[BtS] SolversEvents - more random events

Tricky but interesting. Gaining one unit that is another civ's UU could be fun.

Also I'd hope if considering something like this there is a way to "genericize" (probably not a real word) it. An event like this that, for example, grants you 1 Jaguar unit would feel pretty cheesey if this only occurs when the Aztecs are in the game and have developed appropriate Iron tech but is completely passed over otherwise. I'd love it if this ONE event, let's call it "Mercenary" is made in a way that it could give you the latest and greatest of any available Civ (or perhaps tailored so you can't get units you don't have the appropriate tech for them).
 
Great mod.

Is this compatible with ur other mod for the AI.

Could you put the date of the most recent update on the first page beside the download so we can tell we have the most up to date version.
 
Date put in the first post.

And if you mean my unofficial patch, yes, it's compatible with this mod.
 
I just got an idea for more random events in the late game: Corporate innovations. A corporation patents something new and for a limited time all cities with that corporation get a special benefit.

Examples:
Aluminum Co has patented a new aluminum composite material. For the next X turns, all units made in cities with this corporation get Strength I for free.

Sid's Sushi has discovered a food storage method that can keep more than just sushi fresh. For the next X turns, all cities with this corporation get +10% food.
 
I just got an idea for more random events in the late game: Corporate innovations. A corporation patents something new and for a limited time all cities with that corporation get a special benefit.

Examples:
Aluminum Co has patented a new aluminum composite material. For the next X turns, all units made in cities with this corporation get Strength I for free.

Sid's Sushi has discovered a food storage method that can keep more than just sushi fresh. For the next X turns, all cities with this corporation get +10% food.

This sounds clever, and I think for game balancing purposes its probably best to keep these bonus effects to a limited duration...but at the same time the logic behind these benefits only lasting for a limited duration escapes me. Like if Aluminum Co. has figured out how to make all Aluminum based units 10% stronger...do they simply forget how to do it 30 years later? I know Civ is full of all sorts of abstractions that defy logic but in the end make for a more balanced game and these could just fall under this category if implemented, ah well.
 
The reason for the time limitation is because the patent expires and then everyone can use the patent freely (and in theory everyone would have the bonus, at which point it's just as good as no one having the bonus). Sure, it would make sense if your airplanes built in this time also lost their strength bonus, but then that kind of bonus really wouldn't be too great now, would it?

Of course, there's other ideas to be had for corporation-based random events. I just think corporations might be a little _too_ powerful if these bonuses lasted indefinitely.
 
Solver what about this event?

A brawl for banal reasons between some of our citizens and citizens of the civX community in cityY has triggered high tensions between both communities.
There are already dozens dead reported.What we have to do?

Option A - The police must regain control of the situation. Endorse civX community claims (+1 unhappy face in all our cities for 20 turns, +2 diplomatic relations with civX)
Option B - The police must regain control of the situation.Endorse our citizens claims (+3 unhappy faces in cityY for 20 turns , -2 relation with civX)
Option C - Leave the situation to local authorites (2 turns of disorder)
Option D - Let's try to be an honest broker between the quarrelers. (+1 unhappy face in cityY for 20 turns, 1 turn of disorder)


Trigger: cityY must have in its total city culture, some culture of civX




I would also like to know if coding events like this (involving religions in city) can be done just through XML or i need also Python knowledge.
 
In the event you describe, everything except the trigger is rather possible through XML. The trigger requires Python to check, though it's fairly simple. Still, it may be better to change the trigger just so that it triggers for when you have a neighbouring civ.

Something similar to this event would certainly work, though, thanks.
 
I tried the mod, but never actually got any of the new events :( Thou I think I saw the AI get two of them... thou with my current nuclear build up I'm bound to get the nuclear protest...

To increase the number of events, I got two more for you.

Event1, just requires a city with an observatory.
"The Observatory in cityY has discovered a new planet!"

OptionA: Use the discovery to promote scientific interest in astronomy (Observatory in CityY +3:science: )

OptionB: Promote the cultural impact of the discovery (Observatory +3:culture: )

OptionC: Give the Observatory a grant in hopes of futher discoveries (Subtract 169 gold, 67% chance of Observatory in cityY +10%:science: )


Event2, requires a city with a net :yuck: mod, if its possible

"Rats! Due to poor sanitation the rat population in cityY has boomed. Word of the problem is becoming well known the world over."

OptionA: Well at least its OUR city thats well known (+3 :yuck: and -1 :traderoute: in cityY for x turns)

OptionB: Do whatever it takes! I want those rats dead! (Subtract 25 gold, no effect)

OptionC: Better clean up the place and make sure this never happens again (subtract 100 gold, 67% chance +3 :health: in cityY).


While at it, I thought of a third event, maybe any civ with the computer tech has a random chance of being hacked with government secrets falling in enemy hands.

OptionA, do nothing, reduced :espionage: for x turns, with chance it happens again in another city

OptionB: spent money to prevent the lose in :espionage:

OptionC track down the hacker and try and recruit him for your side, spend money and chance to gain :espionage: points against another civ

Well hope you like.
 
Just because the mod adds extra events to the game doesn't mean you're going to pop more events - the probability stays the same. Statistically, you're likely to get at least one of my events in a full game, but you never know :)
 
Oh I know. But untill reading this thread some more I didn't realize how many events the game had in it. If asked, I would of guessed like 50 of them, so I had expected to see more of the new ones over the old ones. So i look forward to a few future versions untill it reaches the point with 50 or 60 new events :D

If your accepting ideas, I'm more then willing to give some ;)
 
I've posted a couple of random events ideas in this thread: http://forums.civfanatics.com/showthread.php?t=240059

Fell free to use them.

