View Full Version : Revolution Random Events


jdog5000
Mar 28, 2008, 05:27 PM
This thread is for brainstorming new random events or changes to existing events to make them work well inside the Revolution mod. I'll definitely be implementing several new events for the mod from what we come up with, but this is also a good place to sketch out ideas for events you might implement in a custom mod ... I definitely want to make the random event system integrate well with Revolution as the flexible and easy way to add new Revolution effects for custom mods.

Let the brainstorming begin!

medwarth100
Apr 01, 2008, 07:57 AM
Tribal rebellions! Tribal rebellions!

My idea is that when a city has newly been founded, a message will pop up warning that the nearby tribe of (civ name not yet in use) are angered that their land has been taken. One would have to pay an amount of gold, or a group of "tribal warriors" (archers, warriors, spearmen, that kind of stuff) will appear at the city and attack. If they manage to take the city, they settle down, rename it to the civ capital and life goes happy on

StormLord-711-
Apr 01, 2008, 01:05 PM
I was thinking that along the line of what happened with the U.S. entry into World War I, which had Germany's unrestricted submarine warfare on trading ships as a major cause, we could have an event where if a player sunk another player's ship with a submarine, then the player who benefits most from trade with the player whose ship was sunk and isn't involved in the same war will get a heavy negative diplomatic modifier, hopefully enough to draw them into the war if they are already annoyed enough with the country.

jdog5000
Apr 01, 2008, 02:49 PM
medwarth:

Cool idea! Kind of like a expansion of the negative event that happens when taking a goody hut sometimes. Works great with BarbarianCiv too.

StormLord:

Not too Revolution specific, but still interesting. To do this with the event system it would probably make sense to give the player choices. What ideas do you have? Also, would it be for any ship sunk by a submarine?

It's a little awkward since trade isn't explicit in Civ4, if you sink an aircraft carrier or a transport full of marines it'd be different than having a transport full of trade caravans from the Civ2 days. Maybe the international incident could be related to blockades instead?

Dom Pedro II
Apr 01, 2008, 03:34 PM
I would recommend an event that, when a city has a somewhat high rev index, there might be a riot or something that would give you options on how to deal with it that might raise the rev index or cost you more money or something.

And the idea of dissidents destroying buildings was shot down early on as being "unfun", but with the random events, we can at least give the player the option to save the building at a cost or letting it be destroyed.

I would say that if there are multiple religions that some kind of altercation between the different religions would be a good idea... maybe a pogrom or something. Possibly the burning at the stake of a prominent religious dissident under Theocracy? Or just a regular old execution under another gov't type? Or maybe notification of capture of said individual and you get the choice of whether to execute them or not... :evil:

Aeven
Apr 02, 2008, 06:42 AM
Perhaps an event where religions are 'lost', when the practitioners go to a nearby rival city who does have their religion as state religion, this possibly in the event of a theocracy. Possible options would be to abolish state religion, or abolish theocracy, or build them a temple, or forcibly convert them (lose less population than if they leave). An interesting module to add with this would be the component that allows religions to sometimes disappear depending on circumstances. After all, not necessarily the oldest religions stay the longest. Though this'd be better if you included some good custom religions found on the forum, such as Shinto etc.

Another idea would be an event where your culture becomes a large minority (30-40%) in a border town, and you could take over the city without war or trade, but have a relationship hit.

BobTheTerrible
Apr 02, 2008, 10:15 AM
How about something where if you have a sufficient amount of spy points with another civ, and a small revolt occurs, you can pay some espionage points and some gold to push it over the edge into a rebellion, with the possibility of taking a diplo hit with the parent civ.

I have more ideas which I'll post later.

Kryten4000
Apr 02, 2008, 05:01 PM
When one of your cities is starving, the ruler's wife could say something stupid like "let them eat cake" and piss off most of your nation.

jdog5000
Apr 02, 2008, 11:52 PM
And the idea of dissidents destroying buildings was shot down early on as being "unfun", but with the random events, we can at least give the player the option to save the building at a cost or letting it be destroyed.
Definitely, when riots occur or you turn down a revolution request ... it'd work like the current ___ was destroyed by an earthquake event.

