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Events? e.g. volcanic eruptions in Civ6

Discussion in 'Civ - Ideas & Suggestions' started by Manifold, Oct 8, 2016.

  1. Leyrann

    Leyrann Chieftain

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    I just feel like, in general, tiles changing is too much. I've been thinking about it quite a bit, as it's proposed every now and then by someone, but I don't see how it could ever work out well.

    That said, what was fun in civ 2 was that you could also use engineers (late-game worker/settler units (they were one unit back then)) to terraform tiles. Mountains became hills, desert became grassland, etc, all ending in a triangle of hills - plains - grassland - hills. On top of that you could do something (I don't remember what it was - had something to do with mining iirc) to turn a tile into forest.

    And yes, you could use it to undo the global warming, but it also contributed to the global warming counter, so you didn't really get anything done that way.

    The thing is (sorry for the unorganized post btw), single tiles are too important in this game. If one plains tile turns into desert, it just feels really bad. If you'd have "composite" tiles, however (this is an idea I have been fiddling with when I was thinking about maybe creating a 4X game myself), consisting of, say, six parts each, you could have a tile that is first 6 times plains (with 6 food 6 production) into 5 times plains 1 time desert (with 5 food 5 production). This, however, requires a very different system, and wouldn't fit into civilization. Citizen food requirements have always been 2, and they should stay 2. And therefore, grassland food should also stay 2, and plains food should stay 1, and lets keep it simple and keep their production 1 too. And the rest is derived from that.
     
  2. Manifold

    Manifold ModderProtectionAdvocate

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    The idea is, as I wrote, that an event only effect one continent, so that the same world region will not be affected by more than one major event per game. And it should be playable, so there must be a turn limit (e.g. 40 turns in epic?) how long the event Little Ice Age has an effect. The peak of the effect should take place be in the Renaissance era. In later eras the effect to the people would not be so hard.

    You will get the tiles back after the effect is over. That also means you get your desert back, when the Little Ice Age changed it to plains before;)

    Mh, that is not optimal planing - but you can use your useless workers to cut down the new grown woods.

    As I wrote, I did not mean that 80 % of the continent will be ice or tundra tiles. If a desert tile change to plains it is positive, or?
    There are also a lot of other compensation, as I suggest before.

    In the Renaissance era the game turns are not only one year. So units can wait for the frost and cross then. My proposal was to make warfare on this continent easier, that's why I suggest also +20% for building military units. There were a lot of hot wars in the Little Ice Age like the Eighty Years' War...

    The Mayflower reached the New World in 1620.

    That´s good news for implementation.

    Teddy told me that every game.


    Again, it is just for a limited round number and after the end of the Little Ice Age all tiles change back fast.

    Hey, that brings me to a new idea:


    :drool: The Dust Bowl event:

    This event can pop up in the modern era one time per game by a Chance of 10 % per game.

    Effect:
    In this time period (The number of rounds should be determined by testing, e.g. on epic speed 40 rounds) a random continent chances mostly every turn step by step one or more tiles from ice to tundra to grassland to plains to desert.
    At the same time improvements get lost.
    80% of the tiles of the continent should be affected by at least one change to hotter climate.
    Rivers can always be crossed with just one movement point, because there is no water in the river bed.

    The visibility for all units is reduced by one to the minimum of one.

    After the drought period all tiles change back but 4 times faster.

    Compensation:
    This event also change cold tiles to good tiles so the negative effect mostly only effect plains.

    For every affected tile within the city limits the affected cities get +1 GPP for Great Writer and Musician (maximum: +5 GPP).
    Every affected city get +20% for building military units - recruiting unemployed and refugees.
    For every starved citizen the city generates a settler for free.
    For every 3 lost improvements by the change of a tile a free worker occurs.

    Every affected Civ get a bonus of +50 % for building Naturalists till 30 rounds after the end of the event.

    All affected Civs get the new steam achievement: Buried in the Dust Bowl event[pimp]
     
    Last edited: Mar 20, 2017 at 7:28 PM
  3. Jarms48

    Jarms48 Chieftain

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    The Australian scenario has these in abundance, most were pretty annoying. There were games where I lost my explorer before the first 10 turns, others where they found gold and survived until the end of the game. If there is RNG events added, they'd have to effect everyone, and the range of these effects shouldn't be incredibly drastic.
     
  4. Boris Gudenuf

    Boris Gudenuf Chieftain

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    north of Steilacoom, WA
    First, everybody go take a look a Sukritact's Events and Decisions Mod for Civ V, which introduced both general and specific (to individual Civs) Random Events with, in some case, a variety of different responses to them that you could choose from. Lots and lots of good ideas there.

