C2C - Event Ideas

Changed Game Migration Events:
Now disallow any Route on tile, removed check for city tile (should still not occur on city tile).

changed Parrots event:
Requires Scavenging, Jungle, no bonus, no improvement, no route on tile.
90% active, iWeight 50
Removed Yield changes, adds a poultry resource.

changed Truffles event:
Requires Gathering, Grassland no bonus, no improvement, no route on tile.
90% active, iWeight 30
Removed Yield changes, adds a Mushroom resource.

changed Tin event:
Requires Bronze Working, no bonus, mine/shaft mine, some type of route on tile.
90% active, iWeight 20
Removed Yield changes, adds a tin resource.

changed jade event:
Requires Mining, no bonus, mine/shaft mine, some type of route on tile.
90% active, iWeight 20
Removed Yield changes, adds a jade resource.

Thanks! :goodjob:
 
Camel are already in ;)

The others I'll do.
Note I actually plan to do something with most/all resources to dump a largish number of often active events on you guys. Also the man named Jed will get a lot more to do than just playing with sticky oilish stuff :mischief:
 
Oh good. Just trying to cover all the animal resources.

For the Walrus and Seal events please make sure they are adjacent to the coast. Seals on map gen spawn frequent on islands so I am not sure if that can be more likely a spot to spawn on for the event. And of course walrus should be in colder terrain (ice/permafrost/tundra).
 
just an advice: if you need any event ideas you should just take them from the paradox games
they have alot of those!!!
 
more negative events such as;

People have generally become unhappy due to being jealous of rivals -2 happy in all cities for 30 turns.

Due to sudden economic instability you have had to bailout several private companies/industries throughout your civ, -20% of saving.

Soil salinity has spread due to over farming and clearing of forests near coastal and desert areas - desert/barren/salt flats - spread/appears.

AWOL soldiers, maybe depending on civics, eg. conscription- higher likelihood that some soldiers may become barbarians or simply vanish.
 
@Sgtslick
Those kind of events should have options, as there are mesures that can be taken to counter them.
An economic downturn, should have options like
Bailout: -gold depending on corperation saturation/number of banks
Leave them: Boost Inflation
Communism: Nothing
Soil Salinity should have some counters available, it should just have a cost associated with it to keep the event being minor but not potentialy ruining a city.
And AWOL soldiers should have options like
Agree to no longer send them into suicide charges: All units (for x turns) gain -on the attack
Decimation: All units lose 1/10 Strength (Should have a civic/reaserch requirement)
What can we do?: Units Desert/become barbarians
 
Sounds good. Personally I feel you shouldn't always simply be able to buy your way out of negative events or choose the least negative consequence coz it turns the event into that eventual outcome rather than the original one. Frankly, this game needs some elements of difficulty spiced in a bit more coz as is its a bit too easy.
 
I prefer to make 'Least Negative' Either Subjective or limited myself, for instance some people would feel that their units becoming ineffective on the offense is a steep price to pay well damaging all their units is not, well others may feel the opposite.
Everything needs a strength and a weakness or a limiting factor.
 
@ori

Can you please add the following events based on my Pollution buildings.

Acid Rain
Trigger Building: Pollution (Acid Rain)
Effect: Will remove a Forest terrain feature in the city radius. Will repeat at random until the building disappears or there is no more forest.

Dying Coral Reef
Trigger Building: Pollution (Reef Bleaching)
Effect: Will remove a Coral terrain feature in the city radius each turn until there are no more coral in the city radius or the building disappears (meaning the pollution level went down).

Global Warming
Trigger Building: Pollution (Major Global Warming)
Effect: Will trigger the Global Warming event already in the game. I am not sure how it works so it may need to be tweaked to work with our Air Pollution system.

Toxic Atmosphere
Trigger Building: Pollution (Toxic Atmosphere)
Effect: Fallout will spawn in the city radius. Much like Nuking a city or a Nuclear Power Plant Meltdown. All animal resources in the city radius will disappear.

Blackened Skies
Trigger Building: Pollution (Blackened Skies)
Effect: All tiles around the city radius will become "Barren" terrain type. Any forests, jungles, bamboo, savanna, tall grass, etc will disappear. All plant resources in the city radius will disappear.

Many thanks in advance!! :goodjob:
 
@Hydro: I'll try to - but those will require some python coding that I'll have to play around with to see if my ideas actually work :mischief:

@DH: yeah you did ;)

Edit:

Fire event changes:
removed python check for cando event, now uses xml tags for triggering.
HighestFire: requires Flammability of >=200, iWeight 7200
HighFire: requires Flammability of >=150, iWeight 1600
MediumFire: requires Flammability of >=100, iWeight 400
LowFire: requires Flammability of >=50, iWeight 100
LowestFire: requires Flammability of >=25, iWeight 25

Industrial Fire event now requires Flammability of >=100
Cigarette Smoker (Theater) Event now requires Flammability of >=50
 
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