Perhaps an event where religions are 'lost', when the practitioners go to a nearby rival city who does have their religion as state religion, this possibly in the event of a theocracy.
Certainly there should be some religious events for when you're operating a Theocracy, and your idea would work well for before cities get to revolt level. I'm basically thinking of building religious events that would fill in the current need for an inquisitor unit ...

I don't like the inquisitor model for removing religions for a couple of reasons, but mainly it's that an inquisition would really be a significant movement/event in an empire not some kind of 'unconversion.' The effects of an inquisition would be felt in many cities, it just doesn't seem possible to model that properly with an anti-missionary. Instead, there could be a couple of types of events that, depending on choices, could cause the religion to leave a city.

One type would be instigated by citizens following an oppressed religion like you mentioned and be localized to an individual city. Options would be somewhat similar to current peaceful religious revolt options (give money, switch civics, etc). In addition, you might receive a quest to build a temple or something in exchange for a big drop in Rev Index. The second would be more like what DPII was talking about, where perhaps your religious leaders were urging you to drive out some particular heretics with a national inquisition. Making this a national level event allows it to really be a big deal, with serious unrest and maybe even rebel units in the effected cities plus international relations modifiers etc.

How about something where if you have a sufficient amount of spy points with another civ, and a small revolt occurs, you can pay some espionage points and some gold to push it over the edge into a rebellion, with the possibility of taking a diplo hit with the parent civ.

I have more ideas which I'll post later.
Things like this are exactly what I'm looking for. An event offering you the chance to "sponsor" a revolt would be great. There should also be events with rebels requesting help in existing revolts which is something I've been thinking about, but definitely post what ideas you've got!

When one of your cities is starving, the ruler's wife could say something stupid like "let them eat cake" and piss off most of your nation.
Ha! And you'd have the option to buy tons of cake to try to smooth over the gaffe ... :goodjob:

Excellent ideas, keep them coming!

Sonereal
Apr 03, 2008, 01:12 PM
How about a Reichstag (sp?) like event? It'll be avaiable if you have a police state, and if you fund the burning (or bombing) of one of your own buildings and set up a patsy, your citizens will be a LOT happier.

Things like this would make the late games more diverse. EVERYONE ends up with universe suffrage, free religion, etc.

Another idea would to set up some event in another civilizations city and make it look like someone else did it, which would kinda push them both over for a war (and theres a chance you could get caught)

Ekmek
Apr 03, 2008, 04:21 PM
I'd recommend a rare, but "positive" event. Vassal Annexation. If someone is a vassal have a chance that they get annexed and become part of their master civ. This would create the chance for new revolutions but also it would freaky to see a medium civ jump in power because they annexed their vassal.

jdog5000
Apr 03, 2008, 06:53 PM
I'd recommend a rare, but "positive" event. Vassal Annexation. If someone is a vassal have a chance that they get annexed and become part of their master civ. This would create the chance for new revolutions but also it would freaky to see a medium civ jump in power because they annexed their vassal.

This already happens, though not through the event system. It only happens for really small civs (ie one or two cities) who also like their master though. Assimilation, as currently implemented, also doesn't require that the disappearing civ be a vassal under some circumstances.

Assimilation/annexation could certainly be expanded to allow slightly larger civs to assimilate if there was interest in this. I also plan to allow two tiny civs to band together if they are rebels from the same motherland under some circumstances as well.

Locce
Apr 03, 2008, 07:06 PM
How about random events relating to immigration? Like if a neighboring civ has your religion as a minority, maybe a group of refugees crosses the border illeagally to escape oppresion. You would have options to:

Accept them (happiness in cities, extra growth or pop in border cities, some foriegn culture added to border cities, negative on relations to neighbor)

Reject them (Unhappiness in cities, positive on relations to neighbor, added espionage points on neighbor for securing border)

There are lots of other varients of this that could be used. Ideally, an immigration mechanic would really enhance the religon and nationality aspects of this mod, but Random Events are a good place to start.

