Random Events list

i just got a great event for the circumstances. i'm doing the late game finish off domination by razing cities and resettling to eliminate that annoying revolt-period thing. 5 turns until my next Great Artist is born. then i get this random event:


i thought it was a settled GA, like with the ice sculpture event. but then i saw an actual do-whatever-i-want-with-him Great Artist there and was very happy! i looked thru the list and saw this one:

Event9:
Hymns and Sculptures
Prereq: City with 1 cathedral (any religion) AND 10 cathedrals built globally
Obsolete: None
Active/Weight: 20/200
Result:
1.Free Artist specialist in chosen city
which obviously is what happened. even after it happened to me, looking at that wording made me think i should have gotten a specialist not an actual great guy. it wasn't until i scrolled back in the log and saw the words about religious music and scripture that i was sure that was the same event. so in your copious free time, you might want to rephrase that to "Free Great Artist in chosen city". then again i'm a permanoob so maybe everybody else gets it.

it was superspifffy! now i can keep *two* of pacal's cities when i start on him after saladin's demise. i'm definitely keeping the one where he built the hanging gardens. +1 :health: for the last 3 turns can be mighty helpful you know :)
 
Do the quests that require you to build x number of buildings include UBs?
I'm asking because I got the "Horse Whisperer" quest while playing as Mongolia and was asked to build 8 stables.
I managed to finish 9 Gers before the Renaissance Era hit, whereupon I was immediately told that I had failed.
Is this a bug? If so, then how can the quests be fixed to apply to UBs? If not, then why was I given an uncompletable quest?
 
I'm more interested in the quests part. So far i have got 3 in my games. The first was maybe the War Chariots, i failed because i didn't know what to do with it plus i didn't even see the horse anymore near yet. The 2nd was the Holy Mountain, it takes time but the reword was good. Then, yesterday I got the Guns Butter, it made me built a lot of unit that i didn't really need. And after finishing it, i found that the rewards were not all for you. You have to pick one of the rewards. Well, I picked GA.
 
Yes. You don't necessarily have to declare war on another civ to complete Hostile Takeover -- simply taking over an additional resource by settler or by culture is sufficient.
 
K.F. Huszár;6191362 said:
IT IS A GREAT THREAD.

otherwose, has anyone finished the hostile takeover quest?
i think it's for diplomatic suicide...
I tried, but the city took so long to come out of revolt I missed the bonus for a few turns.
Of course, I had to kill that neighbour.
 
I am trying to edit the game to remove or modify the barbarian random events (5 barbarian archers/spearman/etc,)
I am looking in the BTS Civ4EventTriggersInfos.xml file and I don't see any pre-req. technologies for any of the barbarian random events (Goths, Huns, Vedic, etc.) - while I can see for other random events, multiple pre-reqs for some of them.

I will re-install to see if some patch or mod maybe messed things up.
 
I am trying to edit the game to remove or modify the barbarian random events (5 barbarian archers/spearman/etc,)
I am looking in the BTS Civ4EventTriggersInfos.xml file and I don't see any pre-req. technologies for any of the barbarian random events (Goths, Huns, Vedic, etc.) - while I can see for other random events, multiple pre-reqs for some of them.

I will re-install to see if some patch or mod maybe messed things up.
don't reinstall :)
those prereqs are coded in the python file that is responsible for them :) (the prereqs in this case are peculiar because they require any player to know them instead of one player to know all of them - the xml can cope with the latter, the python code is needed for the former)
If you want to get rid of those events just set ipercentgamesactive to 0
the file you want to modify is \assets\python\entrypoints\cvrandomeventsinterface.py
 
If you're trying to get rid of the event altogether, it would be easier to edit CIV4EventTriggerInfos.xml and change <iPercentGameActive> to "0" for the events you want to disable. (Or just remove the entire XML trigger info for the event altogether.)
 
Here's a quick observation: why do only a handful of Civs get additional, Civ-specific events, and even then, America's Impeachment provides virtually no benefit as compared to France's Anti-Monarchists?

Do you think that making these events available to all civilizations, at least while there are so few Civ-specific events, would be a good idea?
 
Here's a quick observation: why do only a handful of Civs get additional, Civ-specific events, and even then, America's Impeachment provides virtually no benefit as compared to France's Anti-Monarchists?

