View Full Version : WIP: RoM 2.3 - Events


zappara
Jul 09, 2008, 01:08 PM
I'm working on next patch that will add many new events to Rise of Mankind. So far I've added 12 new events, many of them giving player multiple choices. First I have to say that it's not easy to add events - testing out every possible condition for each event is really time consuming: change couple values and I have to reload the mod and try all conditions again, not to mention the problems with python... Original goal was to add about 100 new events but at this speed, I don't know how long it will take to add that many - anyway I'm not in rush to update RoM so it'll probably takes few months before all is done.

So I thought I'll ask you all RoM players what kind of events there should be. I have my own event lists but I can't think of everything myself. ;) If you post any event suggestions, please mention to which event category it belongs:

Historical event
Building event
Wonder event
Unit event
Improvement event
Diplomacy event
Civic event
Other

Please keep in mind that my goal is to add real world events and historically accurate things. For example: x person shooting y civ's diplomat causes World War could be one event.

Mister Giggles
Jul 09, 2008, 02:07 PM
"Please keep in mind that my goal is to add real world events and historically accurate things. For example: x person shooting y civ's diplomat causes World War could be one event."

That's awesome (Who doesn't want a World War with 30 civs?), as long as it's an option and not forced upon you.

0100010
Jul 09, 2008, 10:35 PM
Immigration/Emmigration

Border conflicts
(Ex. 2 civs which border each other, w/ diplomacy cautious or lower. Each have a unit adjacent to each other, but inside their own territory. Trigger happy soldiers cause a border conflict occurs causes damage to each unit and worsens diplomacy, (even risking war)

Economic sanctions & illegal trafficking

Crime.

Religious Events, religious conflicts when a city has multiple religious w/out freedom of religion (or sometime even with it)

Landmark court cases
(Various US supreme court cases, Scopes Monkey Trial, etc.)

Natural Disasters could injure random troops in addition to improvements.

Scandals among the nobility/elected officials, etc.

New Inventions (specific products: light bulb, record player, cell phone, sliced bread, etc. Resource specific: cotton gin, hand-rolled cigarettes, etc.)

sartha
Jul 10, 2008, 08:47 PM
Diplomacy Event:

Nuclear Weapons Development/Testing

"Your forces have tested a nuclear device, causing much ecological damage in the nearby area and damaging relations with other nations."

Option 1: Issue a public apology to the other nations for the poor choice of location for the test and begin cleanup operations immediately! (-1 temporary penalty with other civs, -1000 gold; removes fallout)

Option 2: Issue a public apology to the other nations for the damage caused by the testing. (-1 temporary penalty with other civs.)

Option 3: Now THAT was a bang! (-2 temporary penalty with other civs)

Basically causes fallout in and around a certain un-owned tile. Requires the Manhattan Project to be built and at least one nuclear weapon in the nation's inventory.

darkyxinhow
Jul 11, 2008, 12:09 AM
Friday the Thirteenth (Historical and Wonder Event)

Based on the secret instructions issued by the Pope Clement V on October 13th, 1307, to his forces throughout Europe, claiming that the Order of the Templars was heretic, to arrest, torture and force the confessions of their "sins". The Templars had grown so powerful by that time that the Pope and the French king, Philip V, had planned out this strategy to crush the order and gain possession of the Templars' riches.

About its mechanics, it would work as two different events. the first, for the Apostolic Palace leader:

Chance to trigger if you are the Resident of the Apostolic Palace at Medieval Era.

Description: A military religious order has grown so powerful that it is starting to rivalize with the Apostolic Palace itself. Your assistants are constantly warning about their military and economic strenght being too big and time has come to take a decision.

Choices: 1 - As if we could do anything. (no requirements) [+1 unhappy faces in all cities with state religion for x turns, to simulate the political dissidence]
2 - Forge a few heresy prosecutions and leave the matter to the Inquisition. If anybody dies and their riches are lost during the process, too bad for them. (available only if inquisitorial) [receive 150 gold per city with state religion, +1 unhappy face in all cities with state religion for x turns]
3 - I had a vision. They are all heretics! Make them all confess their sins and return their riches to their rightful owner, the Apostolic Palace. (available only if you are the Apostolic Palace owner) [receive 300 gold per city with state religion, -1 population in all cities with state religion, triggers event number two]
4 - It pains me, but we need their military assistance at this time. Grant them their freedom in change for some of their armies, the people will eventually remember that we are the only path to salvation. (only available if you are at war with a civ with a different state religion) [receive 2~5 free crusaders, depending on map size, +2 unhappy faces in all cities with state religion for x turns, to simulate the political dissidence]

event number two would be trigered for every full member of the Apostolic Palace, on the immediate turn after choice number 3 for the first event has taken place, and it is based on the reaction some kingdoms had towards the Templar refugees (basically, Portugal, England and Scotland, that actually helped or did no harm to them).

Description: The Resident of the Apostolic Palace has claimed an incredibly powerful military religious order is heretic. He has issued orders to arrest, torture and extract confessions from every member of the order, and send a portion of their riches to the Apostolic Palace itself. While it might seem to be a good opportunity to get rich, embracing the refugees from other nations may be even better...

