[BtS] SolversEvents - more random events

Solver i wonder if the game allows some more complex events
e.g.
events triggered by choices made in other events.

Chained events could made this feature even more interesting and perhaps add more depth to the game.
 
I think so, I'm actually relying on your directions to be correct :) I haven't ever really used customasets.

I'm really surprised by your comment about new islands, though. I can't remember any mod doing that - which other mods are you running? I'm quite curious, I must admit.

Other mods... Hmmm, that would be my sporadic idiot editing. :lol:

I was definately caught off-guard. My first game was a custom Gigantic map 17 civs, vasslage off. The game was really slow (computer) in the later years. So this game I cut my custom Gigantic size down a bit and played with 13 civs to keep the game speed up. Lizzie got killed off, so when the first new civ showed up, I thought... hmmm. Now that I'm at year 1990, there are now a whopping 18 civs in the game. I thought maybe this was like Gal Civ 2 DA where a new minor civ would pop up in a re-made larger planets.
 
OK, just did a check and there isn't new land. I was looking at culture radius which made insignficant tiny islands seem huge. Also, though I had ships parked at most major land bodies... the AI could have snuck in a built a bunch of little cities and I missed it. I don't have any mod-game saves to check, but it seemed like full-grown cities blossomed out of nowhere.

And for my final error coup-de-grace. Survayaman's cultural color is so close to Washington's... that I'd been thinking the late-to-show-up-for-the-ballgame Washington had a large empire in the South. In fact, it was Survayaman and Washington was tucked in a little area. Though I'm not exactly sure why Washington was ahead in score of 50% the established civs at the time.

And thanks for the insight. I thought I'd really screwed up all my files somehow (I've edited or added about 50 files).
 
event -3 beakers/libary is not balanced, i've this event very soon and every city where i've build libary has negative beakers, about -0.5 to -1.5
except capital of course
 
Solver, heres two more events I thought of you might like as well.

Event 1, requires a civilization to not have silk (based on how the silk industry appeared in europe). If possible to code, contact with another civilization with silk.

A pair monks have infiltrated another civilization and learned the secrets of their silk industry. They have managed to smuggle out a pair of silk wurms.

Option A: Great News! I look forward to seeing the latest fashion. (New source of silk appears). (-1 dip mod with another civilization if the contact part is possible)

Option B: Only two wurms? Better give them some funding and expand the industry! (-some gold, 1 new source of silk, 67% of 2nd source of silk) (-3 dip mod with civilization).

Option C: We should honor trade secrets between both nations. Turn the monks over and destory the wurms (+2 dip mod with other civilzation, +1 :traderoute: in your capital)



Event2, requires a city with a theater, civilzation requires printing press.

Publishers in the city of ____ are proposing a set of laws designed around the legal ownership of writen property. They are calling it 'Copyright'.

Option A: Sounds good, but I may require some monetary competsation in exhange for my support it. (gain random amount of gold)

Option B: I'll support the laws, and we'll make sure word travels far and wide about the new system. (-some gold, 67% of free artist specialist in the city)
 
Solver i wonder if the game allows some more complex events
e.g.
events triggered by choices made in other events.

Chained events could made this feature even more interesting and perhaps add more depth to the game.

Yes, it's possible. The Healing Plant event does something like that, in fact.

event -3 beakers/libary is not balanced, i've this event very soon and every city where i've build libary has negative beakers, about -0.5 to -1.5
except capital of course

It will eventually reset and your Libraries return to normal.
 
Event2, requires a city with a theater, civilzation requires printing press.

Publishers in the city of ____ are proposing a set of laws designed around the legal ownership of writen property. They are calling it 'Copyright'.

Option A: Sounds good, but I may require some monetary competsation in exhange for my support it. (gain random amount of gold)

Option B: I'll support the laws, and we'll make sure word travels far and wide about the new system. (-some gold, 67% of free artist specialist in the city)

Copyright, I like that :)
 
„Brave New Theory”
Trigger: City with University. Not researching a technology that is currently “bulbable” by Great Scientist.
Group of resolute students and young academics from [City] university claim to be near a major breaktrough. Other, more respected, scientist do not share their optimism. Should divert our research efforts?
1: No! I have no need for crackpot ideas.: Nothing happens.
2: Yes. Provide them with necessery funds and convince other science institutes to help those young visionaries.: - 10% :science: substracted from currently researched technology. 50% chances of + 30% :science: added to research of technology currently “bulbable” by great scientist)

Solver, do you like any of my events?
 
I do in theory, though all your proposals stretch the event system too far. The really interesting triggers are just not possible or hard to do.
 
Copyright, I like that :)

Thanks. Was listening to a local classical music station and they started talking about history of how copyrights began. When they said they were started in Venice as a way to attract artist (despite fact only publishers benefited from the idea), I thought it would make a good civ event.
 
