
1.The tile gains Spices
2.You pay 20 gold, the tile gains Spices, the Forest is removed and a road and plantation is build
Event26
Tornado
Prereq: Plains tile with improvement under your control AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 75/200
Result:
1.Improvement is destroyed
Event27
Baby Boom
Prereq: You signed a Peace Treaty
Obsolete: None
Active/Weight: 100/500
Result:
1.All cities gain 10 food in storage
Event28
Bard's Tale
Prereq: MUSIC
Obsolete: None
Active/Weight: 90/200
Result:
1.City gains 100 culture points
2.you pay 25 gold AND city gains 450 culture points
3.IF you have RADIO you pay 10*number of cities in gold and all cities gain 250 culture points
Event29
Looters
Prereq: at least one angry in neighboring player's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you lose 50 Espionage points (with that player) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI
Event30
Brothers in Need
Prereq: You and other AI have same state religion AND can trade resources AND you have more then 1 of any of the listed resources AND the other AI lacks this resource: COPPER or IRON or HORSE or IVORY or OIL or URANIUM AND other AI is at war AND you are not at war
Obsolete: None
Active/Weight: 100/1000
Result:
1.Nothing
2.you gift Copper
3.you gift Iron
4.you gift Horse
5.you gift Ivory
6.you gift Oil
7.you gift Uranium
Event31:
Hurricane
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal AND population is more than 2
Obsolete: None
Active/Weight: 75/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point
Event32
Cyclone
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal
Obsolete: None
Active/Weight: 70/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point
Event33
Tsunami
Prereq: THEOLOGY or LITERATURE or CODE_OF_LAWS or MACHINERY AND City is coastal
Obsolete: None
Active/Weight: 0/0
Result:
1.if city has less then 6 population it is destroyed
2.else city loses a number of buildings AND loses 5 population
Event34
Monsoon
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is not coastal AND city has jungle nearby
Obsolete: None
Active/Weight: 85/100
Result:
1.one cheap (cost less then 100 hammers) and one expensive building are destroyed
2.city loses 1 population point
Event35
Blizzard
Prereq: tundra tile with improvement and road or rail AND WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 80/100
Result:
1.tile improvement and route are destroyed
2.you pay 5 gold
Event36
Volcano
Prereq: own a peak tile WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING
Obsolete: None
Active/Weight: 70/100
Result:
1.cottages, hamlets, villages and towns around the peak are destroyed
Event37
Dust Bowl
Prereq: Own 4 farmed plains tiles AND CIVIL_SERVICE
Obsolete: None
Active/Weight: 70/100
Result:
1.pay 40 gold lose 1 farm
2.lose 1 farm chance of looping
Event38
Parrots
Prereq: Own 1 Jungle tile AND ANIMAL_HUSBANDRY
Obsolete: None
Active/Weight: 85/50
Result:
1.the tile gains +1 commerce
Event39
Jade
Prereq: own tile with mine AND Iron AND road or railroad
Obsolete: None
Active/Weight: 85/50
Result:
1.tile gains +2 commerce
Event40
Black Pearls
Prereq: own tile clams AND fishing boat
Obsolete: None
Active/Weight: 70/50
Result:
1.tile gains +1 commerce
Event41
Saltpeter
Prereq: own 4 forest hill tiles AND GUNPOWDER
Obsolete: None
Active/Weight: 90/20
Result:
1.tiles gain +1 commerce
Event42
Clunker Coal
Prereq: own tile with mine AND coal AND road or railroad
Obsolete: None
Active/Weight: 90/50
Result:
1.tile loses 1 production
Event43
Sour Crude
Prereq: own tile with oil AND well or offshore platform
Obsolete: None
Active/Weight: 90/50
Result:
1.tile loses 1 production
Event44
Truffles
Prereq: own grass tile
Obsolete: None
Active/Weight: 70/20
Result:
1.tile gains +1 food AND +1 commerce
Event45
Sea Turtles
Prereq: own coastal tile AND CALENDAR
Obsolete: None
Active/Weight: 70/20
Result:
1.tile gains +1 food
Event46
Tin
Prereq: own mined hill AND BRONZE_WORKING
Obsolete: None
Active/Weight: 85/50
Result:
1.tile gains +2 production
Event47
Prairie Dogs
Prereq: own plains tile AND ANIMAL_HUSBANDRY
Obsolete: None
Active/Weight: 70/50
Result:
1.tile gains +1 commerce
Event48
Ice Sculpture
Prereq: own tundra tile AND AESTHETICS
Obsolete: None
Active/Weight: 70/100
Result:
1.+100 culture in nearest city
2.pay 120 gold AND nearest city gains 1 settled great artist
Event49
Appleseed
Prereq: own plains tile AND CIVIL_SERVICE
Obsolete: None
Active/Weight: 75/50
Result:
1.Tile gains forest AND +1 food
Event50
Mining Accident
Prereq: own mine AND BRONZE_WORKING and THE_WHEEL and MYSTICISM and HUNTING
Obsolete: None
Active/Weight: 90/200
Result:
1.pay 20 gold
2.pay 5 gold AND lose the mine
3.lose the mine AND gain +1 angry face (like whipping anger)
Event51
Breakthrough
Prereq: None
Obsolete: None
Active/Weight: 80/50
Result:
1.+10% remaining Tech cost towards current tech
Event52
Setback
Prereq: None
Obsolete: None
Active/Weight: 65/30
Result:
1.you lose 8 percent of research towards a tech
Event53
Running Bulls
Prereq: Pastured Cows AND road OR railroad AND ANIMAL_HUSBANDRY and FEUDALISM
Obsolete: None
Active/Weight: 70/200
Result:
1.City gains 100 culture
2.pay 35 gold AND city gains 300 culture
Event54
Great Depression
Prereq: at least 1 founded corporation somewhere
Obsolete: None
Active/Weight: 40/100
Result:
1.All players lose 25% of their gold
Event55
Bermuda Triangle
Prereq: 1 DESTROYER or BATTLESHIP or MISSILE_CRUISER or STEALTH_DESTROYER or SUBMARINE or ATTACK_SUBMARINE or CARRIER or TRANSPORT on Ocean plot AND FLIGHT
Obsolete: None
Active/Weight: 50/100
Result:
1.Unit is destroyed
Event56
Patron of Knowledge
Prereq: Library
Obsolete: None
Active/Weight: 85/200
Result:
1.+10% remaining tech cost towards current tech
2.pay gold (10% of current tech cost) AND gain +1 research in the city's library
Event57
Master Smith
Prereq: Forge
Obsolete: None
Active/Weight: 70/100
Result:
1.+1 production for the city's forge
Event58
Rural Farmers
Prereq: Grocer
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 food for the city's Grocer
Event59
Money Changers
Prereq: Market
Obsolete: None
Active/Weight: 75/100
Result:
1.+1 gold for the city's market
Event60
Bowyer
Prereq: ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 35/50
Result:
1.All your Archery units gain the Combat 1 promotion
ori Aug 07, 2007, 03:58 PM Event61
Horseshoe
Prereq: Pastured Horse AND road OR railroad
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 30/50
Result:
1.All your mounted units gain the Flanking I promotion
Event62
Champion
Prereq: NOT at war AND undamaged unit with 3 or more XP AND NOT Leadership promotion
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 30/50
Result:
1.Unit gets Leadership promotion
Event63
Motor Oil
Prereq: Oil with Well OR Offshore Platform under your control
Obsolete: None
Active/Weight: 90/200
Result:
1.you get 50 gold
2.you pay 50 gold AND gain 15 free unit support
Event64
Federal Reserve
Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION
Obsolete: None
Active/Weight: 90/200
Result:
1.-10% Inflation
2.pay 200 gold AND -25% Inflation
Event65
Electric Company
Prereq: Emancipation Civic AND no angry citizen any city AND ELECTRICITY
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 happy face in every city
Event66
Hindenberg (sic!)
Prereq: 1 Airship anywhere AND RADIO
Obsolete: None
Active/Weight: 85/500
Result:
1.Nothing
2.pay 45 gold AND gain +1 happy face for every Airport
Event67
Comet Fragment
Prereq: Forest Tundra tile with NO road NO railroad NO improvement under your control AND ROCKETRY
Obsolete: None
Active/Weight: 80/100
Result:
1.+5% Spaceship production AND +2 Research for every laboratory AND the forest is removed
Event68
Subway
Prereq: 1 Public Transport AND minimum 25 population in city
Obsolete: None
Active/Weight: 80/400 (* number of Public Transport buildings)
Result:
1.city's Public Transportation gains +5 commerce
Event69
Gold Rush
Prereq: mine AND maximum 5 population in city AND industrial era
Obsolete: None
Active/Weight: 90/500
Result:
1.city gains +1 population
2.pay 20 gold AND city gains +3 population
Event70
Influenza
Prereq: minimum 10 population in a city AND era modern or future AND NOT MEDICINE
Obsolete: None
Active/Weight: 45/400
Result:
1.pay 100 gold AND city loses 3 population
2.city loses 3 population AND a number of nearby cities lose 2 population
Event71
Solo Flight
Prereq: minimum 8 landmasses (standard size map) AND FLIGHT
Obsolete: None
Active/Weight: 90/100
Result:
1.+1 Attitude with all AIs you have met
Event72
Antelope
Prereq: HUNTING AND forest tile with NO road NO railroad AND NO improvement AND no Deer resource AND 4 or less happy resources AND tile can have deer resource
Obsolete: None
Active/Weight: 55/200
Result:
1.tile gains Deer resource
2.pay 10 gold AND tile gains Deer resource AND road AND camp
Event73
Whale Of A Thing
Prereq: SAILING AND Ocean tile AND 4 or less happy resources AND tile can have whale resource
Obsolete: None
Active/Weight: 50/100
Result:
1.Tile gains whale resource
Event74
Hi Yo Silver
Prereq: MINING AND Hill with NO forest NO jungle NO road NO railroad AND NO improvement AND 4 or less happy resources AND tile can have silver resource
Obsolete: None
Active/Weight: 35/200
Result:
1.Tile gains silver resource
2.you pay 20 gold AND tile gains silver resource AND mine AND road
Event75
Wining Monks
Prereq: at least 1 Monastry AND grassland OR plains tile with NO Forest NO Jungle NO road NO railroad AND NO improvement AND MONACHY AND no wine resource available
Obsolete: None
Active/Weight: 65/100
Result:
1.Tile gains Wine resource
2.you pay 20 gold AND tile gains wine resource AND Winery AND road
Event76
Independent Films
Prereq: MASS_MEDIA AND you do NOT control the Hollywood wonder
Obsolete: None
Active/Weight: 35/100
Result:
1.you get 1 Movie bonus
Event77
Ancient Olympics
Prereq: POLYTHEISM AND State Religion is NOT Judaism OR Christianity OR Islam
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 75/400
Result:
1.Nothing
2.pay 20 gold AND gain +1 attitude with all neighboring AIs
Event78
Modern Olympics
Prereq: SCIENTIFIC_METHOD AND Event77 option 2 has occurred
Obsolete: None
Active/Weight: 100/500
Result:
1.+1 Attitude with all AIs you have met
Event79
Interstate
Prereq: Universal Suffrage civic AND INDUSTRIALISM or RADIO AND Emancipation civic
Obsolete: None
Active/Weight: 100/100
Result:
1.all units travel faster on roads (I am not sure what “RouteChange = -5” does though)
Event80
Earth Day
Prereq: Environmentalism civic AND INDUSTRIALISM or RADIO
Obsolete: None
Active/Weight: 95/100
Result:
1.All your cities gain +1 happy face for 10 turns
2.you pay 60 gold AND all cities gain +1 happy face AND some other AIs switch to Environmentalism civic
Event81
Freedom Concert
Prereq: Free religion civic AND INDUSTRIALISM or RADIO AND city with 3 or more religions
Obsolete: None
Active/Weight: 95/100
Result:
1.City gains +1 population AND +1 happy face
2.every religion in that city is spread to another (nearby) city
Event82
Axe Haft
Prereq: BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Axeman units gain the Shock promotion
Event83
Tower Shield
Prereq: MINING
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 20/200
Result:
1.All Melee units gain the Cover promotion
Event84
Smokeless Powder
Prereq: GUNPOWDER
Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
Active/Weight: 40/200
Result:
1.All Musketman units gain the Pinch promotion
Event85
Stronger Fittings
Prereq: MACHINERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Crossbowman units gain the Combat 1 promotion
Event86
Firing Pins
Prereq: MILITARY_SCIENCE
Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/200
Result:
1.All Grenadier units gain the Pinch promotion
Event87
Rifled Cannon
Prereq: RIFLING and STEEL
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 35/200
Result:
1.All Cannon units gain the Combat 1 promotion
Event88
Metal Decks
Prereq: FLIGHT and INDUSTRIALISM
Obsolete: COMPOSITES
Active/Weight: 35/200
Result:
1.All Carrier units gain the Drill 3 promotion
Event89
Long Range Fighters
Prereq: FLIGHT
Obsolete: COMPOSITES
Active/Weight: 20/200
Result:
1.All Fighter units gain the Range 1 promotion
Event90
Halberd
Prereq: ENGINEERING
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/200
Result:
1.All Pikeman units gain the Shock promotion
Event91
Reinforced Hull
Prereq: METAL_CASTING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/200
Result:
1.All Trireme units gain the Combat 1 promotion
Event92
Cigarette Smoker
Prereq: DRAMA AND city with Theater
Obsolete: None
Active/Weight: 80/200
Result:
1.you lose 30 gold
2.you lose 10 gold AND the Theater is destroyed
3.the Theater is destroyed AND the city gains +1 angry face (like whipped)
Event93
Heroic Gesture
Prereq: You are at war and winning
Obsolete: None
Active/Weight: 80/350
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
Event94
Great Mediator
Prereq: You are at war for 10 or more turns
Obsolete: None
Active/Weight: 85/200
Result:
1.Nothing
2.You make Peace AND gain +1 Attitude with the opponent
Event95
Forty Thieves
Prereq: Organized Religion civic AND HORSEBACK_RIDING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 90/200
Result:
1.chosen tile gains +2 commerce
Event96
Ancient Texts
Prereq: Desert tile with NO Flood plains NO Resource NO road NO railroad AND NO improvement AND STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Obsolete: None
Active/Weight: 90/200
Result:
1.You get 15% of remaining tech cost for a tech
2.You pay 200 gold AND gain +1 Attitude with all AIs you have met
Event97
Waters of Life
Prereq: Oasis tile
Obsolete: MEDICINE
Active/Weight: 95/200
Result:
1.Tile gains +1 commerce
Event98
Impact Crater
Prereq: Tile with Jungle or Forest AND PHYSICS AND NO Uranium resource
Obsolete: None
Active/Weight: 20/200
Result:
1.Nothing
2.You pay 500 gold AND the tile gains Uranium AND road AND mine
Event99
The Huns
Prereq: One player knows HORSEBACK_RIDING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Horse Archers (Standard size Map) spawn
Event100
The Vandals
Prereq: One player knows METAL_CASTING AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Swordsmen (Standard size Map) spawn
Event101
The Goths
Prereq: One player knows MATHEMATICS AND one player knows IRON_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Axemen (Standard size map) spawn
Event102
The Philistines
Prereq: One player knows MONOTHEISM AND one player knows BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Spearmen (Standard size map) spawn
Event103
The Vedic Aryans
Prereq: One player knows POLYTHEISM AND one player knows ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/200
Result:
1.4 Barbarian Archers (Standard size Map) spawn
Event104
Holy Ritual
Prereq: City with temple AND tile with Incense AND Plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/200
Result:
1.You pay 20 gold
Event105
Security Tax
Prereq: METAL_CASTING or IRON_WORKING or MONARCHY or ALPHABET or MATHEMATICS or CODE_OF_LAWS or AESTHETICS or THEOLOGY AND city with walls
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 70/500
Result:
1.you gain 20 to 80 gold
Event106
Literacy
Prereq: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND all cities have a library
Obsolete: None
Active/Weight: 30/100
Result:
1.1 city gains a free settled great scientist
Event107
Farm Plows
Prereq: City with Forge AND tile with Iron resource AND mine AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.You gain 30 to 60 gold
Event108
Stained glass
Prereq: City with Cathedral
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 40 to 70 gold
Event109
Marble Statues
Prereq: AESTHETICS AND tile with Marble AND quarry AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 50 to 70 gold
Event110
Crab Cakes
Prereq: City with Grocer AND tile with Crabs resource AND fishing boats
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 30 to 70 gold
Event111
Boilers
Prereq: STEEL AND City with Factory
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 90 to 140 gold
Event112
Personal Computers
Prereq: COMOUTERS AND City with Factory
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 140 to 230 gold
Event113
Fuel Additives
Prereq: ECOLOGY AND City with Public Transportation
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 110 to 180 gold
Event114
Hamburger Joint
Prereq: RADIO AND tile with pastured Cows resource AND road or railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 240 to 330 gold
Event115
Tea
Prereq: SCIENTIFIC_METHOD AND City with Harbor AND NOT Mercantilism civic
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 50 to 100 gold
Event116
Fashion
Prereq: RADIO AND City with Factory AND tile with silk AND plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 180 to 260 gold
Event117
Thoroughbred
Prereq: City with Stable AND tile with Horse resource AND pasture AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 30 to 70 gold
Event118
Girls Best Friend
Prereq: City with Forge AND tile with gems resource AND mine AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 120 to 180 gold
Event119
