thunderbird_14
Prince
Thanks for the religious updates and even if this is the final development, this is still the most amazing event mod in VP
It's a discarded file and a remnant of the "Unique Buildings Bonuses from Events" which I gave up because there were so many dummy buildings already.There's a file CustomEvents.xml in XML\Enginseer with CITY_EVENT_BAZAAR. It's not included in mod loading list - is this event not working?
Oh I know why, I think the latest update made events appear very often now and now my "experimental" event is now going crazy. I'll revert the update. (Before the update, events happened like every 100 turns instead of the usual 20 turns)Is there a way to make events appear LESS frequently? I have 5 cities and Im getting them every 2-3 turns, sometimes 2-3 turns in a row. Its too many I think.
There's a lot of events that lower the yields of farms. You're going to have be more specific.Hey! I still love this mod, but there are some events that I think need looking into:
the event that lowers the yields from farms does not tell in which city it happens or if it happens everywhere, and for how long it will last.
I actually know why this happens. I'll document this as part of the Advisor Event frequency and fix it later on.the event that gives culture and faith when a unit dies tends to fire countless times.
That's the problem when you meet the specific requirements of most of the community events, you get the one that meets it a lot. (Dino Bones only requires a farm!) But see my last reply for this problem. Otherwise, build more diverse improvements and buildings and this usually shouldn't happen.the event with the dino bones also happens way too often since it appears throughout the eras.
They got overshadowed so they have a better likelihood of never happening than actually happening, since they don't have a "increase chance if the event does not occur", but I'll add it to them to make up for the huge additions of positive events.the base game event of exploding volcano seems to have dissapeared
the base game event of the hurricane too
I don't know, I stopped development here and so has hokath(made the main additions). Unless you convince him there's not likely anymore additions to the events.there could be some more effects tied to religion that trigger when you first spread your religion around, and when there are too many people from one religion or another.
there could be an event tied to a city state that has a lot of two religions, causing a crusade?
there could be an event in renessance when you get to acquire ancient era great works to simulate the sparking of the rennaissance?
Mhmm oh there was a cure for that negative event as you got to the atomic era. Never should have let you foreign adviser run loose then!Hey thank you for the reply. I will try and see if I cannot mod some then, I think I am on the github.
As far as the farm events go, it is the one with the invasive species. It does not seem to go away any time soon. It is a huge pain when you go for cathedrals in religion.
After playing so many games I start feeling there are events which are missing, and that ancient, classical and medieval eras need some more difesification in their quests.
Right.I've played about a dozen games with this modmod now - great work on expanding on the base game infrastructure, it's a big step up!
Just some quick feedback:
- the very common event where you choose whether to get 20 faith, culture or science - seems like the culture option is way better than the other 2. I think the only time I chose something other than culture is when I was around 20 points off getting a pantheon so I went that once. Occasionally when you get that event in the first dozen turns and you get to pick up 20 culture right away it seems way too powerful. I guess this is really a function of how culture is a very powerful yield in CBO, but maybe the culture option needs to be toned down to 12 or so?
- also given the frequency of that particular event, it really throws out the balance of progress/authority v tradition, as the first 2 generally have culture problems in the normal CBO but it's a lot easier to manage in this modmod, so I think the frequency of that event needs to be toned down too
- the eye for an eye event - am I missing something here, or is the WLTKD just always better than the period of resistance + a bit of happiness option?
When early happiness used to be a problem, the WLTKD option was considered the worst unless you were able to snowball. Now that early happiness has been tweaked a little, it doesn't happen anymore.
Not without breaking the graphic engine.- I really liked the civ4 random chance of mines popping a metal, and some of the civ4's mod's of farms having a random chance of popping rice/wheat - is it possible to add that in here?
