[BtS] SolversEvents - more random events

Getting back to the Spy thing, I don't think it has to involve interacting with actual spy units. Just the fact that you have espionage spending means there are spies and agents working in other countries, or it could just be paranoia and an innocent person.

Base it on relative espionage levels for the trigger.

Also interesting would be a U2 type incident. Possibly remake the commercial plane crash into something else (rep bonus or something) and make a U2 crash for science increase.

Another one that could be fun is finding a sunken shipwreck. Options would be:

1) Sell everything off (gold for coffers)
2) Historians research it (+science)
3) Send the pieces to a museum (+culture)
 
Few new random events ideas:

“Castle Annex” (castles are ralely built, so I think you could have some pretty powerful events connected to them)
Trigger: Heridertiary Rule civic and city with Castle
Heir of the royal family wishes to expand his summer residence castle.
1: Good for him. He should take care of it alone.: Nothing happens.
2: Offer assistance and assing best stonemasons and artists to this task: Pay some :gold:. 66% chance for free Engineer or Artist specialist in that city.
3: This castle should be the crowning achievement of our royal architect. Our heir deserves no less.: Pay many more :gold:. 66% chance for free settled Great Engineer or Great Artist in that city.

“Conversions and confiscations” (Inspired by what happened to Hagia Sophia)
Trigger: Theocracy civic. City with state religion #1, but without state religion temple/cathedral and other religion #2 with temple/cathedral.
Fallowers of religion #1 demand a place of worship. They are about to clash with Religion #2 citizens of [City] over control of their temple/cathedral.
1: Leave everything to God and mob: Pay nothing. Temporary 1 :mad:. Religion Temple/Cathedral #2 is destroyed.
2: Expel the indifels from [city]: Pay some :gold:. Temporary 1 :mad:. Religion #2 Temple/Cathedral becomes Religion #1 Temple/Cathedral. Religion #2 is erased from city.
3: Arrange for relatively peaceful takeover and compensate: Pay some more :gold: . Religion #2 Temple/Cathedral becomes Religion #1 Temple/Cathedral.

“Gladiator Uprising” (this is inspired by Spartacus and provides and alternative for normal slave rebellions. This event needs more work)
Trigger: Slavery civic and city with Colosseum
1: That is bad, isn’t it? City garnison should deal with it: Pay nothing. 1 temporary :mad:. 1 turn of city revolt. -1 city pop. 66% chances of 1 (more?) barbarian swordmen/maceman with combat IV spawning next to city.
2: Immidiately quench the rebellion with all avaible forces: Pay some :gold:. 1 turn of city revolt. -1 city pop. 66% chances of destroyed Colosseum.

“Patriotic Songs”
Trigger: Nationalism or Military Tradition. City with Theatre.
"Rule, [nation]! rule the waves:
1: "[nationality] never will be slaves.”: -25% war wearines for Theatre in city.

Please note that english is not my native language and event descriptions surely need rewriting.
Do you like any of my events?
 
Yes, this isn't a modular mod. If you moved into CustomAssets, you'd have all core game events + mine, same way as when running as a mod. As said, running this is a mod is better.

Forgive me if I missed this, but why is running it as a mod better than running it as part of the core game?
 
That's just because CustomAssets overrides everything else. So it would then override mods that have their own events defined, such as FFH, and might cause problems when playing multiplayer.
 
That's just because CustomAssets overrides everything else. So it would then override mods that have their own events defined, such as FFH, and might cause problems when playing multiplayer.

So, for those of us who use no other mods, and don't play MP, there's no real risk then? And I'm I reading this correctly that what I need to do is unzip into CustomAssets and your events + the real events become my in-game events?
 
That's pretty much correct. Though I believe you'd want to copy the contents of the Assets directory into CustomAssets, not the entire folder. So that under CustomAssets, you have XML and Python folders from the mod.
 
Solver - is there a way I can use your events without running it as as a mod (in customassets)?

<<edit>>

OK, here's what I did. Solver, can you tell me if this should work?

* Copied all files to their appropriate BtS custom assets folders. But I had to make an events folder since one didn't exist inside the BtS custom assets directories.

* Copied your events text and pasted them to the bottom of the CIV4GameText_Events_BTS.xml file.
 