Banana Split
Prereq: REFRIGERATION AND tile with banana resource AND plantation AND road OR railroad
Obsolete: None
Active/Weight: 90/100
Result:
1.you gain 160 to 240 gold
Event120
Horse Whispering (see Quests)
ori Aug 07, 2007, 03:59 PM Event121
Harbormaster (see Quests)
Event122
Classic Literature (see Quests)
Event123
Master Blacksmith (see Quests)
Event124
Best Defense (see Quests)
Event125
Sports League (see Quests)
Event126
Crusade (see Quests)
Event127
Miracle
Prereq: City with walls AND state religion
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 commerce for city's walls
2.you pay 30 gold AND spread your state religion to 2 own cities
Event128
Esteemed Playwright
Prereq: City with theater AND NOT Slavery civic
Obsolete: None
Active/Weight: 85/200
Result:
1.+1 commerce for city's theater
2.you pay 10 gold AND gain +3 culture for city's theater
Event129
Favorite Son
Prereq: City with colloseum
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 85/200
Result:
1.you gain 20 gold
2.you pay 10 gold AND gain +2 culture for city's colloseum
Event130
Secret Knowledge
Prereq: City with monastery AND GUNPOWDER or EDUCATION or PRINTING_PRESS or NATIONALISM or ASTRONOMY
Obsolete: None
Active/Weight: 70/200
Result:
1.You get 15% of remaining tech cost for a religious tech
2.you pay 10 gold AND gain +4 culture for city's monastry
Event131
High Warlord
Prereq: City with castle AND NOT Emancipation civic
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 80/200
Result:
1.you gain 100 gold
2.you gain 2 free Pikeman units
3.city gains 1 free settled great general
Event132
Spoiled Grain
Prereq: City with granary
Obsolete: None
Active/Weight: 80/200
Result:
1.City loses all stored food
2.you pay 20 gold
Event133
Angel of Mercy
Prereq: City with Hospital
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +2 gold for its hospital
2.you pay 100 gold AND city gains +1 happy face for its hospital
Event134
Chilly Flight
Prereq: City with Airport
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +2 gold for its airport
Event135
Industrial Fire
Prereq: City with Factory
Obsolete: None
Active/Weight: 80/200
Result:
1.Factory is destroyed
2.you pay 100 gold
Event136
Laboratory
Prereq: City with Laboratory AND Free Speech civic
Obsolete: None
Active/Weight: 80/200
Result:
1.You get 15% of remaining tech cost for a tech
Event137
Experienced Captain
Prereq: City with Drydock AND GALLEY or TRIREME or CARAVEL or GALLEON or PRIVATEER or FRIGATE or SHIP_OF_THE_LINE or IRONCLAD or TRANSPORT DESTROYER or STEALTH_DESTROYER or BATTLESHIP or MISSILE_CRUISER or SUBMARINE or ATTACK_SUBMARINE or CARRIER unit with 7 or more XP
Obsolete: None
Active/Weight: 95/200
Result:
1.City gains +2 gold for its drydock
2.you pay 250 gold AND city gains Military Academy
Event138
Heresy
Prereq: Theocracy civic
Obsolete: None
Active/Weight: 85/200
Result:
1.City gains +1 angry face (like whipped) AND you spread your state religion to 2 own cities
2.you pay 40 gold AND gain 15% of remaining tech cost for a religious tech
3.Nothing
Event139
Partisans
Prereq: Emancipation civic AND one of your cities was razed
Obsolete: None
Active/Weight: 35/0
Result:
1.a number of drafted units (equal to city's culture level -1) spawn at the city site
2.half that number of drafted units spawn in the capital
Event140
New Dynasty
Prereq: Hereditary Rule civic AND capital AND MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Obsolete: None
Active/Weight: 45/100
Result:
1.Capital gains +1 settled great general
2.Capital gains +1 settled great merchant
3.Capital gains +1 settled great priest
Event141
Crisis in the Senate
Prereq: Representation civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 55/100
Result:
1.gain +2 Espionage points for all barracks
2.gain 400 to 600 gold
3.+1 happy face in all cities
Event142
Too Close To Call
Prereq: Universal Suffrage civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 60/100
Result:
1.gain +1 gold for all courthouses
2.gain +3 culture for all courthouses
Event143
Charismatic
Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Obsolete: None
Active/Weight: 65/100
Result:
1.All Gun units gain the March promotion
2.+2 happy faces in all cities
Event144
Friendly Locals
Prereq: damaged unit
Obsolete: None
Active/Weight: 90/50
Result:
1.unit gains 1 XP
Event145
Greed (see Quests)
Event146
War Chariots (see Quests)
Event147
Elite Swords (see Quests)
Event148
Warships (see Quests)
Event149
Guns Butter (see Quests)
Event150
Noble Knights (see Quests)
Event151
Overwhelm (see Quests)
Event152
Corporate Expansion (see Quests)
Event153
Hostile Takeover (see Quests)
Quest1:
Blessed Sea
Prereq: GALLEY or CARAVEL or GALLEON AND State Religion BUDDHISM or CONFUCIANISM or TAOISM AND Minimum number of Landmasses is 2*default number of players for this map size (12 for standard) AND Maximum number of Landmasses you have cities on is 0.5*default number of players for this map size (3 for standard)
Obsolete: INDUSTRIALISM
Active/Weight: 85/300
Aim:
Have cities on 1.5*default number of players for this map size (10 for standard) landmasses while never switching State Religion
Result:
1.convert 20 own cities to your state religion
2.gain a temple in every city size 5 or more
3.get on great prophet unit
Quest2:
Holy Mountain
Prereq: State Religion JUDAISM or CHRISTIANITY or ISLAM
Obsolete: INDUSTRIALISM
Active/Weight: 85/200
Aim:
Build 2*default number of players for this world size temples/monasteries (14 for standard), cathedrals count as 4 temples/monasteries to reveal the holy mountain peak
Settle at the holy mountain peak to control it
Result:
1.+1 happy face in all your cities
Quest3:
Horse Whispering
Prereq: ANIMAL_HUSBANDRY AND Horse resource
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/500
Aim:
Build default number of players for this world size stables (7 for standard)
Result:
1.you get default number of players for this world size Horse Archers (6 for standard)
2.All mounted units get the Sentry promotion
3.All stables provide +1 food
Quest4:
Harbormaster
Prereq: COMPASS AND Map has at least 40% water tiles
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/500
Aim:
Build default number of players for this world size harbors (7 for standard) AND half that number +1 caravels (4 for standard)
Result:
1.All Naval Units gain the Combat 1 promotion
2.All harbors gain +1 gold
3.All Naval Units gain the Navigation 1 promotion
Quest5:
Classic Literature
Prereq: WRITING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 20/500
Aim:
Build default number of players for this world size libraries (7 for standard)
Result:
1.+2 research in one (triggering) city's library
2.get one ancient era tech
3.IF you control the Great Library wonder gain +1 scientist specialist for this wonder
Quest6:
Master Blacksmith
Prereq: City with Forge
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 25/500
Aim:
Build default number of players for this world size forges (7 for standard) while not loosing the city triggering the quest
Result:
1.1 Copper resource is revealed
2.All Swordsman units gain the Shock promotion
3.IF you have a state religion gain 1 engineer specialist in the triggering city
Quest7:
Best Defense
Prereq: ENGINEERING
Obsolete: RIFLING or RAILROAD or ECONOMICS
Active/Weight: 30/400
Aim:
Build default number of players for this world size castles (7 for standard)
Result:
1.All Melee units gain the City Garrison 1 promotion
2.gain +3 Attitude with all AIs you have met
3.IF you control the Great Wall gain +25 Espionage points for the Great Wall
Quest8:
Sports League
Prereq: CONSTRUCTION
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT or ECOLOGY
Active/Weight: 25/500
Aim:
Build default number of players for this world size Colosseums (7 for standard)
Result:
1.+1 happy face for every Colosseum
2.+4 culture for every collosseum
3.IF you control the Statue of Zeus wonder trigger a golden age
Quest9:
Crusade
Prereq: State religion but you do not control the Holy City
Obsolete: None
Active/Weight: 50/1000
Aim:
Declare War on the owner of the Holy City, stay in war until you conquer the Holy City
Result:
1.get 0.5*default number of players for this world size+1 conscript units (4 for standard)
2.build the shrine for your state religion
3.spread your state religion to default number of players for this world size cities (7 for standard)
Quest10:
Greed
Prereq: BRONZE_WORKING AND lacking either of the following revealed resources: Oil OR Copper OR Iron OR Horse
Obsolete: if GrowthPercent for the current Game Speed number of turns have ellapsed (100 for normal)
Active/Weight: 40/300
Aim:
Declare War on the owner of the resource triggered, stay in war until you conquer the resource
Result:
1.get 0.5*default number of players for this world size+1 units (4 for standard) with the conquered resource as prerequisite
Quest11:
War Chariots
Prereq: THE_WHEEL AND State Religion
Obsolete: MONARCHY or LITERATURE or CODE_OF_LAWS or AESTHETICS or MATHEMATICS or ALPHABET or HORSEBACK_RIDING or IRON_WORKING or METAL_CASTING
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Chariots (8 for standard)
Result:
1.All Chariot units gain the Combat 1 promotion
2.Spread your state religion to 5 own cities
Quest12:
Elite Swords
Prereq: IRON_WORKING AND State Religion
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Swordsmen (8 for standard)
Result:
1.All Swordsman units gain the City Raider 1 promotion
2. IF running HEREDITARY RULE: All Melee units gain the Drill 1 promotion
Quest13:
Warships
Prereq: SAILING and METAL_CASTING AND Map has at least 55% water tiles
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 35/200
Aim:
Build default number of players for this world size Triremes (7 for standard)
Result:
1.All Trireme units gain the Combat 1 promotion
2.IF you control the Great Lighthouse all harbors gain +2 commerce
Quest14:
Guns Butter
Prereq: GUNPOWDER
Obsolete: RIFLING or RAILROAD
Active/Weight: 30/200
Aim:
Build default number of players for this world size +1 Musketmen (8 for standard)
Result:
1.All Musketman units gain the Pinch promotion
2.IF Vassalage civic gain 400 gold
3.IF you control the Taj Mahal wonder trigger a golden age
Quest15:
Noble Knights
Prereq: GUILDS and HORSEBACK_RIDING
Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
Active/Weight: 15/200
Aim:
Build default number of players for this world size +1 Knights (8 for standard)
Result:
1.All Knight Units gain the Flanking 1 promotion
2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
3.IF you control the Oracle get a free settled great priest in the Oracle city
Quest16:
Overwhelm
Prereq: FLIGHT and INDUSTRIALISM AND Map has at least 55% water tiles
Obsolete: ROBOTICS
Active/Weight: 35/200
Aim:
Build 4 destroyers, 2 battleships, 3 carriers and 9 fighters
Result:
1.All DESTROYER, BATTLESHIP, CARRIER, FIGHTER and JET_FIGHTER units gain the Combat 1 promotion
2.All harbors gain +5 commerce
3.IF the Manhattan Project has been build pass the Nuke Ban resolution
Quest17:
Corporate Expansion
Prereq: own a corporate HQ
Obsolete: None
Active/Weight: 70/200
Aim:
spread the corporation to default number of players for this world size +1 cities (that did not have it when the quest was triggered) (8 for standard)
Result:
1.+10 gold for the corporate HQ
Quest18
Hostile Takeover
Prereq: own a corporate HQ and do not control at least 1 instance of all resources the corporation uses
Obsolete: None
Active/Weight: 80/200
Aim:
own all resource types the corporation uses
Result:
1.+20 gold for the corporate HQ
Event154
Civ Game
Prereq: COMPUTERS
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 happy face in all your cities
2.all universities get +3 research
3.you receive gold (320 base)
Event155
Slave Revolt Warning
Prereq: Slavery Civic AND city with at least 4 population
Obsolete: None
Active/Weight: 0/0
Result:
1.text is displayed warning you of the possibility of a slave revolt while in Slavery civic
Event156
Immigrants
Prereq: City with at least 55 culture per turn AND more happy and healthy faces than angry and unhealthy ones AND PRINTING_PRESS
Obsolete: None
Active/Weight: 80/200
Result:
1.City gains +1 population
Event157
Healing Plant
Prereq:
Obsolete: FEUDALISM or MACHINERY or PHILOSOPHY
Active/Weight: 70/100
Result:
1.+1 happy face for 10 turns
2.+1 angry face (like whipped) in all cities, 20% chance of 4 and 35% chance of 5
3.+2 angry faces (like whipped) in all cities, 50% chance of 4 and 90% chance of 6
4.all cities lose 1 population
5.all cities gain +1 healthy face
6.all cities gain +2 healthy faces
Event158
Great Beast
Prereq: own a plot with camp AND HUNTING and POLYTHEISM and have a State Religion
Obsolete: EDUCATION
Active/Weight: 75/100
Result:
1.+1 food on plot
2.pay gold (15 base) AND gain +1 population in a city
3.+1 happy face for 40 turns in all cities with state religion
Event159
Controversial Philosopher
Prereq: Capital with more than 35 research per turn AND Theocracy Civic AND PHILOSOPHY
Obsolete: SCIENTIFIC_METHOD
Active/Weight: 75/1000
Result:
1.+1 happy face for 15 turns in all cities
2.Capital loses 1 happy faces AND 1 free scientist
3.pay gold (100 base) AND Capital loses 2 happy faces AND Capital gains Academy
Event160
Defecting Agent
Prereq: at least 5 Inteligence Agency buildings and contact with another player
Obsolete: None
Active/Weight: 75/100
Result:
1.lose 300 Espionage points vs. other player
2.pay gold (50 base) AND 50% chance of 3
3.-2 attitude modifier with other player
Event161
Jail
Prereq: City with Jail
Obsolete: None
Active/Weight: 80/100
Result:
1.City loses 1 happy face
2.Pay gold (100 base)
Event162
Spy Discovered
Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
Obsolete: ROBOTICS
Active/Weight: 60/100
Result:
1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
2.pay gold (300 base) AND gain 1 Great Spy unit
3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities
Event163
Nuclear Protests
Prereq: Free Speech civic AND at least 10 ICBMs and/or Tactical Nukes
Obsolete: None
Active/Weight: 75/120
Result:
1.disband all ICBMs and Tactical Nukes AND gain +3 happy faces in all cities
2.lose 2 happy faces in one city
3.pay gold (400 base)
Event164
Better Coal
Prereq: own plor with Coal AND Mine
Obsolete: None
Active/Weight: 75/100
Result:
1.+4 production from coal plants
2.+2 production AND +1 health from drydocks
Event165
Broken Dam
Prereq: City with Hydro Plant
Obsolete: None
Active/Weight: 75/100
Result:
1.lose Hydro plant AND +1 angry face (like whipped) AND -1 population in city
2.pay gold (260 base) AND +1 angry face (like whipped) AND -1 population in city
3.pay gold (360 base) AND -1 population in city
Event166
Rabbi
Prereq: City with Judaism AND Jewish Monastery AND PAPER
Obsolete: MASS_MEDIA
Active/Weight: 0/0
Result:
1.Convert 5 own and 3 foreign cities to Judaism
2.pay gold (100 base) AND get 1 free scientist in city
3.+8 culture AND +5 gold from Jewish monastery in that city
Event167
Golden Buddha
Prereq: City with Buddhism AND Forge AND own plot with Gold AND Mine AND Road
Obsolete: STEAM_POWER
Active/Weight: 0/0
Result:
1.gain gold (180 to 200)
2.city's forge gains +6 culture
3.pay gold (70 base) AND gain 350 culture in all cities
Event168
Preaching Researcher
Prereq: City with Christianity AND Christian Monastery AND University
Obsolete: None
Active/Weight: 0/0
Result:
1.City's Christian monastery gains +2 culture
2.pay gold (120 base) AND City's Christian Monastery gains +2 culture AND +4 research
Event169
Toxcatl
Prereq: Player is Aztec AND City with Sacrificial Altar AND at least 1 unit
Obsolete: EDUCATION
Active/Weight: 90/100
Result:
1.+2 angry faces (like whipped)
2.pay gold (65 base) AND unit is immobile for 3 turns
Event170
Dissident Priest
Prereq: Player is Egyptian AND City does NOT have the state religion AND is NOT the Capital AND does NOT have the Forbidden Palace NOR Versailles AND has at least 30 culture per turn
Obsolete: PRINTING_PRESS
Active/Weight: 90/100
Result:
1.+1 angry face (like whipped) in city AND 2 turns of revolt
2.+1 angry face (like whipped) in all cities
3.pay gold (200 base) AND all libraries gain +2 research AND +2 culture
Event171
Pasture Built
Prereq: Own plot with Cow OR Horse OR Sheep OR Pig AND plot has NO Improvement AND NO Road or Railroad AND ANIMAL_HUSBANDRY
Obsolete: CALENDER
Active/Weight: 80/100
Result:
1.Plot gains Pasture AND Road
Event172
Rogue Station
Prereq: City with Broadcast Tower AND ASSEMBLY_LINE AND Player is Russian AND State Property civic AND contact with another player
Obsolete: None
Active/Weight: 90/100
Result:
1.lose 150 Espionage points with other player AND lose Broadcast Tower
2.+1 angry face (like whipped) in city
3.+2 angry faces (like whipped) AND factories gain +2 production in all cities
Event173
Anti-Monarchists
Prereq: Player is French AND Hereditary Rule civic
Obsolete: None
Active/Weight: 90/100
Result:
1.+3 happy faces from Palace
2.+2 gold from all cathedrals
Event174
Impeachment
Prereq: Player is American AND CONSTITUTION AND has a capital
Obsolete: None
Active/Weight: 90/100
Result:
1.+6 Angry faces (like whipped) AND +1 happy face for 10 turns in all cities (sic!)
