Complaints about random events

Is the Bermuda Triangle event linked to game difficulty? Also, are certain events linked to specific civs? In RL history the ancient Greeks were invaded, a Greek fighter ran a great distance to proclaim victory. Today modern people celebrate this with marathons. In my current game playing as JC of Rome I invaded Greece. A random event occurred in which a runner to the Greek capitol warned of invasion. First time with that event. Is it only available to the Greeks?
 
Is the Bermuda Triangle event linked to game difficulty? Also, are certain events linked to specific civs? In RL history the ancient Greeks were invaded, a Greek fighter ran a great distance to proclaim victory. Today modern people celebrate this with marathons. In my current game playing as JC of Rome I invaded Greece. A random event occurred in which a runner to the Greek capitol warned of invasion. First time with that event. Is it only available to the Greeks?
The full list of random events with prereqs can be found here.

Code:
Event20:
	Marathon
	Prereq: You at war with other Player, other player makes first attack on your plot
	Obsolete: None
	Active/Weight: 100/800
		Result:
1.Free Golden Age


Event55
	Bermuda Triangle
	Prereq: 1 DESTROYER or BATTLESHIP or MISSILE_CRUISER or STEALTH_DESTROYER or SUBMARINE or ATTACK_SUBMARINE or CARRIER or TRANSPORT on Ocean plot AND FLIGHT
	Obsolete: None
	Active/Weight: 50/100
		Result:
1.Unit is destroyed
 
Thanks for the link to see all the events. I've encountered all but 2 quest. Many random events I haven't seen. As to the event I mentioned in my previous post about the Greeks, Ori's thread didn't say it was unique to the Greeks. I just find it funny that in my game it was involving them.
 
I was just looking around the Civ 5 forum threads. Saw a thread about what people miss from previous Civ games. Several people say they miss random events. Kinda thought that was funny!
 
The problem isn't with Slavery; it's with Caste System and Serfdom. Serfdom has always been straight up awful, and nothing has been done to change that. The infinite specialist slots for Caste System is potentially useful, but the loss of whipping generally hurts you more than the specialist slots can stand to help you.

Caste system is more powerful than slavery, if you count in what both can do during full games. There are plenty situations where you could do better with having Caste from turn ~20 instead of slavery. Great merchant for no gold problems, endless expansion or teching.
Same with GS generation for academy or so, without libraries first.
Border pops.
Granaries could probably be chopped, and are the only really important building that could be whipped instead.

Only early slavery can be better for settler/worker whipping, and later if you plan war with cities that have no real hammers. Or for cities with no hammers or forests (coastal usually).
But Caste is very strong in late games (more so combined with SP), while Slavery will normally be very useless once your cities grow bigger.

Just another tale that has been told too often ;)
Like Currency being the most important tech, you should not believe all this.
 
The powerful hurricane and the monsoon flooding are the most annoying ones.
Each of those events will destroy 1 or 2 buildings.
 
While not as devastating, the one that irritates the most is getting the vermin pasture destroyed when it happens the turn I finish it. It's usually when I need to build a chariot or two for imminent barb patrol. But at least the worker is still there. In one game, the turn after I finished rebuilding it, it happened again.
 
Caste system is more powerful than slavery, if you count in what both can do during full games. There are plenty situations where you could do better with having Caste from turn ~20 instead of slavery. Great merchant for no gold problems, endless expansion or teching.
Same with GS generation for academy or so, without libraries first.
Border pops.
Granaries could probably be chopped, and are the only really important building that could be whipped instead.

Only early slavery can be better for settler/worker whipping, and later if you plan war with cities that have no real hammers. Or for cities with no hammers or forests (coastal usually).
But Caste is very strong in late games (more so combined with SP), while Slavery will normally be very useless once your cities grow bigger.

Just another tale that has been told too often ;)
Like Currency being the most important tech, you should not believe all this.

While I agree that Caste is a solid civic, powerful for many mid-game GP strategies, and later in the game it can be a clear choice (e.g to boost SP workshops).. Slavery is still the civic that makes the big difference, because of the early snowball it creates. A player, who does not use slavery, but for some miracle gets Caste on turn 20, will already be hopelessly behind by T100 (normal speed) and apart from specific periods when you push GPs out, Slavery will still be superior for a good while until one shifts the focus from horizontal expansion to vertical growth. And obviously the fact that slavery allows you to react to threats is something that you need to value highly especially when playing multiplayer.