Choices: 1 - Who am I to go against the holy will? Arrest those heretics and make sure the Apostolic Palace will receive its cut. (no requirements) [+1 happy face in all cities with state religion for x turns, receive 100 gold per city with state religion, the Apostolic Palace owner receives 50 gold per city with state religion, +2 relations with Apostolic Palace owner]
2 - This order has been on our heels for years, it is our right to stay with their riches. (no requirements) [receive 150 gold per city with state religion, -1 relations with the Apostolic Palace owner]
3 - This is none of our affairs. (no requirements) [+1 unhappy face in all cities with state religion for x turns, -2 relations with the Apostolic Palace owner]
4 - The order is very powerful and hold many secrets and riches. Discretly allow some of their refugees to join our cities. (no requirements) [+2 unhappy faces in all cities with state religion for x turns, -2 relations with the Apostolic Palace, +1 gold in every city with state religion]
5 - Ordered by whom?! Publically invite every refugee to join our great free nation. (no requirements) [-4 relations with the Apostolic Palace owner, +3 unhappy faces in all cities with state religion for x turns, +1 population in every city with state religion, +3 gold in every city with state religion]

Sonereal
Jul 11, 2008, 11:50 AM
This is history and diplomacy at the same time I suppose.

During the whole Napoleon thing, the US tried to stay neutral, but the French took American ships while the Brits took American sailors.

So here's how it could work in game.

Nations B and C have been at war for say, 10-15 turns.
Nation A has open borders with both countries.

Events
Nation B (or C) have been kidnapping *your nation's* sailors/ or taking nation's ships. What should we do?

-Close borders and cut trade with Nation B (or C)
-Declare War on Nation B (or C)
-Work out a deal for merc troops or ships (give Nation B or C x amount of ships/troops/planes?)

Now, here's the event options for the two warring nations (after 15 turns still)

The war has been going on for a while now and it seems like it could go on for much longer. Right now, Nation A is doing trade with both sides of this conflict. What should we do about that?
-Do Nothing, what harm can it do? (Positive impact on relation)
-Pressure Nation A into ending trade with Nation C. (Negative impact on relation)
-Bribe Nation A into going to war with Nation C. (Cost 1000-5000 gold)
-Declare War on Nation A

here's the other event for Nation B and C

The war has been going on for a while now and it seems like it could go on for much longer. If we somehow quickly boost the size of our Army or Navy, that could be a deciding factor in this war. Nation A has an army and Navy and if we can somehow get that power, we could win this war.

-Do nothing
-Request x amount of soldiers/ships (cost 1000-5000 gold)
-Kidnap their soldiers that cross our borders for x amount of turns (-2 diplo with Nation A)
-Take ships that enter our ports for x amount of turns (-1 diplo with nation A)
-Take all ships that enter our waters for x amount of turns (-2 diplo with Nation A)
-Demand tribute in the form of miltary assistance from Nation A (-2 diplo)

Open to suggestions of course

Preytor
Jul 11, 2008, 09:02 PM
One thing that gets me is that when I ask a nation to either stop trading with, or go to war with another nation I can choose to ask what they want in return, if they'll do it outta the kindness of their heart, or forcefully tell them to or else.
Yet when they ask me, they never offer me anything!
They just say will you do it, yes or no. If I say no, they *****, if I say yes then they're happy with me.

I'd like to see this area expanded with more options.

I also remember that in Civ3 it seemed like you could do a lot more planning with another civ for was purposes.
Now all there is, is to ask them to attack a certain city.

I'd like to see more options in regard to working with civs in war and peace, and in ways of communicating with them.

zappara
Jul 15, 2008, 08:44 AM
@Sonereal

One clarification about what events can do when they trigger: event can pick player to who triggers the event and the event can then pick 1 extra civ that might be part of the event depending on what the 1st player decides to do. So there can be only A and B civs in 1 event. It is possible to make events trigger extra events where it might be possible to make event affect civ C but it gets very complicated to do them so I try to avoid those situations.


@0100010

What are those Landmark court cases? I don't live in the US so I have no idea what kind of events those could be.

sickre
Jul 15, 2008, 09:40 AM
So there can be only A and B civs in 1 event.

Thanks for letting us know, the restrictions are interesting.

The random events should be well written and concise, to mimic the ones in the official game. You might want to have someone edit the text for this purpose.

I think the game also defines the game into two categories: standard events (like a flood washing out a road) and quests (like the holy mountain).

Have at look at this list: http://forums.civfanatics.com/showthread.php?t=236727 for official events.

zappara
Jul 15, 2008, 09:50 AM
Thanks sickre, didn't know about that thread. :)

There's also thread Guide to event modding in BtS (http://forums.civfanatics.com/showthread.php?t=230567) which explains in detail how xml tags work in events.

I know my english is not perfect for writing event texts because english is not my native language but I'll try to make them blend among the original events - in most cases I can use the original texts from BtS events and just modify it little for my own events.

I haven't tried yet to make any new quests, those are bit more complicated than normal events.

0100010
Jul 15, 2008, 06:12 PM
@Sonereal

@0100010

What are those Landmark court cases? I don't live in the US so I have no idea what kind of events those could be.

http://www.landmarkcases.org/

http://www.infoplease.com/ipa/A0101289.html

http://www.infoplease.com/spot/whmsupremecourt.html

http://en.wikipedia.org/wiki/Scopes_Trial

this one contains some general famous court cases in world history (not just US)
http://www.legalserviceindia.com/historicalcases/HIstorical_home.htm

MrWhereItsAt
Jul 15, 2008, 06:56 PM
http://www.landmarkcases.org/

http://www.infoplease.com/ipa/A0101289.html

http://www.infoplease.com/spot/whmsupremecourt.html

http://en.wikipedia.org/wiki/Scopes_Trial

this one contains some general famous court cases in world history (not just US)
http://www.legalserviceindia.com/historicalcases/HIstorical_home.htm

Hmm... some of those have potential, albeit it is very hard to work out what some of them are from those links, without having some idea what they are already.

