Game Features/Functions

That's cool with me. Although what is the Shewan Sultanate? I thought Ethiopia was Christian?



Well, the thing is, what about the new/altered civs in my mod? I have to come up with replacement texts for those.

EDIT: There are so many things, like is Rome ever SPQR? Do you call the Iroquois the "Iroquois Confederacy" at any point? That's what I have to address, and I just want to know if I am going to be able to alter this myself or if I have to depend on the coder. That's all.

EDIT 2: You should also consider that there are modular civs that might "conflict" with other civs. I don't want to use modern names because I am trying to be specific as possible with my civs. For instance, the Egyptians are representative of the ancient Egyptians, even in their modern state. The current/actual state of Egypt is ruled by Arabs, so they are lumped with the Arabs. I am doing something similar, albeit non-historical with the Perisans, as I have an Iranian modular civ which represents Islamic Perisa, while the one in my mod represents ancient (and by ancient I mean pre-Islamic) Perisa.

That's why I'd say avoid civ-specific titles for the most part. A few here or there, but SPQR / Iroquois Confederacy aren't needed. Rome's "Republic of Rome", "Roman Empire", etc.
Best to keep it to civics and religions, I figure. Keeps it simple, avoids conflict, avoids awkward naming, etc.
 
I am all about trying to keep it simple and easy to follow, but at the same time I think it adds flavor and an aspect of fun to the mod if the names are a bit more dynamic. I mean, I don't think anybody is going to get extra confused by the difference between the Iroquois Republic and Iroquois Confederacy, or if says Roman Republic or SPQR (although that one might confuse some people, but not the type of people I want playing my mod anyway ;) ). But ultimately it is up to Thomas SG to come up with the stuff first and then after that I'll see what type of editing (if any) I am able to do.

And on a completely unrelated note; I have to rework all of the modular civs so I am going to update ONE of them and send that out to the playtesters. It will either be the Timurids or Huns, I haven't decided yet.
 
That's cool with me. Although what is the Shewan Sultanate? I thought Ethiopia was Christian?

Shewa first appeared as an Islamic state. The Shewa(it actually should be Shewa, not Shewan, mistake on my part) Sultanate was eventually conquered by another sultanate, the Ifat Sultante, which was in turn eventually conquered by Ethiopia.

Well, the thing is, what about the new/altered civs in my mod? I have to come up with replacement texts for those.

EDIT: There are so many things, like is Rome ever SPQR? Do you call the Iroquois the "Iroquois Confederacy" at any point? That's what I have to address, and I just want to know if I am going to be able to alter this myself or if I have to depend on the coder. That's all.

EDIT 2: You should also consider that there are modular civs that might "conflict" with other civs. I don't want to use modern names because I am trying to be specific as possible with my civs. For instance, the Egyptians are representative of the ancient Egyptians, even in their modern state. The current/actual state of Egypt is ruled by Arabs, so they are lumped with the Arabs. I am doing something similar, albeit non-historical with the Perisans, as I have an Iranian modular civ which represents Islamic Perisa, while the one in my mod represents ancient (and by ancient I mean pre-Islamic) Perisa.

