Events (only those already in existence)

Here is a list of newer resouce that I am not sure if they have events.

Spoiler :
- Almonds
- Amber
- Coco
- Cocoa
- Coconuts
- Dates
- Diamonds
- Figs
- Fine Clay
- Flax
- Geodes
- Geothermal Sea Vent
- Henna
- Indigo
- Jade
- Mangoes
- Melons
- Murex
- Mushrooms (Might have it for the Truffle Event)
- Opium
- Papaya
- Papyrus*
- Parrots*
- Peyote
- Pistachio
- Platinum Ore
- Pomegranate
- Poultry (Might have it for an event)
- Prickly Pear
- Pumpkins
- Rabbits
- Resin
- Rubies
- Sapphires
- Squash
- Tin*
- Titanium Ore
- Turquoise

* = Has an event but doesn't place the resource.
 
Can someone fix the "Parrot" event and have a Parrot resource spawn instead of a tile sign.

EDIT: Same goes for the Papyrus event too.

And it would be nice if new resources like Murex had events for them to appear on the map.

Would it just be a simple switch of BONUS_POULTRY to BONUS_PARROTS in the <BonusType> tag of the EVENT_PARROTS_1 XML? Or does <BonusType> mean something else here?

Spoiler :
Code:
		<EventInfo>
			<Type>EVENT_PARROTS_1</Type>
			<Description>TXT_KEY_EVENT_PARROTS_1</Description>
			<LocalInfoText/>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>0</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>NONE</UnitClass>
			<iNumFreeUnits>0</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions/>
			<UnitClassPromotions/>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields/>
			<BuildingExtraCommerces/>
			<BuildingExtraHappies/>
			<BuildingExtraHealths/>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts/>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			[COLOR="Red"]<BonusType>BONUS_POULTRY</BonusType>[/COLOR]
			<iBonusChange>1</iBonusChange>
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields>
			</PlotExtraYields>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents/>
			<EventTimes/>
			<ClearEvents/>
			<PythonCallback>applyLandmarkFromEvent</PythonCallback>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
		</EventInfo>
 
Would it just be a simple switch of BONUS_POULTRY to BONUS_PARROTS in the <BonusType> tag of the EVENT_PARROTS_1 XML? Or does <BonusType> mean something else here?

You are correct from what i read:

BonusType: Is a bonus (resource) type identifier, NONE for no bonus. Sets the bonus type that the event will add or remove in a plot, used in conjunction with <iBonusChange>

iBonusChange:
If used, should only take the values of 1 or -1. Setting to 1 would add the bonus described in <BonusType> to the affected plot, setting to -1 would remove the bonus.

btw Hydro why do those resources above need to be Events??
 
btw Hydro why do those resources above need to be Events??

What do you mean why?

In general we have had an event for every type of resource. Be it for animal and having the migration event or a mining event to discover a new source of mineral. I think there are even plant based events too.

So why? To be equally fair to all types of resources. Not just the Vanilla BTS ones.
 
What do you mean why?

In general we have had an event for every type of resource. Be it for animal and having the migration event or a mining event to discover a new source of mineral. I think there are even plant based events too.

So why? To be equally fair to all types of resources. Not just the Vanilla BTS ones.

I understand some of this, but wouldn't it just be easier to UP the iConstAppearance of the already placement of the bonuses you have listed, DH would know better on this i think??