The examples I saw quickly include the Miranda rights for people being arrested (right to silence, everything you say can be used against you etc), there's the removal of bans on abortion, providing contraceptives and teaching evolution (or any other theory that denies the Biblical explanation of where humans come from), upholding freedom of expression even where said expression might cause offense and the end of segregation in education.

There's interesting interplays between religion, happiness, science, city growth and possibly culture that could work in there. For example Miranda rights might add one happy per Police Station. Removing creationism or intelligent design from schools could add one science to a library/school (there are schools in RoM, right? Been ages since I got that far in a game) whilst removing 1 culture from that building, or instead removing 1 culture from a Temple.

Is it possible that some of these effects can be tied to Civics? Say you are in a theocracy or organised religion, could allowing evolution to be taught mean +1 unhappy in that city, but +1 happy if in secularism? Or some other combination that makes sense?

zappara
Jul 18, 2008, 12:30 PM
Just finished moving current v2.3 changes to current RoM2.2:RevolutionDCM+BUG version, now I can get back to adding more events.

Work in progress version 2.3 (changes so far):

Events
------
- Added: x New events

National Wonders
----------------
- Added: Fusion Power Plant

Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)

Resources
--------
- Added: Bauxite Ore
- Changed: Aluminum is now manufactured from Bauxite Ore

Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore

Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum

Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation

Mod components
--------------
- Added: Asphalt Roads
- Added: Kalimakhus' RevolutionDCM+BUG addon
- Added: Ethnic Citystyles 1.03 for BtS 3.17

Units
-----
- Added: Motorcycle
- Changed: African knight unit graphics changed to new graphics to fix bug
- Changed: Frigate can transport now 1 land unit
- Changed: Ship of the Line can now transport 1 land unit
- Changed: Manowar can now transport 1 land unit
- Changed: Iron Frigate can now transport 1 land unit
- Changed: Ironclad can transport 1 scout, spy, great people
- Changed: Cavalry upgrades now also to Armored Car and Motorcycle
- changed: Armored car cost increased, Flanking abilities increased, no longer start with blitz
- Changed: Jeep cost increased, Flanking abilities increased
- changed: HUMVEE cost increased, Flanking abilities increased
- Changed: BTR80 cost increased
- Changed: Mechanized Infantry cost increased
- Changed: Gunship flanking abilities increased
- Changed: AH64 Gunship flanking abilities increased
- Changed: Cuirassier upgrades to Motorcycle
- Changed: Police Squad is now gunpowder unit type
- Changed: Flak88 negative modifiers against different unit types removed (these were used against personnel, tanks, planes, vehicles etc.)
- Changed: Automatons upgrade to Cyborgs, requires now Cloning Laboratory instead of Cloning Factory (can be built earlier->helps AI), cost increased to 100
- Changed: Clones require now Cloning Laboratory instead of Cloning Factory, can build now Silk Farm, Apple & Olive Orchard
- Changed: Cyborg cost increased to 150
- Changed: Great Artist can build Heroic Epic and National Epic wonders
- Changed: Great Merchant can build Central Bank and Wall Street national wonders
- Changed: Great Engineer can build Ironworks national wonder and Pont du Gard great wonder

Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define

Promotions
----------
- Fixed: Ambush I-II available again for siege units, requires now Drill II
- Fixed: Charge I available again for siege units, requires now Drill II
- Fixed: Heal available again for siege units, requires now Drill III
- Fixed: Medic I-II available again for siege units, requires now Drill I
- Fixed: Barrage I-II no longer available for Tracked, Wheeled, Mounted or Wooden Ship units
- Changed: Accuracy I available to Diesel and Nuclear ships (only those that have collarateral damage ie. access to Barrage I promotion)

Python
------
- Fixed: Inquisitor unit persecution
- Fixed: River Port can't be built if city has Harbor, Port, Commercial Port or International Port
- Changed: check added to EnhancedTechConquest so that Barbarian civ doesn't get tech advances from conquering cities.
- Changed: in MapgeneratorUtil aluminum swapped to Bauxite

Civics
------
- Changed: Tribal Law increases local rebelliousness each turn by 1 (tribes want to control their city themselves)
- Changed: Inquisitorial likes state religion Holy city, decreases rebelliousness
- Changed: Emancipation diplomacy penalty for civs without it halved (400%->200%)
- Changed: Government funded healthcare no longer cause penalty for civs without it (400->0)
While my main focus is on adding new events, there will be additional changes as well as you can see from current notes.

[to_xp]Gekko
Jul 18, 2008, 12:47 PM
looks great!

gruffydd
Jul 18, 2008, 12:59 PM
If you are still adding events, might I suggest some additions in the plague/epidemic category? Very few historical events have shaped, modified, or even destroyed developing civilizations than disease cycles, and I think the Medicine/Influenza event is the only one in Vanilla or RoM at the moment. For a >500 year period, Europe lost nearly half it population on average per year because of epidemic diseases, and European arrival heralded the loss of 90% of North American native population in less than 100 years, largely through disease.

Might be interesting to have two more disease events:

with advent of intercontinental sailing (optics or first contact with civs from another continent), could trigger a serious disease epidemic one or both vectors. Choices could be in how to handle it, leading to massive population loss, mass sickness/rebelliousness in colonies, or massive expenditure of resources/gold to combat the illness.

