Built-in random events (quake, fire, plague, etc)

keu

Chieftain
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Feb 7, 2011
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Will these events work OK in a scenario? Can we adjust its frequency or at least know it?

I think about modelling Middle-Age's disasters, such as plagues, fire in wooden cities, famines, etc.
 
It can be achieved in ToT pretty easily using the change terrain action combined with the random turn trigger. I guess you may need to reserve a terrain slot or two for the purpose.

In Fortress Europe I was considering including an event to represent the capture of the Schwammenauel Dam in the Hürtgen Forest. The idea was that after the capture of Liege you had a limited number of turns to take Aachen (which would have to represent the Hürtgen Forest and Dam too). If you did not take Aachen in time a change terrain event would convert the terrain around the Roer and Maas rivers into swamps (impassible) severely hampering the allies advance and destroying any units in the way. I had to scrap the event due to lack of space but I think it would have worked!
 
It can be achieved in ToT pretty easily using the change terrain action combined with the random turn trigger. I guess you may need to reserve a terrain slot or two for the purpose.

In Fortress Europe I was considering including an event to represent the capture of the Schwammenauel Dam in the Hürtgen Forest. The idea was that after the capture of Liege you had a limited number of turns to take Aachen (which would have to represent the Hürtgen Forest and Dam too). If you did not take Aachen in time a change terrain event would convert the terrain around the Roer and Maas rivers into swamps (impassible) severely hampering the allies advance and destroying any units in the way. I had to scrap the event due to lack of space but I think it would have worked!

Sorry, I can't understand how it can help me. I want to make a damage to city improvements and/or a loss to population. Even if I'll change some terrain to less fertile simulating crop failure then an effect will became too late because of food box storage in a city.

The only method I know to simulate disaster is creating barbarian units with superior attack and kamikaze flag. But this way have some drawbacks.
 
UPDATE: almost all my experience in regular games is for Civ I. I use Civ II for scenarios, not for regular game. There were some disasters in Civ I, like "Fire in Cityname, Library destroyed, citizens require Aqueduct". Also I remember (or think that I remember) some options in Civ II like "no random events" checkbox. But I can't find it either in the game or in the hex saved game format. Is this option my hallucination?
 
Sorry keu, I misunderstood your first post!

I will brainstorm and hopefully something might inspire you:

I guess if you combined the change terrain event with a destroy improvement event (destroying Supermarket) that could replicate a famine. Plague could be replicated with a nuclear bomb that would wipe out the units in a city (though I'm not sure if it reduces the population) but you would still get the siren and mushroom cloud effect that would look crap. In one game of Seeds of Greatness I played there was a change terrain event that triggered in the same square that I had built Babylon on and the city disappeared off the map. You could combine that with a text event saying a fire had gutted the city and the terrain could be changed to Burning ruins (EG replacing the glacier slot). In a multiplayer game there could be a civ called Nature with spy units renamed Plague Rats which could poison the water supply. Obviously this would be no good in single player mode. I hope this post is more helpful :)
 
Sorry keu, I misunderstood your first post!

No wonder, my English is too bad...

I guess if you combined the change terrain event with a destroy improvement event (destroying Supermarket) that could replicate a famine.

Is there an event action "destroy improvement"? I can't find it in macro.txt

Plague could be replicated with a nuclear bomb that would wipe out the units in a city (though I'm not sure if it reduces the population)

It halves a population, AFAIR. But how about pollution, can it be disabled by game options?

In a multiplayer game there could be a civ called Nature with spy units renamed Plague Rats which could poison the water supply. Obviously this would be no good in single player mode.

It's an interesting thing. What will do barbarian's diplomat/spy units?
 
There is a Bestow Improvement action but not a Destroy Improvement one, sorry!

Pollution could be changed to some kind of plague square or fire terrain.

I don't think you could control the functions of AI spies, only human controlled ones.
 
Immediate famine might be hard. Beyond eliminating granaries by obsoleting the pyramids you will need to clear out the foodbox...

Use events to create about a hundred settler flag units that will destroyed one turn after they drain the foodbox?
 
Immediate famine might be hard. Beyond eliminating granaries by obsoleting the pyramids you will need to clear out the foodbox...

Use events to create about a hundred settler flag units that will destroyed one turn after they drain the foodbox?

The most of settlers will be auto-disbanded because a lack of shield support. And some number will remain.

About a nuke - I've tested, it seems that pollutions will appear regardless of "eliminate pollution" flag.
 
The most of settlers will be auto-disbanded because a lack of shield support. And some number will remain.

Did the remaining settlers drain the foodbox?

If your concerned with removing the settlers just bottle the settlers up in one tile on the edge of the map and use a terrain change event to remove them after one turn. Try making them owned by Barbarians but supported by the city to eliminate what the player can see.

You could also try using food routes to support a city above and beyond its domestic food production and then cut the food route. This is not an immediate effect due to the food box but it could cut food production to help keep a city in famine.
 
Did the remaining settlers drain the foodbox?

Yes. But unsupported ones did generated a lot of textboxes "city can't support unit".

If your concerned with removing the settlers just bottle the settlers up in one tile on the edge of the map and use a terrain change event to remove them after one turn.

Interesting.

Try making them owned by Barbarians but supported by the city to eliminate what the player can see.

Barbarian's settlers can't be owned by player's civ, I've tested.

You could also try using food routes to support a city above and beyond its domestic food production and then cut the food route. This is not an immediate effect due to the food box but it could cut food production to help keep a city in famine.

How many food routes can city have? AFAIK one, but I may be wrong.
 
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