bmarnz
Prince
RE: Hostile Takeover
I believe this bug is listed on the change list for the upcoming patch.
I believe this bug is listed on the change list for the upcoming patch.
), could you consider the Nuclear meltdown as an event idea, as discussed on 'poly? I think its a great idea for removing the irritation associated with a random meltdown.
. Effect as if goody-hut was popped by a recon unit.
. +1 relations. 66% chances of +15% of remaining tech cost for Player. 66% chances of +15% of remaining tech cost for AI.
health: and/or
bonuses to Palace?)
gold: is added to treasury 30% of next event happening)
for university in all cities temporarily, 20% chance of next event occurring it'll need another benefit besides the decreased chances of the next event)On the upside, now that the patch is out, I will be making a new batch of events, so fans of random events will again have more![]()

That's good news. Please keep one thing in mind for us since I just had to go through and fix this for every one of the existing official events... The current 'Firaxis Method' of scaling the number of required goals is to use the number of default players for a map. That's all fine and dandy unless you like crowded maps and mod the world size files so you don't have to change it in-game everytime. So I ended up with maps with more civs AND higher requirements at the same time, it was getting tough to build 10 harbors/libraries/forges on a standard map where most civs had no more than four cities.On the upside, now that the patch is out, I will be making a new batch of events, so fans of random events will again have more![]()
and +1
for [City]
and +2
for [City]
or some free buildings. This quest could use a better flavor text.
in all cities with state religion.
. Temporary 2 “ferment unhappiness”
in all cities with state religion.
: Temporary 1 “ferment unhappiness”
in all cities with state religion. Gain free priest specialist in each city with [state religion] cathedral and one extra city.
were “ferment unhappiness” instead of usual “whip”
. If that is impossible to script the amount of
should be lessened. Other funny idea for option 3 is free change of Religious civic to Theocracy. Spreading the religion is also not bad idea. This could be a world wide event.General comment: I’ve played a couple games with this MOD and liked it very much. Only one event seems completely out of place. “Healing Plants”. It happens much too early (In most cases before 3000 BC, nearly always before I found my second city) and it’s effects are a bit too strong. Maybe you should tone it down a little and delay it at least to Renaissance Era? (I find it difficult to believe that nation-wide test on human subjects were possible earlier). If you want an early event similar to “Healing Plant” you might something like “King is suffering an unknown disease. Sage/Witch claims to know the cure.”health: and/or
bonuses to Palace?)
Anyway, my fix was also a cheap hack.

I took the default number of players / 2 + 2 ... cheap hackYou could say just what your fix was, you know![]()

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.

in city, -100
)
in city, 2xTurn Anarchy; some improvements damaged)
, Garrison immobile to deal with "rebels"; many improvements damaged)
in City, -50%
of Civ; 2-3 improvements in City radius destroyed)