Gladdig_Kaga
Apr 22, 2008, 09:41 AM
I think that AI leaders should retire from time to time, making their diplomacy stance with you more neutral. Like Julius reitre and gets replaced by Agustus. He don't know you as well as Julius did.

Not "friendly BAM! Neutral" :p
but a bit more neutral.

Ekmek
Apr 22, 2008, 10:03 AM
I often see the crashed airliner event. maybe just modifying to illegal drug deals or terrorist bombings. for example instead of American airliner has crushed in territory. Haver american drug dealers have been caught in Russia (or a terrorist bombing incident) - and then the options are assist with investigation etc. just more revolution flavor instead of airlines.


I'd also like to see an even where resources, like oil disappear. I know events can add resources. can it remove them?

jkp1187
Apr 23, 2008, 08:32 AM
I often see the crashed airliner event. maybe just modifying to illegal drug deals or terrorist bombings. for example instead of American airliner has crushed in territory. Haver american drug dealers have been caught in Russia (or a terrorist bombing incident) - and then the options are assist with investigation etc. just more revolution flavor instead of airlines.


I'd also like to see an even where resources, like oil disappear. I know events can add resources. can it remove them?


I like the random terrorist events.

And Ekmek, check the Next War mod -- there is a python script in CvEventManager.py that permits resource depletion.

BobTheTerrible
Apr 23, 2008, 10:40 AM
Ok, another suggestion:

How about an event that, when a rebellion occurs in a nearby civ, they come to you and ask for help. This event would take place only the turn when a legitimate revolt happens, but the event would take place before the actual revolt. You can choose to support them financially at the cost of negative modifiers with the parent civ (which will cause the rebellion to spawn with more/better units), with intelligence (you lose some general number of espionage points, and the units they spawn with have more promotions) and perhaps either support them technologically (with beakers, or a tech you have that they don't) or maybe even production or some other newfangled way. You could also choose to alert the mother civ to the rebellion. Helping the rebels would increase your relations with them and worsen relations vs the parent civ, and vice versa for alerting the parent civ.

Gladdig_Kaga
Apr 23, 2008, 12:52 PM
Ok, another suggestion:

How about an event that, when a rebellion occurs in a nearby civ, they come to you and ask for help. This event would take place only the turn when a legitimate revolt happens, but the event would take place before the actual revolt. You can choose to support them financially at the cost of negative modifiers with the parent civ (which will cause the rebellion to spawn with more/better units), with intelligence (you lose some general number of espionage points, and the units they spawn with have more promotions) and perhaps either support them technologically (with beakers, or a tech you have that they don't) or maybe even production or some other newfangled way. You could also choose to alert the mother civ to the rebellion. Helping the rebels would increase your relations with them and worsen relations vs the parent civ, and vice versa for alerting the parent civ.

GREAT!:woohoo::clap::woohoo:
I whas just about to post this idea but when i came here i read you had posted it! :lol:

Gladdig_Kaga
Apr 23, 2008, 01:01 PM
We have organised rebels that makes a new civ and then there is unorganised (barbarians). Why not half organised? Like the western roman empire.
2 or 3 rebels civs comes up. At war with eachother or at least hate eachother for whatever reason, religion, want different civics... Whatever you can come up with. Maybe they both just want power.;)

It would be nice seing your former empire become a battlefield. :)

jdog5000
Apr 25, 2008, 04:03 PM
Ok, another suggestion:

How about an event that, when a rebellion occurs in a nearby civ, they come to you and ask for help. This event would take place only the turn when a legitimate revolt happens, but the event would take place before the actual revolt. You can choose to support them financially at the cost of negative modifiers with the parent civ (which will cause the rebellion to spawn with more/better units), with intelligence (you lose some general number of espionage points, and the units they spawn with have more promotions) and perhaps either support them technologically (with beakers, or a tech you have that they don't) or maybe even production or some other newfangled way. You could also choose to alert the mother civ to the rebellion. Helping the rebels would increase your relations with them and worsen relations vs the parent civ, and vice versa for alerting the parent civ.