2.Courthouse in Capital gains +2 production AND city has 2 turns of revolt
ori Aug 07, 2007, 04:00 PM Edit: the above is bound to contain mistakes or misunderstandings - so fire away :p
Edit2: Update to 3.13
3.13 changelog:
Quest 1: Blessed Sea:
can no longer occur IF player is human AND One City Challenge option is set
obsoletes with Industrialism Tech (as it is supposed to)
Quest 2: Holy Mountain
can no longer occur IF player is human AND One City Challenge option is set
obsoletes with Industrialism Tech (as it is supposed to)
Quest 3: Horse Whisperer
now also obsoletes with Astronomy
can no longer occur IF player is human AND One City Challenge option is set
Quest 4: Harbormaster
can no longer occur IF player is human AND One City Challenge option is set
Quest 5: Classic Literature
now also obsoletes with Astronomy
can no longer occur IF player is human AND One City Challenge option is set
Quest 6: Master Blacksmith
now also obsoletes with Astronomy
can no longer occur IF player is human AND One City Challenge option is set
Quest 7: Best Defense
can no longer occur IF player is human AND One City Challenge option is set
Quest 8: Sports League
can no longer occur IF player is human AND One City Challenge option is set
Quest 9: Crusade
can no longer occur IF player is human AND One City Challenge option is set
Quest 14: Warships
now also obsoletes with Astronomy
Quest 18 Hostile Takeover
can no longer occur IF player is human AND One City Challenge option is set
All Barb Uprising events got a new City Attack AI for the Barbs, called UNITAI_ATTACK_CITY_LEMMINGS :) and they will do just that :evil:
Events 60 (Bowyer), 62 (Champion), 82 (Axe Haft), 85 (Stronger Fittings), 91 (Reinforced Hull), 95 (Forty Thieves), 99 to 103 (Barb Uprisings), 105 (Security Tax), 106 (Literacy)
now also obsolete with Astronomy
Events 130 (Secret Knowledge), 141 (Crisis in the Senate), 142 (Too close to call), 143 (Charismatic)
now can also occur after Astronomy
Added Solver's Events
and 900th post :dance:
Ecofarm Aug 07, 2007, 05:21 PM I may never see all these events, but I like to know what all the possibilities are. Thanks.
UERD Aug 07, 2007, 06:36 PM It looks like some of the more brutal events (e.g. Tsunami- #33- destroy a city of less than 5 people) were turned off. I wonder if they turned them off during beta testing because of balance issues, but left them in for modders.
vale Aug 07, 2007, 07:06 PM This is nice. Any chance of indicating which ones are possibly recurring in your list as well?
MisterBarca Aug 07, 2007, 08:58 PM Great stuff.
But could you explain how the "Active/Weight" ratio works?
And can you mod this so that good events happen more frequently? :)
T_F Aug 07, 2007, 09:02 PM Cool. It'd be nice if you had the text for them though.
ori Aug 08, 2007, 05:13 AM This is nice. Any chance of indicating which ones are possibly recurring in your list as well?
:) I got tired of keeping track which ones are set to recurr and which ones are set to never recurr but erase all memory of them ever being triggered :crazyeye: so I did not complete that part of the list, I'll try to get to it soon...
Great stuff.
But could you explain how the "Active/Weight" ratio works?
And can you mod this so that good events happen more frequently? :)
I just combined two values to make the list shorter - so no ratio:
both can be found (and changed) in the Civ4EventTriggerInfos.xml
Active=iPercentGamesActive this value determines the probability that this event is included in the list of Events possible at the start of a new game
Weight=iWeight this value determines the chance for the event to trigger IF any event is triggered (I listed the chances per era in my first post) AND IF its Prereqs are met - what the game does is:
1 - it determines whether any event is triggered this turn
2 - it lists all events that are active AND have all prereqs met AND are not obsolete
3 - it adds all iWeight values of these events
4- it rolls the dice, with the chance of any event to occur being iWeight/Sum(iWeight) from 3
Cool. It'd be nice if you had the text for them though.
Have a look in the CIV4GameText_Events_BTS.xml it gives all of them - but parsing them here would have made everything extremely cluttered ;)
vale Aug 08, 2007, 02:12 PM Also, once you finish all the changes (adding recurring info, any other stuff), I think it would be good to repost this to the strategy articles subsection of the strategy forum where it will not get buried as quickly.
ori Aug 08, 2007, 02:47 PM Also, once you finish all the changes (adding recurring info, any other stuff), I think it would be good to repost this to the strategy articles subsection of the strategy forum where it will not get buried as quickly.
Good idea - I'll probably ask a mod sometime to move it there...
Breunor Aug 08, 2007, 03:32 PM Great job here!
Note that event 33 (Tsumnami) has an active/weight of 0/0. It is devastating! Is it only for modding? Sorry, I just saw Uerd mentioned this also.
Event 139 has an active/weight of 65/0. at 0, how would it ever occur? I wonder if tere is a special trigger, like a city is razed?
I think most of these look good. Some of the military ones, which give free promotions to each of a type of unit (like 143, to gunpowder units) seems a bit strong. 140 (gives 3 settled great people) also seems quite strong.
Breunor
ori Aug 08, 2007, 04:44 PM Great job here!
Note that event 33 (Tsumnami) has an active/weight of 0/0. It is devastating! Is it only for modding? Sorry, I just saw Uerd mentioned this also.
yes that one is disabled by default
Event 139 has an active/weight of 65/0. at 0, how would it ever occur? I wonder if tere is a special trigger, like a city is razed?
the city razing is a trigger, but the iweight value puzzles me as well - but the way the code is written an iWeight=0 *might* actually give it a chance of 1/Sum(iWeight) (if the SorenRandNum generator can give 0)...
I think most of these look good. Some of the military ones, which give free promotions to each of a type of unit (like 143, to gunpowder units) seems a bit strong. 140 (gives 3 settled great people) also seems quite strong.
Breunor
Actually - each of the results I list there are the options you can pick - so you get one settled great person but you can choose which...
Elandal Aug 08, 2007, 04:48 PM 140 (New Dynasty) doesn't give three great people but a choice of one of the three. Same is with other cases where multiple results are listed.
I'd say all the unit promotions are situational. Certainly Persia or Egypt getting War Chariots quest or Horseshoe event sounds powerful. But then again, Tower Shield will help in any axe rush as the normal target is Archer, and will help in the middle ages with maces attacking longbows. I've had Elite Swords with Boudica, and certainly they did work wonders. Later promotions are less powerful because in early game being able to rush with 1-2 axes less means being able to train eg. a worker or settler instead.
Combining promotions might be game breaking. Out of interest I have tried to break it by triggering events manually using debug console. I'd say Egypt with Combat 1 + Flanking 1 war chariots came out too powerful, but that map happened to be perfect for rushing as well - I got 5 capitols (large map with 11 civs) before I decided to stop and try something else.
Certainly some catastrophes are nasty as well, but most of the time it takes a string of bad events to really break a civ.
The single event I'd point out is Horticulture, as it has a chance of providing free scientist and it has not prerequisite techs, time, civics.. That is, it can occur very early - as soon as events activate after grace period. I did get that with Peter the Great once very early in the game, and being philosophical got my first Great Scientist before I had Writing. If it had some prerequisite that made certain it can't occur very early, it'd be just fine.
vean Aug 08, 2007, 09:32 PM how can I change this value in mod?
There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
It's to low to me in quick, normal and epic games. Perhaps it should be changed by speed.
ori Aug 09, 2007, 04:22 AM how can I change this value in mod?
There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
It's to low to me in quick, normal and epic games. Perhaps it should be changed by speed.
You cannot easily change it by speed, but if you want to adjust the values for the eras you can just open ...\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\GameInfo\CIV4EraInfos.xml using any text editor and change the values within the <iEventChancePerTurn></iEventChancePerTurn> tags for each era.
hoopsnerd Aug 09, 2007, 02:43 PM Nice! One thing though...I looked at all the events, and didn't find the one extremely good one that I got while playing the game. I got a (I forget the event name) random event which gave me the option of 1 of 3 settled super specialists -- Great Prophet, Great Artist or Great Merchant. Did I just miss it? I'm not making it up... :).
ori Aug 09, 2007, 03:00 PM Nice! One thing though...I looked at all the events, and didn't find the one extremely good one that I got while playing the game. I got a (I forget the event name) random event which gave me the option of 1 of 3 settled super specialists -- Great Prophet, Great Artist or Great Merchant. Did I just miss it? I'm not making it up... :).
Try 140: New Dynasty :smug: - and it should be great general, great prophet, great merchant
hoopsnerd Aug 09, 2007, 03:20 PM Hey hey! at least im blind and not crazy :) And it was Great General... even better :)
OTAKUjbski Aug 09, 2007, 04:06 PM This list of all events and Quests for BtS has been compiled primarily to facilitate the discussion about whether Random Events can be allowed for the HOF (http://hof.civfanatics.net/civ4/index.php) – but since it might be of general interest I post it here ;)
Not that my opinion matters, but I think Events should be disabled for HoF submissions.
Some of these can be utterly game-making/breaking. Just last night I got Cover to all my melee units, which facilitated the destruction of Rome like a hot knife through butter -- something I know would have otherwise been much more difficult.
EDIT: Then again, a well-placed BW goodie hut can also be pretty game-making, and I don't know anything about goodie huts being turned off. So ...
hoopsnerd Aug 09, 2007, 04:22 PM yeah, goodie huts and/or random seed should be turned off for HoF submissions too... technically, if you had enough patience and started isolated, you could load/save yourself into getting a technology from every goodie hut... "Hi, I'm in the Hall of Fame, but I used goodie huts to discover Bronze Working, Metal Casting, Writing and Code of Laws, then I somehow managed to build the Oracle for Civil Service..."
AbbieRevo Aug 09, 2007, 06:48 PM Hmmm... seems like there aren't a whole lot of quests, and the one's that are there don't look that fun.
cabert Aug 13, 2007, 05:13 AM Hmmm... seems like there aren't a whole lot of quests, and the one's that are there don't look that fun.
not funny?
they seem just right IMHO.
:goodjob: Ori, as usual
uat2d Aug 20, 2007, 02:58 PM can someone help me?
i'm a noob in XML, and i never understand it, the first time I heard it it was in here, so I know nothing about it... but i want to unlock event #33 (tsunami)
can someone tell me exactly what to do?
I know must go to: "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Events" but now what do I choose; eventinfos, eventschema or eventriggerinfos?
I think it is triggerinfos but I do i enable it or choose the % it happens in the game?
I saw post # 10, but I still have doubts...
ori Aug 20, 2007, 03:23 PM can someone help me?
i'm a noob in XML, and i never understand it, the first time I heard it it was in here, so I know nothing about it... but i want to unlock event #33 (tsunami)
can someone tell me exactly what to do?
I know must go to: "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Events" but now what do I choose; eventinfos, eventschema or eventriggerinfos?
I think it is triggerinfos but I do i enable it or choose the % it happens in the game?
I saw post # 10, but I still have doubts...
1: open .../Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Assets/XML/Events/CIV4EventTriggerInfos.xml
2: search for <EventTriggerInfo>
<Type>EVENTTRIGGER_TSUNAMI</Type>, inside the <EventTriggerInfo> </EventTriggerInfo> tags for this event:
3: change the value of <iPercentGamesActive>0</iPercentGamesActive> to whatever you like (0 to 100) 0 means active in 0% of games, 100 means active in 100% of games.
4: change the value of <iWeight>0</iWeight> to whatever you like (-1 to any positive value) -1 means will activate whenever the prereqs are met, 0 has the lowest chance any higher increases the chance per turn (5000 is the highest used in the game I think).
5: save
6: play a game of ensured destruction ;)
uat2d Aug 21, 2007, 12:00 AM thanks ori! that really helped me out!
BLubmuz Aug 26, 2007, 08:12 AM Great work for Random events, ORI :goodjob:
I think no one is game-breaker, unless the tsunami doesn't occur in a small city and in the early game.
My opinion is to left this a player option.
And the Unrestricted Leaders can be interesting, probably this too can be an option.
Sparrowmint Aug 26, 2007, 08:25 AM I don't think the quests look un-fun, but I like that many of them are pretty difficult. I've only been able to complete a couple of them so far, so some of the more difficult ones (Holy Mountain, etc...) are now goals for future games.
ori Aug 26, 2007, 08:44 AM unless the tsunami doesn't occur in a small city and in the early game.
Tsunami is off by default (0 chance of inclusion per game) - I guess they just left the code for modders who want really destructive stuff...
Peng Qi Aug 26, 2007, 04:37 PM I just want to point out that you misspelt "lose" at every possible instance in each event. :p
ori Aug 26, 2007, 04:53 PM I just want to point out that you misspelt "lose" at every possible instance in each event. :p
:lol: thats what you get when you use cutnpaste :crazyeye: - but findnreplace is even better ;)
Empiremaker Aug 28, 2007, 01:42 PM There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
Where are these defined. I want to change the values for more events.
ori Aug 28, 2007, 01:53 PM Where are these defined. I want to change the values for more events.
...\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\GameInfo\CIV4EraInfos.xml
you have to change the following value for each Era:
<iEventChancePerTurn>1</iEventChancePerTurn>
this is a percent value so 1 means 1% chance per turn, 2 means 2% chance per turn and so on (I would not try something like 101 :evil: )
Empiremaker Aug 28, 2007, 02:09 PM Thanks. I thought I looked through the XML's for likely candidates.
Merkinball Aug 28, 2007, 08:37 PM Federal Reserve
Prereq: Free Market Civic AND at least 1000 gold AND CORPORATION
Obsolete: None
Active/Weight: 90/200
Result:
1.-10% Inflation
2.pay 200 gold AND -25% Inflation
I had this one occur in my last game with the Mayan financial dude. You want to talk about completely unfair advantage? Unreal...
Easily the best random event that I've had happen.
Komori Sep 02, 2007, 04:38 PM I got that one too. i never noticed inflation, although i had a rather vague notin it was there in the financial screen. mine was 100% before the bonus...
How else does one change inflation?
cabert Sep 07, 2007, 02:02 AM I got that one too. i never noticed inflation, although i had a rather vague notin it was there in the financial screen. mine was 100% before the bonus...
How else does one change inflation?
you can't!
I got this event too, it saved me like 50 gpt ! that one's really strong!
KMadCandy Sep 07, 2007, 06:09 AM i'm sure ori's method in post #34 to get more events works, he's never let me down. i use a different way that i learned from solver, since i found it first, in the thread with his mod that adds more events/quests.
to increase the chance of all events:
There's a variable in GlobalAssets.xml - called something like EVENT_PROBABILITY_DIE_SIDES or along those lines. It's at 100. If you set it to a lower number, you'll get more events - though I wouldn't recommend anything less than 50.
the variable is actually EVENT_PROBABILITY_ROLL_SIDES.
to increase the chance of a specific quest (might work for an event too, i haven't tried this one):
In the Civ4EventTriggerInfos.xml file, find the triggers for those quests (like EVENTTRIGGER_HOLY_MOUNTAIN) or something. They'll have a variable, near the start of the entry, called iWeight - if it's 100, set it to a higher value (like 200) to increase the chance of that event. Don't touch triggers with an iWeight value of -1.
gotta love how he and ori both warn us what numbers not to use *giggle*!
signed, cheater cheater pumpkin eater who gets a kick and a giggle out of events. well, depending on what they are and who they happen to. genghis got some horseshoe improvement making his mounted troops the best in the world last night ooooooooh boy!
ori Sep 07, 2007, 06:33 AM What Kmad says is even easier: if you want to have more events overall go that route, if you want to change the way it is distributed over the eras use what I said above.