When pre-sanitation or pre-medicine (or both) cultures reach a certain level of density, unhealthiness, or whatever mechanic makes sense (Be fun to use the old walled city > pop 15 from Civ3 again), massive, spreadable plagues are generated which can seriously set back growth... can spread to other cities, civs, etc. along trade routes.

Preytor
Jul 18, 2008, 05:59 PM
plague +1 vote!

I mentioned it before and zappara explained why it was a no go, but I thought I'd vote in on it again just incase something has changed. :rolleyes:

zappara
Jul 18, 2008, 11:22 PM
About plague - it might actually be included in some form or another on next patch. Can't give any promises about it but at least I'm going to try add some medical emergency events. ;)

Preytor
Jul 19, 2008, 07:37 AM
Sweet! I hope it works out :thumbsup:

zappara
Jul 24, 2008, 10:52 AM
There's some 20+ new events so far added - I think those already make the early gameplay quite different if you happen to get few of those. ;) Balancing the frequency how often they occur takes bit more time than I expected as I have to actually play through several eras to see the overall effects and after tweaking values it's the same test process again. Lots of events still to do, from medieval age to future age events...

Milarqui
Jul 24, 2008, 11:05 AM
Other
- After discovering one tech that allows you to build the spaceship: an OVNI falls near one of your cities. There is a 50% chance that the guys inside are alive, 50% that they are dead. If they are alive, they may build a base and start attacking you with Hi-Tech weapons or they may ally with you and provide you with technology. If they attack you, all empires in the world may ally against the aliens, who may drop troops in a random pattern around the globe. If they help you, you get a few techs and a boost on the spaceship construction.
Historical Event
Event: A new religion
A person has gathered many people around him with his talks of a new order in which everybody lives in peace and together. Some of his followers have spread out to other cities in your empire and claim their leader makes miracles. A few people are starting to talk of him as a god.
Options:
1: Arrest the leader and his followers and exile them to other empire (-1 happiness in 4 cities, -1 relationship with random civ, 10% of founding a later religion (Christianity, Islam, Taoism, Confuncianism) in a city of your empire, if this doesn't happen the problem will be dealt with in the other empire).
2: Pay someone to kill the leader (-100 gp, 10% revolt of one city, 5% revolt of other 3 cities, 20% of founding a later religion)
3: (Only if you have the Apostolic Palace) Make the leader of [your religion] talk with the leader of the new religion to help him understand the truth of [your religion] (20% founding of later religion in the city that holds the AP, 10% of change of the AP religion to new religion (your religion's leader has been converted by the words the new prophet says), 5% of all followers of your SR to turn to new religion (in this case, if you have the Holy Shrine of your SR, the HS converts to the HS of the new religion: customs are hard to break, you know), 25% that up to 4 of your cities that don't have the SR convert to it and up to 3 foreign to do the same).
4: (Only if you have the Theocracy Civic) Make the Inquisition arrest all the followers of the new religion and accuse them of being "spawns of :satan:", so they are disposed off (20% of founding a later religion, 5% of revolt in one city, 50% of +1 happiness in all cities with your SR (watching those heretics burn is fun!))
5: This man holds the truth in his words! (75% of founding a later religion and then 75% of making it your SR, 75% of the new religion to spread to each of your cities (each city has a 75% chance to have the new religion), 25% to spread to each foreign city that shares your former SR, 50% of -2 relationship with civs that have your former SR, if you have the Holy City and Holy Shrine of your former SR there is a 5% chance that it goes to a foreign city)
6: (Only if you have Free Religion) All the religions are equal in our eyes, let him act as he wishes (50% of founding later religion, if this happens there is a 10% that it spreads to up to 4 cities).
7: (If you have a State Religion) Let him act, but all those who convert to the new religion will pay more taxes (same as No.6, +2 commerce and -1 happiness from each city to which the new religion spreads)
Possible Quest
The Words and the Works of God
Your god has talked through the words of a prophet: the true faith of [your State Religion] must be spread to all the people of the planet. When this happens, God will shower you with presents and your enemies with rocks from the sky to send them to the hell.

Your goal is to send missionaires of your state religion (of which you must have the Holy City of) to all the enemy civs and spread your religion to, at least, three cities of each civ (if a civ has less than three cities, it'll be enough with two). God himself will grant them powers so that they can go to every civ unmolested (in game, it is like if there is a Open Borders Treat, but only for the missionaires of your SR).

If you manage to do it, you can choose between these things:
1: (Only if you DON'T have the Holy Shrine) Ask all the pilgrims to help in the effort of building the Shrine (2gp for each city that has the religion, Holy Shrine is built)
2: God asks the congregation that they spread the religion in their homelands (at least 1 new city per civ converts to your religion, the chance of your religion to spread to other cities decreases for each city you have already converted and the distance to the Holy City).
3: (Only if you have the Oracle, doesn't matter if it isn't in the Holy City) God, through all his followers, shouts to the whole world "Worship me or suffer the consequences!" (in 5 turns, mystical fire will fall from heaven: civs that have your religion as their SR won't suffer, and cities with your religion that stay in civs that don't have your religion as the SR will only lose religious buildings aren't related to your religion or one other building randomly chosen; cities without your religion will lose half their buildings or half their population)
4: Call for a Crusade (all the countries with your State Religion join you in a Holy Alliance* with you as its leader, a Golden Age will start for your empire**, causes a new event in foreign countries).