    Second, some observations. Any set of Random Events has to have both Positive and Negative possibilities, or any competitive gamer will simply turn them off: purely negative results will NOT make any of them happy.
    That said, there are a lot of ways to provide both negatives and positives, some in the same Event.

    For instance, Plague that removes X % of your population may seem totally Negative, but historically,, after the Black Plague in Europe wages went up (labor was scarce) and the survivors had more land to work - result, from the Plague you get higher Happiness or (in CVI terms) perhaps an extra Amenity in all cities affected by the Plague, which lasts until their population reaches its pre-plague level.

    Volcanoes destroy things - negative, but in Civ as it has been configured in Civ V and VI, you cannot afford to lose an entire city, so they (and tsunamis, which are largely the results of volcanic/seismic activity) have to be toned down for the game. Again, perhaps a random chance of losing X % of population AND having areas 'pillaged' and even a Building destroyed or damaged requiring repair (wth Gold or a Builder's Charge)
    BUT Volcanoes also give you access to some interesting materials: Obsidian, or 'Volcanic Glass', which actually makes a sharper edge than primitive bronze or iron, so can substitute for copper/bronze/iron for weapons (say, Aztec Eagle/Jaquar Knights, anyone?). And, volcanic ash (tephra) makes a very fine waterproof cement for construction, so could speed up building all sorts of things. In fact, being waterproof it was the primary material for many Roman docks and harbor facilities, and would be required for certain Wonders (the Pantheon in Rome had the largest free-standing (concrete) dome for centuries) - perhaps Volcano in your city limits could give you access to an extra Trade Good (Obsidian) and reduce by 25 - 50% construction of Harbors or Seaports (or even Lighthouses).

    A Seismic region obviously can give you Volcanoes, Earthquakes, and Tsunamis, all negative. But it also tends to have Hot Springs or Thermal Baths, and many cultures have valued these for both medical and cultural/health reasons. So, could allow you to build a Spa in a city for extra Trade income (tourists come for the Cure!) - see all the towns along the Rhine with 'Bad' in the title, some of them like Wiesbaden, dating back to the Roman Empire and attracting Roman and later visitors the entire time.

    So, with a little tweaking and a careful attention to providing Alternatives Good and Bad, Random Events would be a great addition to the game. If nothing else, they give the gamer something else to react to and deal with, and the game (Civ V and VI) doesn't have enough of that at all right now.
     
  5. Manifold

    Manifold ModderProtectionAdvocate

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    I understand your point very well. Your explorer is away and you didn´t get any challenge or compensation. That is just misfortune and would make me angry too. And a small positive event is just childhood happiness and at some point it becomes a habit.

    The events we were thinking about are not just negative or positive. They should be challenging. Major events could give a change to the usual gameplay and strategy. When the player uses the positive effects well his Civ will overtop the negative effect. But this will maybe in another direction than the player planned before. Easy example: The player has less units and can´t conquer a foreign city at the moment. Then he loses a city by an event but gets some military units for free and has the opportunity to conquer a better city than his own city. IMO one city is not incredibly drastic, or?

    ...so what could be the right compensation for the loss of your explorer?
    Maybe some faith or Great Discoverer Points... or you get a production bonus for warriors (someone of your people wants revenge)...it depends on the way your explorer is lost.
     
  6. Leyrann

    Leyrann Chieftain

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    I'd just like to point out that the scenario has no faith, great people or military units.
     
  7. dunkleosteus

    dunkleosteus Chieftain

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    Are volcanoes visible from the start of the game or are they a specific event that triggers without warning? Maybe they look like regular mountains until they erupt or you get some sort of tech that lets you see them.

    It would be cool if volcanoes spawned on the borders between continents. Maybe they give an extra couple faith or science adjacency bonuses to campuses and holy sites? But you can't settle next to them.

    Regardless, if we had volcanoes at all, Kilimanjaro and Eyfjallajokull would have to be included.


    In the events and decisions mod, your preparedness for random events was often a factor. If you didn't have the gold lying around, sometimes you just took it in the teeth. I wonder if we should have random events that *are* strictly negative but that can be prevented with proper preperation. For example, maybe if traders are traveling alone in an otherwise Fog of war area, pirates or bandits could pillage it without actual barbarians present. Would require a military or naval presence along trade routes if you wanted to protect your trade without actually increasing barbarian spawns which would be a pain.
     

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