And the thing with what values not to use is easier upfront then having to explain why it didn't work in the first place ;)
VLGoldenJew Sep 07, 2007, 07:44 AM Awesome work Ori. Been wondering all the goodies for awhile, since you only see little blurbs like "Computer Civilization stumbled upon the secret to unstoppable killing machine swordsmen!" Whereas my people seem to be hurricane magnets...
popejubal Sep 09, 2007, 12:12 PM This is a very handy post.
Could a mod please sticky this or could Methos please link to this in the Beyond The Sword Info Center initial post?
KMadCandy Sep 13, 2007, 09:42 AM stickie would be great, i have it bookmarked in the meantime ;).
does anybody know whether there's a quest limit? what i mean is, can you only have one until you succeed or fail, the game won't give you others? that would stink, particularly if you get one in the "build 7 harbors" quest in OCC. only way to clear that from your log would be to reach a tech that makes it obsolete. if there is a limit, i wish there was a "nah, i'm lazy and don't want this quest, go away" option.
ori Sep 13, 2007, 06:15 PM stickie would be great, i have it bookmarked in the meantime ;).
does anybody know whether there's a quest limit? what i mean is, can you only have one until you succeed or fail, the game won't give you others? that would stink, particularly if you get one in the "build 7 harbors" quest in OCC. only way to clear that from your log would be to reach a tech that makes it obsolete. if there is a limit, i wish there was a "nah, i'm lazy and don't want this quest, go away" option.
There is no limit but the log can only hold one so you cannot read up on the requirements of the 2nd if you have 2 quests running ;)
KMadCandy Sep 13, 2007, 06:42 PM There is no limit but the log can only hold one so you cannot read up on the requirements of the 2nd if you have 2 quests running ;)
ah! now if only i knew a place to pop out of game and remind myself what the requirements of the 2nd are... *giggle*. thanks :)
DrewBledsoe Sep 13, 2007, 06:48 PM My first ever game as Maya, got the colloseum quest (which is actually Ball courts for the Maya) +4:) from Ball courts when completed, (and I was lacking Happy Resources), which of course is nice......
cabert Sep 14, 2007, 03:54 AM I got the colloseum quest too, playing ethiopia, but I took the culture bonus.
To be honest I got a whole bunch of positive events in this game, and also a few bad ones (barb uprising right next to my softly guarded capital :eek:).
Winston Hughes Sep 16, 2007, 10:12 AM Just last night I got Cover to all my melee units
I just got this one whilst playing as Boudica of Rome. :wow:
Magnus of Borg Sep 20, 2007, 12:53 PM Can we expect changes in the newest patch to be included in this event list?
ori Sep 20, 2007, 01:05 PM :yup: ;)
TheJopa Sep 20, 2007, 01:44 PM I think this should be sticky'd :)
ButSam Oct 01, 2007, 12:16 PM I actually got Ancient Olympics without being the Greeks in my most recent attempt at Monarch. Ironically, I knew Alexander to the north of me. He kicked my trash and I lost hard, but I did get the Olympics event instead of him!
Sam
Stylesrj Oct 02, 2007, 01:27 AM The Bermuda Triangle Event sounds like a good one to use to your advantage. What if you modified the files so that when the perquisites for the Bermuda Triangle are met, it happens. You could stop AI fleets dead in the water in the modern times, while you stick to the coast and win (or you use your fleet of Frigates which you couldn't upgrade because inflation got too high or you just can't afford it)
Kevin J Oct 08, 2007, 09:11 AM Were Solver's events added to the new patch? If so, could the list here be updated - this is the single thread I reference more than any other on this site.
ori Oct 08, 2007, 09:13 AM Were Solver's events added to the new patch? If so, could the list here be updated - this is the single thread I reference more than any other on this site.
:yup: and :yup:
I will update this soon, but it takes a bit of time and may take another couple of days until I get around doing this, glad you like it :)
Kevin J Oct 08, 2007, 09:17 AM Awesome, and I appreciate the work ori - your list makes it much easier for me to mod the events to the way I like them!
one minor note: event 44 (Truffles) increases food by +1 in the tile, as indicated. It also increases commerce in the tile by +1 as well. I thought it was interesting when this happened on a forest grassland tile next to a river in the very early part of one of my games. This gave me a tile with +3F,+1H,+2C with no improvements! Very nice.
Solver Oct 08, 2007, 09:19 AM I'll appreciate the update; I actually don't have a decent list of my own events :)
18lama Oct 08, 2007, 12:16 PM I got this event post 3.13. Don't know whether this is documented or not. I have played lots of games in Bts but never got this event.
http://i94.photobucket.com/albums/l111/amal81/Civ4ScreenShot0004.jpg
The event added one population to the capital.:)
ori Oct 08, 2007, 12:39 PM I got this event post 3.13. Don't know whether this is documented or not. I have played lots of games in Bts but never got this event.
That is one of Solver's events :)
Solver Oct 08, 2007, 12:47 PM Hang on, Ori, please PM me your email address :)
Desert-Fox Oct 08, 2007, 02:15 PM I got once Civilization game, I choosed happiness bonus.
ori Oct 08, 2007, 07:46 PM After a bit of nudging ;)
I just updated the list to 3.13 :smug:
Awesome, and I appreciate the work ori - your list makes it much easier for me to mod the events to the way I like them!
one minor note: event 44 (Truffles) increases food by +1 in the tile, as indicated. It also increases commerce in the tile by +1 as well. I thought it was interesting when this happened on a forest grassland tile next to a river in the very early part of one of my games. This gave me a tile with +3F,+1H,+2C with no improvements! Very nice.
Corrected, :thanx:
KMadCandy Oct 08, 2007, 07:50 PM I just updated the list to 3.13 :smug:
:band: yay! :dance: thank you!
i left off the "welcome to CFC" part but i looked up emotes that i know you like!
thelibra Oct 09, 2007, 06:32 AM Ori, fantastic work. I'm trying to make a spreadsheet based on your list, for easier navigation, which I'll share with all y'all when done. However, I'll prolly have some questions along the way. Starting question is this:
========================
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT
or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
================
It looks like result 3 is the same as result 1. Is that intentional? If so, could you clarify result 2, is the "chance for 3" in reference to result 3 or 3 techs?
Again, thanks for the awesome work you've done, and hopefully my spreadsheet based off your data will be a welcome contribution.
ori Oct 09, 2007, 06:54 AM Oh, I forgot to mention it yesterday (some :coffee: really helps ;)): Thanks to Solver for speeding the update up :)
i left off the "welcome to CFC" part but i looked up emotes that i know you like!
:blush: maybe I should alter my welcoming message a bit more often, but they are cute and my other favorites:
:hide: :evil: :devil: and with the BtS patches ever more used cutey: :gripe: usually don't fit :)
Ori, fantastic work. I'm trying to make a spreadsheet based on your list, for easier navigation, which I'll share with all y'all when done. However, I'll prolly have some questions along the way. Starting question is this:
========================
Event2
City Ruins
Prereq: City Ruins in your control
Obsolete: RADIO or REFRIGERATION or PLASTICS or SATELLITES or ADVANCED_FLIGHT
or ECOLOGY
Active/Weight: 90/1000
Result:
1.you get 15% of remaining tech cost for a tech
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
3.you get +15% of remaining tech cost for a tech
================
It looks like result 3 is the same as result 1. Is that intentional? If so, could you clarify result 2, is the "chance for 3" in reference to result 3 or 3 techs?
Again, thanks for the awesome work you've done, and hopefully my spreadsheet based off your data will be a welcome contribution.
you get to chose between 1 and 2, with 2 giving you a chance that 3 occurs :)
thelibra Oct 09, 2007, 07:30 AM Thanks for the clarification Ori, after I'd really started analyzing and trying to figure out how to reword things to fit in the tiny columns, I figured that was probably the case, but wanted to be sure (3 TECHS woulda been UBER powerful, but possible I suppose).
New Question, just for my own education. If a result does something to more owned cities than you presently have, will it credit you for future cities? For instance, if the result says my State Religion spreads to 10 cities, and I only have 5, will the next 5 cities I build gain my State Religion, or is it a one-shot?
ori Oct 09, 2007, 07:42 AM Thanks for the clarification Ori, after I'd really started analyzing and trying to figure out how to reword things to fit in the tiny columns, I figured that was probably the case, but wanted to be sure (3 TECHS woulda been UBER powerful, but possible I suppose).
New Question, just for my own education. If a result does something to more owned cities than you presently have, will it credit you for future cities? For instance, if the result says my State Religion spreads to 10 cities, and I only have 5, will the next 5 cities I build gain my State Religion, or is it a one-shot?
Its a one shot thing - you get max that what it says, if you cannot because of lack of cities that is your loss the game does not keep track of anything (this is almost true ;)).
jason77024 Oct 09, 2007, 05:32 PM Got a nasty, nasty event last night, but a quick glance at the lists didn't help. First time I've seen it in 40+ games, so I thought I'd check here.
Hammy caused "massive upheaval" (or the like) in my capital, and I lost both improvements (mine + farm + fishing boats) and town bldgs (lighthouse). Ouch.
So is this an event that I missed :crazyeye: in the lists posted at the top? I don't think he ever got a Great Spy (I had the GW, and he lagged in techs) for the Infiltrate mission, and I can only imagine how many points something like that would take. Should have taken a screen cap, I know. And there was nothing in the log.
(The happy ending: Shortly thereafter I had knights, and Hammy still hadn't figured out that whole Feudalism thing. :hammer: )
NB: Just playing BtS 3 out of the box. No patches, no mods other than Blue Marble.
Blaarg Oct 09, 2007, 05:38 PM there does appear to be some new events, I got an awesome one just after the patch. Forget what exactly happened, but I got a temporary -2 happiness to each city as if they'd been whipped and a permanate +2 health.
That one isn't on the list, I'm pretty sure.
ori Oct 09, 2007, 06:47 PM Got a nasty, nasty event last night, but a quick glance at the lists didn't help. First time I've seen it in 40+ games, so I thought I'd check here.
Hammy caused "massive upheaval" (or the like) in my capital, and I lost both improvements (mine + farm + fishing boats) and town bldgs (lighthouse). Ouch.
So is this an event that I missed :crazyeye: in the lists posted at the top? I don't think he ever got a Great Spy (I had the GW, and he lagged in techs) for the Infiltrate mission, and I can only imagine how many points something like that would take. Should have taken a screen cap, I know. And there was nothing in the log.
(The happy ending: Shortly thereafter I had knights, and Hammy still hadn't figured out that whole Feudalism thing. :hammer: )
NB: Just playing BtS 3 out of the box. No patches, no mods other than Blue Marble.
:hmm: there are some events that do kill city buildings and there are some that kill improvements but both I have not seen...
there does appear to be some new events, I got an awesome one just after the patch. Forget what exactly happened, but I got a temporary -2 happiness to each city as if they'd been whipped and a permanate +2 health.
That one isn't on the list, I'm pretty sure.
Look closer ;)
Solver's events :mischief:
jason77024 Oct 10, 2007, 12:53 AM :hmm: there are some events that do kill city buildings and there are some that kill improvements but both I have not seen...
OK, I went back and found it in the log after all.
"35 BC The Spanish city of Madrid is suffering civil unrest. Riots and looting have broken out."
Ah - this must be it:
I must have lost two bldgs, not one (maybe a temple?).
Event29
Looters
Prereq: at least one angry in neighboring AI's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you loose 50 Espionage points (with that AI) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI
Hammy went with #3 - yowza. Just about the worst event out there, unless you edit the tsunami back into the game.
ori Oct 10, 2007, 03:56 AM OK, I went back and found it in the log after all.
"35 BC The Spanish city of Madrid is suffering civil unrest. Riots and looting have broken out."
Ah - this must be it:
I must have lost two bldgs, not one (maybe a temple?).
Event29
Looters
Prereq: at least one angry in neighboring AI's city
Obsolete: None
Active/Weight: 70/100
Result:
1.one tile improvement is pillaged
2.you pay 40 gold AND 2 to 4 tile improvements are pillaged
3.you loose 50 Espionage points (with that AI) AND 3 to 5 tile improvements are pillaged AND 2 to all buildings in that city are destroyed AND chance of 4
4.-2 Attitude with neighboring AI
Hammy went with #3 - yowza. Just about the worst event out there, unless you edit the tsunami back into the game.
wow I forgot about that one :D You are right that is pretty much and see I made a text mistake there: I wrote neighboring AI when it should have been neighboriong player (unless of course you are an AI :evil:).
Corrected, :thanx:
classical_hero Oct 10, 2007, 08:37 AM Is there a way for us to limit the sudden appearance of Barbs as a result of an uprising? Too often they happen why do not have some sort of chance of even having a resemblance of a defence. It would be nice for them to be limited in time or turns so that they appear when you should have enough defence, or if they do happen early, then they should have smaller numbers earlier.
ori Oct 10, 2007, 08:45 AM Is there a way for us to limit the sudden appearance of Barbs as a result of an uprising? Too often they happen why do not have some sort of chance of even having a resemblance of a defence. It would be nice for them to be limited in time or turns so that they appear when you should have enough defence, or if they do happen early, then they should have smaller numbers earlier.
Well one could either add a new loop with an additional tech prereq (or change the existing ones), one could add another loop that would allow these uprisings only to occur if more than 1 player know the prereqs or even if all of them know them, and one could change the numbers spawned. All of those are in CvRandomEvenInterface.py and can be modded with a text editor, though it would need some discussion on what would be more balanced without changing them into free XP for the civ thats affected ;)
Bushface Oct 10, 2007, 11:04 AM Some questions and observations.
1. How many events are likely to be valid in any given game ? Is there in fact a limit ? And how many are likely to be triggered ?
2. It would appear that events #6, #20, #27, #30, #78 and #79 should be active in all games, since they all have active = 100. Correct ?
3. Has anybody ever seen event #7, "Man named Jed" ? The trigger conditions seem wildly improbable, although with a weight of 5000 triggering must be highly probable if ever those conditions are met. Also, this should surely go obsolete with Sci. Meth., which reveals Oil. Sub-question: when a resource is revealed by tech discovery (or Jed !) does it becaome visible to all players or only to the revealer ?
4. A result from some events merely says "you pay X gold". Does this always counter the potential loss, i.e. should the result be, for example, "you pay X gold and keep the Theatre" ?
5. When a result shows "chance of 3" does this always mean "chance of result 3 in addition" ?
6. Some results show a gain by a building: is this once only or per turn ? Presumably tile gains are per turn ?
7. Some results give a free promotion to certain units or unit types. I believe this applies only to new units, not to "all" which would include any existing ones. Correct ?
8. Event #139, Partisans - shows weight zero, so ought not to occur. Huh ?
9. Event #37 shows no condition for obsolescence.
10. Events #99-103 ought not to occur if game is set for "no barbarians", but is this the case ?
11. There is apparently no religious Quest available with Hinduism. Why ?
Solver Oct 10, 2007, 11:08 AM Event #139, Partisans - shows weight zero, so ought not to occur. Huh ?
Partisans is a unique event, being triggered through Python.
ori Oct 10, 2007, 11:25 AM Some questions and observations.
1. How many events are likely to be valid in any given game ? Is there in fact a limit ? And how many are likely to be triggered ?
There is no hard limit - every single event is looked at and if it is decided to be active it is. How many are likely to be triggered? no idea - this depends on the number of players and the number of turns the game prgresses...
2. It would appear that events #6, #20, #27, #30, #78 and #79 should be active in all games, since they all have active = 100. Correct ?Events with iActive = 100 are active in all games, yes.
3. Has anybody ever seen event #7, "Man named Jed" ? The trigger conditions seem wildly improbable, although with a weight of 5000 triggering must be highly probable if ever those conditions are met. Also, this should surely go obsolete with Sci. Meth., which reveals Oil. Sub-question: when a resource is revealed by tech discovery (or Jed !) does it becaome visible to all players or only to the revealer ?
It sort of becomes obsolete, since it cannot be triggered if there is no oil resource that has not yet been discovered, but the trigger does indeed not obsolete - it would probably be more efficient if the game did not have to check this every turn...
Discovery of resources is for the player only.
4. A result from some events merely says "you pay X gold". Does this always counter the potential loss, i.e. should the result be, for example, "you pay X gold and keep the Theatre" ?
Those events were I just wrote you pay xxx do not result in anything else, sometimes it says pay xxx and lose the building, then that is what happens. Of course this is only true if there are no mistakes in this list :rolleyes:
5. When a result shows "chance of 3" does this always mean "chance of result 3 in addition" ?
I should have been more explicit there, and might rewrite it if I find time. Yes that is what it means, you have the result and a chance that the result no.x also occurs.
6. Some results show a gain by a building: is this once only or per turn ? Presumably tile gains are per turn ?
an event like "library gains 2 culture" does indeed mean "library gains 2 culture/turn" - maybe another thing I should be more explicit whenever I update this next.
7. Some results give a free promotion to certain units or unit types. I believe this applies only to new units, not to "all" which would include any existing ones. Correct ?
all units means just that all units that exist and/or will come into existance
8. Event #139, Partisans - shows weight zero, so ought not to occur. Huh ?
what solver says :) it is also the only one I know of that caused CTDs in 3.02/3.03 because of the drafting units bug...