Ironically, CBP E&D has most of the missing events.I will just make a list here of my ideas so people can shoot them down/ alter them /tell me if they are easy to implement if you do not mind:
Luxury Ressource based:
-probability to have it increasing exponentially depending on the %of luxuries you control
all of them require a money investment, or you just get an option to sell surplus (-1 of that luxury) to gain lots of gold.
amber: you find insects trapped in the amber. If you have research lab in the city gain science, if museum culture, if market gold - jurasic remenants
brazilwood: workshops gain +1 gold for each brazilwood you are trading away - Brazilwood trade
citrus: caravels gain heal outside own territory - vitamin c
cloves: harbor gains +1 gold on each trade route for each clove in the city - spice trade
cocoa: masoleum of hallicarnassos effect 10c for every cocoa luxury you have when you expend a great person - appreciation of the finer things
coffee: great people improvements yield +1 of their main yield for each coffee in the city - power through the night
copper: coating hospital doors: +5% growth to hospitals - antiseptic action
coral: research labs get +5% research in the city for each coral in the city - climate sceiences
cotton: factories lower poverty threshold by -10% -pret à porter
crab: invasive species - all fishes globally get -1 food, all crabs get +1 g +1p
dyes: gain 1 spy.
furs: castles gain +3 strength per fur around the city - small cold era
gems: power-drill factories gain +2 production per gem in the city
glass: expanded productivity for scientists into their later years! +2 science to science specialists
gold: gold standard - banks in your cities produce 1g whenver any player spends gold in their city
incence: great prophets get +250 strength and one more spread religion use
ivory: poachers! barbarians spawn and pillage camps on ivory, you gain support from other nations to fight poachers +15 permanent positive modifier in relations with known nations
jade: gain 1 great work of art, works of art +1 gold
jewelry: +5 resting point with city states
lapis lazuli: gain 1 great work of art, works of art +1 culture
marble: gain 1 great work of art, works of art +1 tourism
nutmeg: harbor gains +1 gold on each trade route for each nutmeg in the city - spice trade
olives: mediteranean diet - +5% growth
pearls: polution kills lots of pearls- gain 80% of the beakers towards researching ecology
pepper: harbor gains +1 gold on each trade route for each pepper in the city - spice trade
perfume: diplomatic units gain perfumed promotion: +10 influence when performing a diplomatic mission
porcelain: artist specialists gain +2 gold
salt: mean tectonic plates! gain 1 great scientist
silk: silk route: caravassary gives +1 gold +1 science for each silk in the city to all trade routes - both for the nation sending the route and the one receiving it
silver: merchant specialists +1 culture
spices: harbor gains +1 gold on each trade route for each spice in the city - spice trade
sugar: military units trained by cities with sugar gain march promotion
tea: tea-trade caravassary give +1 gold +prod science for each tea in the city to all trade routes - both for the nation sending the route and the one receiving it
tabacco: addictive - length of wltkd +1 for each tabacco in the city
truffles: hitels +5% gold per truffle around the city gastronomic tourism
whales: -3 food for whales +3 tourism - intelligent beasts
wine: symposium - expanding great persons +10 science per wine ressource
Religious & luxury related, making a luxury ressource taboo:
Requires: founded religion, someone has a luxury monopoly. The cities that follow your religion don't get the monopoly bonus of that resource, +1 happyness in holy city for each ressource of that type in other nations. Ends when reaching industrial era.
Religious:
there could be some more effects tied to religion that trigger when you first spread your religion around, and when there are too many people from one religion or another.
there could be an event tied to a city state that has a lot of two religions, causing a crusade?
Rennaissance:
there could be an event in renessance when you get to acquire ancient era great works to simulate the sparking of the rennaissance?
Medieval:
barbarian raids! replaces the uprising event, if castle, we are safe behing the castle, gain a wltk day, 2 improvements are pillaged, otherwise 2 improvements are pillaged and 1-3 barbarians spawn.
Plague tied:
sequence of events that increase in likelyhood: -X food per city affected. Automatically triggers in a city has a trade route with an infected city, and whenever a city that is in a onland distance of 6 or on water distance of 10 from an infected city gains a new population. Ends when all affected cities gain a total of 6 to 8 new citizens (random value set initially)
It's happening again? Recent version?I now recall why I stopped using it: 30 strength barbarian cataphracts turn 1.
how? version 13 right? There is literally no reference to a dummy catphract since the persian dummy one uses the songhai cavalry instead.
Beats me, I never made those things so I never know why it would be silent. Probably have to remove the custom audio and all the audio tags that's in the file.For some reason when I add this mod to a modpack the game is muted, main menus and all. It works fine through the mod menu. Considering I hate going through the mod menu and just build my own mod packs I was wondering if you could look into this.
I've tried a modpack with just VP and this and it's silent. Should be simple to reproduce.