Solver not sure if this is possible, but here goes.

* A smallpox virus, starts at a random location X,X on the map.
* Anyone who passes through this normally looking square gets smallpox, and then each units he walks by or is joined in a stack with patientX, also gets smallpox. Then the epidemic breaks out. Those that survive get a promotion which is resistance to disease. That that die, well die.
*The only safe spot is to enter a city with a hospital.

Now... the really really cool thing about this, is the game does not tell you until the day he spreads it to another unit. Then you'd need to bring a whirler unit to the area you think has the virus and scrub it of everything "pillage it". The game may or may not have to tell you who the original vector is.. or you could have the game tell you it's one of two different units when the first infection happened.

* When you clean the square where the infection started, all the fallout squares *just used for graphics) are removed. For ex. Anyone crossing a fallout square gets. Person souled problem lose no health for 5 turns, and then 75% health turn 6, and then death on turn 7 (if not in a hospital).
 
How (where in the XMLs) can I increase the chance of getting a quest?

In the Civ4EventTriggerInfos.xml file, find the triggers for those quests (like EVENTTRIGGER_HOLY_MOUNTAIN) or something. They'll have a variable, near the start of the entry, called iWeight - if it's 100, set it to a higher value (like 200) to increase the chance of that event. Don't touch triggers with an iWeight value of -1.
 
New ideas:

„Scytale” (simple, yet elegant)
Trigger: Alphabet, Mathematics, (classical & medieval age) city with Library
Thanks to the efforts of librarians and mathematicians in [City] our spy network adopted scytales for wide use. Scylate is a tool used to perform a transposition cipher, consisting of a cylinder with a strip of leather wound around it on which is written a message.
1: Great!: +2 :espionage: for Library in [City]

“Hygiene”
Trigger: unhealthy (?) city with Monastery (before Sci Method or Medicine)
Monks are preaching about importance of cleaness among the citizens of [City]. There have been no outbreaks of epidemy since then.
1: It’s good to know monks care for both spiritual and phusical purity of our citizens.: +1 :health: for Monastery in [City] (this bonus should be removed after discovery of Sci Method)

Solver, is it possible for event to change a land unit, so that it does not show it’s nationality? (Like a privatter). That would make quite a reward for some kind of spy quest.

EDIT:
One more idea:

„Auxiliaries”
Trigger: Barbarian unit inside your cultural borders.
It is said that leader of barbarians warband that have been roaming the coutryside is willing to settle and serve [Nation] if he is paid a large sum of gold.
1: Nonsense. [Nationality] mighty armies will crush those barbarians.: Nothing happens.
2: Pay him.: Pay some :gold:. Gain control of barbarian unit.
 
Solver, is it possible for event to change a land unit, so that it does not show it’s nationality? (Like a privatter). That would make quite a reward for some kind of spy quest.

That's an inspiring idea. Can't be done through XML, but I guess it can be done in Python, I'll have to check. I got to create a quest sometime, too...
 
Cure for Cancer

Random Event: Requires certain % cities with Laboratories + Medicine + tile with Jungle within borders. Maybe the number of tiles with jungle affect the % chance of the event occurring. Spend X gold to finance the research.

Quest: Someone discovers something in the jungle after Medicine, and by building X number of Labs before anyone discovers Genetics you get the bonus.

Once you either complete the quest or pay the gold for the random event, you're faced with a choice:

Keep it to yourself: +1 health for your cities, +2 for those with hospitals, perm -1 bonus to relations with all civs.
Share it with the world: +1 health for ALL cities, +2 for those with hospitals, perm +1 bonus to relations with all civs.
 
Quest ideas
I think new BTS features need to be more incorporated so here are some ideas and others

Industialise the country req industrialism
-build X levees Y factories and Z industrial parks

Steal X amount of gold from other civs

Establish X colonies


Gain access to all plantation/pasture/mine resources

Gain X amount of gold through pillaging(especially from sea based routes)

Help ally in event of war (send X unit j, Y unit k and Z unit l to freindly civ

If i free religion - have a city with all 7 religions and atleast 4 'cathedral' buildings(i.e christian cathedral, islamic mosque, jewish synagogue etc)

Raze X cities with *name* religion present

Save the planet - build forest preserve, X recycling centers and Y mass transits

Just some off the top of my head
 
Regarding the -3 beakers to Library:

It will eventually reset and your Libraries return to normal.

When is "eventually?" It happened to me in 3000 BC, now it's 1100 AD and still at -3 beakers... :). And unlike MusX's experience, for me it only affected the future Library I built in my capital (my only city when the event triggered), and all other cities' libraries are normal. Hmm, so I wonder if that's random too.

(EDIT: Confirmed that capital's library is still -3 beakers, and all other libraries are normal. It's now 1100 AD and still no change. Kind of frustrating since my capital is my science center!)
 
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