If you don't succeed with this quest, you'll get -1 happiness for every city in your empire that has your State Religion for 20 turns (really harsh, hehe)

And a event if someone else managed this quest:
A: You don't share the State Religion of the one who completed it.
Religious Crusade
The leader of [Empire that did the Quest], following the precepts of [Religion], has called for a Holy Crusade against those who don't follow their god. [Your Empire] may be devastated by this war, but perhaps a compromise may be reached...
1: Change Religion (your SR is now that of the one who called for the Crusade, 50% of the religion spreading to each city in your empire, 30% of revolts in cities that don't have the SR, you join the Holy Alliance*, Golden Age for a half of the time of the Holy Alliance leader**)
2: Resist the Enemies of the Faith (the Holy Alliance declares war against you, the cities with the Crusading religion have a 50% of revolt, 30% that Military Units production raises by 20% in the face of the upcoming invasion of the Homeland)
3: (Only if you can have the Free Religion civic) Stay Aside and don't act (you have the Free Religion civic, 1 turn of Anarchy, you stay Neutral in the Crusade until you declare war on your own, in which case you join the side you didn't attack).

B: Your State Religion is the same as the one who completed the quest.
Religious Crusade: The leader of your religion has called for a Holy Crusade against the spawns of :satan: that populate those cities where non-followers of [your religion] live. Of course, those who live there and share our religion will be helped and saved from them, but the others will not survive. Your God wants you to march against the infidels!
1: Join the Crusade (you join the Holy Alliance*, you have a Golden Age that lasts half the time of the Holy Alliance leader**, 75% of the religion to be spread to cities that don't have it)
2: (Only if you can have the Free Religion civic) Stay Aside (you have the Free Religion civic, 1 turn of Anarchy, 10% of revolt in two cities, you stay Neutral in the Crusade until you declare war on your own, in which case you join the side you didn't attack).

C: You have the civic Free Religion before the Crusade was launched:
1: Let's join the Crusaders, they'll win surely! (you join the Holy Alliance*, you have a Golden Age that lasts half the time of the Holy Alliance**, you change from Free Religion to Organized Religion or Theocracy with the religion that started the Crusade as your State Religion, 1 turn of anarchy, 50% chances that the religion will spread to each city)
2: We can't let those backwards puritans do as they want! (you declare war on Holy Alliance, you keep the Free Religion Civic, Military Production raises by 20%)
3: This doesn't concern our Government (relationship with non-Holy Alliance warring civs decreases by one unless you sign a commercial treaty with you giving them weapon-producing resources, relationship with Holy Alliance decreases by two, -2 happiness if other Free Religion civ takes option 2).
*When the countries that join the Holy Alliance are defined, they will declare war onto those that have decided to resist. Of course, the Holy Alliance will hold until all the enemies have changed religions, have been eliminated or until the leader decides that enough is enough and offers peace or the leader changes its civics to Free Religion. If the Holy Alliance loses the war, the religion that launched the crusade will fall in attendance (3/4 of the followers will change to other religions).
** Mausolo's Mausoleum may change this: if the leader of the HA has it, the leader's GA will last 12 turns and the others' GA will last 6 turns; if other empire has it, the leader will have a 8 turns GA, the MM's holder will have a 6 turns GA and the rest will have a 4 turns GA.

Maatissi
Aug 01, 2008, 05:03 AM
There are many important national holidays and traditional celebrations in all cultures all over the world, so perhaps that kind of event should be added to RoM also?

Historical/Wonder/Building "Great Celebration" Event:

- Could be triggered by many different events: completition of wonder, just by having a wonder or building in a city (eg. temples or cathedrals or Oracle wonder could trigger a religious festival tradition), "winning" or finishing a war (victory celebrations and a memorial day) etc.

- Effects could range from additional culture to additional profit, and if the celebration becomes a traditional annual/periodical holiday the bonus would be a permanent one. (Eg. +1 gold or commerce or culture for the city.)

- There could be a list of random names that would be given to each new traditional festival or celebration arising - adding more atmosphere to the game. (Eg. "Now the Zulus are celebrating their religious festival of [some random name or title for the fest].)

- Player options would naturally be the decisions on how elaborately to support the new celebration/festival.

- Due to the nature of the event, it could happen quite often for all civs?


This idea seems quite flexible to me and could easily add more atmosphere to the gameplay. Please help me to develop the idea!

c0d5579
Aug 18, 2008, 09:48 PM
Another one - gee, my reading's a little obvious...

Event: "Aristeia" (Or, for the more modern, "Their Finest Hour")
Trigger: Unit kills more than (x) units by itself and survives the round (might be a little tricky to code, I admit, mostly on that "survives the round" thing)
Effect: Either Heroic Epic provides +1 XP to new units in its city, or trigger unit gets Leadership promotion even if it doesn't have a General.

Event: "The Alamo"
Trigger: Above conditions minus survival
Effect: Either Heroic Epic provides +1 XP to new units in its city, or player gets (x) units at zero experience as if militia had spawned in RevDCM.

Nemesys
Aug 25, 2008, 04:18 PM
Hi Zap
since I see you working on a future 2.3 version of RoM, may I humbly suggest to add BAT mod (it has BUG 3.0 Varietas Delectat inside, among some other components) along with the Late period CTD fix:-)? that would greatly increase game experience...

