Events

Jabie

Wanted in Monte Carlo...
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Thought I'd start a thread for event ideas.

A list of the current events in the game cn be found at: http://forums.civfanatics.com/showthread.php?t=236727

Ignoring the tech requirements for a moment, I reckon the following might be applicable to Fury Road:

Event2 City Ruins
Event4 Motherload
Event5 Washed out
Event7 Man named Jed
Event12 Slave Revolt
Event15 Farm Bandits
Event18 Fugitive:
Event19 Pestilence1/Pestilence2
Event20 Marathon
Event26 Tornado
Event29 Looters
Event30 Brothers in Need
Event31 Hurricane
Event32 Cyclone
Event33 Tsunami
Event34 Monsoon
Event35 Blizzard
Event36 Volcano
Event37 Dust Bowl
Event43 Sour Crude
Event45 Sea Turtles
Event46 Tin
Event50 Mining Accident
Event51 Breakthrough
Event52 Setback
Event58 Rural Farmers
Event61 Horseshoe
Event62 Champion
Event63 Motor Oil
Event70 Influenza
Event79 Interstate
Event85 Stronger Fittings
Event107 Farm Plows
Event117 Thoroughbred
Event156 Immigrants
Event160 Defecting Agent
Event161 Jail
Event162 Spy Discovered

I haven't included any quests, but that's always a possibility for earning some of the Hero units.

Other possible events in no particular order:

Radiation Storm - Storm effect from Gods of Old

Failed Crops - No bonuses from Rice/Corn/Wheat

Rain of Ash - All units not in cities lose 20% of their health.

Fuel Leak - One unit is reduced to Out of Gas.

Minefield - Random plot is designiated a minefield. The next unit that enters that space if reduced to 10% health.

Seeds Bank (Rice, Corn, Wheat) - A large stash of seeds are found in a city ruins and one random plot receives Corn or Wheat.

Mutation - One random unit gains the radiation immunity promotion.

Gang Raiders - Spawns 4-6 bikers somewhere nearby.

Food Supplies Found - A depot for a supermarket is found in city ruins containing large supplies of canned foods. +3 Food to one city.

Luxury Goods Found - As above, but luxury items are found. +1 Happiness instead for one city.

Corruption - Turn a blind eye (-10% Gold for next ten turns) or root out the corrupt (-10% corruption in all cities, +2 Unhappiness for next 20 turns)

Irradiated Water Supply. - Lose bonus for freesh water for next ten turns.

Coming in from the cold - A small commune of survivalists comes out of their nuclear bunker. Pay 50 Gold to gain 2-3 crossbow units or 25% chance generate 2-3 Barbarian Crossbow units on borders.

Will work for food - Desperate refugees offer to work in return for food. Gain either a Refugee or worker unit.
 
Excellent, and thanks for the pointer to all the existing events. That is helpful anyway.

I agree these would add some additional flavor to the game. One nice thing about events, is that they can be added independently of the rest of the game by editing the two files in Assets/XML/Events. Most of the other changes suggested involve editing other files which I may be working on as well, such as units or buildings, or require changes in the python which fewer people can do.

If somebody wants to take on events as an independent project, please go ahead. I can add the files to any release.
 
(when does the mod take place)

Lost AI:

Or explorers have found a haunted building in the Ruins
1) Run away... Ghosts are bad (nothing happens)
2) Try to speak to the Ghost
--> 25% nothing happens
--> 50% 25 :science:
--> 25% find maps
3) remain in the building until contact is made (100 gold)
--> 25% You discover that the ghost is in fact a relic of the old civilization (+3 beakers in all cities
--> 25% You discover that the ghost is in fact a relic of the old civilization (+3 production in all cities)
--> 24% You discover that the ghost is in fact a relic of the old civilization (remov fog of war in explored territory)
--> 25%You discover that the ghost is in fact a relic of the old civilization
(increased spawn rate of recoverd units in ruins)
--> 1% You discover that the ghost is in fact a relic of the old civilization (make contact with the old sattelites. see entire map)
 
I am not sure what types of actions can be triggered on events. In order for it to be "easy", there must be some other event already which causes the desired action. I agree revealing the whole map is a good idea; but it would be hard unless there is already an event which does this.

