[Vote] (8-45) Special Vote | Disable Events System By Default

Include in VP? [Supermajority Required]


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    107
  • Poll closed .
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Recursive

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Host Notes: This proposal was originally voted on here: (6-34) Disable Events System By Default. After excluding cheated votes and one person who voted for both ("don't care"), the vote was 79 to 28 in favor, falling just short of the 75% threshold. Since then, I held three votes on new supermajority vote thresholds which ultimately reduced the required threshold to 70%. For the events vote, only 66 Yea votes would have been required, 13 less Yea votes than it got. As previously promised, I am not undoing that outcome retroactively, but I am submitting it for revoting in this session. Proponents and opponents of disabling events by default, discuss!

This is one of two non-4UC votes that will be held in this session, because it's a followup to a previous vote and can be implemented in about 10 minutes, tops. As an exception to the general rule, counterproposals can be made to this proposal, but they must only touch the events system and not anything else (civ-specific events are fine).


Original proposal text from @hokath:

Proposal: Disable the events system by default in the advanced settings

Current state:
The events system was original introduced by Gazebo in a beta form to demonstrate what was possible (even with simple database editing) with a batch of new code he had added. There were not many events, the frequencies were a bit squiffy, and so forth. The idea was that the community would make more events and flesh out the system. Enginseer and I, with help from a few others, made a large effort to accomplish this, but it is not integrated into VP, and I am unsure of its current state of balance. Although this work contained a great many new events, I still do/did not consider it to have enough to constitute a set large enough to make the system interesting and different between games. I would also note many aspects did not receive widespread positive reviews, such as "trade" (kiss-curse) events, civ-specific events, and events with light-hearted text or pop culture references.

Rationale:
The events system is unfinished and in my opinion a sub-par experience in comparison to the rest of the mod. For a new player to VP, the first game(s) will probably be with events turned on as the default. Not only does this give a less-than-stellar impression of the mod, it also further complicates gameplay when it is already considerably complicated with respect to the base game. As things stand, I feel it would be better to have events as an opt-in for the seasoned VP enjoyer.

Impact:
I do not expect this to have major balance implications, but because it is a change to the default settings I seem to remember a supermajority vote is required. Perhaps a Magi could confirm/deny.

Personal thoughts:
After spending many, many hours working on the events system, I have come to the conclusion that Civ V does not really benefit from its inclusion, even though I don't mind the equivalent system in other 4X e.g. Endless Space. The game already has enough going on. I personally do not play with events anymore.



I sponsor this proposal if the community decides to pass it (which will require 50 Yea votes and 70% of the votes to be Yea votes), and will implement it as follows:
- The events system is always enabled in the DLL and cannot be turned off, removing this as a game option (for compatibility with modmods that add custom events).

- The individual event options will be renamed to
Enable Events (Bad)
Enable Events (Civ Specific)
Enable Events (Good)
Enable Events (Neutral)
Enable Events (Trade)
and unchecked by default.
 
Once again I would ask that the event system be left enabled BUT instead we disable all types of events. This would allow mods to still leverage the event system for things. For example: the Sumer custom civ uses the event system as part of its UB design, but otherwise has no interactions with your farms getting randomly pillaged.
 
Once again I would ask that the event system be left enabled BUT instead we disable all types of events. This would allow mods to still leverage the event system for things. For example: the Sumer custom civ uses the event system as part of its UB design, but otherwise has no interactions with your farms getting randomly pillaged.
- The events system is always enabled in the DLL and cannot be turned off, removing this as a game option (for compatibility with modmods that add custom events).
 
I am afraid that if we do that everyone would just forget that such system is even taking place and the next vote would be about removing Event system entirely. I also think that Dan's suggestion is interesting and may open a whole new discussion about civ specific events, rather than random stuff here and there, but it also can become Event's doom as i stated before. Cant really decide what to think about it. Why exactly these modmod events doesnt work with the rest of basic events btw? I think its somewhat unbalanced if one civ has events but others dont.
 
My harsh opinion is that the event system is a failure, so if people forget, better. The game is better without that ("more" is not always "better"). We dont need to drag the corspe around if it doesnt work. I would say the same about the espionage system, but that is another conversation.
 
the next vote would be about removing Event system entirely
No, you have misunderstood.
Not only does this make absolutely no sense -- why would we remove a feature that took time to implement and some people want? -- it is how many modmods are coded.
Mods like Unique City States rely on this backend code to function, we would absolutely never remove it.

Dan's suggestion is interesting
He is talking about this backend functionality, and his post is also in error because Recursive addressed it in the OP (this is what Rekk is pointing out).

Why exactly these modmod events doesnt work with the rest of basic events btw? I think its somewhat unbalanced if one civ has events but others dont.
I coded 1 event -- of what I considered equal power -- for every Civ. This was in addition to a whole slew of others. It took some unhealthy number of hours and too much xml.
Here is the old mod for the interested historian.
However they were not broadly well-received and Gazebo didn't integrate them. I was heartbroken and went to live as a goat for many years.

I am afraid that if we do that everyone would just forget that such system is even taking place
If you want to help revive them, you can join this project.

Cant really decide what to think about it.
Vote yes. A vote for no is a vote for continuing to present players with an inadequate and unfinished system.
 
Is it possible to have the existing events system split from the `(2) Vox Populi` mod, and in `(4b) Events for VP` (or some analogous mod name) have a different default setting for Enable Events?

Especially if the plan is to overhaul the Events system outside the scope of default VP, I think it might be easier to play with different ideas if new mods didn't need to worry about deleting the sample events baked into VP, while also differentiating the ones that other subsystems of VP need (like Spy events and such).

Am I thinking about this right, or is there a different solution Events modders would suggest?
 
Timestamp post to arrange all the threads in a neat order.
 
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