9. Event #37 shows no condition for obsolescence.
see one mistake less in the list :) (the prereq somehow moved into the obsolete line and the "None" for obsolete got lost on its way from my computer to this forum :rolleyes:)
10. Events #99-103 ought not to occur if game is set for "no barbarians", but is this the case ?
this is indeed the case
11. There is apparently no religious Quest available with Hinduism. Why ?
Does Sid himself know this? ;) Seriously the answer is: because the designers did not include one...
KMadCandy Oct 10, 2007, 01:38 PM for anybody interested in changing events who might have missed the link in Solver's thread: the explanation in this thread (http://forums.civfanatics.com/showthread.php?t=230567) is so great that even i can make tweaks to them! fun fun :)
Bushface Oct 10, 2007, 04:48 PM Many thanks, Ori. Everything cleared up, comprehensively and quickly.
I grovel before your expertise.
Nikis-Knight Oct 10, 2007, 04:52 PM Originally Posted by Bushface
3. Has anybody ever seen event #7, "Man named Jed" ?fwiw, I have.
Event156
Immigrants
Prereq: City with at least 55 culture per turn AND more angry and healthy faces than unhappy and unhealthy ones AND PRINING_PRESSThat 'angry' should be 'happy', I believe.
Bushface Oct 10, 2007, 05:02 PM fwiw, I have.
The age of miracles has evidently not passed !
ori Oct 10, 2007, 05:13 PM fwiw, I have.
That 'angry' should be 'happy', I believe.
gah that's what you get from spending a night with more :coffee: than :sleep: just to finish this list ;) :thanx: corrected.
KMadCandy Oct 11, 2007, 09:23 PM i just got the Warships quest for the first time. i'm impatient so i looked up the reward, since i get a bonus if i own the GLH and it should be done in 4 turns. anyway, i think you have a mix-up here between pre-reqs and obsoletion!
Quest13:
Warships
Prereq: SAILING and METAL_CASTING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND Map has at least 55% water tiles
or can the map really get more water tiles as the game progresses? *giggle*
why oh why is this thread not stickied?
ori Oct 12, 2007, 06:06 AM i just got the Warships quest for the first time. i'm impatient so i looked up the reward, since i get a bonus if i own the GLH and it should be done in 4 turns. anyway, i think you have a mix-up here between pre-reqs and obsoletion!
Quest13:
Warships
Prereq: SAILING and METAL_CASTING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY AND Map has at least 55% water tiles
or can the map really get more water tiles as the game progresses? *giggle*
why oh why is this thread not stickied?
:lol: maybe the map keeps changing on you ;)
:thanx:
jkp1187 Oct 13, 2007, 03:39 PM Just curious -- were Solver's Events placed in patch 3.13 without any changes?
Solver Oct 13, 2007, 04:30 PM No, there were some changes.
Antilogic Oct 13, 2007, 11:24 PM Some of Solver's Events have a zero chance of occurring, like Rabbi, Golden Buddha, and Preaching Researcher. They appear to be really beneficial...but are these triggered by Python scripts?
In any case, I'd like to add a couple more so that every religion has its own event before enabling them, just to make sure it's fair.
Solver Oct 14, 2007, 06:23 AM No, those events are just disabled. You may well enable them :)
An event for every religion will be a part of my event mod.
Antilogic Oct 14, 2007, 01:25 PM Sounds interesting...I hope you don't code all of my ideas (okay, I have six and I think they are pretty solid). I got to have something to present in my Minimal Mod!
Solver Oct 14, 2007, 01:27 PM There are hardly any ideas that I implemented exactly as they were suggested, I'm annoying that way, I tend to change that stuff :)
KMadCandy Oct 14, 2007, 09:44 PM a couple days ago i got the Warships quest for the first time. the task there is "Build default number of players for this world size Triremes (7 for standard)"
i finished it, and waited but didn't get a message that i was done. i made sure it wasn't obsolete. i checked the log, and my statistics page, and it clearly said Triremes Built 7 (or whatever the number was). however, by the time i built the last one, i'd already upgraded 2 to caravels. so statistics was showing Current 5, Built 7. that wasn't enough to get credit, i had to actually have 7 in my possession to finish the quest. which seemed odd to me, the game uses the word Built there doesn't it? but that probably isn't a bug, just vague phrasing.
if i was in charge of the world, i'd also tweak the wording of some to make it clear that UUs count. like, when you have to build caravels for Harbormaster, a note that if you're Joao, carracks count. i know it now, since i had it as him (and the fast movement kicked pirate booty!!!), but when i first saw it i wasn't sure i would qualify.
but the real reason i'm posting yet again is that yesterday i failed a quest because an AI finished it first :eek:! i'd never had that happen before, altho i knew it was possible in theory. it was national sports league, for collosseums, and zara built his while i was goofing off (i didn't have SoZ, so i knew i wouldn't get a golden age so i didn't make it a priority). what a brat!
ps to Solver...There are hardly any ideas that I implemented exactly as they were suggested, I'm annoying that way, I tend to change that stuff :)
is that the only way you're annoying? *giggle* :hide:
Elandal Oct 15, 2007, 01:25 AM Unique units at least count - I've done Elite Swords with Gallic Warriors and War Chariots with War Chariots. Upgrading counts - I've done Noble Knights by upgrading Immortals. The question is not about training nor about specific unit, but rather about having such number of units of specific type (eg. for Noble Knights you need Knight -type units, which includes Camel Archers and so on) in your possession at one time.
KMadCandy Oct 15, 2007, 04:09 AM Unique units at least count - I've done Elite Swords with Gallic Warriors and War Chariots with War Chariots. Upgrading counts - I've done Noble Knights by upgrading Immortals. The question is not about training nor about specific unit, but rather about having such number of units of specific type (eg. for Noble Knights you need Knight -type units, which includes Camel Archers and so on) in your possession at one time.
yeah i figured both of those things out. they could explain it better is what i mean. i'd have waited on upgrading my triremes if i'd known *giggle*. since it says "you must build" i figured i had to build from scratch but once they were built then i could do whatever i wanted. i'd never have tried upgrading to the knights for that quest, thanks for the tip!
ori Oct 15, 2007, 04:41 AM yes, the game just checks every turn if the required buildings/units are present, it does not keep a tally of builds - so whether you pop the triremes from a hut :mischief: or they are gifted to you or they come into existence by divine intervention (i.e. worldbuilder :evil:) or you actually build them it will need to have the required number present when it checks to complete the quest successfully - the text could be more specific, but I assume that they just thought that people would just build the stuff as soon as possible and not think about actually using them :)
Elandal Oct 15, 2007, 05:21 AM Guess who else upgraded triremes as he was building them the first time faced with a quest? :)
cabert Oct 15, 2007, 06:25 AM guess who researched too far while he was busily building swordsmen?
I didn't remember the number, checked the quest tab, and ... no quest :eek:.
Looked in the log and saw I had failed the quest 200 years ago. Me and my research ;).
Kevin J Oct 15, 2007, 08:43 AM Why isn't this stickied yet??
Elandal Oct 15, 2007, 09:12 AM Failing Elite Swords due to research seems hard - or wait, it's until Middle Ages and you can get there with Oracle?
War Chariots is annoying, IMHO, as I can't get even IW before building 10 Chariots. Classical age comes so early to obsolete the quest :(
Kevin J Oct 21, 2007, 10:19 AM ...
Combining promotions might be game breaking. Out of interest I have tried to break it by triggering events manually using debug console.
....
How do you trigger events in the debug console?
Elandal Oct 21, 2007, 05:38 PM gc.getPlayer(player#).trigger(event#)
In SP games, human player is always player 0. Event numbers you have to check - they're simply enumerated from the XML, and can be found by eg.
gc.getInfoTypeForString("EVENTTRIGGER_BOWYER")
KMadCandy Nov 03, 2007, 04:35 PM i just got a great event for the circumstances. i'm doing the late game finish off domination by razing cities and resettling to eliminate that annoying revolt-period thing. 5 turns until my next Great Artist is born. then i get this random event:
http://i131.photobucket.com/albums/p285/kmadcandy/GreatArtistEvent.jpg
i thought it was a settled GA, like with the ice sculpture event. but then i saw an actual do-whatever-i-want-with-him Great Artist there and was very happy! i looked thru the list and saw this one:
Event9:
Hymns and Sculptures
Prereq: City with 1 cathedral (any religion) AND 10 cathedrals built globally
Obsolete: None
Active/Weight: 20/200
Result:
1.Free Artist specialist in chosen city
which obviously is what happened. even after it happened to me, looking at that wording made me think i should have gotten a specialist not an actual great guy. it wasn't until i scrolled back in the log and saw the words about religious music and scripture that i was sure that was the same event. so in your copious free time, you might want to rephrase that to "Free Great Artist in chosen city". then again i'm a permanoob so maybe everybody else gets it.
it was superspifffy! now i can keep *two* of pacal's cities when i start on him after saladin's demise. i'm definitely keeping the one where he built the hanging gardens. +1 :health: for the last 3 turns can be mighty helpful you know :)
ori Nov 04, 2007, 06:48 AM :thanx: I missed that because all other great people units are called great_whatever in the code, just great artists are called artists and I did not pay close enough attention to the tag :)
lohot Nov 11, 2007, 03:54 AM Do the quests that require you to build x number of buildings include UBs?
I'm asking because I got the "Horse Whisperer" quest while playing as Mongolia and was asked to build 8 stables.
I managed to finish 9 Gers before the Renaissance Era hit, whereupon I was immediately told that I had failed.
Is this a bug? If so, then how can the quests be fixed to apply to UBs? If not, then why was I given an uncompletable quest?
ori Nov 11, 2007, 09:31 AM all quests should also use the relevant UB (and they do in all cases I know) - If it does not work in your case, do you have a save from before the quest failed?
Amao Nov 15, 2007, 07:52 PM I'm more interested in the quests part. So far i have got 3 in my games. The first was maybe the War Chariots, i failed because i didn't know what to do with it plus i didn't even see the horse anymore near yet. The 2nd was the Holy Mountain, it takes time but the reword was good. Then, yesterday I got the Guns Butter, it made me built a lot of unit that i didn't really need. And after finishing it, i found that the rewards were not all for you. You have to pick one of the rewards. Well, I picked GA.
K.F. Huszár Nov 27, 2007, 09:01 AM IT IS A GREAT THREAD.
otherwose, has anyone finished the hostile takeover quest?
i think it's for diplomatic suicide...
jkp1187 Nov 27, 2007, 09:24 AM Yes. You don't necessarily have to declare war on another civ to complete Hostile Takeover -- simply taking over an additional resource by settler or by culture is sufficient.
cabert Nov 28, 2007, 01:11 AM IT IS A GREAT THREAD.
otherwose, has anyone finished the hostile takeover quest?
i think it's for diplomatic suicide...
I tried, but the city took so long to come out of revolt I missed the bonus for a few turns.
Of course, I had to kill that neighbour.
ranger101 Nov 30, 2007, 09:16 AM I am trying to edit the game to remove or modify the barbarian random events (5 barbarian archers/spearman/etc,)
I am looking in the BTS Civ4EventTriggersInfos.xml file and I don't see any pre-req. technologies for any of the barbarian random events (Goths, Huns, Vedic, etc.) - while I can see for other random events, multiple pre-reqs for some of them.
I will re-install to see if some patch or mod maybe messed things up.
ori Nov 30, 2007, 09:22 AM I am trying to edit the game to remove or modify the barbarian random events (5 barbarian archers/spearman/etc,)
I am looking in the BTS Civ4EventTriggersInfos.xml file and I don't see any pre-req. technologies for any of the barbarian random events (Goths, Huns, Vedic, etc.) - while I can see for other random events, multiple pre-reqs for some of them.
I will re-install to see if some patch or mod maybe messed things up.
don't reinstall :)
those prereqs are coded in the python file that is responsible for them :) (the prereqs in this case are peculiar because they require any player to know them instead of one player to know all of them - the xml can cope with the latter, the python code is needed for the former)
If you want to get rid of those events just set ipercentgamesactive to 0
the file you want to modify is \assets\python\entrypoints\cvrandomeventsinterface .py
jkp1187 Nov 30, 2007, 09:33 AM If you're trying to get rid of the event altogether, it would be easier to edit CIV4EventTriggerInfos.xml and change <iPercentGameActive> to "0" for the events you want to disable. (Or just remove the entire XML trigger info for the event altogether.)
Antilogic Dec 23, 2007, 10:03 PM Here's a quick observation: why do only a handful of Civs get additional, Civ-specific events, and even then, America's Impeachment provides virtually no benefit as compared to France's Anti-Monarchists?
Do you think that making these events available to all civilizations, at least while there are so few Civ-specific events, would be a good idea?
jkp1187 Dec 24, 2007, 04:44 AM Here's a quick observation: why do only a handful of Civs get additional, Civ-specific events, and even then, America's Impeachment provides virtually no benefit as compared to France's Anti-Monarchists?
Do you think that making these events available to all civilizations, at least while there are so few Civ-specific events, would be a good idea?
Well....random events aren't necessarily supposed to benefits, they are just that -- random. I'd say if the events are reasonable (and reasonably linked to the Civ) then I'd be inclined to leave them as-is. I have to admit, I always thought that the anti-Monarchists event should have involved more rioting in the streets, but that's me. ;)
(Also: in 3.13 Impeachment is bugged...per Solver's original mod, the first option is supposed to provide only +1 happy face in all cities, not 6 unhappy faces.)
Julian Delphiki Dec 24, 2007, 04:58 AM What, there are bugs in 3.13 :eek:?
jkp1187 Dec 24, 2007, 05:01 AM What, there are bugs in 3.13 :eek:?
Just two, and they're really minor. Don't worry about it. :mischief:
Mesousa Dec 24, 2007, 05:35 AM (Also: in 3.13 Impeachment is bugged...per Solver's original mod, the first option is supposed to provide only +1 happy face in all cities, not 6 unhappy faces.)
Are you saying it gives six unhappy faces instead of one happy face? :eek:
jkp1187 Dec 24, 2007, 06:09 AM Are you saying it gives six unhappy faces instead of one happy face? :eek:
In 3.13, option one gives +1 happy faces and +6 unhappy faces. In Solver's original events mod, it's only supposed to give +1 happy faces.
ori Dec 24, 2007, 07:12 AM The civ specific (and religion specific) events where introduced by solver and they just took what he had done and did not make additional ones for the other civs - I agree there should be some for every civ.
Are you saying it gives six unhappy faces instead of one happy face? :eek:
its even worse. It gives 1 :) for 10 turns and 6 :mad: as if they where whipping :mad: - those decay over hundreds of turns if you play marathon - effectively crippling the american empire in mid game...
Antilogic Dec 26, 2007, 01:41 PM Well....random events aren't necessarily supposed to benefits, they are just that -- random. I'd say if the events are reasonable (and reasonably linked to the Civ) then I'd be inclined to leave them as-is. I have to admit, I always thought that the anti-Monarchists event should have involved more rioting in the streets, but that's me. ;)
(Also: in 3.13 Impeachment is bugged...per Solver's original mod, the first option is supposed to provide only +1 happy face in all cities, not 6 unhappy faces.)
I'm not saying they should all provide benefits, I just think it may be unfair to give a particular Civ a "leg up" on the opposition by giving it favorable random events. I thought that Impeachment event looked pretty horrible as well, despite the fact that I've only played America twice, although it is good to know that was a bug. I'll correct it in my copy.
For example, I'm thinking that I'll change the Anti-Monarchists event to require the Hereditary Rule and Organized Religion civics, or something else that reflects the status of France which inspired this event, without specifically demanding the player be France. The Dissident Priest event could be applied to more civilizations as well, and Impeachment could affect any Civ running Universal Suffrage and Free Speech.
At least, until I come up with another 30 or so unique events for every civilization, I might try doing this.
Although, I suppose I'm drawing a pretty fine line. There are already events that require specific civics, and I've already started programming events that require particular Civic combos as well. Plus, if I can find a way to pull out leader traits in Python, I have a few ideas for leader trait-specific events, so those will only affect a handful (at most, roughly 10 or so) leaders. Events based on the various religions don't strike me as that unfair, because there are no restrictions on Civilizations in terms of picking religions, so long as they have that religion present in at least one city.
jkp1187 Dec 27, 2007, 03:00 PM At least, until I come up with another 30 or so unique events for every civilization, I might try doing this.
Although, I suppose I'm drawing a pretty fine line.
I understand what you're saying and why, but I disagree with it philosophically. Here's why: It's hard enough to design a balanced event that works properly -- if you wait until you script 30 of them before releasing them, that'll be well into next year (unless this is all you do for a week or so.) If you release them initially as generic events that are appropriate for any civ, then there really isn't any reason for them to be later restricted to one civ.
