[Religion and Revolution]: Events

I have a few suggestions for new events (I don’t know if possible and/or expedient, but they could serve as basis for further discussions if the team does not like them):

- After the player has discovered at least 5 (or maybe more) native tribes, there is a likelihood (maybe 5%) that 3 missionaries want to emigrate into the New World to “convert the newly discovered mortals to Christianity.” The player can accept the missionaries (relationship to the king -1 (for example) since “the colonies become a place of uncontrollable religious bigotry”) or refuse the missionaries.

- “Due to forest fire (or severe storm, hurricanes etc.) lasting for weeks the cultivated area in colony XYZ has been hardly damaged.” …It will take $ 1.000 to rebuild them (costs the player $ 1.000). Or…”sorry, but our cash box is empty, Sir” (…if the player has not enough cash or declines…all farms or depots around colony XYZ are destroyed). Likelihood…?

- If the player or the KI builds a gold mine, there is a likelihood of 50% for all other player (KI or player), that a “gold rush is caused” once. Maybe they could get 5 new colonists in Europe willingly to emigrate into the New World (as “little compensation” that one player/KI discovered a worthwhile gold source).

- If the player uses a specified (maybe 5 or 6) number of privateers and/or seizes 10 or 15 ships, a “bane creeps over the player” due to his vicious actions.” This could result in a loss of a privateer (the crew mutinies due to the bane) or the relationship to the king decreases or…:D
 
I will try to work on some additional events but I'll have lots to do at work for a while. It's best to focus on straightforward ones that don't need criteria to trigger (keep in mind, using a specific criteria plus needing a random chance to trigger, this can happen in 0% to 5% of games) besides which I don't know well how to implement complex criteria. But simpler ones like the forest fire I can do (though I notice there's already a forest fire event made.)
 
I have an idea about cute little even, which will further enhance flavor of this wonderful mod: King's Daughters. In the mid-17th century, there was a severe imbalance between single men and women in New France. The small number of female immigrants had to pay their own passage, and few single women wanted to leave their familiar places to move and settle in the harsh climate and conditions of New France. It was proposed that the king sponsor passage of at least 500 women. The king (Luis XIV) agreed, and eventually nearly twice the number were recruited. These young ladies were transported to New France at the king's expense and were given a dowry by the king. Fertility rate among those ladies was very high (11-12 children in average) and they established the Gene pool of the modern French-speaking Canadians.

We have much more female Specialist in this mod than in any other Colonization mod, and this event could celebrate that! At some point the system checks a random player for female specialists and if none is found King's daughter event triggers -- 6-7 female specialists appear in the capital.
 
Nice story. :)

However, 6-7 specialists is much too heavy considering a (random) event.
The advantage a player would get towards the others is too big.

2-3 specialists would be ok.

Generally I like the idea. :thumbsup:

Maybe orlanth or somebody else from the team will find some time to create more events ... :dunno:
 
I've finally added some more Events! :king:

these use python checks for Achievements as mentioned by Ronnar.

Archdiocese of the Americas
Once you have a Cathedral plus several other Churches and are generating enough Crosses per turn, the cathedral can become an Archdiocese and generate free bonus Crosses. (this is to reward people for not focusing crosses on one or 2 settlements only as I do :p )

Native Trade Route
Once you have made contact with enough native nations and built a Market, you may invest in a trade route that can make a small profit importing rare Spices from distant tribes.
 
I have been working on some events where after you have made a lot of profits through trade, pirates will demand payment to leave your colony in peace, and if you refuse a fleet of pirate ships appears near your colony :eek::king:

However, I guess CyGame().getBarbarianPlayer() from Civ4 is not in the Civ4Col DLL anymore. Does anyone know of another way to get the "Barbarian" player to own independent hostile units?

Spoiler :
def canTriggerPirateAttack1(argsList):
pTriggeredData = argsList[0]
ePlayer = argsList[1]
iCity = argsList[2]
player = gc.getPlayer(ePlayer)
iAchieve = gc.getInfoTypeForString("ACHIEVE_TENTHOUSAND_TRADE")
if not player.isPlayable():
return false
if player.isAchieveGained(iAchieve):
return true
return false

def canTriggerPirateAttack2(argsList):
pTriggeredData = argsList[0]
ePlayer = argsList[1]
iCity = argsList[2]
player = gc.getPlayer(ePlayer)
iAchieve = gc.getInfoTypeForString("ACHIEVE_HUNDREDTHOUSAND_TRADE")
if not player.isPlayable():
return false
if player.isAchieveGained(iAchieve):
return true
return false

def doPirateAttack1(argsList):
iEvent = argsList[0]
kTriggeredData = argsList[1]
pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
if pPlot.isNone() == False:
newUnit = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_PRIVATEER'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)
newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_COMBAT2'), True)
# iRnd = CyGame().getSorenRandNum(1000, "YarrrrMatey")
# if iRnd > 80:
# newUnit.setName("Blackbeard")
# elif iRnd > 60:
# newUnit.setName("Anne Bonny")
# elif iRnd > 40:
# newUnit.setName("Calico Jack Rackham")
# elif iRnd > 20:
# newUnit.setName("Black Bart")
# else:
# newUnit.setName("Dread Pirate Roberts")
newUnit2 = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_SLOOP'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)
newUnit3 = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_BRIGANTINE'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)

