These seem pretty cool!
Um... do you take requests?
I'm always willing to have a look at new event ideas (I'm subscribed to a number of threads like that), although I make no promises as to my ability to program them.

Also, if it's really, really, silly or imbalanced I may change it around and then just let you know how to put in whatever text or benefits you want.

Hey, Anti, I should have my events ready within a few days when I find the time to finish them. And again, how's the "series" events going?
Cool.
To post for the benefit of those who haven't been hacking our accounts and reading the PMs, I'm working on a group of events called, loosely, "series" events. Each group represents a major social change, usually as the result of developing or discovering a new technology. The first group I am working on is tentatively called the rise of Communism, and, without the benefit of a scanner, I will attempt to describe my flowchart in list form, and enclose it spoiler tags for organization's sake:
Spoiler :
When Communism is discovered...
The CP-US and CP-R events are more complicated:
Trust me, it looks a lot better as a flowchart on paper.
- Police States will receive an event allowing them to switch or unrest will occur.
- Universal Suffrage Civs will get CP-US event.
- Representation Civs will get the CP-R event.
The CP-US and CP-R events are more complicated:
- Option 1: Crackdown (cannot be running Free Speech) will allow you to try and force the Commies out. It allows the possibility of the Elected Communists, Army Mutiny, and Purge events.
- Option 2: Allow them into the government. This option will definitely cause the Elected Communists event, but doesn't carry the risk of Army Mutiny.
- The only reason why the CP-US and CP-R events are different is because running Universal Suffrage carries the additional risk of the Communist Elected President event.
- Elected Communists: you basically have 3 choices: become a socialist state (adopt State Property and Emancipation), make concessions to the working class but still keep your main economics/labor positions (probably lose gold, a building type would be "penalized"), or refuse to recognize the new government and hold a coup (become Police State).
- Communist President Elected: forces you to become a socialist state (similar to the first effect of the Elected Communists event).
- Army Mutiny: some "barbarian units", like riflemen or infantry based on what tech level you are at, will pop up within your borders to represent rebel mobs. You then have to win the civil war.
- Purge: Communists will flee your country, and no other events in this network will happen.
Trust me, it looks a lot better as a flowchart on paper.
Still a work in progress. Also, I really wish Civ4 had a tag system like Europa Universalis does. To make chain events in Civ4, you basically have to give each event option a chance of causing another event in the sequence, otherwise nothing happens. These don't "add up" to 100, so if I say there is a 50% chance of this and a 50% chance of that when you select option A, selecting option A may cause this and that, this or that, or none of the above to occur.
Needless to say, this is very friendly towards making "gamble" effects (you get X, or you can invest extra to get X and possibly Y), but it isn't very friendly towards programming these sequence events. Civ, as far as I can tell, doesn't have a tag system (where I can say "this civilization has the "new communists" tag and thus these other events may randomly occur until either a Purge event or the final event fires and removes the tag). So, the new idea is to create a fake, invisible building or something that I can stick in a player's city and require this fake building to be present for the Communist events to fire. Unfortunately, this requires many changes that I really don't want to make (because then it would be harder to merge this mod comp into other mods--you would need to merge building files).
So, unless somebody points out that tags actually exist in Civ4 that are modder-friendly and shows me where they are in the game files, these are going to the back burner and maybe a few simpler events will go in their place. Then, I can get to work merging other event mod-comps and working on some events that require moderate Python scripting (which will be very interesting).