Not sure how I do that... I'm still new here.do you wanna maybe copy/paste it into a SPOILER tag? easier to look at/discuss that way.
Alright thanccSpoiler How to add spoilers :
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Put your content between the ] [
Spoiler Like this :
COMMON | UNCOMMON | RARE | Extremely Rare |
Instant Yields | Ordinary Building (Building player could already build) | Unique Building (building only acquirable through events) | Free Technology |
XP | Units (Both Military and Civilian) | Trade Route | Free Policy |
Border Growth Points | CS Influence | Another Civ’s Unique Unit | Great Person |
Temporary Yields Per Turn | GPP | Spy Points | Unique National Wonder (Wonder only acquirable through events) |
GAP | Increase a tile’s yields permanently | Free resources (Luxury/Strategic) | |
Increased CS for units | Increase all yields for a specific improvement | ||
Increased healing for units | Pop | ||
WLTKD |
COMMON | UNCOMMON | RARE | EXTREMELY RARE |
Instant Yield Loss (Lose food) | Improvement Pillage | Barbarians Spawn | City rebels (Either to war enemy or barbarian |
Per Turn Yield Loss (- food for 10 turns) | Decreased CS for units | Pop dies | |
Loss of CS Influence | Building destroyed | ||
Decreased healing | City goes into Resistance |
I haven't abandoned any yet although there are some duplicate ideas when you use the Community Events mod that I've merged into one. More what I've done thus far is started a classification system and started working through that. For example, I have "Natural Disasters", "Signs and Wonders", and generalized era-specific events (breaking them down by two era blocks..."Ancient/Classical" is in my test mod right now). There are several from the base VP that I haven't developed because I was thinking they leaned more towards the BYOA model with how I had classified them (loosely "Political Events").
I also want to look at Hokath's natural wonder events, religious events, and civilization events and make sure they are still balanced. (I've also got a working text edit file that corrects typos in those already.)
I like the deck of card analogy...we have a religion expansion pack, a natural wonder expansion pack, and a civilization expansion pack from the Community Events mod. I want to look them over and see if I can get rid of some yield bloat and keep them balanced. I've got a natural disaster expansion pack and "signs and wonders" expansion pack along with some era-specific expansion pack that I've put together, mostly by incorporating existing events. I want to build BYOA political expansion packs and corporation expansion packs along with a few others I've considered (e.g. "Age of Discovery").
@hokath do you know if there is any existing mechanism to have two players decisions' affect the outcome of a single event?Please let me know if I can help you in any way.
You know what would really help in improving the system? A website with fields for the event content, and then the website converts that into the correct XML or whatever.
So freeform text, and then dropdown menus for the possible rewards/punishments.
I’d like to have a look at this sheet if you could share it, maybe I could help. I’ve got a lot of ideas flowing around, but I don’t know the limits of the Civ code or the balance. Maybe this sheet could help me figure out what could work and help me sort out some thoughts.I've developed an excel sheet that does something similar. It's still very clunky but less clunky that doing everything manually.
In terms of revolting cities, I thought maybe occupied cities could have rebel and resistance event chains that if left untended could lead to the city being taken over by barbarians. Never anything on an empire wide scaleDon't worry about the balance, we can always sort that out later.
Unless you make the whole empire revolt for like 10 turns.
But then, who would do that?![]()
yes probably a good idea to start a thread for it in the mods subforum -- will get more testers that way rather than buried in this thread. We can discuss particulars of your work there, more general ideas and theorycrafting here. Look forward to see what you've been working on!Would it be preferable to start a new fresh thread with the mod so it's sitting at the top?
- I've been converting the old xml events into SQL because it seems like it will be easier to modify / balance? Is this even worthwhile?
- Is there an easy way to convert .xml formatting into .sql other than going through it manually?
pretty sure you just have to quit out to main menu then reload the mod -- very occasionally i run into mysterious issues i attribute to cache error, and have to quit entirely and clear cache, but not very often. for a single database-only mod in particular you should only have to quit to main menu
- Is there a way to check for errors other than closing down Civ V and re-opening then re-loading the mods? It would speed things up quite a bit if I didn't have to shut the game down every time I fix a bug.
I guess I just blazed through that thread reply and completely missed this. I LOVE this idea. I'm going to add a "deck of cards" to the events re-balancing mod I'm working on to incorporate this idea.A final separate but related aspect of Events: I think there needs to (eventually) be a class of "Tutorial" event, which can be 100% trigger chance events that serve to explain a little bit of what's going on behind the scenes with Events. Using the current events as an example, when you build a certain threshold of farms, it would popup an event like "Your people are farming! As time goes on, they may face hardships and successes as they learn more about the world around them." This way, when the player is met with "Everything of type X is pillaged!", they can reflect back and think "Ah yes, I have a lot of farms now, that's what caused this bad/good event to trigger".