Originally I made this thread for a particular event. However, I came up with another event and decided to add it to this thread and just have one thread for any other events I come up with.
The first event is a random event that causes civs to forget randomly chosen techs unless they pay an education fee. Thus you either go broke or constantly have to relearn things like Bronze Working. If you still want bronze working.
In the supplied version, this is the only random event, for testing purposes and to make it easy to place in other mods, but this makes it happen constantly, which is too often. Balancing it for just the right frequency (mulitple copies of it mixed in with other events?) and cost to avoid the tech loss (I pulled 500 gold out of a hat) is up to whoever uses it.
http://forums.civfanatics.com/downloads.php?do=file&id=14278
EDIT: This produces an effect of damping tech and reducing money, though its regressive. Almost as good as a tech stopper mod, though its regressive, widens the gap. If you are early on, most of the randomly chosen techs are the ones you don't have yet so you might want to avoid paying the fee. The converse later. In late game almost every turn you will lose a tech or lose the fee.
Also, you know, clicking off the same event every turn gets tiresome. I may use another trigger so it doesn't do a popup, just happens, and set it to check for some condition like percent research spending and then roll a sorenrand.
The first event is a random event that causes civs to forget randomly chosen techs unless they pay an education fee. Thus you either go broke or constantly have to relearn things like Bronze Working. If you still want bronze working.
In the supplied version, this is the only random event, for testing purposes and to make it easy to place in other mods, but this makes it happen constantly, which is too often. Balancing it for just the right frequency (mulitple copies of it mixed in with other events?) and cost to avoid the tech loss (I pulled 500 gold out of a hat) is up to whoever uses it.
http://forums.civfanatics.com/downloads.php?do=file&id=14278
EDIT: This produces an effect of damping tech and reducing money, though its regressive. Almost as good as a tech stopper mod, though its regressive, widens the gap. If you are early on, most of the randomly chosen techs are the ones you don't have yet so you might want to avoid paying the fee. The converse later. In late game almost every turn you will lose a tech or lose the fee.
Also, you know, clicking off the same event every turn gets tiresome. I may use another trigger so it doesn't do a popup, just happens, and set it to check for some condition like percent research spending and then roll a sorenrand.