Do you think that making these events available to all civilizations, at least while there are so few Civ-specific events, would be a good idea?

Well....random events aren't necessarily supposed to benefits, they are just that -- random. I'd say if the events are reasonable (and reasonably linked to the Civ) then I'd be inclined to leave them as-is. I have to admit, I always thought that the anti-Monarchists event should have involved more rioting in the streets, but that's me. ;)

(Also: in 3.13 Impeachment is bugged...per Solver's original mod, the first option is supposed to provide only +1 happy face in all cities, not 6 unhappy faces.)
 
(Also: in 3.13 Impeachment is bugged...per Solver's original mod, the first option is supposed to provide only +1 happy face in all cities, not 6 unhappy faces.)

Are you saying it gives six unhappy faces instead of one happy face? :eek:
 
Are you saying it gives six unhappy faces instead of one happy face? :eek:

In 3.13, option one gives +1 happy faces and +6 unhappy faces. In Solver's original events mod, it's only supposed to give +1 happy faces.
 
The civ specific (and religion specific) events where introduced by solver and they just took what he had done and did not make additional ones for the other civs - I agree there should be some for every civ.

Are you saying it gives six unhappy faces instead of one happy face? :eek:

its even worse. It gives 1 :) for 10 turns and 6 :mad: as if they where whipping :mad: - those decay over hundreds of turns if you play marathon - effectively crippling the american empire in mid game...
 
Well....random events aren't necessarily supposed to benefits, they are just that -- random. I'd say if the events are reasonable (and reasonably linked to the Civ) then I'd be inclined to leave them as-is. I have to admit, I always thought that the anti-Monarchists event should have involved more rioting in the streets, but that's me. ;)

(Also: in 3.13 Impeachment is bugged...per Solver's original mod, the first option is supposed to provide only +1 happy face in all cities, not 6 unhappy faces.)

I'm not saying they should all provide benefits, I just think it may be unfair to give a particular Civ a "leg up" on the opposition by giving it favorable random events. I thought that Impeachment event looked pretty horrible as well, despite the fact that I've only played America twice, although it is good to know that was a bug. I'll correct it in my copy.

For example, I'm thinking that I'll change the Anti-Monarchists event to require the Hereditary Rule and Organized Religion civics, or something else that reflects the status of France which inspired this event, without specifically demanding the player be France. The Dissident Priest event could be applied to more civilizations as well, and Impeachment could affect any Civ running Universal Suffrage and Free Speech.

At least, until I come up with another 30 or so unique events for every civilization, I might try doing this.


Although, I suppose I'm drawing a pretty fine line. There are already events that require specific civics, and I've already started programming events that require particular Civic combos as well. Plus, if I can find a way to pull out leader traits in Python, I have a few ideas for leader trait-specific events, so those will only affect a handful (at most, roughly 10 or so) leaders. Events based on the various religions don't strike me as that unfair, because there are no restrictions on Civilizations in terms of picking religions, so long as they have that religion present in at least one city.
 
At least, until I come up with another 30 or so unique events for every civilization, I might try doing this.


Although, I suppose I'm drawing a pretty fine line.

I understand what you're saying and why, but I disagree with it philosophically. Here's why: It's hard enough to design a balanced event that works properly -- if you wait until you script 30 of them before releasing them, that'll be well into next year (unless this is all you do for a week or so.) If you release them initially as generic events that are appropriate for any civ, then there really isn't any reason for them to be later restricted to one civ.

My approach in general with civ-specific events is to give the player several options with varying costs and benefits. Some low-cost (or no-cost)/low-reward choices along side higher-cost or higher-risk/higher-reward choices. I think as long as you add these type of civ-specific events, then it isn't necessary to

[The only exception in my own mod was "Greek Fire", which I added just because I missed the Dromons of Civ III....though now that I think about it, I might require the player to pay a certain amount of gold to gain the benefit from that event in the next update, since it is kind of unfair to get Blitz triremes that will eventually become free Blitz destroyers without paying anything....]

And since you're working on your own project, are you doing any sort of Serfdom-related event? I've used that civic exactly twice in two years, so I'm trying to come up with some sort of event that will encourage the player (or force the player) to switch to that civic....
 
Top Bottom