Sample of Almonds:
Spoiler :
Code:
		<BonusInfo>
			<Type>BONUS_ALMONDS</Type>
			<Description>TXT_KEY_BONUS_ALMONDS</Description>
			<Civilopedia>TXT_KEY_BONUS_ALMONDS_PEDIA</Civilopedia>
			<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
			<ArtDefineTag>ART_DEF_BONUS_ALMONDS</ArtDefineTag>
			<TechReveal>TECH_GRAIN_GATHERING</TechReveal>
			<TechCityTrade>TECH_NATUROPATHY</TechCityTrade>
			<TechObsolete>NONE</TechObsolete>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<iAITradeModifier>0</iAITradeModifier>
			<iAIObjective>0</iAIObjective>
			<iHealth>1</iHealth>
			<iHappiness>0</iHappiness>
			<iPlacementOrder>5</iPlacementOrder>
			<iConstAppearance>20</iConstAppearance>
			<iMinAreaSize>3</iMinAreaSize>
			<iMinLatitude>20</iMinLatitude>
			<iMaxLatitude>70</iMaxLatitude>
			<Rands>
				<iRandApp1>25</iRandApp1>
				<iRandApp2>25</iRandApp2>
				<iRandApp3>0</iRandApp3>
				<iRandApp4>0</iRandApp4>
			</Rands>
			<iPlayer>0</iPlayer>
			<iTilesPer>16</iTilesPer>
			<iMinLandPercent>0</iMinLandPercent>
			<iUnique>2</iUnique>
			<iGroupRange>0</iGroupRange>
			<iGroupRand>0</iGroupRand>
			<bArea>1</bArea>
			<bHills>0</bHills>
			<bFlatlands>1</bFlatlands>
			<bNoRiverSide>1</bNoRiverSide>
			<bNormalize>1</bNormalize>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_LUSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SCRUB</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FeatureBooleans/>
			<FeatureTerrainBooleans/>
		</BonusInfo>
 
<snip>

(I've been meaning to ask this of the Tin event since it happens on existing resources but we have Tin as a resource in C2C.)

<snip>

- Tin*

<snip>

* = Has an event but doesn't place the resource.[/SPOILER]

Here's the EventInfos for EVENT_TIN_1:

Spoiler :
Code:
		<EventInfo>
			<Type>EVENT_TIN_1</Type>
			<Description>TXT_KEY_EVENT_TIN_1</Description>
			<LocalInfoText/>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>0</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>NONE</UnitClass>
			<iNumFreeUnits>0</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions/>
			<UnitClassPromotions/>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields/>
			<BuildingExtraCommerces/>
			<BuildingExtraHappies/>
			<BuildingExtraHealths/>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts/>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			[COLOR="Red"]<BonusType>BONUS_TIN</BonusType>
			<iBonusChange>1</iBonusChange>[/COLOR]
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields>
			</PlotExtraYields>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents/>
			<EventTimes/>
			<ClearEvents/>
			<PythonCallback>applyLandmarkFromEvent</PythonCallback>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
		</EventInfo>

I think that means that the event does place the resource BONUS_TIN. The original BTS EVENT_TIN_1 added two production to a tile. In our mod we have EVENT_TIN_1 which doesn't give extra plot yields but instead gives resource. I think this is already how you want it.
 
I understand some of this, but wouldn't it just be easier to UP the iConstAppearance of the already placement of the bonuses you have listed, DH would know better on this i think??

Sample of Almonds:
Spoiler :
Code:
		<BonusInfo>
			<Type>BONUS_ALMONDS</Type>
			<Description>TXT_KEY_BONUS_ALMONDS</Description>
			<Civilopedia>TXT_KEY_BONUS_ALMONDS_PEDIA</Civilopedia>
			<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
			<ArtDefineTag>ART_DEF_BONUS_ALMONDS</ArtDefineTag>
			<TechReveal>TECH_GRAIN_GATHERING</TechReveal>
			<TechCityTrade>TECH_NATUROPATHY</TechCityTrade>
			<TechObsolete>NONE</TechObsolete>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<iAITradeModifier>0</iAITradeModifier>
			<iAIObjective>0</iAIObjective>
			<iHealth>1</iHealth>
			<iHappiness>0</iHappiness>
			<iPlacementOrder>5</iPlacementOrder>
			<iConstAppearance>20</iConstAppearance>
			<iMinAreaSize>3</iMinAreaSize>
			<iMinLatitude>20</iMinLatitude>
			<iMaxLatitude>70</iMaxLatitude>
			<Rands>
				<iRandApp1>25</iRandApp1>
				<iRandApp2>25</iRandApp2>
				<iRandApp3>0</iRandApp3>
				<iRandApp4>0</iRandApp4>
			</Rands>
			<iPlayer>0</iPlayer>
			<iTilesPer>16</iTilesPer>
			<iMinLandPercent>0</iMinLandPercent>
			<iUnique>2</iUnique>
			<iGroupRange>0</iGroupRange>
			<iGroupRand>0</iGroupRand>
			<bArea>1</bArea>
			<bHills>0</bHills>
			<bFlatlands>1</bFlatlands>
			<bNoRiverSide>1</bNoRiverSide>
			<bNormalize>1</bNormalize>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_LUSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SCRUB</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FeatureBooleans/>
			<FeatureTerrainBooleans/>
		</BonusInfo>

I think all Hydro is saying that if we have an event that creates deer resources or tin resources due to event, why not do the same for other resources.

