I want to take a look at Events and do some cleanup on them. We have a lot of events and I don't think many of them have ever been really looked at. Some events just need some minor touching up, while others I think should be removed as they aren't really appropriate and shouldn't be going off at all. I just don't want to do any changes without posting it first.
Most of what I'm proposing is going to be one of two things.
First, standardizing the entry and exit points for events. Events can have prerequisite techs and obsolete techs. Prerequisite techs can be AND requirements or OR requirements. OR requirements are generally a stand-in for an era requirement (the event won't trigger until you hit a particular era). Likewise, the list of obsolete techs is an OR requirement; as soon as you have one obsoleting tech, that event won't go off any more. I will be standardizing the tech lists on the "starter techs" for each era (the techs that researching actually moves you up an entire era).
For reference, here's the list of starter techs for each era:
Second, I think that the events that grant a promotion should require you to have at least one unit of the appropriate type. Some currently do and some currently do not. For example, Hardy Scouts (gives all Scouts Combat I) requires you to have at least one Scout. Axe Hafts (gives all Axeman Shock I) doesn't require you to have anything. I think we should standardize on the event requires at least one unit of the appropriate type to trigger.
Other than that, there will probably be a few events that I'd consider removing or tweaking. I'll post a first batch in the next post.
Most of what I'm proposing is going to be one of two things.
First, standardizing the entry and exit points for events. Events can have prerequisite techs and obsolete techs. Prerequisite techs can be AND requirements or OR requirements. OR requirements are generally a stand-in for an era requirement (the event won't trigger until you hit a particular era). Likewise, the list of obsolete techs is an OR requirement; as soon as you have one obsoleting tech, that event won't go off any more. I will be standardizing the tech lists on the "starter techs" for each era (the techs that researching actually moves you up an entire era).
For reference, here's the list of starter techs for each era:
- Classical: Alphabet, Athletics, Glass Blowing, Horse Breeding, Mathematics, Monarchy, Ship Building
- Medieval: Civil Service, Engineering, Feudalism, Theology
- Renaissance: Astronomy, Gunpowder, Humanism, Oil Painting, Printing Press
- Industrial: Corporation, Military Science, Photography, Steam Power
- Modern: Aerodynamics, Antibiotics, Electronics, Globalization
- Transhuman: Artificial Intelligence, Automated Traffic, Brain-Machine Interface, Controlled Plasma, Ecological Engineering, Mesh Networks, Metamaterials, Micromechanics, Military Robotics, Powered Exoskeleton, Rapid Prototyping
Second, I think that the events that grant a promotion should require you to have at least one unit of the appropriate type. Some currently do and some currently do not. For example, Hardy Scouts (gives all Scouts Combat I) requires you to have at least one Scout. Axe Hafts (gives all Axeman Shock I) doesn't require you to have anything. I think we should standardize on the event requires at least one unit of the appropriate type to trigger.
Other than that, there will probably be a few events that I'd consider removing or tweaking. I'll post a first batch in the next post.