Gothic_Empire
AKA, Ramen Empire
- Joined
- Aug 5, 2008
- Messages
- 1,502
Events are a hoax that Endless Legend created to make Civ into a 4X non-compete.
Finally, the voice of reason.
Events are a hoax that Endless Legend created to make Civ into a 4X non-compete.
Like Enginseer says, if you're playing with Events enabled, you really should be using Community Events by him and Hokath as well. Its so great and fun, there's truly enough delightful events to not get repetitive. Highly recommend.
I'd also recommend his version of Events and Decisions, but that does get more balance-changing and stuff to a degree, so if you don't want that, just Community Events.
Like Enginseer says, if you're playing with Events enabled, you really should be using Community Events by him and Hokath as well. Its so great and fun, there's truly enough delightful events to not get repetitive. Highly recommend.
I'd also recommend his version of Events and Decisions, but that does get more balance-changing and stuff to a degree, so if you don't want that, just Community Events.
"here's a consequence-free chance at .5 / 1 / 1.5 turns of x resource" is usually how this event plays out. It's fine.
Oh right, my event. It provides that little amount because it obsoleted too early. I'll probably add in a few more common events to compensate.
It's not about the event being too strong or too weak or whatnot, this isn't a balance issue. The issue is that having all possible options being at 50% chance to trigger just makes the entire thing feel boring. People start thinking 'What's the point of there being a chance at all if all options have the same chance of triggering?' or 'The 50% thing never happens anyways, the event might as well not even show up'.
For an example, the extended events thing have a fairly common event triggering a choice between 20 culture 20 science and 20 faith, on average this event is worse than debate in the council, but it being guaranteed to do something means you can plan around it and means you're always going to get some kind of return from that event popup.
Even just making one of the Debate in the Council options 100% would make it feel like you've at the very least done an active choice when you pick the riskier option and it fails.
An easier solution would be for you to disable events then you won't have to worry about those pesky 'boring' decisions!
G
You know how I love to debate Funak, but I agree with him here.
There are a few events that could use some tweaking, and I think this is a good example. Doesn't mean the event system is wrong, just like anything it has elements to tune.
It's not a balance issue, it's an expectation issue. Having an event pop up and, through no virtue or fault of your own, do absolutely nothing feels bad. It makes the event seem pointless. The randomness is already contained in the firing of the event, you don't need to extend it to giving all the options a chance to do nothing.
It makes it more modular and modder-friendly if events were given chances to work on. So, if you think the event sucks (which I dont think so), it's more of a balance issue than a fault within the modding tool.