My approach in general with civ-specific events is to give the player several options with varying costs and benefits. Some low-cost (or no-cost)/low-reward choices along side higher-cost or higher-risk/higher-reward choices. I think as long as you add these type of civ-specific events, then it isn't necessary to
[The only exception in my own mod was "Greek Fire", which I added just because I missed the Dromons of Civ III....though now that I think about it, I might require the player to pay a certain amount of gold to gain the benefit from that event in the next update, since it is kind of unfair to get Blitz triremes that will eventually become free Blitz destroyers without paying anything....]
And since you're working on your own project, are you doing any sort of Serfdom-related event? I've used that civic exactly twice in two years, so I'm trying to come up with some sort of event that will encourage the player (or force the player) to switch to that civic....
Antilogic Dec 30, 2007, 01:57 AM I understand what you're saying and why, but I disagree with it philosophically. Here's why: It's hard enough to design a balanced event that works properly -- if you wait until you script 30 of them before releasing them, that'll be well into next year (unless this is all you do for a week or so.) If you release them initially as generic events that are appropriate for any civ, then there really isn't any reason for them to be later restricted to one civ.
My approach in general with civ-specific events is to give the player several options with varying costs and benefits. Some low-cost (or no-cost)/low-reward choices along side higher-cost or higher-risk/higher-reward choices. I think as long as you add these type of civ-specific events, then it isn't necessary to
[The only exception in my own mod was "Greek Fire", which I added just because I missed the Dromons of Civ III....though now that I think about it, I might require the player to pay a certain amount of gold to gain the benefit from that event in the next update, since it is kind of unfair to get Blitz triremes that will eventually become free Blitz destroyers without paying anything....]
And since you're working on your own project, are you doing any sort of Serfdom-related event? I've used that civic exactly twice in two years, so I'm trying to come up with some sort of event that will encourage the player (or force the player) to switch to that civic....
I know exactly what you mean...but I don't mean to balance all the random events exactly. Just to have something for every Civ, that is positive (read: nobody gets horribly shafted just because they picked X Civ).
Byzantium was one of my favorite Civs in Civ3...I also miss the Sci/Sea combo of Theodora combined with those flame-throwing dromons.
I am planning on a Serfdom event (but it's not finalized yet), I have a Free Religion event idea that I haven't coded yet, and I'm working on a couple more government Civic events, so that each one (except Despotism) will have 2 events coupled to it. I think Paranoid Senator is going to turn out great if I can program it properly. I'm throwing around some ideas for a Caste System event, but I don't have anything really good yet. Real life has been a pain recently, so although I was able to code 8 events in roughly a couple days, I don't think I can repeat that.
Between the two of us, if we can come up with enough events, it might be possible to have a unique event for every Civ. But, thinking big picture here: what makes certain events unique to a Civilization vs. all the Civilizations? Certainly, any civilization near woods has had its forest fires, tornados, and other natural disasters, so those should be universal. But look at the other events, like the invention of the halberd or something like that (it's late, I'm not thinking well). If the conditions are right, shouldn't every Civ be eligible for every event, good or bad?
ejvandekaa Jan 15, 2008, 04:59 AM I yesterday eve got an event (for playing with americans) that i have not yet seen in this thread. I was playing beyond the sword as an american. I dont remember the exact text but the this was what was meant:
an election was very close, only a couple of votes difference.
and then two options with a lot of text. both giving an advantage (it was a nice event).
I'll see if i can find that event (where should i look?) or if i can recreate it tonight.
Evertjan van de Kaa
ori Jan 15, 2008, 05:05 AM Event 142 too close to call
is the one you had :)
morchuflex Jan 29, 2008, 12:34 AM Hello.
Terrific thread!
I have one question about the federal reserve event (event64), the one that reduces inflation.
You need 1000 gold for it to occur... But does this amount scale with map size or difficulty level? I play emperor on huge maps and I'd like to know how much gold I should keep in store.
Thanks in advance.
ori Jan 29, 2008, 04:35 AM Hello.
Terrific thread!
I have one question about the federal reserve event (event64), the one that reduces inflation.
You need 1000 gold for it to occur... But does this amount scale with map size or difficulty level? I play emperor on huge maps and I'd like to know how much gold I should keep in store.
Thanks in advance.
It does not seem to scale...
morchuflex Jan 31, 2008, 12:09 AM It does not seem to scale...
Thank you.
Another question:
Yesterday, I had the great surprise to be granted a free Golden age when someone DOW'ed me. I had no idea this event (Event 20: "Marathon") even existed. Still, I have been DOW'ed thousands of times. So, it must be extremely unlikely, or have more subtle prerequisites. What exactly does "other player makes first attack on your plot" mean?
ori Jan 31, 2008, 04:14 AM Thank you.
Another question:
Yesterday, I had the great surprise to be granted a free Golden age when someone DOW'ed me. I had no idea this event (Event 20: "Marathon") even existed. Still, I have been DOW'ed thousands of times. So, it must be extremely unlikely, or have more subtle prerequisites. What exactly does "other player makes first attack on your plot" mean?
its a weird python code - basically how it *should* work is that war is declared and on the same turn the other player attacks units that are within your borders - now with the AI declaring war this is not something uncommon - since that is the way the AI usually declares (by moving its units into your borders). Basically this event can happen if the you or any player declares war by crossing the victims border and attacking a unit at the same time.
cabert Jan 31, 2008, 04:25 AM its a weird python code - basically how it *should* work is that war is declared and on the same turn the other player attacks units that are within your borders - now with the AI declaring war this is not something uncommon - since that is the way the AI usually declares (by moving its units into your borders). Basically this event can happen if the you or any player declares war by crossing the victims border and attacking a unit at the same time.
So if you want this event to happen, you need to put a few units on your borders, so they can be attacked on the first turn of war...
ori Jan 31, 2008, 04:28 AM So if you want this event to happen, you need to put a few units on your borders, so they can be attacked on the first turn of war...
:yup: - but obviously this is not an event that fires always...
cabert Jan 31, 2008, 04:29 AM :yup: - but obviously this is not an event that fires always...
Well, I never got it .
Then again, it's pretty rare I let the AIs attack my units on the first turn of war:mischief:.
krille Mar 19, 2008, 12:58 PM Excellent reference, thank you!
makrisgialos Apr 14, 2008, 04:02 AM Dear all,
first thank you for the advices shown above.however,i m desperate and very dissapointed and i will explain why.
i m playing always small map,archipelago epic or marathon.this is because i can contol easily 2-3 cities easily,and the same way i can control my rivals/friends growing.
but,when the quests appear,they require insane numbers.for example,the warships quest,demand construction of 18 triremes.if you decide to built them,it is mathamatically certain that you loose precious time(specially in monarch/emperor dificulty levels)cause you need to built vital improvements.
so,i beg of you,can please someone show me an example in xml,so that the quest can be completed an easy number,small number 2-3 triremes?
:(
ori Apr 14, 2008, 04:30 AM :hmm: all those numbers definitely scale with map size - or rather default player numbers for each map size. Are you playing with modified assets?
jkp1187 Apr 14, 2008, 08:26 AM Dear all,
first thank you for the advices shown above.however,i m desperate and very dissapointed and i will explain why.
i m playing always small map,archipelago epic or marathon.this is because i can contol easily 2-3 cities easily,and the same way i can control my rivals/friends growing.
but,when the quests appear,they require insane numbers.for example,the warships quest,demand construction of 18 triremes.if you decide to built them,it is mathamatically certain that you loose precious time(specially in monarch/emperor dificulty levels)cause you need to built vital improvements.
so,i beg of you,can please someone show me an example in xml,so that the quest can be completed an easy number,small number 2-3 triremes?
:(
makrisgialos,
See CvRandomEventInterface.py, and search for "Warships". I think this is the code that you want to examine:
def canTriggerWarshipsDone(argsList):
kTriggeredData = argsList[0]
player = gc.getPlayer(kTriggeredData.ePlayer)
iNumUnits = gc.getWorldInfo(gc.getMap().getWorldSize()).getDef aultPlayers()
iUnitClassType = CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_TRIREME')
if player.getUnitClassCount(iUnitClassType) < iNumUnits:
return false
return true
This bit o' code basically says that the number of units necessary to complete the quest = default number of civs for that particular map.
I suspect that either (a) you're using a map with the default number of civs set to 18, or (b) you've otherwise changed the random events code so that iNumUnits = 18.
Note that DEFAULT number of civs is not the same as the number of civs that you're playing with. For instance, if you're playing on a small size Terra map, the default number of civs for that map script and size is 5. So even if you've started the game via CUSTOM GAME and set it so that there are 18 civs on the map, if the Warships quest is triggered, it will still only require you to construct 5 warships to fulfill the quest.
Neato Apr 17, 2008, 08:32 AM These lists are great - thank you very much!
However, I must now put on my nit picking hat, and only because it's happened quite a few times on these pages, it's "lose" not "loose." The former means you no longer have something and the latter is what you do to your belt after eating a large meal.
ori Apr 17, 2008, 10:19 AM :) I thought I had tracked them all - those typos are remnants of copy pasting stuff...
corrected :)
Neato Apr 17, 2008, 11:21 AM :) I thought I had tracked them all - those typos are remnants of copy pasting stuff...
corrected :)
Regardless, it was still a great examination of the mechanics! But now I also admire your dedication to make it perfect. :goodjob:
r_rolo1 Jun 21, 2008, 05:13 AM Ori , do you know exactly how the uprising events work in 3.17? I've checked the XML and it definitely points out to the Python ( a thing that I'm clearly unskilled in ( in spite of my programming skills... c'mon, I know Fortran :wallbash: ) , besides having more to do now than learning it ;) )......
ori Jun 21, 2008, 05:48 AM I have not patched yet - something screwed up my install and I need to reinstall - I'll do this this weekend and then look at it. I'll tell you then :) (I'll probably update this list this week anyway)...
ori Jun 21, 2008, 03:54 PM ok uprising:
I assume you want to know how the counter unit thing works - there is now a counter unit defined for each uprising event:
Huns (Horse Archer) -> Spearmen
Vandals (Swordmen) -> Axemen
Goths (Axemen) -> Chariots
Philistines (Spearmen) -> Axemen
Vedic (Archers) -> Archers
now when the event triggers the game loops through all your cities - if ONE of them can train the counter then the event can go forward - if none can the event dies.
r_rolo1 Jun 21, 2008, 04:05 PM The counter stuff is per civ, any civ or all civs? I'm seeing the human player catching with Deity AI uprisings if I understand it well..... :
Refar Jun 21, 2008, 04:06 PM The target civ i would guess - this event is targeted at a specific Civ/City afaik.
r_rolo1 Jun 21, 2008, 04:09 PM If it is that way, human players will catch with Deity uprisings far often..... Not good
ori Jun 21, 2008, 04:10 PM The counter stuff is per civ, any civ or all civs? I'm seeing the human player catching with Deity AI uprisings if I understand it well..... :
The target civ i would guess - this event is targeted at a specific Civ/City afaik.
Refar is right - there is a special unit_ai for the uprising units which targets them to a specific player - and this player has to be able to build the counter (note: not have one) in at least one city. This means: when you do not plan to build any horse/metal units: don't hook the resource up...
Edit: x-post...
r_rolo1 Jun 21, 2008, 04:12 PM Well, 3.13 situation was far worse..... ;)
kazapp Jun 22, 2008, 03:47 AM This means: when you do not plan to build any horse/metal units: don't hook the resource up...
I guess this isn't happening too often. That you hook up Copper/Horse without immediately starting to build at least one of the new shining units?
I would like to rephrase that advice to "don't hook up early resources to an isolated town" with its follow-up "don't hook up early resources unless you can defend the trade route to your production city".
I mean, it would be kinda both sucky and awesome for a normal barbarian to pillage the roads connecting your Copper city to the rest of your budding empire only for a bunch of Swordsmen appearing at the other end of your empire the turn after... :crazyeye:
PS. What happens in this scenario:
1) You (or the AI next door) get hit by one of these hordes
2) You complete Great Wall the next turn
Do these special barbs get a new mission in life? Do they revert to standard barb behavior? Or what?
r_rolo1 Jun 22, 2008, 03:53 AM In 3.13 they go berserk elsewhere ( sometimes they join to normal barbs and make nice barb SoD, pretty capable of taking civs down ( with raging barbs it happens a lot ) ). I suppose that in here the drill is the same.....
kazapp Jun 22, 2008, 04:57 AM These lists doesn't contain the extras info, do they? For instance, the Elite Swords quest say it gives a little extra if you're in Hereditary Rule when you complete it. This fact, coupled with exactly what you're getting extra is missing from the Quests spoiler, but would be really useful to have when you read up on a particular event (mostly quest events, when you are to decide if it is worth pursuing)
ori Jun 22, 2008, 05:22 AM Actually they do - with the elite swords I missed it since that prereq is in the Python files instead of the xml files like most. The second option is only available if you have Hereditary rule.
Fixed - :thanx:
I'll update the list with the (few) changes in 3.17 today or tomorrow :)
r_rolo1 Jun 22, 2008, 10:04 AM BTW ori, the combat I to cannons ( "Is that a trick question?" ;) ) event is still up? :confused: Suposedely cannons can't get Combat I anymore.....
PieceOfMind Jun 22, 2008, 10:44 AM Well the Elite Swords event can give Drill 1 to melee units can't it? I think it's ok for some random events to allow things normally not possible.
r_rolo1 Jun 22, 2008, 10:46 AM It is just to confirm... you never know, how things are when patches come out ;)
PieceOfMind Jun 22, 2008, 10:56 AM Fair enough. It reminds me of a debate some time ago in Bhruic's patch thread where it was debated whether the meteor event which could have uranium appear on forest and then be mined without clearing the forest should be allowed. For memory, Bhruic left it alone.
ori Jun 22, 2008, 10:59 AM yes it is alive and well :)
troytheface Jun 23, 2008, 04:58 AM uranium? i thought meteors brought nickel and iron. A meteor event that comes early should allow one to build iron based units with one Great General that gets nickel plated armor and weapons unless its a ship in which case it gets a defense bonus.
If the meteor event comes later than you get a crater or a tungooska (sp) anihilation of a forest.
kazapp Jun 23, 2008, 05:33 AM Fair enough. It reminds me of a debate some time ago in Bhruic's patch thread where it was debated whether the meteor event which could have uranium appear on forest and then be mined without clearing the forest should be allowed. For memory, Bhruic left it alone.
Perhaps I'm dense but I don't see the problem. Of course, feel free to link to the answer.
PieceOfMind Jun 23, 2008, 06:47 AM Well the problem was simple. Having this event meaned that you could have a uranium resource on a forest WITH a mine. The reason you could get this weird situation was that you could pay to have the mine built immediately. If you were to wait and build the mine yourself you would have to lose the forest. Granted you would have to clear the forest to rebuild the mine should any naughty spy destroy it anyway, it's not a big issue.
I think Bhruic left it alone because there was no clear rule anywhere about what improvements can and can not exist on a tile at the same time.
kazapp Jun 23, 2008, 08:14 AM Ah thanks. I guess it's just a mostly unused feature of the Civ engine (you can have forested mines in WB, for instance) to combine forests with improvements (camps are the exception that proves the "rule" I believe).
kazapp Jun 23, 2008, 08:23 AM Regarding the "crusade" quest it says "Declare War on the owner of the Holy City,... ".
I just got this quest when I'm already at war with the HC owner. This nuance is lost from the description (by stating a DoW is mandatory it gives the impression you must be at peace to trigger the event).
Thinking about this I must ask if this event auto-DoWs the HC owner? Or perhaps you are presented with the option to go to war when the event first pops up (and by declining, you auto-fail the quest I presume?) when at peace? Or perhaps the event only fires when you've already at war (like in my case)?
ori Jun 23, 2008, 10:06 AM Regarding the "crusade" quest it says "Declare War on the owner of the Holy City,... ".
I just got this quest when I'm already at war with the HC owner. This nuance is lost from the description (by stating a DoW is mandatory it gives the impression you must be at peace to trigger the event).
Thinking about this I must ask if this event auto-DoWs the HC owner? Or perhaps you are presented with the option to go to war when the event first pops up (and by declining, you auto-fail the quest I presume?) when at peace? Or perhaps the event only fires when you've already at war (like in my case)?
:hmm: I'll check the code again...
r_rolo1 Jun 23, 2008, 10:47 AM On 3.13 Holy crusade was not auto-war... in fact it was much alike Greed quest.
Refar Jun 23, 2008, 11:01 AM Just had a slave revolt in another city than my capital.
The apparently fixed it to actually hit a random city :goodjob:
r_rolo1 Jun 23, 2008, 11:14 AM :confused:
I already had it once in 3.13 .....
Refar Jun 23, 2008, 11:17 AM I never seen it strike a non capital city before - not my nor the AI's - and then the first slave revolt i get after patching hits a not capital city... Well maybe i had just bad luck so far.
PieceOfMind Jun 23, 2008, 12:24 PM Agreed Refar. I just had my first ever revolt outside of my capital today too. And I use slavery A LOT. Maybe I was just unlucky all the time before as well? :lol:
kazapp Jun 23, 2008, 12:57 PM I haven't switched to 3.17 yet and I have never seen a Slave Revolt outside my capital yet, after thousands of turns (and dozens of in-capital revolts).
