Do you play with events enabled?

Do you play with events enabled?

  • Yes, always

  • Depends on the mood!

  • Yes (with vanilla caveats, ie bad events disabled)

  • Yes, with modmods.

  • No, never.


Results are only viewable after voting.
I used to play with them for long period. But then I found them a quite repetitive that just gave me more micromanagement with no added fun (personal taste)... But I would definetly try them if I hadn't used them before.
 
Events in general make the game easier so no. Plus they can sometimes break things.
I don't agree they make the make the game easier, as you can have some pretty bad events, which can be quite damaging at certain times. Presuming that you don't turn of bad events. Yes they can be repetative, but so can other parts of the game.

Far worse in my opinion, which I don't use, are Ancient Ruins, which definitely can give a real advantage to the player early on, with no downside.
 
Off because they can wreck long term plans.
But to be fair I havent used them in a long long time so dont know how they are nowadays.
 
I don't agree they make the make the game easier, as you can have some pretty bad events, which can be quite damaging at certain times. Presuming that you don't turn of bad events. Yes they can be repetative, but so can other parts of the game.

Far worse in my opinion, which I don't use, are Ancient Ruins, which definitely can give a real advantage to the player early on, with no downside.
Ancient ruins motivate exploration though. And the only real advantage would be a tech and production. Faith and gold too, but only if it's in the first couple turns.
 
Ancient ruins motivate exploration though. And the only real advantage would be a tech and production. Faith and gold too, but only if it's in the first couple turns.
It certainly makes no difference to my exploration as automatically send out two scouts (buy the 2nd) & warrior to explore the land around, finding civs, natural wonders, barbs, suitable location for cities etc. The AI is poor finding these, even when they are near its capital. I would suggest looking at the start of some Milae videos to see the ludicrous starts he gains with Ancient Ruins.
 
I don't agree they make the make the game easier, as you can have some pretty bad events, which can be quite damaging at certain times. Presuming that you don't turn of bad events. Yes they can be repetative, but so can other parts of the game.

Far worse in my opinion, which I don't use, are Ancient Ruins, which definitely can give a real advantage to the player early on, with no downside.

I don't remember anything bad but it has been a while. There was -2 gold per city. -2 production? pillage random improvements. maybe lose a 1 pop?

Compared to +1 faith on an early build or a free great person both of which are huge.
 
I don't remember anything bad but it has been a while. There was -2 gold per city. -2 production? pillage random improvements. maybe lose a 1 pop?

Compared to +1 faith on an early build or a free great person both of which are huge.
What about the plague early on, & hurricans sweeping away your population & buildings for two. I agree they do get monotanous after awhile, though so do other parts of the game
 
yes. for three reasons
- they're on by default
- the general idea of having events is quite realistic. Even if there weren't any other civilizations around and you're just an immortal leader minding your own business, growing your civilization, stuff will happen that you didn't plan.
- and, related to the above, I like having these extra things that you need to respond to

It's not perfect and could use some work, but I think the system is a very good idea.
 
I don't use event because of its random natures. I like having predictable causes and consequence with realistic balance trade off (like building multiple hydroelectric power plants risk an event to reduce food from farm on rivers, or too many factories risk an event to lose pop in context of causing health issue). Too bad our current events are mostly random and you can only benefit or mitigate the damage based on what you currently have when it fires off and there's no planning involved.
 
I play without them and without the ancient ruins. They usually result in either an absurdly easy start for a player or and absurdly powerful AI from the get-go. Someone gets only 15 XP on a starting warrior, someone else gets a free tech, a free 150 faith, and a free 100 gold.

If they were giving some modest amounts like 20 food, production, faith or science, scaling with era, and the Shoshone would truly be unique in gaining better rewards from them, I would turn them on, sure.
 
I play without them and without the ancient ruins. They usually result in either an absurdly easy start for a player or and absurdly powerful AI from the get-go. Someone gets only 15 XP on a starting warrior, someone else gets a free tech, a free 150 faith, and a free 100 gold.

If they were giving some modest amounts like 20 food, production, faith or science, scaling with era, and the Shoshone would truly be unique in gaining better rewards from them, I would turn them on, sure.

You may want to check Hinin's Tweaks, does just what you wanted.

I don't play with events either, bad ones really leave a bad taste, and just turning those off feels a bit like cheating. Maybe if we had more of the neutral ones that occur at certain times instead of random, so "decisions" more than events, I'd try again.
 
While I do play with them I often find that they are a bit annoying and I sometimes do things in game to minimize their triggers, which sometimes is somewhat counterproductive and weird. Such as not building a lot of farms due to all the flooding. If there are no farms build then that event won't happen etc.

In general tho they do seem to trigger way to often, but it could be some kind of bias. There just seems to be way to many crippling hurricanes, that can even happen in cities that are just lake or in-land-sea bound. They are not really hurricanes in that way but seem to act more like gigantic tsunamis that can more or less remove entire cities or destroy multiple buildings. But there is just to many rivers flooding that also destroy multiple buildings, the most annoying aspect of that is that sometimes you can't repair those buildings (such as if you city had another religion at one time and you built a religions faith building for that religion and then swapped religion you can't rebuild that old building since you can't build it with your current religion), there are to many lumber mills that burn down and way to often and there are to many mines that collapse.

In some regard they are just resource sinks, they want to sap your hammers, remove your excess gold etc. So in that regard I guess they are kind of interesting, but also very annoying. Also some of the triggering gets a bit weird -- it seems to happen in newly conquered cities a lot as they are building courthouses that half the forests burn down, the rivers flood, the mines collapse etc. Making the situation even worse. So in that regard it's almost better to just let the city burn to the ground and then rebuild it from scratch cause then it won't start with the massive unhappiness that seems to make it trigger more and more often.

But in general the positive (and i guess neutral whatever they are) events are somewhat overshadowed by the bad events as their rewards are not large enough to cover the bad. Certainly when you compare all the hammers lost to buildings being destroyed, multiple turns of unrest that happen when hurricane season is upon you or all the turns that go to waste when you have to run and repair tiles you previously prepared. Or repairing just takes to long, on marathon it's something like 10 turns to repair a tile which is just way to long.
 
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