def doPirateAttack2(argsList):
iEvent = argsList[0]
kTriggeredData = argsList[1]
pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
bPlayer = gc.getPlayer(gc.getBARBARIAN_PLAYER())
if pPlot.isNone() == False:
newUnit = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_MAN_O_WAR'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)
newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_COMBAT2'), True)
newUnit2 = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_FRIGATE'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)
newUnit3 = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_BRIGANTINE'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)
newUnit3 = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_PRIVATEER'), pPlot.getX(), pPlot.getY(), UnitAITypes.UNITAI_PIRATE_SEA, DirectionTypes.DIRECTION_SOUTH)
 
Does anyone know of another way to get the "Barbarian" player to own independent hostile units?

Something like that does not work until we really have "Barbarian Players" like Pirates or Wild Animals. ;)
 
That's true.. However, there is already a CIVILIZATION_BARBARIAN present in CivilizationInfos so I was wondering if there may be a way to access it. However if the Animals modcomp is added this will likely include Civ4 barbarian stuff like CyGame().getBarbarianPlayer() which will make this possible.
 
That's true.. However, there is already a CIVILIZATION_BARBARIAN present in CivilizationInfos ...

Yes, that is remnants from Civ4.
However it has no use for Civol at all (yet).

However if the Animals modcomp is added this will likely include Civ4 barbarian stuff like CyGame().getBarbarianPlayer() which will make this possible.

When adding Wild Animals and Pirates, we could make this possible. :thumbsup:
 
Reading Tigranes' post #85 made me realize that actual history is a rich resource for inspiring events for the mod. And referring to the historical context for an event adds a lot of atmosphere. The pop up has to be concise but perhaps the colopedia could include these references (I wouldn't mind being involved in that). Here are some that come to mind (numbers used can of course be adjusted to suit). There are numerous more if we do the research:

1. The Order of Good Cheer. This event has a small percentage chance of occurring if the player runs out of food and colonists start abandoning the colony, and the player has at least 100 cash. Options:
a. Establish the Order. Costs 100 cash. Creates +1 food production per plot in the colony where food can already be obtained (by farming, fishing and hunting). Lasts for ten turns.
b. Do not establish the order.
Historical context: Samuel de Champlain organized the order to lift morale of the first French settlers after the hard first winters in Acadia.
Spoiler :
https://en.wikipedia.org/wiki/Order_of_Good_Cheer “The first winters of the French in Acadie were very painful and cost the life of several men. One has to only think of the first winter in the Sainte-Croix Island in 1604-1605 when more than thirty men of the company the sieur de Mons perished by the scurvy. The winters in Port-Royal were less rigorous, but nonetheless long and dull.
To brighten the atmosphere and foster the esprit de corps amongst the sieur de Poutrincourt, lord of Port-Royal's staff members, Samuel de Champlain had the idea to create "the order of Good-Cheer" during the winter 1606-1607. In turn, the members of the small elite of Port-Royal were to prepare a gastronomical meal for their fellow-members, with the fruit of their hunting and fishing in the rich Acadian natural environment plentiful with game and fish of various kinds.”

2.Thanksgiving. This event has a small percentage chance of occurring when a player’s colony first reaches 200 food. Event prompt occurs before the new colonist is given. Player must have met at least one native tribe. Options:
a. Hold the Thanksgiving Feast with the nearest native tribe that the player has met. Costs 100 food (subtracted from colony storage). Relations with tribe improve +2 and player gets one native convert from the nearest tribal village.
b. Do not hold the Thanksgiving feast. Player gets new colonist as per normal for the 200 food in storage.
Historical context: New England Pilgrims celebrated Thanksgiving with local natives.
Spoiler :
https://en.wikipedia.org/wiki/Thanksgiving “In the United States, the modern Thanksgiving holiday tradition is commonly traced to a 1621 celebration at Plymouth in present-day Massachusetts. The 1621 Plymouth feast and thanksgiving was prompted by a good harvest. In later years, the tradition was continued by civil leaders such as Governor Bradford who planned a thanksgiving celebration and fast in 1623. While initially, the Plymouth colony did not have enough food to feed half of the 102 colonists, the Wampanoag Native Americans helped the Pilgrims by providing seeds and teaching them to fish.”