Absolutely, this will definitely be in there. Money and espionage are easy to do, research is possible too though it won't help them much until they capture some cities. Your idea of having donated money turn in to other things (more units, promotions, etc) is definitely a good one, I'd been thinking about how to code the ability to either give or loan units to the rebels, it's certainly trickier than giving general financial support and having the rebels turn that in to units etc. :goodjob:

That said, and I don't want to spill too many beans, but DPII is working on some very interesting mercenary trading mechanics that will hopefully make this all possible ...

StormLord-711-
Apr 27, 2008, 06:15 PM
Absolutely, this will definitely be in there. Money and espionage are easy to do, research is possible too though it won't help them much until they capture some cities. Your idea of having donated money turn in to other things (more units, promotions, etc) is definitely a good one, I'd been thinking about how to code the ability to either give or loan units to the rebels, it's certainly trickier than giving general financial support and having the rebels turn that in to units etc. :goodjob:

That said, and I don't want to spill too many beans, but DPII is working on some very interesting mercenary trading mechanics that will hopefully make this all possible ...

All right!!! :D The mercenary mechanics were one of my favorite parts of RFC (I don't know what other mods implemented them) and I'd like to see them return. I know you can always gift units, but then you don't get them back ;).

I know the broken star mod that came with BtS had buyable upgrades (you could buy so much experience on a unit for a price); maybe something along the lines of one country paying for a specific amount of experience for a rebel civ could be put in place? Sort of like how during the cold war both the USSR and USA paid for training of either rebels or the original country in the many proxy wars they fought. Actually, it'd be great to be ablet to pay for experience for any country because you might want to help crush a rebellion that another country is financing (assuming we could teach the AI to use this trick :crazyeye:). But supportingthe rebel civs alone would be great because often I can only take advantage of the situation by declaring war on the rebel civ and taking the cities that he stole (the parent civ is usually stronger in every case- well at least for a while). It's always nice to have more stealthy ways to work the situation to weaken a rival.

StormLord-711-
May 29, 2008, 12:35 PM
I just read a book called The Silicon Dagger (by Jack Williamson), which had a very interesting situation that could definitely be applied to Revolutions, and I thought I'd report it before I forgot.

In it, a militia takes over a county in Kentucky and declares independence from the United States. When the US military attacks to take it back, they find a forcefield-like shield surrounding the county which causes them to lose a slew of tanks. The shield shuts down anything electric and ignites any weapons near it (it was even nuked without being stopped). The US is soon forced to accept their independence after they put one around Washington DC until an agreement was made.

So I was thinking, after a certain tech level is hit by a country (it would have to be way into the modern age), if their rebels manage to take over a city, maybe there could be a random event similar to this situation, where anything attacking a rebel city dies.

Corvex
May 29, 2008, 09:43 PM
How about something along the lines of: "A politically-active musician in [city name] has written a popular nationalist anthem, calling for secession from our empire. Separatist sentiment in [city name] has been aroused."

But you also need some ones which don't hurt you as well, such as:
"A noted public intellectual has published a new book, in which he makes a persuasive and well-reasoned case for national unity. Separatist sentiment in [name of rebellious city] has been quelled somewhat."

jdog5000
May 30, 2008, 03:59 AM
Ah, nationalism ... good ideas!

jkp1187
May 30, 2008, 07:05 AM
Looking back through the thread, I definitely like Gladdig's suggestion:


I think that AI leaders should retire from time to time, making their diplomacy stance with you more neutral. Like Julius reitre and gets replaced by Agustus. He don't know you as well as Julius did.

It would also be interesting if certain cities might develop their own preference for a certain civic and agitate for its adoption, with the threat of secession if their preference isn't met. Think particularly the South in the American Civil War (switching away from Slavery) or more current events in Bolivia (government switching to State Property, but a certain region prefers Free Market.)

I guess that's not really a random event, but it just occurred to me while I was writing this. (Plus, I suppose the development of such a preference would have to be random for ease of implementation.)

