Apr 28, 2004, 07:16 AM
I have read a few of the other events threads and in general I agree. Civ I had the right idea with the random events. My idea here is truly unique events. These events would happen in 1 of 100 games.
Meteor Strike (Land) - localized devistation, high chance of new resource, crater landmark which would generated extra trade (sightseers visit and say wow thats a big hole,etc.)
Meteor Strike (Ocean) - localized devistation and flooding, if near enough to land chance of creating new bay or river system.
Great Volcanic Explosion (Land) - localized devistation, lava streams, creation of obsidian which could generate extra trade.
Great Volcanic Explosion (Ocean) - localized devistation, creation of new island chain.
Discovery of a Mythological City - generates extra culture for those who control excavation site.
UFO craze in your civ (modern era) - not sure what it would do.
Major Political Scandal - your civ drops into anarchy for 5 turns.
etc... there could be a long list just make the percentage very rare. Two or more unique events would be possible.
Apr 28, 2004, 12:37 PM
Events are a good idea, but I don't think they should be completely random, and I don't think they should be as remarkable as "meteor strikes." Volcanoes, floods, fires, and earthquakes are all good, but should happen based on what sort of terrain your civ is located near. Maybe social/ political events could be incorporated also.
Apr 28, 2004, 12:51 PM
I like all of your ideas, except for the last 2. The UFOs are too far-fetched(and yes I do believe in extraterestrial life, but I think that making UFOs in games like Civ would make it look silly and like a cartoon). Maybe you can have it implemented in a scenario, but not a normal game.
Major Political Scandal would maybe give 1 turn of anarchy & your units not responding to you, since currently 1 turn=1 year. Also, it would decrease the reputation of your civ by all. And, I don't think it should be once every 100 games or so, because Civ4 wouldn't count all the games you play. I think you should have the ability to turn on and to turn off random events. If you turn it on, you could end up having a disaster hapening to you, or it could turn the tables in a war when you're losing.
Other reccomended disasters:
--Plague=You lose 1 population point in all cities (of any civ) in a rectangle of squares (x,y) per 1-2 turns (for a random amount of turns). Also, you could never have below 1 population point in the cities. Also, all military units in the area lose 1 hp every turn unless they are in cities, in which they lose 1 hp every 2-3 turns (more than the average citizen, because they're better trained). BTW, since the lowest amount of time per turn is 1 year, I think that 3-8 turns would be rather good. Also, all cities with hospitals have a chance of developing a % of developing a cure every turn and stopping the disease through production of vacines and antibacterial medicine. also, those cities with hospitals lose 1 population point every 2-3 turns and a hp of a unit in the cities every 3-4 turns.
--earthquake= all military units are damaged (1-3 hp damage per unit) in the rectangle of effect. All cities in the area of effect have a chance to lose some buildings (not the capital) and lose 1 population point.
--tornado= same effect as earthquake, although doesn't work in rectangles, but in one random square. may also destroy/damage ships.
--tidlewave=same effect as earthquake, but occurs only to coastal cities & only to ones within x (varied by size of tidle wave radius). May also destroy/damage ships.
--militarycoup=you lose control of all of your cities & most of your units for x (1-4) turns. Also, this cannot happen to you if you have researched nationalism & have government type set to democracy. Also, surrounding civs become more militarily hostile with you & even for 10 turns after the coup.
There are more, but I'm tired of writing.
May 06, 2004, 09:35 AM
I like it. But i think the effect has to be kept minimal.