I agree with you that Currency is not a no-brainer choice for every situation, but it's quite valuable and worth some kind of a beeline in many situations.
 
While not as devastating, the one that irritates the most is getting the vermin pasture destroyed when it happens the turn I finish it.
Or the event which destroys quarries while you are busy building wonders.
There's a solution though : settle on the resource -> problem solved.
 
While I agree that Caste is a solid civic, powerful for many mid-game GP strategies, and later in the game it can be a clear choice (e.g to boost SP workshops).. Slavery is still the civic that makes the big difference, because of the early snowball it creates. A player, who does not use slavery, but for some miracle gets Caste on turn 20, will already be hopelessly behind by T100 (normal speed) and apart from specific periods when you push GPs out, Slavery will still be superior for a good while until one shifts the focus from horizontal expansion to vertical growth. And obviously the fact that slavery allows you to react to threats is something that you need to value highly especially when playing multiplayer.

I agree with you that Currency is not a no-brainer choice for every situation, but it's quite valuable and worth some kind of a beeline in many situations.

That's very simplified..
if i start with double cows for example, would i have much food to whip early?
Easy answer, nopes..but i could produce settlers with good yield tiles, and maybe add chops.

You can still react with and use slavery, i was never saying that you cannot switch into slavery when needed.
One reason why SPI can be very good.
My answer was to an argument that stated something like "slavery = super, everything else = yuck".

Caste can be very useful outside Golden Ages too, why for example would i always want slavery and limit my specialists to 2 with libraries if i have let's say Pyramids.
That does not make much sense.
If i have enuf forests for a granary and good food, i could run many more +6 beakers guys (and merchants, or rarer artists for border pops) with Caste while i can only use 2 with slavery.
 
I guess we don't really disagree, but I answer anyways..

That's very simplified..
if i start with double cows for example, would i have much food to whip early?
Easy answer, nopes..but i could produce settlers with good yield tiles, and maybe add chops.

If all your cities have plains cows, yeah, whipping can be counter-productive. With 2 grass cows you already want to use some whip. ;) I thing we agree that in most maps early slavery speeds up your expansion quite a bit.

You can still react with and use slavery, i was never saying that you cannot switch into slavery when needed.
One reason why SPI can be very good.

Yeah, if I'm SPI I will use a lot more caste too. If not, in Single Player you can get away with Caste more easily, but in MP that one turn that you spend revolting back to Slavery can have severe consequences and thus one needs to take that into account.

...Pyramids...

Yes, agreed, representation is a good reason for revolting into constant caste already in the early-ish game. If you play a PHI leader you can also justify the switch into constant caste earlier. (but in both cases you still want to use slavery in your early expansion if there is any food on the map)
 
I once got 4 slave revolts in about 20 turns. They are not as bad on Marathon (which was what I was playing) because you can do a lot less in the resistance.
 
Since joining the forum and learning about whipping as a game play strategy I have rarely endured the slave revolt random event. Though my highest lvl of play is monarch. Maybe the frequency is related to difficulty level.
 
Since joining the forum and learning about whipping as a game play strategy I have rarely endured the slave revolt random event. Though my highest lvl of play is monarch. Maybe the frequency is related to difficulty level.

Random events have their own probability, both of being possible in games and actually happening. Not related to difficulty.
 
Is the frequency/probability of slave revolts related to the frequency of whipping or only on the slavery civic?
AFAIK, no. Just being in the slavery civic may bring on slave revolts at the code-specified frequency. May not even be scaled for speed.

Now, if the probability of revolts were related to the frequency/size of whipping the play might have some interesting choices.
 
Slave revolts are the only random event I've seen. Usually what happens is I forget to disable random events and get informed of this mistake a few turns after teching BW, so I just roll a new map.


add:
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Speaking of new maps wtf happened here

 

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Settle and build a wall quick, because you are about to see the underside of an elephant stampede...not a pretty sight!
 
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