StormLord-711-
May 30, 2008, 02:06 PM
It doesn't necessarily have to be random: if a region has always traditionally had a certain civic (like the American South), then it would prefer it. Or maybe culture from another civ that uses a different civic could affect it (think East Germany). That type of thing could be taken into account; I know it's been done before in Revolutions.

jdog5000
May 30, 2008, 04:50 PM
I definitely intend to expand requests for changes of civics and to have cities with certain issues become staunchly in favor of certain civics. To some extent this is in there now, as cities with religious issues will ask for Freedom of Religion and colonies can ask for Representation etc. When you change right now from say Theocracy to Freedom of Religion, cities with religious negatives react more favorably to the change. I certainly plan to make this a bigger part of the mod with the national/local system.

Locce
May 30, 2008, 07:00 PM
In the past major idealoligal isuses were: religious vs secular, dictator vs represntation, and free market vs mercantalism vs communism. These kind of things could be shown through a city's or civ's civic preferance.

Mr Historical
May 31, 2008, 05:27 AM
accidental nuke launch when you have a large stockpile of icbms,hits a random city with a nuke {requires fibre optics}
-fire a nuke at your own city (no war),massive unhappiness
-call all-out war with that civ
-blame it on an accident,small unhappiness,chance enemy will still attack you
-Bribe the enemy to cover it up -1750 gold,no unhappiness,small chance of war

Gladdig_Kaga
Jun 22, 2008, 06:24 PM
New nations without war.

Like there is starvation in one city and instead of rebelion some settlers show up and maybe some soldiers for protect them.
If its a coastal city then perhaps a ship with settlerss will appear?

Sometimes they may become your vassal.

This would be very cool :)

BobTheTerrible
Jun 23, 2008, 10:17 AM
I was actually thinking of an "Immigrants" event, where a group of people in one of your high pop cities would organize into settlers/workers/units and peacefully form a new civ, and go settle. The problem with this is that the place they settle is likely going to be right where you were planning on expanding your civ, so you'd probably end up declaring war and subjugating them anyway.

Ekmek
Jun 23, 2008, 11:03 AM
Peacekeeping event?

maybe use code similar to the sacred mountain or some other event that requires you to go to a certain location and have it so you have to send X nummber of melee units to that spot. you can have text that says riots have occured etc. having the event go to all players would be cool and give a relations penalty if they don't or boost if they do.

leader change
How about an event that is linked to the leader change where you can welcome or refuse the new administration with relations plus or minus

Stop Persecution event
An event were you have to liberate another player's city that has your state religion but there state religion is different and they are running theocracy or police state. if you refuse the quest you get unhapiness, if you accept you get happiness. if you liberate the city get more happiness.

jkp1187
Jun 23, 2008, 11:09 AM
I was actually thinking of an "Immigrants" event, where a group of people in one of your high pop cities would organize into settlers/workers/units and peacefully form a new civ, and go settle. The problem with this is that the place they settle is likely going to be right where you were planning on expanding your civ, so you'd probably end up declaring war and subjugating them anyway.


The Voortrekkers (http://en.wikipedia.org/wiki/Voortrekkers). I like it.

jdog5000
Jun 23, 2008, 03:54 PM
Great ideas all, keep them coming!

I've been thinking about having an "emigrant" (I think that's used for when their leaving ...) like option for early revolts, force/let the trouble makers leave. They will set up shop right on your borders as you say, plus they'll be pretty behind unless they get like 2 settlers and a worker plus defense ... seems like a lot of free stuff though. Figuring out if there's good nearby accessible land isn't easy either.

Another idea I had for colonial era single city revolts was an option for the oppressed religious minority to just take off on ships for the new world. Maybe they'd start off as your vassal, maybe not. You'd lose population and maybe have to help finance their travel to get them out of your hair. Fills a nice a niche when an isolated city has religious problems, plus hunting down the colonists with Privateers would be fun ...