I would probably replace "ghost" with "broken display terminal", to fit the post-apocalyptic theme.
 
i chose ghost, because i figured that, with time, knowledge of stuff like high level AIs would fade, and would probably be considered ghosts, if a stil active one were found
 
The setting is "recent" post-apocalypse, 2070. Vanilla civ games end in 2050, I figured 20 years after. So adults who survived would remember what was there before.
 
This mod turn duration is one season, four turns per year. The mod time limit is currently 400 turns, or 100 years. I never understood how a vanilla GP born in 2000 BC would still be cranking out the research in 2000 AD, but that is a tangent :)
 
As mentioned elsewhere, I was thinking of the Deathrace event.

Many mods have a variant of a event that goes something like "City X holds a competition and invites others to attend"

You are given the option of saying great, and get a boast of culture for that city or you can spend money to found the Olympics. (This is not to be confused with the Olympic Games Wonder found in mods like Rise of Mankind)

I'm thinking you could have it changed to something like "Locals take to using criminals, mentally ill and slaves hoping to get manumitted (if they survive) as possible points in a Death Race"

As the player you could:
A) Shut it down, possibly generating unrest in the city, but getting a boast in safety or may be a +1 with certain types of leaders.
B) Shut it down, but enlist the drivers into the Army: gain a jeep or UTE
C) Propagate it to other cities, gain a happiness boast, but perhaps getting a -1 from certain types of leaders.

A variant of this event could substitute the Deathrace for the Running man where you'd get a infantry/assassin type unit for B

Being an old Car Wars player, you might want to have a variant of the Colosseum and/or Arena available after the tech for cars. Or you could have the "Thunderdome" act sort of like a courthouse and have the Car War Arena more for happiness and maybe wealth due to all the betting.
 
Good idea. Somewhere back a ways, I posted my concept for Thunderdome. Once you have a certain number of Thunderbowls, you can build Thunderdome, like the Globe Theater. Each unit in the city gets a "compete" action button, so you can bring a unit there and compete. Depending on your level and a random factor, you wind up either getting damaged (not killed but maybe 90% damage) or getting XP. I suppose you could get gold too. Cool idea, it's on my list.
 
More random event springboard ideas:

A white two headed brahmin calf has been born. Your people take this omen as a sign of hope. --> +1 happiness in a random town you control for ten turns

A white two headed brahmin calf has been stillborn. Your people consider this a bad omen and worry about what tomorrow holds. --> -1 happiness in a random town you control for ten turns

While playing outside, the mayors son was attacked and killed by radscorpions. --> -2 security in a random town you control for ten turns

The night watch has repelled a biker gang attack on one of your outlying farms. --> +2 security in a random town you control for ten turns

While exploring an abandoned hospital, one of your scout teams has uncovered a cache of medicine . --> +1 health in a random town you control

One of your marshals has discovered the local "Lizard on a stick" vendor has been selling meat of questionable origin. How will the public take this news? --> -1 health in a random town you control OR +1 security in a random town you control (Reminds me of my grandfather's question of, "Is it better to eat the whole apple and never discover the worm, or only eat half the apple and discover half of the worm?")
 
Once you have a certain number of Thunderbowls, you can build Thunderdome, like the Globe Theater. Each unit in the city gets a "compete" action button, so you can bring a unit there and compete. Depending on your level and a random factor, you wind up either getting damaged (not killed but maybe 90% damage) or getting XP.

To save programming time, check out the Fall From Heaven civilization the Balseraphs as they have a Arena building that does just that.

I like your idea for Thunderbowls, but while it was 'entertainment' it was more of their 'legal system' thus I'd have Thunderdomes be the name of the courthouse (and maybe get a small happiness boost) and have the Death Arenas be the where you could get the competition. Perhaps instead of the Globe Theater, you'd have something like the Grand Colosseum like they had in Rome.

