Comprehensive Random events

GooglyBoogly

Freakamongus
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Apr 20, 2008
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I am planning to add a random event entry to my next update of the datalinks (see sig). Here is the information I have uncovered so far, but I am sure there is room for improvement, so I am posting the draft here.
If you see anything you would like added/reworded/removed just reply below.

I have built off an old post Googlie made

http://www.civgaming.net/forums/showthread.php?t=553&highlight=Random+event

(anything under Notes: added by me)


Prima’s Guide says:

No Random Event occurs before Turn {75 – (DIFF x 10)} where Citizen is a 0 DIFF and Transcend is a 5 DIFF

Each turn the game randomly picks a base (if there are fewer than 100, it picks between 1 and 99, and if no base – in built sequencing numbering order – there is no event)

If the base is size 4 or less, is the only base of its faction, or if already under a random event time line (e.g. minerals boom for 10 years) – then there is no event

Also, some random events chosen by the 'puter will have no effect, so no event that turn (e.g. Asteroid strikes Nessus Prime - no effect if none of us has mining stations there)

As well, if you roll a really good event while in the top 3 in any category (or a bad one while in the bottom 3 in any category) the turn will pass without incident

The full list is:

Biology Lab event (planet blight if no lab, +1 nut in all base radius squares for 10 years if a lab)
Planetblight Notes: Affects Pop/2 radius from infected bases, infection can spread to adjacent bases within range
Effect: destroys all farms and forests within base raduis

Childrens Creche event (if none, extra drone for 5 years; if one, pop boosted to that base's current ability to handle based on current food production)
Pop Boom Note: = pop = excess food/2 . So it does nothing if food excess is 1 or less????

Network Node event (if none, then lose all accumulated research credits - if one, then free tech)
Note: Free tech is random?? If so does it follow mod3 rule? - I.E could only be a tech that is able to be directed

Energy bank event (if none, then all mines in base radius destroyed; if one, then +50 credits)
Notes:

Energy Market Boom/Crash (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double)

Prometheus Virus (if a research or nanohospital at that base, or if faction owns a *medical* SP (HGP, LV or CI), nothing happens. if not, 1/2 pop is wiped out)
Note: I would assume it is rounded down for pop loss, also: Radius of effect equals half base's population, and can spread to adjacent bases

Bumper crops (+1 nut for 10 years in that base)

Famine (-1 nut per square for 10 years in that base)

Hail Storms - only after turn 76 (all solar collectors in base radius wiped out)
Note: Does this affect echelon mirrors too?

Haze and Clouds (-1 energy per tile in base radius for 10 years).

Heat wave (+1 energy for all tiles in base radius for 10 years)

Industrial Boom (+1 mineral in all tiles in base radius for 10 years)

Industrial Collapse (-1 mineral in all base radius tiles for 10 years)

Sea Beetles (all kelp farms in base radius destroyed)

Tidal Wave (all mining platforms in base radius destroyed)

Volcano erupts (never before turn 75) - all terrain enhancements in volcano radius destroyed, and base populations nearby *severely affected* (whatever that means - Prima doesn't say)
Note: Volcano tiles are identical to those of Mt Planet (+1 energy/ +1mineral)
"Dust clouds will reduce global energy production for next ten years" does that give -1 energy output for all factions in all squares?

Asteroid Strikes base (base is destroyed - never happens to an HQ)
Note: I have heard destruction is greater than just the base square - is it similar to a nuclear/fusion planet buster?
can orbital defense pods/ flechette defense protect against this?
also, "Dust clouds will reduce global energy production for next ten years" does that give -1 energy output for all factions in all squares?


There are 2 others

a 20% chance of Asteroid striking Nessus Prime (all mining stations destroyed
a 20% chance of Solar Storm/Flare (all orbital power sats and defense sats destroyed, but triple energy next turn)

what does 20% mean? another reroll of this event is chosen, and then a 20% chance to occur - (So 1/5th as likely as any other event)


Events not listed by Googlie:

Sunspots
Notes: lasts for ????? years
Effect: No direct communication allowed between factions, other factions will not learn of minor atrocities commited against other factions
(no diplo penalty for nerve staples??)
Cannot call planetary council
Refers to "Spy reports from enemy factions may also be spotty." what does that mean?

Under sunspots, you can commit most atrocities without other factions finding out.
However, atrocities committed directly against another faction will cause them to hate you forever, and
everyone can detect Planet Busters, always.

PERIHELION
Notes: Lasts 20 years
Effects: Wild native lifeforms +1 Lifecycle
Increased eco damage, see Eco Formula (revised), does this increase the change to 'discover wild natives in fungus?

Discovered new resource
Effect: Creates a resource on a square (energy, mineral or nutrient)

Resource peters out
Effect: removes a resource on a square (energy, mineral or nutrient)
 
PERIHELION
Notes: Lasts 20 years
Effects: Wild native lifeforms +1 Lifecycle
Increased eco damage, see Eco Formula (revised), does this increase the change to 'discover wild natives in fungus?

I'm not sure that I'd consider perihelion a "random event" because:

* It occurs whether or not random events are enabled, and
* It occurs at regular intervals beginning at MY 2190 and every 80 years afterwards (according to this thread).

It still merits being documented, however.

Petek
 
Re Petek and PERIHELION, that actually makes a lot of sense, since I always get this event every game. Do sunspots follow similar rules?


Here is a quote from Enigma_Novain in reply to Germodder from a rather old thread:
http://apolyton.net/forums/showthread.php?s=&threadid=117944&highlight=Sunspot

Another thing: Does gassing lower your clean minerals, and precipitate a sealevel rise during sunspots, or isn't it 'spotted' ....

Nova replies:
"Do you get Sanctions while Sunspots are active?"
If not, then it isn't processed in the game mechanics.

I am wondering if anyone can confirm this. If so, that should mean that nerve gas, nerve stapling and genetic atrocity (probe action) would not reduce minerals, nor cause global warming during sunspots.
 
Minor atrocities don't reduce clean minerals during Sunspots.

As soon as Sunspots roll around you're free to nerve staple every one of your bases, obliberate all of the enemy's bases that you have captured and gas or virus all the ones you haven't.
 
Re Patek and PERIHELION, that actually makes a lot of sense, since I always get this event every game. Do sunspots follow similar rules?

I don't know the frequency at which sunspots occur. Perhaps that "Patek" fellow knows. ;)


Petek
 
It apears that sunspots do not always last 20 years.

In a Democracy game hosted by Vyeh, he has an example where they only lasted 10.

however, I have a save showing sunspots that have 17 years to go (I did not record the year they started) - so it appears that sunspots can have a variable length.

If anyone has seen any examples of non-20 year year long sunspots could you please post a note here and say how long they lasted, what size map you were playing and at what difficuilty (and if random events were turned off)
 
Energy Market Boom/Crash (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double)
That one got me today, except it was the crash. Had like 3000 credits too. It sucked.
 
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