C2C - Event Ideas

Spawnign a regular animal inside cultural boundaries will either not work (it'll be immediately ejected) or run the risk of causing starnge behaviour in the AI code.

I thought AIAndy was working on this?
 
Not to my knowledge. What did we want to change? You don't want animals rampaging through your territory early on do you?

That's not what I meant.

The idea for some neutral (aggro to ALL, even barbs) unit came up awhile back as something to spawn from high crime or DH's unhealthiness/disease mod he has been working on for awhile.

It wouldn't allow all current animals and barbarians to spawn within cultural borders, it would allow units with a NEW flag to do so, but only based on events or special circumstances.

DH's big issue was the Great Wall causing problems with them because it boots out barbarians. But if there were a different type, that wouldn't happen.
 
That's not what I meant.

The idea for some neutral (aggro to ALL, even barbs) unit came up awhile back as something to spawn from high crime or DH's unhealthiness/disease mod he has been working on for awhile.

It wouldn't allow all current animals and barbarians to spawn within cultural borders, it would allow units with a NEW flag to do so, but only based on events or special circumstances.

DH's big issue was the Great Wall causing problems with them because it boots out barbarians. But if there were a different type, that wouldn't happen.

Ah right, fine.
 
Werewolf (quest)
[Requires a worker unit to be killed by a hyena] [Medivil period]
[requires state church civic to be active]
The peasants are terrified and flocking to the Church, only in our God can salvation be found, all according to plan.

Spawns a werewolf unit (stealth barbarian? ranger with a hyena instead of a dog)
5% of population to city closest to slain unit upon death, with non state church worshipers converts to state religion each time a unit is slain.
Gain building "Myth of the Werewolf" building +3 :culture: +1 unrest per turn per slain unit until Werewolf until slain, -25 :gold: per turn while quest active (meaning unit is alive).

Needs work, but this is the kind of event I want to see pop up.

Only enabled with alt timelines/mythical creatures please (so fine in games with mermaids but not in normal games). Variant that had all the beliefe system parts but not the actual unit would be fine though in any game

There is a werewolf unit somewhere. However, I agree with Koshling. Which would mean two events one based on the unit being available. Of course te player with The Great Wall would be immune to the unit. Just the way that wonder works.

Spawnign a regular animal inside cultural boundaries will either not work (it'll be immediately ejected) or run the risk of causing starnge behaviour in the AI code.

Animal units are booted out, just like all barbarians wit The Great Wall.

That's not what I meant.

The idea for some neutral (aggro to ALL, even barbs) unit came up awhile back as something to spawn from high crime or DH's unhealthiness/disease mod he has been working on for awhile.

It wouldn't allow all current animals and barbarians to spawn within cultural borders, it would allow units with a NEW flag to do so, but only based on events or special circumstances.

DH's big issue was the Great Wall causing problems with them because it boots out barbarians. But if there were a different type, that wouldn't happen.

This has been attempted many times. maybe this time it could work.
 
Werewolf (quest)
[Requires a worker unit to be killed by a hyena] [Medivil period]
[requires state church civic to be active]
The peasants are terrified and flocking to the Church, only in our God can salvation be found, all according to plan.

Spawns a werewolf unit (stealth barbarian? ranger with a hyena instead of a dog)
5% of population to city closest to slain unit upon death, with non state church worshipers converts to state religion each time a unit is slain.
Gain building "Myth of the Werewolf" building +3 :culture: +1 unrest per turn per slain unit until Werewolf until slain, -25 :gold: per turn while quest active (meaning unit is alive).

Needs work, but this is the kind of event I want to see pop up.

I don't like the idea of a real mythical creature in the game. However I am not opposed to folklore or witch hunts from the locals. Thus I do not think there should be a werewolf unit. A Dire Wolf mistaken as a werewolf is fine.
 
You could make it something like the Sons of Romulus from Assassin's Creed: Brotherhood. A bunch of crazy drugged up berserker guys dressed in animal skins or medieval schizophrenics/feral children if you want a more scientific angle.
 
Dragon Bones
Requires: Fossils

Strange "Dragon Bones" are found nearby.

  • They are just bones, dispose of them. [Removes Fossils]
  • Use the bones for Jewelry. (Requires Bone Workers Hut) [Removes Fossils and gives the Bone Worker's Hut +1:gold: and +1 :) ]
  • Use the bones for potions. (Requires Alchemists Lab) [Removes Fossils and gives the Alchemists Lab +1:gold: and +1 :) ]
  • Those are Dinosaur Bones not Dragons! (Requires Paleontology Lab) [Gives the Paleontology Lab +1:science: and +1 :) ]
  • Perhaps we can extract DNA from them. (Requires Cloning Lab) [Gives the Paleontology Lab +1:science: and +1 :) ]
 
But what if I don't want to remove the fossils. You need fossils nearby to build any of the dig site buildings.
 