(Of course if you went with my idea of a 'Armageddon Counter' keyed to civilization, you could build Arena's which would generate negative civilization and Colosseum's which would generate positive civilization. After I finish mucking around with my ideas for a steampunk tinker gnomes race, I need to start a separate thread for this idea.)

Oh, a related event would be one I've seen in various mods where you have a gladiator of great renown comes to your attention. If I remember right you have different options like use him to train your troops, retire him for a happiness boost or draft him as a unit.
 
One of your marshals has discovered the local "Lizard on a stick" vendor has been selling meat of questionable origin. How will the public take this news? --> -1 health in a random town you control OR +1 security in a random town you control (Reminds me of my grandfather's question of, "Is it better to eat the whole apple and never discover the worm, or only eat half the apple and discover half of the worm?")

That learn will teach the people to turn away from Wombat on a Stick! :D
 
That learn will teach the people to turn away from Wombat on a Stick! :D

Haha. A new event:

"Dog: Tastes just like Chicken!" --> +1 food in a random town you control :D

On the idea of events, I know you can make a perfect balance where there is a 50/50 chance of good/bad, but I would prefer a 66/33 chance instead. It makes getting an event more likely to be good so a player looks more forward to them, but there's still a fair chance it won't be beneficial. Adds a bit more fun. That's my take for what it's worth.
 
Heavy storms.
The communication is totally disrupted because of heavy storms and a vision is very bad due to heavy rains. All units have maximum of 1 movement point for 1 turn.

A dying stranger.
You meet a man in the wasteland, he can barely walk and is dying of dehydration and starvation. You give him water and food and it appears that he was a refugee from his nation because of a crime he'd committed. You have two options: 1) Give him back, +1 to relations with that nation (if you have a contact with that nation); 2) Let him live in your nation; he tells you a random location of the nation's unexplored city.

Here go some very fallout-themed events.

Pariah
One of your scouts has found a lonely dog in the wilderness. The poor creature was near death, many wounds covered it's body and it was incredibly skinny.
Your scout felt pity about it and adopted the dog. Now strange things happen around that man. It looks like the dog was a bearer of a very bad luck. Something bad always happens around.

You recieve a non-combat scout-type unit which reduces the strength of all units in the tile he is currently in and in all adjacent tiles.

Bob's Pre-owned Car Mart
Your scouts stumble upon a used car salesman in the middle of the wasteland. He has a small office surrounded by junk cars. You have 3 options: 1) Leave the place; 2) Pay small sum to repair the nearest damaged vehicle on your territory; 3) pay a sum to buy a vehicle of <insert type here>.

Singer.
A wandering bard has appeared in your lands. He roams the wilderness and tells fairy tales and sings various songs about the past and the future.
You are able to capture and sell him to some underground parties to get gold or to make an arrangement for him to entertain people in the nearest city (+ :culture: once) or to pay even more money to make a living for him and to get a free artist in the nearest city.

Plane crash.
You've found a place of a spy plain crush. Near the skeleton of the pilot you've found some old intelligence and research documents. 1) You can use some of them to boost your research. 2) You can pay some money to make this into a monument building for the nearest city (+ :culture:, + :)).

A revitilizer kit (Garden of Eden Creation Kit {G.E.C.K.} inspired)
You've found an old vault in wastelands. There's a strange kit inside which contains various seeds, fertilizer, and gizmos - including a cold fusion power generator and a basic replicator. 1) You can use it to make the living better: +1 :health: in each city; 2) You can pay money to make an expedition bearing this wonderful kit (you recieve a settler).
 
And to add to two of those:

Pariah: The bad luck can also be given to enemy units the same way. That way you can position the scout in away that would hurt them and not your troops. (though he may die this way)

A revitalizer kit: This could also upgrade the land in the fat cross of the city to and better terrain.
 
I meant that pariah scout would affect EVERY unit (yours, allies, enemies, neutrals, barbarians). It would allow strategical planning involving this unit :).

The best idea is to improve tiles in fat cross just like ancient forests act in FFH.
 
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