Events

Uzemer

Chieftain
Joined
Jul 30, 2007
Messages
8
Location
Offenbach, Germany
Hi, :)

I´ll simply list ideas for events, please discuss. :D

Events: (bold means "done", italic means "might not work/maybe to strong")

  1. Ships with help
  2. Entwifes helping
  3. Dark Plague
  4. The Fell Winter
  5. River Overflows
  6. Rangers defend your towns
  7. Wizards come and give counsils and teaching
  8. Roaming bands of fell creatures
  9. Nazgûl sightings
  10. Dragon Attacks
  11. Land Sinks
  12. Foreign people entering your kingdom
  13. Region of your kingdom becoming desolate
  14. Sign from the Valar

Quests:

  1. Search for the entwifes

Spoiler for: Old lists.
Spoiler :
  • Some Quenya-speakers come into your land and spread their language -> + Culture and possibly some happy faces
  • Same with Númenóreans and + research
  • The red book of the westmark -> free libraries because thousands start reading ;)
  • Ents planting a forest (don´t know if its doable)
  • The Dark Plague -> reduces population, reduces :health: and kills some units (maybe to strong :confused: )
  • The old king dies -> a pop-up where you can choose between three new kings -> one + research, one + production, one + culture (or + ...whatever, units, happiness), maybe with an arda-historic list of king-names if this is possible

And here are the ideas posted by xmen510 in the BtS-Thread:

1 - The Great Winter - loss of production throught your civilization
2 - River Overflows - loss of farming/towns
3 - Ringwraith Sightings - sort of like bandits, or cause unhappiness due to fear
4 - Wizard travel through - increase in research
5 - Elven wanderers - increase in food stores
6 - Rangers decide to stay and help defend area - Gain special ranger unit
7 - Sarumans' Influence builds industry - cause unhealthiness
8 - Roving bands of orcs - requies use of units for time
9 - Roving bands of wolves - loss of money to tame problem, loss of money but increase food, etc.
10 - Also use of many of the same events or just rename them to fit Middle-Earth concepts.
 
good ideas.

i had also thought of the white wolves crossing the brandywine... could be liek bandits.
 
thank you. :)

one question, i´m currently making the quenya-speakers-event and it should not happen to players with the worship darkness religion, so can you tell me the XML-names for the religions?
 
Maybe something like the Fell Winter - a lack of productivity.

Also, I think the language stuff should be converted into a kind of replacement for Corporations.
 
Great ideas... Let's just review it all:
Having Elven Culture as one "corporation" would be great, thought Quenya in itself would not be a good choice. For events, I'd prefer "Ships arrive in your shores, bringing a strange people with gifts and counsils for you than putting specifically Númenor or Elves (as both are playable as civs... just for instance, imagine: you are playing as Númenor, and suddenly... you receive help of Númenor!), the Entwifes make a dwelling in your lands (free farms). Saruman's Industry should also be a corporation. Making a list from all it:
1) Ships with help
2) Entwives on your lands
3) Plague
4) The Fell Winter
5) River Overflows
6) Rangers defend your towns (maybe just a defensive bonus?)
7) Wizards come and give counsils and teaching
8) Roaming bands of fell creatures (wolves, orcs, even trolls)
9) Nazgûl sightings
10) Dragon Attacks? (too strong?)
11) Land Sinks (like the fall of Númenor/Beleriand; maybe too strong, maybe too difficult)
Those that I removed: The king dies would be very hard, because we would have to change the leader of the civ, it's king unit, etc. The redbook isn't truly an event... Ents planting a forest would actually be an action by the ent units... Elves/Quenya/Saruman: beter to be corporations.
 
What about:
'A foreign people(or hobbit,etc.) have entered your kingdom asking for protection-higher population'
'A spy for (Enemy) has entered your lands-kill, better religion, send back, better relations'
'Mithril has been found in your kingdom-any bonus'
'A region of your kingdom is becoming desolate-ignore, things go on, recolonize, more population'
'A sign from the Valar has apeared in the sky-encresed happiness'
 
The foreign people entering your kingdom is a good one, and the Sign from the Valar also. But Mithril is a resource (so no need of making it's appearance an event) and we have spies...
 
Numenor is going to start in the island? Because you can have, for example x turns to send a setter to Beleriand and set up a city before the island sink. If it sinks, Numenor civ will be defeated.
 
My idea was not to have 'culture' as corporations, it was to have languages as corporations - Sindarin, Quenya, Adûnaic, etc - not that they drain anything, but they can spread and such. I don't really know how they would work, but there should be an 'official language' option.

And the 'land sinks' would be far too harsh - you lose your entire empire to a single random event. That would not only suck, it would result in a big game imbalance.
 
My idea was not to have 'culture' as corporations, it was to have languages as corporations - Sindarin, Quenya, Adûnaic, etc - not that they drain anything, but they can spread and such. I don't really know how they would work, but there should be an 'official language' option.

And the 'land sinks' would be far too harsh - you lose your entire empire to a single random event. That would not only suck, it would result in a big game imbalance.

i don't think it would be an entire civ, just, maybe a city, or an island, to keep it fair
 
i´ll start with the "ships with help" event now. :)

I still need the names of the religions in the XML-documents, so please... ;)

---

To corporations and languages: Doesn´t this means that every civ have start with a corp? (There are no civilizations without a language) Also headquarters and maintenance had to be removed, new founded citys need to get a language immediately.
 
Yeah, sort of like depending on what civ you are, you auto-start with a particular language, and just like religions, settlers carry language with them too.
Also, they don't have to have headquarters and maintenance, you can just hijack the Corporations idea for another spreadable attribute.
 
About the languages, what exactly would be the benefits of having a particular language in your kingdom? The spread of a culture as a whole, like books and knowledge, and including languages, would make more sense: through emissaries or because of the continuous trade with a people, you absorb part of it's culture. It would also allow to make corporations less civ-oriented (the elves would allways be more cultured? You have a higher cultural value in your cities, but it increases because their culture spread into your cities and they don't get more cultured because of yours). Let's say, we could have Ancient Lore, Tales of the Past, Songs of the Woods, Crafting Secrets (founded by Sauron, and spread into Eregion...), Inspired Poetry...

We're keeping the "standart" codes in the mod: so they're RELIGION_WORSHIP_THE_DARKNESS, RELIGION_REVERENCE_FOR_ERU, RELIGION_LIGHT_OF_AMAN, and the new ones RELIGION_REVERENCE_FOR_THE_ANCESTORS, RELIGION_COMMUNE_WITH_NATURE.
 
Yeah, that's probably a better idea.
 
This is slightly OT, but Worship the Darkness seems a bit cumbersome - 'We demand that you convert to Worship the Darkness' just doesn't seem to work. I think something like Melkorism or something would work better.
 
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