Are you saying this event was programmed to randomly (and uniformly) choose the city even pre-patch? I find that hard to believe, unless you qualify that statement by the chance of an out-of-capital revolt somehow begin significantly lower than a revolt in the capital.
morchuflex Jun 23, 2008, 01:57 PM ...I have never seen a Slave Revolt outside my capital yet, after thousands of turns (and dozens of in-capital revolts).
Same here.
r_rolo1 Jun 23, 2008, 02:19 PM Are you saying this event was programmed to randomly (and uniformly) choose the city even pre-patch? I find that hard to believe, unless you qualify that statement by the chance of an out-of-capital revolt somehow begin significantly lower than a revolt in the capital.
No... I had hundrets of slave revolts in 3.13 ( oh god, those things were annoying when using Beuaro ), and had 1 slave revolt outside my capital ( that had been heavily whipped before, BTW ). I would bet that the event was heavily biased towards the capital, but ( thoretically ) could happen anywhere ,even in 3.13...
Mesousa Jun 23, 2008, 03:06 PM If I recall correctly, I experienced slave revolts in a city that wasn't the capital in only one game before 3.17 - after having moved the palace, the revolts kept occuring in the previous, initial capital, instead of the new one. Might have been coincidence, of course.
TheMeInTeam Jun 24, 2008, 12:46 PM I had a couple out of the capitol pre-3.17, although the patch seems to have tweaked the incidents in favor of non capitol cities, although the bulk still seem to be in the capitol.
I really hate this event, and that it's random. It can be game breaking. It HAS been game breaking. I wish they'd code in something that modified revolt odds based on # of whips or # of pop whipped in THE CITY THAT WHIPPED. It's really stupid that your capitol can have never whipped anything and still get the revolt, while cities that have whipped 8 times are far less likely to.
The events have been bothering me so much lately I might play with them off from now on even in SP. I can't play with them on in multiplayer.
a4phantom Jul 11, 2008, 01:19 PM I got Tower Shields in two consecutive games, Sid likes me! One was even as Rome. Nothing stops Praetorians with free Cover.
mystyfly Jul 13, 2008, 06:16 PM There's nothing better than getting it around 3000bc. You don't need anything but the cheap warriors and you're easily protected against deity barbs...
richo Aug 14, 2008, 12:44 AM Hi,
I am a newbie to writing in this forum so hopefully someone can help out as I noticed the topic is related to my problem.
Actually, I have BTS and have experienced the TXT_FILE problems. I know that there is a 3.17 patch available but I haven't been able to install it as the system says that must have CIV IV installed on computer. I have a Chinese version that BTS came bundled with CIV IV, so maybe that affects things.
Anyway, I went through some of the forums and understand that I can change some text files so I updated all of the city names and new civilizations using the XML files.
However, I note the the event area also has certain formulas that are referred to in the TXT files in the XML files, I don't have a clue how to organise this. Basically I am getting notifications during the game advising that TXT_KEY_EVENT_HAPPY_HUNTING is occuring. I know I can simply add a text file in the XML document but that doesn't describe what is happening.
Is there any way I can get a copy of the relevant XML file relevant to the EVENTS triggers to insert into my XML files to give meaning to the pop-ups?
Actually, same problem also with the whole spy and espionage issue.
Thanks in advance if anyone can help.
Richo
ori Aug 14, 2008, 04:19 AM welcome to cfc :)
try this:
http://forums.civfanatics.com/showthread.php?p=6133062&highlight=txt_key#post6133062
the problem is the non-latin operating system vs. the latin type files that civ4 uses - there was another fix out there but I cannot find it right now...
richo Aug 18, 2008, 11:26 PM Hi,
Thanks for the feedback, I really appreciate it. Actually, I got the latest Vista update which includes the latest version 6 of XML. It has been installed but I am still having the TXT problems even though I have followed all the instructions in the link you provided. Anyway, I am sure it is not because of me running Vista, rather, missing files in my Civ 4 installation 9and yes I have tried reinstalling a few times and also clearing the cache, etc).
I am pretty sure my installed versionof Civ 4 BTS is missing certain files relevant to the BTS extension pack as specifically, new civilizations only found in BTS have the TXT problem. Also, there were TXT problems with the corporation functions as well as the spy functions and new MODs specific to BTS.
I looked at some modding threads and realised I could manually insert relevant text to match up with all of the TXT errors I was seeing so I manually edited the Text files under the Assets folder in the main game of Civ 4. However, I soon realised there were way too many erros to fix manually and especially given the spy functions and trading foreign advisor functions which have specific functions and mathematical equations being referred to, eg cost of relevant mission for spy, chance of success, pop-uo the people demand xyz building, etc.
Anyway, it makes it hard to play the game as my foreign advisor screen is all garbled and I have now details of any of the spy functions and any way of being able to use it.
I was hoping to get copies of the actual text files that are used specifically for BTS so I could manually copy them into my Civ 4 game.
I hope this makes sense and if anyone could help out it would really be appreciated.
Regards.
Justin
ori Aug 19, 2008, 05:05 AM 1) just to make sure this does not go on in this thread ;) if you want more input on how to possibly fix this please create a new thread in the civ4 tech support section of this forum - there are a few more people around that do try to help, this thread really is just for the list of random events in BtS :)
- But I still assume that the problem is with different language settings between your windows version and BtS
2) the unmodded xml files while available to anyone who installs the game are arguably part of the proprietary files that come with your game purchase. As such I doubt that this forum would allow spreading them...
Amao Aug 19, 2008, 01:22 PM ori, what happens to combat 1 promotion events to the seiging units (and maybe archery units as well) in 3.17?
ori Aug 19, 2008, 01:37 PM they are alive and well - units that cannot normally receive certain promotions still can due to events :)
richo Aug 19, 2008, 08:39 PM Ori,
Thanks for that feedback. I will make a new thread somewhere else!
By the way, I have read most of your threads and they are all very useful and very interesting!!!
Richo
DaveMcW Sep 19, 2008, 11:15 AM Please remove the spoiler tags. I have to open them all to search for a specific event.
The entire article is a spoiler, anyway.
ori Sep 19, 2008, 11:41 AM Please remove the spoiler tags. I have to open them all to search for a specific event.
The entire article is a spoiler, anyway.
the spoiler tags are there more in order to make this post not spread over dozens of pages ;)
anyways I did something else - first post now has a text file attachment with all the events, I hope this is as good :)
cabert Sep 19, 2008, 12:49 PM In the bull's eye, if you ask me !
:goodjob: as always
nbcman Sep 19, 2008, 02:23 PM first post now has a text file attachment with all the events, I hope this is as good :)
Outstanding! :goodjob: Now we can refer to the events/quests list without being online. Many thanks.
mystyfly Sep 19, 2008, 02:39 PM I don't know what you're on about I printed them ages ago... :p BTW really very nice work ori :thumbsup: :D
morchuflex Sep 21, 2008, 09:32 AM Hello.
I have a question about the Slave Revolt event.
It seems to have changed a bit since the 3.17 patch, not only in that it can now happen in other cities than the capital, but also in that, if you choose the 3rd option (do nothing), the revolt is more likely to go on.
Before 3.17, I would typically get 1 or 2 turns of rebellion, 3 when unlucky and 4 only once in dozens of games. Now, I never get less than 2 turns, and the typical duration is 3 to 4 turns...:mad: So much so that I'm starting to wonder wether it's still better to wait than to crack down on the rebels... :scan:
Is this just a streak of bad luck?
kazapp Sep 25, 2008, 02:04 AM Well, I know I always chose "do nothing" before (losing a pop point is worse than one or two rounds of revolt), so I wouldn't be surprised if the event got tweaked.
Makes Spiritual better...
...but adds micromanagement we didn't need (now the game needs a "please ask me every x turns - consistent with anger levels - if I want to enter Slavery to use the whip" option)
boogaboo Sep 25, 2008, 11:51 AM Does any1 know what has changed in 3.17 from the original (post #1) list?
I'm trying to understand it all...
Booga.
ori Sep 25, 2008, 12:24 PM there have not been many changes - in fact only some bug fixes. I never had the energy to post a new list because of that. The American only event now works properly (that is it does now produce :) instead of :) and :mad:, the partisan event now triggers properly at emancipation and the Barbarian events now require you to be able to build a counter unit. I believe those are the changes...
I'll try to update this list at some point, but right now I don't see when that will happen...
stee Sep 25, 2008, 08:00 PM I may never see all these events, but I like to know what all the possibilities are. Thanks.
Totally agree, I may play the game for the rest of my life and never get some of the events but am proud to know I know all the events. TY Ori
stee Oct 10, 2008, 09:59 PM I saw that in one of my games, Someone got the event, "their president has been impeached" what does that do?
ori Oct 11, 2008, 06:04 AM its event 174 in my list:
only americans get it and they can chose between +2:hammers: in the courthouse in the capital and 1 :) for ten turns in all cities...
stee Oct 11, 2008, 09:33 AM OH. k thanks. big thread help here :D
Halt Nov 15, 2008, 07:51 PM Bump Bump Bump
boogaboo Dec 02, 2008, 09:20 PM Hi Ori, Ladies, Gentlemen, and mentally challenged people like me.
I'm almost finishing the making of a spreadsheet "Booga's Event Organizer" (in Open office, but I'm sure it can convert to Excel) for easier understanding and analizing the random events.
I'll attach a good first version here in a day or 2.
I always (2-3 months now) played without random events, and I have mainly 2 questions to any1 who may know (wake up Ori!) :
1. Is the "tech cost for a research" always in the form of research or is it given in gold sometimes? If so, which events are which?..
2. I'm having a few easy names to replace all the sciences mumbo-jumbo.. Please correct the following (which are prerequisite/obsoete science conditions, and obviously some ages don't really exist)
Early Age = Bronze Working / The Wheel / Mysticism / Hunting
Iron Age = Writing / Monotheism / Iron Working / Horseback Riding
Classical2 Age = Metal Casting / Iron Working / Monarchy / Alphabet / Mathematics / Code of Laws / Aesthetics / Theology
Classical Age = Writing / Monotheism / Iron Working / Priesthood
Mid Age = Theology / Machinery / Music / Feudalism / Philosophy / Civil Service
Rene Age = Nationalism / Printing Press / Education / Gunpowder / Astronomy
Ind3 Age = Scientific Method / Steam Power / Artillery
Ind2 Age = Steel / Scientific Method / Rifling
Ind Age = Steel / Scientific Method / Steam Power / Artillery
Modern Age = Radio / Refrigeration / Satellites / Plastics / Advanced Flight / Ecology
Future Age = F.T.1 ?? Genetics////?
Please help Booga give you a good cheese instead of a rotten 1 ;)
P.S. I'm basing my information only on the first few posts here, so if there is some additional change to 3.17, please say... I would take the 3.13 and 3.17 files and compare them... had I had them both ;)
Dresden Dec 02, 2008, 11:59 PM 1. Is the "tech cost for a research" always in the form of research or is it given in gold sometimes? If so, which events are which?..
"iTechPercent" refers to a percentage of :science: cost and is always a :science: "reward". "iTechCostPercent" refers to :gold: based on a percentage of :science: cost (1:1 conversion) and is something you can choose to pay to get a chance at better rewards. These two elements can be seen in the City Ruins 2 Event although I believe the percentages are always based on the full tech cost and not the remaining tech cost. (For example I triggered the event multiple times on a 1716 :science: tech and the event rewards were always 257 :science: and the payment option was always 85 :gold: regardless of my current progress)
Ori's explanation:
2.you get 15% of remaining tech cost for a tech AND pay gold (5% of tech cost) for a chance for 3
XML:
<iTechPercent>15</iTechPercent>
<iTechCostPercent>5</iTechCostPercent>
For a more in-depth look at the various XML details, see Solver's Event Modding Guide. (http://forums.civfanatics.com/showthread.php?t=230567)
P.S. I'm basing my information only on the first few posts here, so if there is some additional change to 3.17, please say... I would take the 3.13 and 3.17 files and compare them... had I had them both ;)
Ask and ye shall receive. Attached are the Event XML/Python files from both versions (except the Schema which didn't change).
boogaboo Dec 03, 2008, 12:13 AM Thank you!
I now have these corrections and the quests left for my brand new version...
but first, I'll go eat and sign my unemployment, then sleep waiting for a response on the Ages issue too ;)
Booga. Out.
boogaboo Dec 03, 2008, 05:26 PM Changes from 3.13 to 3.17 (Obtained using WinMerge + my interpretation.. correct me!) :
1. MotherLoad : iGold = 100 , iRandomGold = 100
** Meaning you get 100-200 gold instead of 20-40.
2. Impeachment : iHurryAnger = 0
** Meaning no more 6 angry in capital..?
3. Blessed Sea : bShowPlot = 0 and in a UnitsRequired section, iNumUnits = 0, python code added :
player = gc.getPlayer(kTriggeredData.ePlayer)
if player.getUnitClassCount(CvUtil.findInfoTypeNum(gc .getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_GALLEY')) == 0:
if player.getUnitClassCount(CvUtil.findInfoTypeNum(gc .getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_CARAVEL')) == 0:
if player.getUnitClassCount(CvUtil.findInfoTypeNum(gc .getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_GALLEON')) == 0:
return false
** I don't know what bShowPlot (that was 1 and now 0) means.. except that it is a boolean that is supposed to flag something to be shown ;)
iNumUnits = 0 is tough.. I'd say that Galley/Caravel/Galleon are no longer needed to trigger quest, but then I got to python addition, it looks like a reverse fix from the xml... now you MUST have a ship to trigger it even if it is the other way in xml... right? .. :(
4. Miracle : ObsoleteTech = TECH_RIFLING
** Miracle now becomes obsolete with Rifling (people who are shot stop believing in miracles ;) )
5. Partisans : iPercentGamesActive = 100, iWeight = -2 (it was 35 and 0)
** I guess this is a bug fix. My assumption is that this event remains inactive, but helps solve some random events bugs in civ4 ;)
6. Friendly Locals : ObsoleteTech = TECH_NATIONALISM
** Friendly Locals now becomes obsolete with Nationalism.
7. The Huns / Vandals / Philistines / Vedic Aryans / Goths :
python code added in CanTriggerTheXXXXXXX method:
# Can we build the counter unit?
iCounterUnitClass = CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_SPEARMAN')
iCounterUnit = gc.getCivilizationInfo(player.getCivilizationType( )).getCivilizationUnits(iCounterUnitClass)
if iCounterUnit == -1:
return false
(loopCity, iter) = player.firstCity(false)
bFound = false
while(loopCity):
if (loopCity.canTrain(iCounterUnit, false, false)):
bFound = true
break
(loopCity, iter) = player.nextCity(iter, false)
if not bFound:
return false
** I don't understand the counter unit thingy is, but now if he can't produce it, the event won't be triggered, and the barbarians won't come.
boogaboo Dec 03, 2008, 05:43 PM As promised, here is version 1.00 of Booga's Event Organizer! In xls format! True for 3.17!
The Document currently contains 2 parts :
Part 1 : Original Events : 151 active events and 18 quests in the original order, but seperating quests from events, and pushing unactive events away.
Part 2 : Events by type (and ordered by my GOOD/BAD parameter!!):
section 1 : 5 nation-specific events (unordered)
section 2 : 10 optional events (can choose "nothing")
section 3 : 35 negative events
section 4 : 19 money events
section 5 : 19 tile-improving events
section 6 : 16 promotion events
section 7 : 47 immediate positive events
Part 3 will come in the next few days, but I can't hold this golden egg in my pocket... :mischief:
boogaboo Dec 03, 2008, 06:37 PM I just added that Faux Pas event needs a neighbor, although Ori doesn't say it..
Also, it looks to me like famine can't happen without a city AND a neighbor, otherwise.. which city will you take the food from, and which attitude can you change..?
And still waiting for that ages info :mischief:
Dresden Dec 12, 2008, 01:52 AM Event162
Spy Discovered
Prereq: INDUSTRIALISM and contact with another player AND at least 4 cities AND Capital
Obsolete: ROBOTICS
Active/Weight: 60/100
Result:
1.gain 400 Espionage points AND mutual +2 Attitude modifier with other player
2.pay gold (300 base) AND gain 1 Great Spy unit
3.declare war on other player AND gain free unit support for 20 units AND +1 happy face for 30 turns AND 1 Tank unit for every 4 cities
A clarification on this event; option 3 does not have the event receiver declare war on the other player but instead forces the other player to declare war on the event receiver. That can be an important distinction because of diplomatic implications.
Antilogic Dec 12, 2008, 01:36 PM A brief note on the Partisans event: this is now triggered when you have a city razed and you are running the Universal Suffrage civic, instead of just randomly after Nationalism. At least, that was the intended fix. I've never razed a city from a Universal Suffrage civ (at least, not since the last patch), so I haven't really tested it.
