Event Types

Verdian

King
Joined
Aug 19, 2006
Messages
654
Back when Shadow was first announced, Kael briefly went over the basic philosophy involved with designing events. There were seven types of events, with the outcomes linked to religion and the now defunct Guilds. The types were: Rebellion, Judgement, Inspiration, Crime, Economy, Deals and Prophecy. (Mentioned in this post http://forums.civfanatics.com/showthread.php?t=249189 under Guilds). My question is, are events still being designed around this premise? I really liked the idea, and hope it did not die out. But, and correct me if I am wrong, none of the current events seem to take these types into account.

Also, is crime still used? I am hoping this is just a short interval between the removal of the guilds and the adding of their mechanics as events.
 
Back when Shadow was first announced, Kael briefly went over the basic philosophy involved with designing events. There were seven types of events, with the outcomes linked to religion and the now defunct Guilds. The types were: Rebellion, Judgement, Inspiration, Crime, Economy, Deals and Prophecy. (Mentioned in this post http://forums.civfanatics.com/showthread.php?t=249189 under Guilds). My question is, are events still being designed around this premise? I really liked the idea, and hope it did not die out. But, and correct me if I am wrong, none of the current events seem to take these types into account.

Also, is crime still used? I am hoping this is just a short interval between the removal of the guilds and the adding of their mechanics as events.

I think you bring up a good point, Verdian, and I would have to say it looks like the events do not follow any particular theme now.

I don't think crime is being used in .34. The Ratcatcher's Guild, which IMO in previous versions was pretty useless, has been taken out and other guilds seem to have been nerfed as well. I liked the other guilds and would like to have seen them augmented and improved rather than removed and/or nerfed.
 
I enjoyed the guilds, and wish they had been worked on rather than removed. The reason they were frequently useless was because there was a lack of events for them, and instead of making more events they were just taken out.

When their removal was announced, I believe the reason given was their mechanics could just as easily be applied through events now. So again, I am hoping this is a just a short interval where more events will be written to bring back the spirit of the guilds in non-guild form.

That doesn't answer the question of whether the seven event types will still be used, though. I think it added an additional mechanic to the religions to differentiate them more. And, as a player that enjoys the story more than the strategy, events are the butter on my bread.
 
Agreed. I got quite a shock when I spent all the turns to build the Guild of Hammers and discovered it no longer reduced the cost of upgrading your units. I guess that was in the Changelog, but I forgot it.

I also miss the old Guild of Nine and its random offerings of mercenaries to join your civ.
 
I miss the guilds as well :( hope they get added back in a much more fleshed out way ;)

but thanx for pointing out this concept. I finally understand what it means in xienwolf's manual in the "religions" section by :

religion x: strong vs judgment, weak vs prophecy :D
 
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