Community Patch Events Development

I quite like that event, its fun to have to kill four barbarians. Obvi, sometimes the army is doing nothing and its super easy, but sometimes not. The one Alex/I referred to is two barbarians in exchange for a ton of culture or two units for not that much gold. But you're right, reducing odds or other editing is maybe a better idea than straight deleting.



Eh, it can be hard for people who play both to know which mod an individual event is from, so I don't fault Alex for posting in technically the wrong one even if it does create some confusion, sure.
Doesn't matter to me imo since they're all updated by me currently.
 
Seems that the anarchy turns were not updated correctly on Steam Workshop.
Huh. I must have forgotten to update it. Oh well, I'll fix it when I incorporate the Unique Buildings/Units/Improvement events in.
 
The LUA and description for the Exotic Luxuries event haven't been updated, they should apply to pathfinders instead of scouts. (or maybe both, it's hard to have enough gold before unlocking scouts after all)
 
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The LUA and description for the Exotic Luxuries event haven't been updated, they should apply to pathfinders instead of scouts. (or maybe both, it's hard to have enough gold before unlocking scouts after all)
Agreed. Reverted. Didn't need to be tweaked, no one has 150 gold for pathfinder, but I'm pretty sure for scouts they do.
 
Agreed. Reverted. Didn't need to be tweaked, no one has 150 gold for pathfinder, but I'm pretty sure for scouts they do.

Actually is it possible, in the previous game I was incredibly lucky and grab 3 gold ruins plus the market gold event, so by turn 23 I had more than 500 gold (didn't spend any I was waiting to unlock spearman)

But you are right there is no way the AI would keep enough money in ancient era.
 
The India only event where you can expend faith(I think) to get a free Mandir as well as some extra yields in every city does not seem to work. You pay the price but no buildings or yields seems to appear.

That's the third Indian unique event by the way, the one that requires a grand temple.
 
The India only event where you can expend faith(I think) to get a free Mandir as well as some extra yields in every city does not seem to work. You pay the price but no buildings or yields seems to appear.

That's the third Indian unique event by the way, the one that requires a grand temple.
I was sure I fixed it a while ago. I'll go check.
 
The India only event where you can expend faith(I think) to get a free Mandir as well as some extra yields in every city does not seem to work. You pay the price but no buildings or yields seems to appear.

That's the third Indian unique event by the way, the one that requires a grand temple.
I can't replicate.
 
The India only event where you can expend faith(I think) to get a free Mandir as well as some extra yields in every city does not seem to work. You pay the price but no buildings or yields seems to appear.

That's the third Indian unique event by the way, the one that requires a grand temple.
I can't replicate at all.
 
Might just be my steam account refusing to update your mod. I'll do some manual work on it and see if that helps.
Sorry for the inconvenience.
 
I haven't been working on this for a while, but behind the curtains reveals a lot of man-hours being put into the next official version 2.

Reworked the Advisor Event System.
Reworked some if not most Civilization Events.
Added 7 new ancient events(wow diversity!)
Added 3 new medieval events
Added 6 new industrial events.
Added 1 new modern event.
New Event Audio and Event Art.
Reworked the fire, fire event since everyone would be having wells or be adjacent to a river when it happened.
Now you can have events happening when diplomats are in your capital.
Added 30(10 each) new ideological events.

I'll talk more about it after the next version of VP gets released.

Who knows as well. CBP E&D might get a new developmental build again with its much much reworked morality system.

If you think a Civilization Event was too weak or too powerful. Leave some feedback. It's better to know that you could have made a change rather than just wondering if Enginseer will just reject it directly and don't even bother.
 
I enjoy going super-wide. Which means a lot of events. Creates a kind of edge to balance on: is it interesting trying to figure out which event to go for, or am I yet again forced to have half my cities in for a 12-turn (Marathon) resistance from the noble uprising event, because I so very much can not chuck 2400 gold per city at that point (or nearly, any point) in the game. Similar thing, it's kind of hilarious how many increments of 300 culture I lose to the civic reform event, heh.

But, that's not necessarily on this modmod. It's from going really wide and taking it as an additional penalty for that, really.
 
I enjoy going super-wide. Which means a lot of events. Creates a kind of edge to balance on: is it interesting trying to figure out which event to go for, or am I yet again forced to have half my cities in for a 12-turn (Marathon) resistance from the noble uprising event, because I so very much can not chuck 2400 gold per city at that point (or nearly, any point) in the game. Similar thing, it's kind of hilarious how many increments of 300 culture I lose to the civic reform event, heh.

But, that's not necessarily on this modmod. It's from going really wide and taking it as an additional penalty for that, really.
If you're Authority, you could always take the extra 2 barbarian unit to kill for free culture instead. :nono:
 
In the current version, a lot of "good" events does not let you the opportunity to refuse. I don't know if it's intentional. For example, you cannot refuse your Civ unique events, you cannot refuse the "religion path" events,... It was a bad surprise with Poland when I was forced to make a purge and have 3 turn of anarchy (well, it was worth it since the war was ok, but it could have made me lost a difficult war).
 
In the current version, a lot of "good" events does not let you the opportunity to refuse. I don't know if it's intentional. For example, you cannot refuse your Civ unique events, you cannot refuse the "religion path" events,... It was a bad surprise with Poland when I was forced to make a purge and have 3 turn of anarchy (well, it was worth it since the war was ok, but it could have made me lost a difficult war).
That's like refusing the effects of climate change even though it happened because you built too many factories which is a hidden event.
 
That's like refusing the effects of climate change even though it happened because you built too many factories which is a hidden event.
Yes, but climate change is supposed to be BAD, whereas unique events are supposed to be good. Here, I'm also asking :
Are unique events supposed to be choices ? Since they never trigger when multiple choices are possible at the same time...

I had a similar issue with economic trade event (but you said you modified it, so it should be better now) :
(My cities where almost exclusively working great person improvement, coastal tiles, natural wonders, ...)
"I don't want to pay 24 GPT to have +4 prod in only one of my 4 cities. I don't want to pay 24 GPT to have +1 food per city. The coastal choice would be neutral for me but I can't take it since only 3 of my 4 cities are coastal. And the other choices are not available. And I am forced to make a reform ? I cannot even chose to have some global strike instead ?"
(So my solution was to delete the restriction "4 coastal cities" from the event XML, and I've chose the coastal event who was mostly neutral for me)
 
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Yes, but climate change is supposed to be BAD, whereas unique events are supposed to be good. Here, I'm also asking :
Are unique events supposed to be choices ? Since they never trigger when multiple choices are possible at the same time...
Nah Climate Change is good, you can actually make the public fear it and create a lot programs that weakens the people but strengthens your control of the country for the sake of "climate change." The Unique Civilization Events are meant to be Instant Events that instead foreshadows the future of civilizations. America for example has a focus on urbanization and villages receive various amount of yields which cause the AI to start converting their farms for the power of villages. The Unique Civilization of England also prompts a strong colonialism impact where their combat power will heavily shine in the modern era as the further they fight from their capital, the stronger they fight which they were punished earlier in the stages if they went wide too early instead of going wide at the right colonial era. And Unique Events were never classified as good, they are classified as Civilization Events.
 
I haven't been working on this for a while, but behind the curtains reveals a lot of man-hours being put into the next official version 2.
...
I'll talk more about it after the next version of VP gets released.

How's everything going? I'm excited to try out your new events!
 
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