EDIT: So long as we have the right checks on whether the event triggers or not it shouldn't get out of hand. In my observation the deer migration happens quite a lot for me in my games. We might want to put more restrictions on that event or make an event which would have those deer migrate away sometimes.
 
I think all Hydro is saying that if we have an event that creates deer resources or tin resources due to event, why not do the same for other resources.

EDIT: So long as we have the right checks on whether the event triggers or not it shouldn't get out of hand. In my observation the deer migration happens quite a lot for me in my games. We might want to put more restrictions on that event or make an event which would have those deer migrate away sometimes.


I was just thinking about this resource stuff, and come to think of it, all of these resources you listed above are JUST a C2C extra resource (WE added), and not normal resources (Before), correct.
But since C2C is waaay different now, these are now NORMAL resources. And should not be an event unless you add something special to go ALONG with them, ie clay, i added a yield and must be on Flood Plains. Plus it wont be a resource added, just a SIGN like Water of Life, a special landmark. (Did i make any sense here?):crazyeye: Plus how often do you see even Clay as a resource ON a flood plain to begin with??
 
I was just thinking about this resource stuff, and come to think of it, all of these resources you listed above are JUST a C2C extra resource (WE added), and not normal resources (Before), correct.
But since C2C is waaay different now, these are now NORMAL resources. And should not be an event unless you add something special to go ALONG with them, ie clay, i added a yield and must be on Flood Plains. Plus it wont be a resource added, just a SIGN like Water of Life, a special landmark. (Did i make any sense here?):crazyeye: Plus how often do you see even Clay as a resource ON a flood plain to begin with??

Not saying I have a problem with it, but just want to know why you wouldn't want to add the clay resource with the clay event. What's the thought behind it? Are you opposed to events adding resources as a more or less general rule? Or is it more special to this clay example?
 
I was just thinking about this resource stuff, and come to think of it, all of these resources you listed above are JUST a C2C extra resource (WE added), and not normal resources (Before), correct.
But since C2C is waaay different now, these are now NORMAL resources. And should not be an event unless you add something special to go ALONG with them, ie clay, i added a yield and must be on Flood Plains. Plus it wont be a resource added, just a SIGN like Water of Life, a special landmark. (Did i make any sense here?):crazyeye: Plus how often do you see even Clay as a resource ON a flood plain to begin with??

Having events for them helps people with older games get new resources into their games without having to start a new game. Also I think its fair if every resource had its own event. Especially when I can get the same Deer event over and over again in my games. Be nice to get something else.
 
Added Civil War:

Python personnel: Can you please take alook at the python to make SURE i have it all correctly thx.

http://forums.civfanatics.com/showpost.php?p=12324026&postcount=6

Since this is giving Writing (open borders tech) to the revolting cities should it not require that tech before it activates? Should it not also require some unhappiness or unhealthiness in the city so you have some chance of avoiding this event? Having your Military city revolt out of the blue could end the game. Perhaps this event belongs in the optional "Bad Things Can Happen" mod we keep talking about. At least you have some control with revolutions this will be out of the blue and on any city that is not your capital.

Now to look at the Python:p I can see no problems with the code but then I am dyslexic.
 
Since this is giving Writing (open borders tech) to the revolting cities should it not require that tech before it activates? Should it not also require some unhappiness or unhealthiness in the city so you have some chance of avoiding this event? Having your Military city revolt out of the blue could end the game. Perhaps this event belongs in the optional "Bad Things Can Happen" mod we keep talking about.

Now to look at the Python:p

This should be for only 1 city under your "so called" control
 
This should be for only 1 city under your "so called" control

And if it is your Military city and you are at war your troops will be else where and you wont be able to get the city back. Meanwhile it will be producing units and taking your cities. I have seen this happen with Revolutions which you can prevent. There is no preventing this event.
 
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