But what if I don't want to remove the fossils. You need fossils nearby to build any of the dig site buildings.

Yeh. Add some sort of 'ignore them' option: They are frightening the people. Bury them again at once. (no changes)
 
That we are working on fleshing out these for C2C is just awesome! Not going to be my focus currently, as I'll need to pick some things such as this and Civics and stay out of those discussions so I can keep up on the ones important to me, but just wanted to stop in and say this is really one of the more exciting developments to see! :D
 
@Hydromancerx:
I noticed you removed a bunch of ideas from the first page - don't you want those implemented anymore?

I looked at them closer and thy may not be the best to implement (may do not fit or just kinda suck). I suggest doing the stuff on page 4 next. Such as all the Internet related events and the other ones I posted such as Quicksand, Avalanche, etc.

EDIT: Could you start work with the others on the stuff talked about in Flammability topic? You and AIAndy would open up a whole new way to play if you can get that stuff to work.
 
re the internet events: the yield/trade modifiers (i.e. the x% a building gives) do not seem to be exposed to python, at least I cannot find any function that would allow changing them in the python class reference.

For reasons of rebuildability of data I would oprefer to avoid having Python making changes to modifiers where at all possible (because the 'source' of the change is lost so any rebuild loses the info). I would be entirely open to expanding the event XML as we need each new case with tags to specifying how things get modified by the event (because on a rebuild we replay old events to get their effects back, so having it in the XML solves the issue). This also has the side-effect of reducing the computational burden of the events by migrating some functionality from Python into the C++. If you think this would work for you start making a list of the new tags you'd want and I'll bump it up near the top of my list...
 
oooh I can make wishes :xmas:

;) Anyhow this list of buildinginfo tags would be great to be able to change (not set, i.e. it would be best to just alter the original value):

<CommerceModifiers>
<YieldModifiers>
<iTradeRouteModifier>
<iForeignTradeRouteModifier>
<iTradeRoutes>
<iCoastalTradeRoutes>
<iDefense>
<iBombardDefense>
<UnitCombatFreeExperiences>
<iFoodKept>
<iMaintenanceModifier>
<iWarWearinessModifier>

The first three are actually things I could use right now.

A few more complex wishes:
currently one can add temp :mad: using the hurryanger mechanism and temp :) (though just 1 :)) using the happyturns tag. It would be handy to be able to actually give x :mad:/:) for exactly y turns.
Also no such temp mechanism exists for :health:/:yuck: which would be extremely handy.

All of the above should be subject to the bpickcity tag, i.e. if bpickcity is set it should affect only the triggering city, else it should affect all cities. Further what would be really cool would be to be able to trigger an event in all cities that fulfill the other criteria (currently if you want to change stuff for example only in the cities that have the state religion you need to go through python) a tag for that would be just wonderful.

There you asked for it ;)

:thanx: for any of these that actually get implemented :)
 
oooh I can make wishes :xmas:

;) Anyhow this list of buildinginfo tags would be great to be able to change (not set, i.e. it would be best to just alter the original value):

<CommerceModifiers>
<YieldModifiers>
<iTradeRouteModifier>
<iForeignTradeRouteModifier>
<iTradeRoutes>
<iCoastalTradeRoutes>
<iDefense>
<iBombardDefense>
<UnitCombatFreeExperiences>
<iFoodKept>
<iMaintenanceModifier>
<iWarWearinessModifier>

The first three are actually things I could use right now.

A few more complex wishes:
currently one can add temp :mad: using the hurryanger mechanism and temp :) (though just 1 :)) using the happyturns tag. It would be handy to be able to actually give x :mad:/:) for exactly y turns.
Also no such temp mechanism exists for :health:/:yuck: which would be extremely handy.

All of the above should be subject to the bpickcity tag, i.e. if bpickcity is set it should affect only the triggering city, else it should affect all cities. Further what would be really cool would be to be able to trigger an event in all cities that fulfill the other criteria (currently if you want to change stuff for example only in the cities that have the state religion you need to go through python) a tag for that would be just wonderful.

There you asked for it ;)

:thanx: for any of these that actually get implemented :)

I'll try to get this done this week.
 
Back
Top Bottom