Celebithil Dec 13, 2008, 12:05 PM I don't know whether this is a bug, or whether it is a feature, but Event98, Impact Crater, which creates a uranium source, and puts a mine and road on it (on a square with forest or jungle) does not remove the jungle (in the case I had, I don't know about forests). This I ended up with a mine on a jungle square, which is otherwise impossible as far as I know. See attached file for the result (And yes it is a strange game, I wanted to win a time victory in an OCC by creating massive global warming and being impervious to that having a SSE; it was very nice to get uranium to built nukes ;-)).
ori Dec 13, 2008, 01:16 PM this works as designed - there are quite a few instances were weirdness can happen when improvements are created. Now I do not claim that it works as intended - but seeing that this was known since BtS was released and they did not bother to change it I guess it is :)
Antilogic Dec 13, 2008, 07:02 PM You can probably go and chop the jungle yourself.
Hell, I added a Greens event that causes your citizens to add a forest to a town tile. I figured it was a nice little production bonus, and it added an option in the modern era where you are otherwise bombarded by plane crashes.
Sian Jan 27, 2009, 06:06 AM War Chariots (quest) doesn't have State religion as a Preq ... its just that if you don't have one you can only choose Combat I
r_rolo1 Jan 29, 2009, 09:34 AM To anyone that matters , me and DanF discovered some highly irregular behaviour of the partisan event in 3.17. Check it here (http://forums.civfanatics.com/showthread.php?t=308388)
PieceOfMind Apr 08, 2009, 03:52 AM Another question...
Event58
Rural Farmers
Prereq: Grocer
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 food for the city's forge
Is this meant to be for the Grocer, not the forge?
ori Apr 08, 2009, 04:06 AM of course its about the grocer - the forge was a copy paste error.
Fixed.
:thanx:
troytheface Apr 08, 2009, 04:36 AM built walls in all my cities once and got some event that gaves something that i can't remember.
it was an unasked for event.
r_rolo1 Apr 08, 2009, 05:22 AM 1 gold , maybe?
Tephros Apr 09, 2009, 04:49 PM My question is how likely it is for the revolt to continue:
Event12:
Slave Revolt
Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
Obsolete: None
Active/Weight: 80/500
Result:
1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND chance of looping to 3
2.you pay 10 gold AND -1 population AND 1 turn revolt AND chance of looping to 3
3.1 turn revolt [? chance to continue] bold letters added by me, words in italics are incorrect.
built walls in all my cities once and got some event that gaves something that i can't remember.
it was an unasked for event.
Pretty easy to look stuff up with Ctrl F if you download the text file - easier than wading through the spoilers. Doing that for "walls" these are the possibilities:
Event105
Security Tax
Prereq: METAL_CASTING or IRON_WORKING or MONARCHY or ALPHABET or MATHEMATICS or CODE_OF_LAWS or AESTHETICS or THEOLOGY AND city with walls
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER or ASTRONOMY
Active/Weight: 70/500
Result:
1.you gain 20 to 80 gold (never seen that one)
Event127
Miracle
Prereq: City with walls AND state religion
Obsolete: None
Active/Weight: 90/200
Result:
1.+1 commerce for city's walls
2.you pay 30 gold AND spread your state religion to 2 own cities
I see this one all the time.
ori Apr 10, 2009, 04:14 AM for slave revolt:
each of 1 and 2 have a turn of revolt and a 100% chance of triggering 3 (a turn of revolt). 3 has a 40% chance of triggering itself.
Fixed it.
Antilogic Apr 10, 2009, 08:02 AM So, it's just a 40% chance the revolt will continue? The penalty is maybe two turns of anarchy instead of losing population?
This gives me something to think about.
ori Apr 10, 2009, 08:20 AM actually you always have at least 2 turns of revolt (+40% each turn to continue after that) - you can only choose to either loose 2 pop points and have one hurry anger (:mad: for 10 turns on normal) or pay 10 gold and only loose one pop point and no hurry anger - the duration of the revolt itself seems not to be dependent on your choice...
Tephros Apr 13, 2009, 03:46 AM actually you always have at least 2 turns of revolt (+40% each turn to continue after that) - you can only choose to either loose 2 pop points and have one hurry anger (:mad: for 10 turns on normal) or pay 10 gold and only loose one pop point and no hurry anger - the duration of the revolt itself seems not to be dependent on your choice...
I'll screenshot it next time I see it, but the first two options guarantee exactly one turn of revolt. They do not loop to 3 because there is no chance for it to continue beyond that turn if you choose those options. The third option has at least 1 turn of revolt, but it does not always continue for a second turn. I've seen the local authorities bumble the crackdown five times in a row, but I've seen them get it right after the initial turn of revolt, which can't be evaded anyway.
kristopherb Jun 16, 2009, 11:35 AM Are sure?
Quest7:
Best Defense
Prereq: ENGINEERING
Obsolete: RIFLING or RAILROAD or ECONOMICS
Active/Weight: 30/400
Aim:
Build default number of players for this world size castles (7 for standard)
Result:
1.All Melee units gain the City Garrison 1 promotion
2.gain +3 Attitude with all AIs you have met
3.IF you control the Great Wall gain +25 Espionage points for the Great Wall
Melee units getting City garrison?
Quest12:
Elite Swords
Prereq: IRON_WORKING AND State Religion
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Swordsmen (8 for standard)
Result:
1.All Swordsman units gain the City Raider 1 promotion
2. IF running HEREDITARY RULE: All Melee units gain the Drill 1 promotion
Melee units getting Drill?
I' not questiong the rest but giving melee units promos that they can't get is odd.:crazyeye:
ori Jun 16, 2009, 11:40 AM may be odd - but see for yourself:
<EventInfo>
<Type>EVENT_BEST_DEFENSE_DONE_1</Type>
<Description>TXT_KEY_EVENT_BEST_DEFENSE_DONE_1</Description>
(...)
<UnitCombatPromotions>
<UnitCombatPromotion>
<UnitCombat>UNITCOMBAT_MELEE</UnitCombat>
<UnitPromotion>PROMOTION_CITY_GARRISON1</UnitPromotion>
<EventInfo>
<Type>EVENT_ELITE_SWORDS_DONE_2</Type>
<Description>TXT_KEY_EVENT_ELITE_SWORDS_DONE_2</Description>
(...)
<UnitCombatPromotions>
<UnitCombatPromotion>
<UnitCombat>UNITCOMBAT_MELEE</UnitCombat>
<UnitPromotion>PROMOTION_DRILL1</UnitPromotion>
kristopherb Jun 16, 2009, 04:04 PM may be odd - but see for yourself:
Jesus. so this open them melee units with drill and city gar to the drill line and city garr line?
PieceOfMind Jun 17, 2009, 01:39 AM You think that's weird? There's an event that gives carriers Drill III, so they can promote straight to Drill IV without getting I or II.
Daryl95 Jun 20, 2009, 03:40 PM What the heck is whip anger? I saw it in one of you spoilers.
ori Jun 20, 2009, 03:48 PM whip anger is the :mad: produced by whipping your population (hurrying production with population in slavery) - the same tag is used for all temporary :mad: - and it behaves the same way (i.e. decays after 10 turns unless you whip again/get an event that creates this).
stee Jun 28, 2009, 08:49 PM Event7:
Man named Jed
Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit on this plot
Obsolete: None
Active/Weight: 75/5000
Result:
1.Nothing
2.you pay 10 gold and Oil is revealed.
I don't understand what it means by unit on this plot. Does it mean that the scout must be a future oil spot? Because when I got this event, none of my scouts were on any oil spots.
cabert Jun 29, 2009, 12:48 AM Event7:
Man named Jed
Prereq: 1 Scout or Explorer AND Oil (not revealed) AND unit on this plot
Obsolete: None
Active/Weight: 75/5000
Result:
1.Nothing
2.you pay 10 gold and Oil is revealed.
I don't understand what it means by unit on this plot. Does it mean that the scout must be a future oil spot? Because when I got this event, none of my scouts were on any oil spots.
you can't see oil before scientific method.
but the oil already was there
benfp Jun 29, 2009, 12:59 AM I don't understand what it means by unit on this plot. Does it mean that the scout must be a future oil spot?
Yes.
Because when I got this event, none of my scouts were on any oil spots.
Did you pay the 10 gold to reveal the oil? It happened once to me and once to a friend on a MP game. This event does reveal all oil ressources BTW.
mfie Jun 29, 2009, 02:53 AM Yes.
Did you pay the 10 gold to reveal the oil? It happened once to me and once to a friend on a MP game. This event does reveal all oil ressources BTW.
I got this event once when i already could see oil :p
stee Jun 29, 2009, 08:59 AM ^^ What I am saying is, I did reveal the oil, but my scout was not standing on a future oil spot. That is why I am confused.
stee Jun 29, 2009, 09:05 AM Omg sorry for the noobiness. I just realized the oil was on a city and I didn't see the oil. My bad ;)
Anon86 Jul 12, 2009, 02:56 PM Hello, I was just wondering how the promotion events worked. If you get lucky and get a "All Melee Units get Promotion X" does it give all of your current melee units promotion x, give all future melee units trained by you promotion x, or does it effect every player?
Also, if the event becomes obsolete and can no longer trigger, do future units you make still get promotion x?
PieceOfMind Jul 12, 2009, 09:16 PM Hello, I was just wondering how the promotion events worked. If you get lucky and get a "All Melee Units get Promotion X" does it give all of your current melee units promotion x, give all future melee units trained by you promotion x, or does it effect every player?
It includes only all of your existing melee units and all of your future melee units - none of your rival's.
Also, if the event becomes obsolete and can no longer trigger, do future units you make still get promotion x?
Event rewards like this don't obsolete to my knowledge (the event/quest itself obsoletes if you don't complete it in time). Your existing melee units will never lose the free promotion. Just at some point you won't be able to build an melee units anymore, which you could kinda call obsoleting I guess.
kristopherb Jul 15, 2009, 03:14 AM Hello, I was just wondering how the promotion events worked. If you get lucky and get a "All Melee Units get Promotion X" does it give all of your current melee units promotion x, give all future melee units trained by you promotion x, or does it effect every player?
Also, if the event becomes obsolete and can no longer trigger, do future units you make still get promotion x?
Some of these events are over powered, I'm playing a prince game (first time) and i got this event early, jesus does it help.
Edited
Antilogic Jul 15, 2009, 01:39 PM These events are over powered, I'm playing a prince game (first time) and i got this event early, jesus does it help.
Not all of them are overpowered--the one that gives your pikemen the Shock promotion is decent if your pike has to be the last guy attacking the city and your opponent has weakened melee troops there, but otherwise it has limited utility.
I find the best one to be the Tower Shields, which gives your melee units the Cover promotion. Not only are they more likely to survive crossbows, always a thorn in my side, but also they can tear up the most common city defenders, the archer and longbow units, with ease.
kristopherb Jul 17, 2009, 11:03 AM Not all of them are overpowered--the one that gives your pikemen the Shock promotion is decent if your pike has to be the last guy attacking the city and your opponent has weakened melee troops there, but otherwise it has limited utility.
I find the best one to be the Tower Shields, which gives your melee units the Cover promotion. Not only are they more likely to survive crossbows, always a thorn in my side, but also they can tear up the most common city defenders, the archer and longbow units, with ease.
thats the one i've jist had and thats the one i mean.
Antilogic Jul 20, 2009, 02:01 PM thats the one i've jist had and thats the one i mean.
That one is pretty sweet--maybe some kind of investment, like 100 gold, should be required to get the bonus.
NoPeace Sep 26, 2009, 08:38 PM I liked the Civ Game event.
iDecoy Oct 05, 2009, 04:04 PM Kinda new to CIV 4, is there a way to trigger these events in game? any help would be appreciated, thanks.
ori Oct 06, 2009, 08:40 AM welcome to CFC :band:
do you mean chose an event and trigger it manually? or are you talking about Civilization 4 and not the Beyond the Sword expansion?
iDecoy Oct 07, 2009, 10:01 PM welcome to CFC :band:
do you mean chose an event and trigger it manually? or are you talking about Civilization 4 and not the Beyond the Sword expansion?
Yes, to chose an event and trigger it manually and I have CIV 4 with all the expansions including BtS.
ori Oct 08, 2009, 08:01 AM I believe you can trigger it within the python console - you can get to the console as described here: http://forums.civfanatics.com/showthread.php?t=279903&highlight=chipotle
Edit: post #4 in the following link shows how to trigger an event: http://forums.civfanatics.com/showthread.php?t=230567&highlight=chipotle+events
MrAdam Oct 11, 2009, 09:59 AM http://i806.photobucket.com/albums/yy347/es4_civ/11-Hydra/Round_5/b5b04d2d.jpg
What event is this? I got the screenshot from
http://forums.civfanatics.com/showthread.php?t=336085&page=2
Nevermind, it's a RoM event.
morchuflex Oct 11, 2009, 12:31 PM This looks fun! Never saw it, though.
Icemanvlad Nov 02, 2009, 11:43 AM Hello there. I've been playing civ for a bit of time and ever since i got beyond the sword i loved it even more :D. I love the random events and what i want to know is how can i increase the frequency or unlock all of them as i have read some and there were many i did not see andi thought i saw them all since i saw some of them 10-20 times now. Can anyone help? thanx :D
Antilogic Nov 04, 2009, 04:10 PM The vital files you want to look at are the GlobalDefines XML and the EventTriggerInfos XML.
In GlobalDefines, you need to find some variable that says EVENT_PROBABILITY_ROLL_SIDES, and it is by default at 100. If you decrease this number, more random events will occur in your game. However, this doesn't affect which events occur--to figure that out, you need to look in each trigger info (one per event). There are two values you should look at: iPercentGamesActive and iWeight.
iPercentGamesActive will tell you how many games on average where this event will be active (as in, it can happen). At the beginning of a new game, each event gets an up or down vote based on this percentage. If this number is low, then it simply won't appear in most games, whereas 100 will ensure this event will always have the chance of happening in the game.
When the game decides that a random event occurs, it figures out the probability of each event occuring by looking at the iWeight values. It basically checks to see if the event can happen in the game (already decided above), and then checks to see if that event meets the triggering conditions (all the other stuff in the trigger info). If the event is in the game and it meets the triggering conditions, it goes into the pot of stuff that could happen this turn.
After it looks at each event, it picks a random number and decides which event occurs based on that number. Events with high weights are more likely to be picked, so an event with a weight of 200 has twice the chance of being selected as an event with a weight of 100, so long as both events are active in the game and all triggering conditions have been met.
r_rolo1 Dec 02, 2009, 01:21 PM @ ori
Do you know if this quest:
Quest12:
Elite Swords
Prereq: IRON_WORKING AND State Religion
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Swordsmen (8 for standard)
Result:
1.All Swordsman units gain the City Raider 1 promotion
2.All Melee units gain the Drill 1 promotion
had the prereqs and the rewards changed? See here (http://forums.civfanatics.com/showthread.php?p=8692109#post8692109)
ori Dec 02, 2009, 03:40 PM from a quick glance at the current (BtS 3.19) files I don't think it requires any state religion (not sure if that was ever the case - if I find time I'll correct that).
the required and obsolete techs are the same.
the first option is available without hereditary rule and is the same and the second option requires HR and is the same.
r_rolo1 Dec 02, 2009, 04:15 PM Thanks ;)
ScavengerType Dec 15, 2009, 03:11 PM I just thought I would add a thanks for this. It has been instrumental in my events editing(mostly rewording many old events) so as to prevent me from having to read the XML in order to understand crudely what every events does. I am sure I am not the only one who has benefited.
Many of the events editing guides tell you how the XML and even the python works, but none other list the events as they are. Saved a lot of time for me, it's a must for any events editor.
VladTepes Feb 13, 2010, 05:24 AM I'm sorry if this has already been mentioned, but the "Classic Literature" quest spoiler seems to have a mistake. It expires with the Renaissance era, so logically it wouldn't give an Ancient era tech as a bonus, right?
ori Feb 13, 2010, 05:46 AM this code
def applyClassicLiteratureDone2(argsList):
iEvent = argsList[0]
kTriggeredData = argsList[1]
player = gc.getPlayer(kTriggeredData.ePlayer)
iEraAncient = CvUtil.findInfoTypeNum(gc.getEraInfo, gc.getNumEraInfos(), 'ERA_ANCIENT')
listTechs = []
for iTech in range(gc.getNumTechInfos()):
if gc.getTechInfo(iTech).getEra() == iEraAncient and player.canResearch(iTech, false):
listTechs.append(iTech)
if len(listTechs) > 0:
iTech = listTechs[gc.getGame().getSorenRandNum(len(listTechs), "Classic Literature Event Tech selection")]
gc.getTeam(player.getTeam()).setHasTech(iTech, true, kTriggeredData.ePlayer, true, true)
seems to require any tech you can choose to be an ancient era tech :)
morchuflex Feb 14, 2010, 05:06 AM This sucks, since you generally have all of them by the time you complete the quest.
As it stands, this quest is only worth it if you have the Great Library.
casey1966 Dec 18, 2010, 07:00 PM I was wandering what calculates the # of units needed to be built or cities required? For example build 7 Colosseum's in your various cities. I'd like to lower the requirements on events,thanks.
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