Nemesys
Aug 27, 2008, 03:35 PM
Actually, that kind of patch would enable us to play the mod till the end....;);)

zappara
Sep 04, 2008, 09:16 AM
Here's the final list of changes for v2.3:

Events
------
- Added: 28 New events
- Changed: Tower shield event active on 50% of games now, obsolete python check removed since python file didn't have that code block
- Changed: At the Sword event expires later and can affect Light Swordsman as well
- Changed: Man named Jed event can trigger with Adventurer
- Changed: Blessed sea quest can be triggered on Hellenism, checks also presence of wargalleys, flyuts and brigantines because those can carry missionaries too
- Changed: Tornado may affect many new improvement types (was only affecting BtS default types)
- Changed: Bards tale trigger techs modified
- Changed: Hurricane active in 100% of games (was 75%)
- Changed: Volcano event active in 100% games (there's many active volcanoes on Earth)
- Changed: Black Pearls event can be triggered with Pearls resource (duh!)
- Changed: Apple Seed event actually reveals new apple resource
- Changed: Mahdi Army event might occur earlier
- Changed: Battle Lasers event applies to AH64 Gunships as well
- Changed: Reactive Armor event applies to Early, Light and Heavy Tanks too, prereq. Oil Products instead of Oil
- Changed: Greek Fire event occurs now in 35% of games instead of 15%
- Fixed: Harbormaster quest text elements

National Wonders
----------------
- Added: Fusion Power Plant

Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)
- Fixed: Reference to Manhattan Project removed from SDI since Manhattan project is now National wonder and not project

Resources
--------
- Added: Bauxite Ore
- Added: Obsidian
- Added: Ammunition button + font
- Added: Oil products button + font
- Changed: Aluminum is now manufactured from Bauxite Ore
- Changed: Whale obsolete at Sonar tech (1969-1980 when whales were put on endangered species lists)

Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore
- Added: Modern Granary
- Added: Sid's Sushi Restaurant
- Added: Cereal Mills Factory
- Added: Standard Ethanol Distillery
- Added: Creative Constructions Contractors
- Added: Mining Inc. Survey
- Added: Aluminum Co. Research and Development
- Added: Civilized Jewelers' Store
- Added: Rubber factory graphics + button
- Added: Archery Range graphics
- Added: Vacation Resort graphics + button, gives now +20% commerce, -25% science, +20% culture
- Added: Naval Academy graphics + button
- Added: Press Agency button
- Changed: Drydock requires Shipyard in city
- Changed: Food Processing Plant requires Modern Granary instead of Granary
- Changed: Orbital Factory requires Modern Granary instead of Granary
- Changed: Security Bureau moved to Psychology tech
- Changed: Irrigation Canals moved to City Planning (ancient egypt had these canals)
- Changed: Military Airbase no longer add extra trade route to city
- Changed: Accelerator's bonus to spaceship production reduced
- Changed: Jewellery commerce bonus decreased, trade route modifier added
- Fixed: Oil Power Plant requires Oil
- Fixed: School of Scribes no longer available for free at modern or later starts (goes obsolete at Medieval age)

Great Wonders
-------------
- Changed: Pyramids no longer give access to all government civics. It gives now free Granary in all cities.
- Changed: Alhambra no longer give -50% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Edinburgh castle no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Masada no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Petra gives +1 trade routes in all cities (the site was historically a center for trade), gives +1 free priest and can turn 1 citizen to priest
- Changed: Global Stock Exchange no longer add commerce bonus to city where it's built
- Changed: Technological Capital no longer have 100% science bonus, adds 1 free specialist per city instead of 2
- Added: Alhambra movie
- Added: Art of War movie
- Added: JS Bach Cathedral movie
- Added: Cure for Cancer movie
- Added: Copernicus Observatory movie
- Added: King Richard's Crusade movie
- Added: Theory of Evolution movie
- Added: Longevity movie
- Added: Magellan's Voyage movie
- Added: Petra movie
- Added: Plato's academy movie
- Added: SETI movie
- Added: Woman's Suffrage movie
- Added: Pyramid of the Magician movie (wasn't sure if it's exactly the same pyramid in the video)

Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum
- Changed: Aluminum Co. accepts Bauxite
- Changed: Sid's Sushi Co moved to Screw Propeller tech
- Changed: Civilized Jewelers Inc. moved to Motion Pictures tech

Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation
- Changed: Quarry can be built on Obsidian resource
- Changed: Camp get commerce bonus from techs Matchlock and Semi-Automatic Weapons (easier to hunt animals)
- Changed: Whaling boats get extra bonuses from Naval Cannon, Corporation and Screw Propeller techs
- Added: Extraction Facility (sea)
- Added: Orchard icon

Mod components
--------------
- Added: Asphalt Roads
- Added: Kalimakhus' RevolutionDCM+BUG addon 1.2
- Added: Ethnic Citystyles 1.03 for BtS 3.17
- Added: UN Forces