3. Fool’s Gold. The event has a small percentage chance of occurring when a player arranges with the King to have a treasure shipped to Europe on a Royal Galleon. After the player gets his 50% (and the King is to get the other 50%) the treasure is found to be fake “fool’s gold” so worthless. The King angrily demands the player’s 50% of the payment as compensation. Options:
a. Plead poverty (money already spent) and keep the 50% payment for the now worthless treasure. Relations with the King -1.
b. Agree to pay the king your 50% payment (money is deducted from the player). No change in relations with the King.
Historical Context: Jacques Cartier explored the St. Lawrence River in present-day Quebec in three voyages. On the last one in 1541, Cartier abandoned his base and went home with what he thought were riches but which instead was ‘fool’s gold’, ruining his reputation.
Spoiler :
http://www3.sympatico.ca/goweezer/canada/z00cartier5.htm “Back in France, the King was ecstatic over the cache of 'gold and diamonds' Cartier had brought with him from the New World. However, the gold turned out to be worthless iron pyrite - fool's gold. The diamonds were nothing but quartz. Canada, apparently, offered nothing which would compensate for the money spent to finance the voyages. French exploration in the New World was suspended. No more commissions were granted to Jacques Cartier. He retired to his birthplace, St. Malo, where he died in 1557.”
 
Two more:
4. Lost Records. The event has a small percentage chance of occuring when a scout enters burial grounds (i.e. a “goody hut”). This should be programmed so that it occurs after, say, at least ten or so burial grounds are discovered by the scout so the scout is well away from his colony. The “goody” effect is that the scout’s journal recording his trip has been lost. This causes the map on the area he has revealed to be blackened once again (say, a similar area to that revealed when a native chief ‘tells of unknown lands’). It does not restore the goody huts on the blackened area. It could – if this can be programmed – eliminate the info on what village gives what profession, although the villages will not give benefits for entering them if they have already been entered. No options as this always has the same effect if triggered.
Historical Context: Louis Jolliet explored the Mississippi River but lost his detailed records of the trip when his canoe overturned in rough rapids.
Spoiler :
http://uipress.lib.uiowa.edu/bdi/DetailsPage.aspx?id=197 “In the summer of 1763 Jolliet and his comrades devoted themselves to locating and exploring the river. The party skirted the northern and western shore of Lake Michigan and pushed into Green Bay to the Fox River. Near present-day Portage, Wisconsin, they portaged to the Wisconsin River and followed it to the Mississippi River. The group entered the impressive waterway, the first Europeans to view the region that would become Iowa. … They continued their journey southward, observing both the Missouri and Ohio rivers until they ventured past the Arkansas River. They did not reach the Gulf of Mexico, but they did determine that the great river was not a route to Asia. After coming to that important conclusion, they began their return trip. Unfortunately, Jolliet lost his journal on the return journey to Quebec. … Despite the loss of his records, Jolliet's accomplishment of leading the first European expedition to reach and explore the Mississippi River is widely acknowledged as an important step in the Euro-American conquest of the region.”


5. Colony Surrender. This event has a small chance of occurring when the player is about to attack a European enemy’s colony. The event notifies the player that the colony’s Governor is hated by his colonists and that, given time, they will try to force the governor to surrender. Options:
a. Do not attack but demand that the Governor surrender the colony within two turns. Within 2 turns the colony may or may not surrender to you (50% chance either way.) If colony surrenders, all colonists become yours, but not cannons or muskets as all gun barrels are spiked. Of course, if colony does not surrender, enemy player has these two turns to get reinforcements to the battle.
b. Attack anyway. Enemy defends the colony as normal.
Historical context. Peter Stuyvesant was hated by many of the New Amsterdam colonists hence they were not inspired to defend against the English siege in 1664. Seeing the inevitable, Stuyvesant surrendered.
Spoiler :
http://www.usahistory.info/colonies/New-York.html “Stuyvesant hastened down the river with all speed, arriving at New Amsterdam but one day before the English fleet hove into view. Nicolls demanded the surrender of the fort. Stuyvesant refused; he fumed and fretted and swore and stamped his wooden leg. He tore to bits a conciliatory letter sent him by Nicolls. He mustered his forces for defense. But the people were not with him; they were weary of his tyrannical government in which they had no part, weary of enriching a company at their own expense, and the choleric old governor had to yield. The fort was surrendered (1664) without bloodshed; New Amsterdam became New York, after the Duke of York; the upper Hudson also yielded, and Fort Orange became Albany, after another of the duke's titles, and all New Netherland, including the Delaware Valley, passed under English control.”
 
Here are some that come to mind ... There are numerous more if we do the research ...

You can of course supply us with more ideas but without more modders they are unlikely to be implemented. :dunno:

Usually modders also tend to prefer modding their own ideas.
So if you really like to have these events in Religion and Revolution, you should probably try to implement them yourself.

Of course we would be very happy, if you later on share them again with us and community. :thumbsup:
 
Team, what do you think of the addition of historical flavor events (maybe we discussed this already, but I can't recall)? It is quite easy to implement (I have the code for this already done in my personal version of Colonization II), and would making gameplay with each colony more and interesting unique, while allowing the player to learn about history through those events as he plays. Since those events would have minor effects (1 bonus unit, for instance), they wouldn't affect the game's structure and balance too much.
 
That's great, please go ahead and add them :goodjob:

As mentioned in the following thread we're hoping to eventually add some XML tags for Events/Goodies, which will make more interesting new events easier without needing new custom python calls for each one: http://forums.civfanatics.com/showthread.php?t=473878
 
Top Bottom