Events in BOTM

um..the hurricane event allows you to choose to lose population instead, you know, and I would assume that if you are building a cathedral in it, that you plan for it to be a legendary city, which means it should have enough people for you to be able to choose pop over buildings.

TBH, I've never been able to choose to lose population instead of having buildings destroyed. I'd be interested in finding what the triggers are for pop loss.
 
City was was at least size 6 and the building lost was a granary one time and a library the other. Maybe there are additional conditions to choosing pop loss.

TBH, I've never been able to choose to lose population instead of having buildings destroyed. I'd be interested in finding what the triggers are for pop loss.

I had the same problem yesterday, when going for space. Quite to the end of the game, a hurricane hit my capital, which was around size 16 or so, and had quite some buildings and wonders, of course ... but the game still forced me to lose some buildings.

When hovering over the 2nd choice, it showed me I would lose 2 pop (nothing else), but that choice was disabled!
 
Ditto on the lack of choice for pop loss. It is always grayed out for me also.
 
Ori's list of random events (can find here: http://forums.civfanatics.com/showthread.php?t=236727 ) lists the hurricane event as:

Event31:
Hurricane
Prereq: WRITING or MONOTHEISM or HORSEBACK_RIDING or IRON_WORKING AND City is coastal AND population is more than 2
Obsolete: None
Active/Weight: 75/100
Result:
1.one cheap (cost less than 100 hammers) and one expensive building are destroyed
2.city loses 1 population point

My guess is that there is either a bug which disables the loss of the pop point option, if you get to choose, or you lose both the two buildings and the one pop point, no choice. The latter makes sense because a hurricane can both destroy buildings and kill people. It also seems to me that it would almost always be preferable to lose the 1 pop point as opposed to two buildings if you have a choice.

Ori also says that "There is a grace period of 20 turns (NOT scaling with gamespeed) at the start without random events (defined in GlobalDefines.xml)." Accordingly, it wouldn't be difficult to mod to increase the grace period to prevent early game changing events.
 
How many events dont' have specific tech requirements in order to happen?

The only thing I can think of that would fit with how Random Events are implemented in teh HOF mod and the BtS competitions, is to scale the grace period by game speed.
 
Is there a list of all the predefined events somewhere?

In SM 's Alpha Centauri I got hit by a meteor once. I wiped out heaps of cities, added a crater to the map and created a kind of 'nuclear winter' for quite a few turns. It only happened once in hundreds of games I played. It's never happened in CIV though.
 
As for goody huts, they are much more random and unbalancing than any of the events allowed by the HOF mod, that early in the game.
The only thing that I can think of that possibly might unbalance huts is if you pop a key technology early (e.g. Mysticism on turn three so you can snatch an early religion).

Most of the time huts give you gold, scout/warrior or some XP (read: Woodsman II :-). Given the fact that the map creator can make sure that not too many huts are close to the player's location, I don't really see why huts are more unbalancing than random events.

Some events give you additional hammers, or destroy important improvements, not even talking about the one that gives you +2 health permanently.

I'm not against having those events in the games (I enjoy them), but removing huts while leaving the events is applying double standards!
 
I'm not against having those events in the games (I enjoy them), but removing huts while leaving the events is applying double standards!

I disagree. Vanilla Civ and BTS are similar, but different, games. When I play a Vanilla GOTM, I have come to expect a lesser degree of randomness that allows me to compare my gameplay to that of others, with relatively little variation.

When I play a BOTM, I enjoy hearing about the random events others experienced compared to my own. It seems to me that removing the randomness of BTS removes a key element of it's being BTS; removing the random events (or toning them down radically, or whatever) just makes it another Vanilla GOTM.
 
I'm not against having those events in the games (I enjoy them), but removing huts while leaving the events is applying double standards!

Why? Random events cannot occur less than - IIRC - 20 turns into the game. Our guidance on goody huts is generally to remove any goody huts within 10 tiles of the start position (which very roughly speaking probably removes ones that stand a high chance of being discovered within 10-20 turns, allowing for exploration paths typically not being straight). Seems perfectly consistent to me. Either way, you're seeing a form of randomness which can occur but not within the first few turns of the game.

Besides, as I've said before, ISTM it's not simply a case of randomness being good or bad, it's a case of a certain amount of randomness being good. Beyond that there's a level of randomness that's arguably bad, but which may be balanced by some fun or realism element.
 
Eh, I'd rather see the huts remain in personally. They're a part of the game just like the events are. There's so much randomness to civ I really don't understand whatsoever the desire to try and nullify it. The randomness of the game is what makes it fun and is the reason I'm not playing chess 20 hours a week like I am civ.
 
I'm not against having those events in the games (I enjoy them), but removing huts while leaving the events is applying double standards!

As DynamicSpirit said, usually goody huts are not removed completely, just within a certain distance of the starting location, thus creating the same type of time frame with less 'randomness' at the beginning of the game.
 
Why? Random events cannot occur less than - IIRC - 20 turns into the game. Our guidance on goody huts is generally to remove any goody huts within 10 tiles of the start position (which very roughly speaking probably removes ones that stand a high chance of being discovered within 10-20 turns, allowing for exploration paths typically not being straight).
As I've said above, certain huts could (and should) be removed from the maps.

Regarding the grace period for random events: I once had 4 Horse Archers spawn right next to my (only) city at around 2900 BC... However as far as I understand it you have removed these events via the HOF Mod (have you?).

By the way, the grace period (I think you're correct about it being 20 turns) does NOT scale with game speed. So on Epic speed things can happen really early (cf. the Horse Archer example).
 
There's so much randomness to civ I really don't understand whatsoever the desire to try and nullify it.

My perspective (dating back to the early day of Civ3 GOTMs) is that the primary reason for removing huts was (1) some people would cheat and replay to get exceptional results from their huts, making their games hard to compare with others, and/or (2) some people would suspect that other people had cheated to get exceptional results from their huts, even if those other people were just lucky, thus generating recriminations and animosity.

You may not agree with this motivation for removing huts (I'm not sure that I do or that I ever did), but I think the argument is one that everyone can understand.
 
Some players got results like Bronze Working from a hut for four games in row, so that was a real concern. The result from a hut changes randomly with the turn that you open them, and is therefore completely unrelated to skill.
Instead of a closeby hut, one might as well give each player a roll of the dice at the start, and nobody is suggesting that. Huts that are farther away at least require the strategy of hut-hunting.
 
Huts that are farther away at least require the strategy of hut-hunting.

Or the tactic of peeking.

It's too bad we can't find a way to fix the rewards from huts, so that everyone gets the same benefit when they open them. Would that really be infeasible to incorporate into the GOTM mod?
 
It's too bad we can't find a way to fix the rewards from huts, so that everyone gets the same benefit when they open them. Would that really be infeasible to incorporate into the GOTM mod?
Why, it's already incorporated in W and BtS - remove tribal villages option.
 
My perspective (dating back to the early day of Civ3 GOTMs) is that the primary reason for removing huts was (1) some people would cheat and replay to get exceptional results from their huts, making their games hard to compare with others, and/or (2) some people would suspect that other people had cheated to get exceptional results from their huts, even if those other people were just lucky, thus generating recriminations and animosity.

You may not agree with this motivation for removing huts (I'm not sure that I do or that I ever did), but I think the argument is one that everyone can understand.

I learned to stop worrying about cheating a long time ago. People do cheat and get away with it and there's not much we can really do about it. It's best to just not cheat myself and pretend everyone else is playing fairly as well. If someone "beats" my game then oh well. It was still fun to play and fun to read about other people's games.
 
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