Units
-----
- Added: Motorcycle
- Added: Adventurer
- Added: Extraction Facility, builds improvement
- Changed: African knight unit graphics changed to new graphics to fix bug
- Changed: Frigate can transport now 1 land unit
- Changed: Ship of the Line can now transport 1 land unit
- Changed: Manowar can now transport 1 land unit
- Changed: Iron Frigate can now transport 1 land unit
- Changed: Ironclad can transport 1 scout, spy, great people
- Changed: Cavalry upgrades now also to Armored Car and Motorcycle
- changed: Armored car cost increased, Flanking abilities increased, no longer start with blitz
- Changed: Jeep cost increased, Flanking abilities increased
- changed: HUMVEE cost increased, Flanking abilities increased
- Changed: BTR80 cost increased
- Changed: Mechanized Infantry cost increased
- Changed: Gunship flanking abilities increased
- Changed: AH64 Gunship flanking abilities increased
- Changed: Cuirassier upgrades to Motorcycle
- Changed: Police Squad is now gunpowder unit type
- Changed: Flak88 negative modifiers against different unit types removed (these were used against personnel, tanks, planes, vehicles etc.)
- Changed: Automatons upgrade to Cyborgs, requires now Cloning Laboratory instead of Cloning Factory (can be built earlier->helps AI), cost increased to 100
- Changed: Clones require now Cloning Laboratory instead of Cloning Factory, can build now Silk Farm, Apple & Olive Orchard
- Changed: Cyborg cost increased to 150
- Changed: Great Artist can build Heroic Epic and National Epic wonders
- Changed: Great Merchant can build Central Bank and Wall Street national wonders
- Changed: Great Engineer can build Ironworks national wonder and Pont du Gard great wonder
- Changed: Atomic Bomber requires now Aerodynamics and Fission, cost increased, air range dropped to 7, belongs now to Bomber unit group which gives access to certain Air promotions
- Changed: Nanite Cloud removed from Hi-Tech unit group (has no longer access to promotions), strength dropped 70->64 (still strength 70.4 with Sensors I upgrade)
- Changed: Spearman units no longer require resources, instead you can speed up production by having stone, obsidian, copper and iron resources (55% from cost removed if you have all 4 resources), moved to Stone Tools tech and requires Hunting
- Changed: Axeman units can now also be built with Obsidian
- Changed: Wardog unit can be built with Obsidian
- Changed: Explorer upgrades to Adventurer
- Changed: Aztec Elite Jaguar can now built also with Obsidian, fixed missing pedia entry
- Changed: Dreadnought armor requires Oil Products and ( steel or iron )
- Changed: plane FW190 retextured - nazi symbol removed
- Changed: plane he111 retextured - nazi symbol removed
- Changed: Mechanized Infantry no longer require Ammo because it should be the default Conscription unit if you start on Future Age
- Changed: ACV SAM art define points to different animation file (no longer to scenario files)
- Fixed: Maya Holkan no longer require bronze working, requires now copper, iron or obsidian
- Fixed: Conscription units, Riotpolice removed from list, Arquebusier+Musketman have different values now, order fixed on late game conscription units
- Fixed: Zero art file path define
- Fixed: M60 art file define
- Fixed: Aztec grenadier art file path define
- Fixed: typo on flag units (BtS bug?)
- Fixed: Light artillery animation define
- Fixed: Light Anti-Air Gun animation define
- Fixed: Flak 88 animation define


Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define
- Fixed: AS3D_UN_SWDMN_FDGT_VOX define was missing? Units don't have this sound define anywhere so probably bug in BtS or typo in some custom unit nif file? copied and renamed AS3D_UN_SWDMN_FIDGT_VOX to add this define (I assume it's the same sound)

Promotions
----------
- Added: 4 event only promotions
- Added: New button graphics for several promotion lines
- Fixed: Ambush I-II available again for siege units, requires now Drill II
- Fixed: Charge I available again for siege units, requires now Drill II
- Fixed: Heal available again for siege units, requires now Drill III
- Fixed: Medic I-II available again for siege units, requires now Drill I
- Fixed: Barrage I-II no longer available for Tracked, Wheeled, Mounted or Wooden Ship units
- Changed: Accuracy I available to Diesel and Nuclear ships (only those that have collarateral damage ie. access to Barrage I promotion)
- Changed: Combat 6 no longer available for Leader (there's already alternative)
- Changed: Medic 3 no longer available for Leader
- Changed: Woodsman I-III has bonuses now against Animal units (not wild animals but Animal unitgroup: guarddogs, wardogs etc)

Python
------
- Added: Granary -> Modern Granary upgrade line
- Added: Barracks removed from city when Garrison is built (Barracks is obsolete at this point)
- Fixed: when Steel Mill was built it didn't remove all required building types
- Fixed: Inquisitor unit persecution
- Fixed: River Port can't be built if city has Harbor, Port, Commercial Port or International Port
- Changed: check added to EnhancedTechConquest so that Barbarian civ doesn't get tech advances from conquering cities.
- Changed: in MapgeneratorUtil aluminum swapped to Bauxite
- Changed: Anti-Missile batteries disabled when Arcology is built (can't shoot missiles through shield = prevention of arcology size bug), Anti-Missile batteries can't be built if city has arcology, arcology shielding or advanced shielding

Civics
------
- Changed: Tribal Law increases local rebelliousness each turn by 1 (tribes want to control their city themselves)
- Changed: Inquisitorial likes state religion Holy city, decreases rebelliousness
- Changed: Emancipation diplomacy penalty for civs without it halved (400%->200%)
- Changed: Government funded healthcare no longer cause penalty for civs without it (400->0)

