Community Patch Events Development

Don't you think that -1:c5food: from farms from exotic animals breeding for unexplained time is a bid too much? I have it now for 100 turns or so and it is dragging me into serious population problems, as I can't seem to grow anything. Or maybe add some option to see hidden conditions how to handle such events.

Right now it seems like exotic expedition event is totally not worth it, especially if you go wide. You can get way too many crippling events for not so much gain.
I believe that there's been a new event added to cancel out the effects of the -1 food from farms, but I think it comes a bit too late (Industrial era). I would move the event back, so people don't have to live with crippled farms for three whole eras.
 
Hello! I'm having trouble with civ-specific unique events again. I love the rest of the mod though and would like to keep playing with it enabled. Is there a way to disable the civ-specific events? Can I just delete the xmls? If so where are those located? I grep'ed the whole Civ5 folder for England.xml and came up with nothing. Thanks,
J
 
Hello! I'm having trouble with civ-specific unique events again. I love the rest of the mod though and would like to keep playing with it enabled. Is there a way to disable the civ-specific events? Can I just delete the xmls? If so where are those located? I grep'ed the whole Civ5 folder for England.xml and came up with nothing. Thanks,
J
There’s a “No civ-specific events” checkbox in advanced setup options.
 
Looks like I should have searched the Advanced Options first :) This will help a lot as I've run into this bug twice now in Medieval era. Thanks a lot Blue Ghost!
 
I believe that there's been a new event added to cancel out the effects of the -1 food from farms, but I think it comes a bit too late (Industrial era). I would move the event back, so people don't have to live with crippled farms for three whole eras.

Yes so the way this works is that there is an event that triggers from the renaissance that removes the penalty. Despite the high chance of this happening I hadn't seen it happen (though if I use the firetuner the event itself will fire just fine), and I have been playing around with the settings to get it to be more reliable, massively increasing the random chance increase for every turn it doesnt happen for example. One of the other things I have done is pushed back the prereq tech for the -1 food event to fire so that if you do get it, it should come later -- when its not as bad.

I don't think these things have made it into the Steam Workshop version yet. You can grab the file yourself from here. Please let me know what you think.

@Jakedraker Yes we anticipated the civ specific events upsetting people which is why that advance option is in there. If you would, can you discuss what you didn't like/wasn't working, I'm interested to hear.

@Y.O.
With the unit cap system, that event triggering at wrong moment after researching gunpowder could put a huge dent in your supply cap without you seeing it coming.
Yes the supply system has messed with these events a lot. I will probably do a pass where they all go to a flat number of units spawning around the capital so that it can't get too out of control. I will look at balance then.
 
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Ok, so I usually play progress on standard size, so I have quite a number of cities. Foreign advisor is completely broken/unbalanced unless you have desert start with plenty of stone/salt/incense or lots and lots of fishing boats. Let me explain:
ForeignCityGood.xml never launches. Have been playing for a month now or so and never seen this in action. Never. Losing 75:c5culture::c5gold: scaling seems to happen always. Scaling. Since whole event takes 100 turns, it usually takes 2 turns worth of culture yields. And then there's unholy -1:c5food: for farms, which makes any non-cluster non-wheat farm completely useless for couple eras.

What are possible gains? 2:c5gold: to camps (gold is rarely problem when it launches), 2:c5food: on food heavy tiles often with food monopolies - completely useless, 2:c5culture: on some tiles which is very good or 2:c5production: on fishing boats - only thing really worth taking. And 1 unit of Ivory/Glass/Porcelain if you're lucky, which is good. Just... not good enough to justify losing so much culture and this horrible farm event, one that can really change whole game. Comparison - progress policy gives you 3:c5food::c5science: per :c5trade: and event takes half of your early policy effect for a benefit couple eras later.
 
Is there a more concise way to see all the events? I tried looking through them, but couldn't follow the code very well.
at this part of event development all events are considered privatized by the team here and are considered for balance feedback.
 
I have started moving JFD Civs over to VP, is there a simple way to add in a hook for unique events for them?
 
I have started moving JFD Civs over to VP, is there a simple way to add in a hook for unique events for them?

I'm planning a simple template for all custom civs to follow a generic civ-line. Quote me back within 3 days.
 
So for me, it feels like events are maybe just firing waaaaay too often? Like, I'm seeing the same event many, many times in a single game - the most notorious of which for me is the 'Barbarian Raid' event, which I counted seeing in my most recent game eight separate times before the medieval era. That's just too much.

The 'natural wonder' buff event happens quite a lot, too - my current Venice game where I use Really Advanced Setup to give me a random natural wonder has buffed the Barringer Crater something like four times already, and I don't think anyone is in the medieval era there.
 
So for me, it feels like events are maybe just firing waaaaay too often? Like, I'm seeing the same event many, many times in a single game - the most notorious of which for me is the 'Barbarian Raid' event, which I counted seeing in my most recent game eight separate times before the medieval era. That's just too much.

The 'natural wonder' buff event happens quite a lot, too - my current Venice game where I use Really Advanced Setup to give me a random natural wonder has buffed the Barringer Crater something like four times already, and I don't think anyone is in the medieval era there.
What gamespeed are you using ?
I'm not sure the number of events scale correctly with gamespeed.
 
Event frequency isn't modified for game speed? That seems like a big oversight, if so. I've been waiting for further balance and refinement to starting using the community events (since the default events currently bundled with VP are... not so great), but I also almost always play games at Epic or Marathon speed, so it would be nice if the events were properly balanced to trigger 2x / 4x less frequently when you play on slower game speeds.
 
Event frequency isn't modified for game speed? That seems like a big oversight, if so. I've been waiting for further balance and refinement to starting using the community events (since the default events currently bundled with VP are... not so great), but I also almost always play games at Epic or Marathon speed, so it would be nice if the events were properly balanced to trigger 2x / 4x less frequently when you play on slower game speeds.
I'm sure there is a scaling with gamespeed, but I'm not sure it behave correctly.
 
One event in particular that is quite irritating and comes up a lot is the one that starts in around Medieval, where a foreigner is murdered in the city and you lose 150 gold and culture. Seems like there's nothing you can do about that one and it feels like it comes up every 5 turns.
 
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