EDIT: I'll repost it here for your convenience:

“Money Quest”
Build X Markets. Extra reward if Colossus.
1: Extract taxes from merchants: Lump sum of :gold: (about 500)
2: Just listening to foreign merchants is helpful in gathering intelligence: +2 :espionage: for Markets
3: With solid base we can expand our trade network: Extra trade route in every city.

“Stargazer”
Build X Observatories. Extra reward if University of Sankore.
1: Detailed star charts help in navigation: +1 movement for Water Units.
2: Attract new scientists: +2 :science: for Observtories.
3: Great Scientist is born.

“Food Storage Quest”
Build X Granaries and X Aqueducts. Extra reward if Hanging Gardens.
1: We are ready to expand: Gain 2 (1?) Settlers.
2: Food for the masses: +1 :) for Granaries.
3: Population boom: Extra pop in every city (with a granary?)

“Hospital Quest”
Build X Hospitals.
1: Our citizens apreciate highest standards of medical care: +2 :) and +1 :health: for Hospitals.
2: Decipher secrets of human genome: Discover Genetics.
3: Start nation-wide eugenics program: +1 :science: and +3 :gp: (greast scientist) for Hospitals.

“Jail Quest”
Build X Jails. Extra reward if Pentagon.
1: Tap forced labor: +2 :hammers: for Jails.
2: Curb corruption and inneficiency: -10% maintance for Jails.
3: “The Dirty Dozen”: Great General (Great Spy?) is born.

And some other random events:

“Ambassador”
Trigger: Contact with an AI that has contact with a second AI unknown to human player.
1: Make contact with that second AI.

“Suburbs”
Trigger: Big/unhealthy city with cottages.
1: City loses 1 pop. Some cottages gain 10 extra turns of growths.

“Migration”
Trigger: City #1 with high health/culture and a city #2 with low health/culture.
1: City #1 gets +1 pop while City #2 loses 1 pop.

“Eclipse”
Trigger: Ancient (and Classical?) Age and city with State Religion.
1: We are doomed!: Pay nothing. City revolts for 1 turn.
2: Calm the citizens: Pay some :gold:. Nothing happens.
3: We must appease the gods: Pay more :gold:. City gains state religion temple.

“Soda Water”
Trigger: Sugar resource and city with aqueduct.
1: Quite a refreshing drink. Let’s call it “coke”: +3 :gold: for Aqueduct in that city.

“Finest Breed of Horses”
Trigger: Horses and city with stables.
1: Sell them: Lump sum of :gold:. (about 150)
2: They will form the core of royal/national guards: Pay some :gold:. Gain most modern cavallery unit with free morale promotion.

2nd EDIT:
- Third reward option for Hospital Quest could be a :gp: multiplier as well. Like +25% :gp:. I don't have any idea for matching wonder prereq however.
- Why does your Controversial Philospher give Great Enginner/Spy? Wouldn't regular spy/engineer specialist suffice?

And some more event:

"Captain Meires' Pirates"
1: One of your non-cargo ships is given to barbarians and receives Navigation I & II promotion.

"Customs House Quest"
Build X Customs Houses.
1: Redesign our ships to transport more cargo: +1 cargo for transport ships.
2: Less than respectable means of profits: :gold: from plundering sea trade routes is doubled.
3: Assing goverment agents to Customs Houses: You can hire up to (1?) 2 spies specialists in Custom Houses.
 
It doesn't increase the chance, that's a separate variable. More events just means there are more events to choose from.

Where would I go to change this (is it in XML)? I would like to increase the chance of random events occuring. I looked through your Event Modding Guide, but didn't see this anywhere.

Additionnally, does anyone know if quests are given out to all players at once? And if not, is there any way to mod this?

Most of the stock events say that you will fail the quest if another player completes it first. I think it would be neat to have all quests always given out to all players at once. That way it would be a genuine race to build the biggest navy, or get those colosseums.
 
Most of the stock events say that you will fail the quest if another player completes it first. I think it would be neat to have all quests always given out to all players at once. That way it would be a genuine race to build the biggest navy, or get those coliseums.

I agree with you on this but see a couple of problems with this:

1) Most of these quests have a number of requirements before they're spawned so would even Civs that don't meet these requirements be included? Like would the Civ that doesn't even know Construction yet suddenly get a message about constructing a bunch of coliseums?

2) Solver has lead me to believe that the AI has no clue how to handle quest events. It CAN complete them and knows how to pick what it thinks is the best reward for their current situation BUT it will only be completing them accidentally (like it just happens to build a library in 7 of its cities before reaching the time out era).
 
There's a variable in GlobalAssets.xml - called something like EVENT_PROBABILITY_DIE_SIDES or along those lines. It's at 100. If you set it to a lower number, you'll get more events - though I wouldn't recommend anything less than 50.
 
Why my Wonder videos don't work anymore after I did put your mod on?(in mod's folder)

Did I mess up something? :cry:
 
Random event idea!

Requires: Computers
A hacker has broken into our government security systems and left a note suggesting we fix our systems.

* Find this hacker at all costs! He must be brought to justice. Who knows what else he may have done. -wealth, +1 happiness for a few turns
* Scramble and invest into getting better computer security. +Espionage defense.
* What he found is between us and that hacker. No one else has to know about it. ( No change. )
 
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