rsc2a
Warlord
- Joined
- Jun 23, 2020
- Messages
- 155
The goal of this mod is to re-balance and expand both the core VP events and the (7) Community Events mod so there is more variety for those that use the events system. Primary objective of the mod is to:
EP-0.....Tutorial / Flavor Events (work in progress) - Turn off Trade Events to disable
EP-1.....Natural Disasters (completed)
EP-2.....Era Based Events (completed)
EP-3.....City Specialization (completed)
EP-4.....Signs and Wonders (completed)
EP-5.....Natural Wonder Events (completed)
EP-6.....Religion Events (completed)
EP-7.....Policy / Ideology Events (in progress)
EP-8.....Corporation Events (completed)
EP-9.....Civilization Events (currently using Community Events)
EP-10...Advisor Events (upcoming)
Many of the events are modified versions from core VP events and the (7) Community Events mod, so as new versions get posted, I will show which of those reference files need to be blocked from loading.
Relevant Threads
Events Balancing
Events System Brainstorm
If you are playing with this mod, you must disable the events in the (1) Community Patch and (2) Vox Populi. If you play with (7) Community Events, you must disable all events except for the Civilization and Corporation events. (Once everything is moved over, this mod will be set to block the Community Events mod.
If you want more events to fire, you should adjust "Event_Min_Duration_Between" and "City_Event_Min_Duration_Between" to be lower. (located in (1) Community Patch/Core Files / Core Tables / GameEventsTable.xml)
Collaborative modder note / request: For folks who would like to help build out EPs (or add events to existing EPs), the above links include discussions about event balancing, brainstorming ideas, and overall mod direction. I'm also trying to come up with more diverse ways for events to reward / punish players. EP-6 is a good example of what I'm hoping to accomplish. Ideally, as more events get added, the probabilities can also be lowered for each individual event. Same overall number of events but greater variety.
General note for non-modders: Feel free to suggest other EPs, individual events, or even individual event triggers / consequences that can be used to build events. The more ideas in the bucket, the more events that can be created.
Please let me know if you find any bugs, spelling errors, etc.
- Re-balance events so there is a more evenly distributed range of good/neutral/bad events and so the yields are aligned.
- Set more events to expire to remove yield bloat. No more +/- 1 yields forever from an event. You can have 30 turns (or whatever) instead. Also making more events yield trade-offs instead of flat yields.
- Adjust certain event types (e.g. natural wonder, religions) to create a little pain for the player. These are already enormous advantages for civilizations that control them; I don't want to make it even more lopsided.
- Build / adjust certain event types (e.g. policy / ideology, corporation) so they aren't completely synergistic with the prerequisite policy/corporation. Aim is to provide a little more balance and prevent a massive snowball effect.
- Diversify the different kinds of events so you don't see the same thing over and over. A lot of this is just coming up with new events and making sure the events cover all the eras in a well distributed fashion.
- Make events more dynamic by making later events (or event choices) more dependent on earlier event choices. Think "build your own adventure" (BYOA) play style for events.
EP-0.....Tutorial / Flavor Events (work in progress) - Turn off Trade Events to disable
EP-1.....Natural Disasters (completed)
EP-2.....Era Based Events (completed)
EP-3.....City Specialization (completed)
EP-4.....Signs and Wonders (completed)
EP-5.....Natural Wonder Events (completed)
EP-6.....Religion Events (completed)
EP-7.....Policy / Ideology Events (in progress)
EP-8.....Corporation Events (completed)
EP-9.....Civilization Events (currently using Community Events)
EP-10...Advisor Events (upcoming)
Many of the events are modified versions from core VP events and the (7) Community Events mod
Relevant Threads
Events Balancing
Events System Brainstorm
If you want more events to fire, you should adjust "Event_Min_Duration_Between" and "City_Event_Min_Duration_Between" to be lower. (located in (1) Community Patch/Core Files / Core Tables / GameEventsTable.xml)
Collaborative modder note / request: For folks who would like to help build out EPs (or add events to existing EPs), the above links include discussions about event balancing, brainstorming ideas, and overall mod direction. I'm also trying to come up with more diverse ways for events to reward / punish players. EP-6 is a good example of what I'm hoping to accomplish. Ideally, as more events get added, the probabilities can also be lowered for each individual event. Same overall number of events but greater variety.
General note for non-modders: Feel free to suggest other EPs, individual events, or even individual event triggers / consequences that can be used to build events. The more ideas in the bucket, the more events that can be created.
Please let me know if you find any bugs, spelling errors, etc.
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