Locce
Jun 23, 2008, 08:32 PM
I know this isn't strictly revolutions, but if you are going to work in migration eventually it would be nice to have a mechanic for religion similar to that of nationality. Would open up a lot of options for random events, and would simlify the effects of religion on stability. Maybe this could be worked into a future version? (after seperating local/ national effects, working out the bugs, and streamlining in general of course. I know you're busy) ;)

blunt3d
Jun 26, 2008, 10:40 PM
maybe there can be an event when you enter the modern age or have civics like liberalism/representation/free religion available. A civil rights leader or religous leader could rise up and organize marches in X city against you're government either to go back to old religious ways or change other civics and you can either try to
1- bribe him alot of money(50% chance hell take it depends on how bad the conditions are )
2- make changes in you're empire(safest maybe get a great person?)
3-try to assinate him(could have really bad consquences.maybe use spy points?or be really risky)
4- ignore him if you lack money or can't handle the situation(causes revolts/ spreads unhappiness to other city's)

Ekmek
Jun 27, 2008, 06:13 PM
I never got a religious clash event. is there one where is you have two eligions in a city rioting or fighting breaks out?

blunt3d
Jun 30, 2008, 11:08 AM
I had another idea where maybe you could support or help supress a revolution in another rival empire by-
1. funding the movement (give X amount of money= rebels get extra units)
50% of getting negative diplomacy towards that empire
2. or send aid to the rival empire for positive diplomacy with empire.

Soduka
Jul 04, 2008, 06:32 PM
Could there be random events that form large alliances in the AI? I love the aspect of fighting huge World Wars in Civ 4, but Defensive Pacts only really allow 2 civs to hook up their powers and usually that's all that happens. I would like to see the Vassal/Defensive pact section of the game redone a bit. Make it possible to form large alliances in between the AI, and also you with the AI.

BobTheTerrible
Jul 05, 2008, 10:13 AM
Could there be random events that form large alliances in the AI? I love the aspect of fighting huge World Wars in Civ 4, but Defensive Pacts only really allow 2 civs to hook up their powers and usually that's all that happens. I would like to see the Vassal/Defensive pact section of the game redone a bit. Make it possible to form large alliances in between the AI, and also you with the AI.

Having a random event do that rather than the actual game seems a bit artificial though. Have you tried Rhye's and Fall of Civilization? Rhye changed defensive pacts to allow up to 4 civs to engage in them at the same time, which leads to big world wars, especially because the civs in the defensive pacts probably have vassals.

Tboy
Jul 09, 2008, 12:18 PM
Having a random event do that rather than the actual game seems a bit artificial though. Have you tried Rhye's and Fall of Civilization? Rhye changed defensive pacts to allow up to 4 civs to engage in them at the same time, which leads to big world wars, especially because the civs in the defensive pacts probably have vassals.

Plus they're military alliances more than defensive pacts, i.e. declaring war will drag them in as well, and the pact remains.

Ekmek
Aug 01, 2008, 12:19 PM
lower scale insurgencies....

it seems jdog already has the code to cut HP from units in a city looking to revolt. I'd like to see this code added to a random event in a city you conquered that is having the fist with # of turns until order is established. that way it simulates dealing with an insurgency (but without units) like raids or in the modern day IEDs and lower morale.

jdog5000
Aug 01, 2008, 01:41 PM
That would certainly be possible, I'll add it to the capabilities for Revolution Events.

Headlock
Aug 24, 2008, 01:15 PM
lower scale insurgencies....

it seems jdog already has the code to cut HP from units in a city looking to revolt. I'd like to see this code added to a random event in a city you conquered that is having the fist with # of turns until order is established. that way it simulates dealing with an insurgency (but without units) like raids or in the modern day IEDs and lower morale.


I agree; very silly seeing units garrison a revolting city without taking damage.

I have 2 events ready, already incorporated into my own Rev install:
Senate In Rebellion - The Senate is appalleda t the conduct of the war with #### Civ. (Can submit, and peace comes, or ignore and war goes on with extra War Weariness)

Political Riots: A demonstration in one of your Civs has been brutally supressed by the Cavalry stationed there (based on the Peterloo Massacre)
(Can be in favour and all Cav get promotions, or horrified and all Grocers get +1 happy)

Available any time:)

HDK

Afforess
Aug 29, 2008, 11:10 AM
What about tweaking the random event I made? (See my sig link.)

Onionsoilder
Sep 03, 2008, 04:23 PM
There should be an event that actually adds to or subtracts from the revolution index. Both positive and negative. Also, maybe a quest that influences this.