Unitcombats
-----------
- Added: new button graphics for several categories

Sevopedia
---------
- Fixed: DCM Concepts page (was not shown on sevopedia, python code was made for regular BtS so I converted it), includes Active Defense, Airbomb Missions, Archer Bombard, Battle Effects, Civ Changer, Civ Customiser, Combined Arms Stack attack, Opportunity Fire and Ranged Bombardment pedias
- Fixed: Corporation prereqs are now shown on buildings that require specific corporation
- Fixed: Some improvement pedia links
- Changed: Many tech strategy entries have been corrected (some BtS entries still need to be changed)
- Changed: tweaked Promotion Tree to be easier to read
- Changed: button size on unit upgrade chart made smaller
- Changed: DCM concept page renamed to RoM Concepts
- Added: AI AUtoplay pedia to RoM Concepts
- Added: Revolution pedia to RoM Concepts
- Added: BarbarianCiv pedia to RoM Concepts
- Added: Tech Diffusion pedia to RoM Concepts
- Added: Enhanced Tech Conquest pedia to RoM Concepts
- Added: Inquisition pedia to RoM Concepts
- Added: Ethnic Artstyles pedia to RoM Concepts
- Added: Dynamic Civ Names pedia to RoM Concepts
- Added: Influence Driven War pedia to RoM Concepts
- Added: Building upgrade lines pedia to RoM Concepts
- Added: Civic Specific Buildings pedia to RoM Concepts
- Added: Specialist Stacker pedia to RoM Concepts
- Added: Civ4lerts pedia to RoM Concepts
- Added: Better Espionage Screen pedia to RoM Concepts
- Added: Cultural and Great Person Turns pedia to RoM Concepts
- Added: Great Person Progress Bar pedia to RoM Concepts
- Added: City Cycle Arrows pedia to RoM Concepts
- Added: Improved Glance Tab pedia to RoM Concepts
- Added: Great Person Technology Preferences pedia to RoM Concepts
- Added: BUG Military Advisor pedia to RoM Concepts
- Added: Not Just Another Game Clock pedia to RoM Concepts
- Added: Raw Yields pedia to RoM Concepts
- Added: Reminders pedia to RoM Concepts
- Added: Whip Assistant pedia to RoM Concepts
- Added: Wide city bar pedia to RoM Concepts
- Added: Maps and Scenarios to RoM Concepts
- Added: Many Strategy entries for buildings and units
- Added: All missing tech strategy entries

Great People
------------
- Changed: Great General can build now also National Courier System and Secret Army Base

Other
-----
- Enabled: DCM Opportunity fire
- Enabled: DCM Active Defense
- Enabled: IDW Auto draft
- Changed: Barbarian cities may now appear on all eras. This helps Revolution mod component to form new Civs if game is started on Industrial or later era
- Fixed: bug in Ethnic Citystyles 1.03 PlotLSystem files: Native_American.nif was spelled incorrectly
- Fixed: reference to worldbuilder Peak button file (BtS didn't have that button so I made it to point to feature_peak button file)
- Fixed: Global Warming message is correct now (no longer say there's nuclear fallout)

Maps
----
- Fixed: Earth 28 preset civs converted to RoM 2.3 settings
- Fixed: Earth standard size 12 preset civs to RoM 2.3 settings
- Fixed: New World Colonization no preset civs to RoM 2.3 settings, renamed to Americas
- Fixed: Mediterranean map to RoM 2.3 settings
- Fixed: New Zealand map to RoM 2.3 settings
- Added: Earth standard size with 23 preset civs
- Added: Earth Ice Age
- Added: Demographica map (mediterranean), probably requires 512MB graphics card due to huge size

code32
Sep 04, 2008, 11:52 PM
Alas, I do not see changes in error correction "Kolonist" and "Pioneer" for the game for multiplayer. That so?

All changes are liked, await the opportunity to download.

manooly
Sep 05, 2008, 08:05 AM
Wow! Those changes/additions/fixes look great for 2.3. Any idea as to when 2.3 will be released? Thanks!

cr0ws
Sep 05, 2008, 04:42 PM
I'd like there to be a "black Plague" or "major epidemic" event. Maybe something that can have a high chance of being triggered by a city with a high sickness level. Say if it's triggered then you have an option of "finding a cure immediately at no expense" investing 100 gold into funding for a vaccine, which will then have a 50% chance probability of being triggered next turn or switch off pending on the randomizing effect. Or if you've low funds or want to risk it then 50 gold would give a probability of 75% chance of being re-triggered next turn with a population loss of 1 in that city. Or if you have no funds then the last option would be to "wait it out" and the consequences of that is 75% chance of it being re-triggered next turn with a population loss of 1 in addition a 50% chance of it spreading to a nearby city ( reduced to 25% if there is 1 or more medic unit in that city ) even if it's a neighboring country's city too!

And what else would be great is if new world wonders which have movies would have the movies removed and replaced with just still photos and maybe custom audio tracks, this would really make it easier to complete the rest of the world wonders for which movies cannot be found, reduce the size of the mod itself and give this mod a slightly more polished feeling.

alireza1354
Sep 06, 2008, 07:17 AM
What would be cool is a religious schism event. But then the mod needs more religions :( It could be done by merging Johnny's rapture mod though :)

Soul oWar
Sep 06, 2008, 02:50 PM
Great work on 2.3 . . I'm looking for a giant earth map with a few old civ only to enjoy revolution.

Thank you

zappara
Sep 12, 2008, 01:53 PM
I'd like to get some feedback from those new events in v2.3 - mostly I'm concerned about how often recurring events appear because my few test games aren't really enough to see how those events "behave". For example Mercenaries (different eras have own events for them so they might occur too often still), volcanoes, plague etc. can happen many times. So if you notice some event occurring way too often, let me know and I'll tweak some numbers for the next version.

sw99
Sep 13, 2008, 05:14 AM
One thing i'd like to see is an option to select more frequent events in custom settings. Was quite nice to have in FFH mod. Failing that, is there a setting in python or an ini I can modify to increase event frequency?