New random events ideas:

„Capital Relocation” (this could potentially be a very strong event)
Trigger: 6 or more cities
1: I’m quite content with [Capital City]. I see no need for changes.: Nothing happens.
2: [City #1] is a good candidate for capital, since it’s most popolus city in [nation]: Pay some :gold:. Palace is moved to City #1. (city with most population.)
3: All roads lead to [City #2], a great hub of commerce and administrative centre.: Pay some :gold:. Palace is moved to City #2. (city with highest trade route income)
(If City 1# or City #2 has Palace/Forbidden Palace/Versailles – these options should be greyed out. Capital could be also relocated to city with most culture, or (that might be hard to program) city near the geographical centre of your empire.)

“Bank Run”
Trigger: City with Bank
Many customers wish to withdraw their deposits from banking establishements in [City]. They are already insolvent and might face bankrupcy.
1: That is the bankers’ problem.: Bank is destroyed.
2: Allow last resort leadings from central bank/imperial coffers to prevent this financial crisis: Pay some :gold:.
 
Is there be some way to give a slight emphasis on an event happening or not happening to a player given a specific variable, such as a player's state religion? I'm asking because I've been working on a Gods of Old edit/mod as of late and it would make sense if you followed certain gods you would have better chances of getting certain events. An example would be if you follow Enki (the sea god), you would have a better chance of discovering a source of whale or getting black pearls from a source of clams while having a smaller chance of being hit by hurricanes and such.

Also, would you mind if I took the events that you created already and added them to the mod I'm working on, Solver?

If anyone is wondering about what mod I'm talking about, here's the link:
Mechs O Potamia
 
Hey, Solver -
Thanks for your great work! It's really appreciated!
I have a problem with the main menu when loading your events-mod... (european version here)-Any way to get this out of the way?? Might have been mentioned before but I didn't check all 7 pages of this thread. :blush:
 

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Yup - German - but nevertheless I'd like to keep it hat way! Can somone tell me how or must I run it in english??
 
must I run it in english??

In the short term I think the answer is yes. In the longer term perhaps you might volunteer to translate Solver's events/quests into german. :D
 
You can edit \Assets\XML\Text\SolverEvents_Text.xml.

Previous:
Code:
	<TEXT>
		<Tag>TXT_KEY_EVENTTRIGGER_CIV_GAME</Tag>
		<English>The %s1_civ_adjective game designers have developed a new game of Civilization.</English>
	</TEXT>

After:
Code:
	<TEXT>
		<Tag>TXT_KEY_EVENTTRIGGER_CIV_GAME</Tag>
		<English>The %s1_civ_adjective game designers have developed a new game of Civilization.</English>
		<French>The %s1_civ_adjective game designers have developed a new game of Civilization.</French>
		<German>The %s1_civ_adjective game designers have developed a new game of Civilization.</German>
		<Italian>The %s1_civ_adjective game designers have developed a new game of Civilization.</Italian>
		<Spanish>The %s1_civ_adjective game designers have developed a new game of Civilization.</Spanish>
	</TEXT>

The game will run in german (french, italian, spanish) with some english text for the new events. Well, that's no translation but you don't have to play the whole game in english.

Matze
 
Can someone tell me if this is one of Solver's new events?

New civs & islands suddenly appear out in empty ocean? I'm in the Industrial period, and 4 new civs gradually popped in even though I'd already searched the whoole world. Now that they're added to my game and it's now running slow as snot. Thanks.
 
New civs popping up would be colonies? New islands appearing are certainly not something that exists in BtS and not something that I introduced, either.

And by the way, here's the text file translated to all languages.
 

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New Ideas:

"Demagogy" (quite strong bad event)
Trigger: Anarchy
Demagogues and radicals further destabilize our society.
1: Anarchy extends by 1 turn.

"Militant Monks"
Trigger: City with Monastery (Buddhist only?)
Monks residing in monastery near [City] are perfecting martial arts instead of focusing on illuminating books and preserving scientific knowledge.
1: Get them back to scribing boards: Nothing happens.
2: I wanna learn Kung-Fu: Monastery loses +10% :science: bonus, but provides extra 1 (2?) experience to melee units build in [City].
 
New civs popping up would be colonies? New islands appearing are certainly not something that exists in BtS and not something that I introduced, either.

And by the way, here's the text file translated to all languages.

I'd heavily modded the game, so it could be something I messed up. Solver, further up I asked if the technqiues I did would work for a customassets game. Did I integrate it right?
 
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.
 
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