Rome is called Senatus Populus Que Romanus when running Representation before the Industrial era. As for the Iroquois, no they are not called Iroquois Confederacy, mostly because I dont have the Iroquois in my games. :p Adding the name is very simple though. The following is a step by step guide; note that about half of this will only be done the first time you add a unique name for a specific civ, because you have to define a new variable.
Spoiler :
This is the part of the code that handles names under all other conditions not specified above it, hence "else". Basically, for Representation and Universal Sufferage.
Spoiler :
Code:
			else :
				if( sAmerica in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_UNITED_STATES", ())
				elif( sBritain in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_BRITISH_COMMONWEALTH", ())
				elif( sCarthage in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_CARTHAGE_SHOFETATE", ())
				elif( sRome in curAdj and not sHolyRome in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_SPQR", ())
				elif( sMaya in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_MAYAN_FEDERATION", ())
				elif( sNetherlands in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_UNITED_NETHERLANDS", ())%(numCity)
				else :
					newName = localText.getText("TXT_KEY_DCN_DEMOCRATIC_2", ())%(curAdj)
just change that to this:
Spoiler :
Code:
			else :
				if( sAmerica in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_UNITED_STATES", ())
				elif( sBritain in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_BRITISH_COMMONWEALTH", ())
				elif( sCarthage in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_CARTHAGE_SHOFETATE", ())
				[COLOR="Red"]elif( sIroquois in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_IROQUOIS_CONFEDERACY", ())[/COLOR]
				elif( sRome in curAdj and not sHolyRome in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_SPQR", ())
				elif( sMaya in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_MAYAN_FEDERATION", ())
				elif( sNetherlands in curAdj ) :
					newName = localText.getText("TXT_KEY_DCN_SPECIAL_UNITED_NETHERLANDS", ())%(numCity)
				else :
					newName = localText.getText("TXT_KEY_DCN_DEMOCRATIC_2", ())%(curAdj)
Of course the variable sIroquois would need to be defined. So now we go to the part that declares the variables and add sIroquois:
Spoiler :
Code:
		curDesc  = pPlayer.getCivilizationDescription(0)
		orgAdj   = pPlayer.getCivilizationAdjective(0)
	#mechaMeddling START
		if( pPlayer.getStateReligion() > -1 ):
			relShort = gc.getReligionInfo(pPlayer.getStateReligion()).getDescription()
			relAdj   = gc.getReligionInfo(pPlayer.getStateReligion()).getAdjectiveKey()
		numCity = CvUtil.convertToStr(pPlayer.getNumCities())
		#for special names, ie "United States of America" for America
		sAmerica = localText.getText("TXT_KEY_DCN_MATCH_AMERICA", ())
		sArabia = localText.getText("TXT_KEY_DCN_MATCH_ARABIA", ())
		sAztlan = localText.getText("TXT_KEY_DCN_MATCH_AZTLAN", ())
		sBabylonia = localText.getText("TXT_KEY_DCN_MATCH_BABYLONIA", ())
		sBritain = localText.getText("TXT_KEY_DCN_MATCH_BRITAIN", ())#Modern England
		sByzantium = localText.getText("TXT_KEY_DCN_MATCH_BYZANTIUM", ())
		sCambodia = localText.getText("TXT_KEY_DCN_MATCH_CAMBODIA", ())#Modern Khmer
		sCarthage = localText.getText("TXT_KEY_DCN_MATCH_CARTHAGE", ())
		sChina = localText.getText("TXT_KEY_DCN_MATCH_CHINA", ())
		sEthiopia = localText.getText("TXT_KEY_DCN_MATCH_ETHIOPIA", ())
		sEgypt = localText.getText("TXT_KEY_DCN_MATCH_EGYPT", ())
		sEngland = localText.getText("TXT_KEY_DCN_MATCH_ENGLAND", ())
		sGermany = localText.getText("TXT_KEY_DCN_MATCH_GERMANY", ())
		sGreece = localText.getText("TXT_KEY_DCN_MATCH_GREECE", ())
		sHolyRome = localText.getText("TXT_KEY_DCN_MATCH_HOLY_ROME", ())
		sIndia = localText.getText("TXT_KEY_DCN_MATCH_INDIA", ())
		sIran = localText.getText("TXT_KEY_DCN_MATCH_IRAN", ())#Modern Persia
		[COLOR="Red"]sIroquois = localText.getText("TXT_KEY_DCN_MATCH_IROQUOIS", ())[/COLOR]
		sItaly = localText.getText("TXT_KEY_DCN_MATCH_ITALY", ())#Modern Rome
		sJapan = localText.getText("TXT_KEY_DCN_MATCH_JAPAN", ())
		sKhmer = localText.getText("TXT_KEY_DCN_MATCH_KHMER", ())
		sKorea = localText.getText("TXT_KEY_DCN_MATCH_KOREA", ())
		sMali = localText.getText("TXT_KEY_DCN_MATCH_MALI", ())
		sMaya = localText.getText("TXT_KEY_DCN_MATCH_MAYA", ())
		sMongolia = localText.getText("TXT_KEY_DCN_MATCH_MONGOLS", ())
		sNorden = localText.getText("TXT_KEY_DCN_MATCH_NORDEN", ())
		sNetherlands = localText.getText("TXT_KEY_DCN_MATCH_NETHERLANDS", ())
		sPersia = localText.getText("TXT_KEY_DCN_MATCH_PERSIA", ())
		sPortugal = localText.getText("TXT_KEY_DCN_MATCH_PORTUGAL", ())
		sRome = localText.getText("TXT_KEY_DCN_MATCH_ROME", ())
		sRussia = localText.getText("TXT_KEY_DCN_MATCH_RUSSIA", ())
		iSpain = gc.getCivilizationInfo(gc.getInfoTypeForString("CIVILIZATION_SPAIN"))
		sSpain = localText.getText("TXT_KEY_DCN_MATCH_SPAIN", ())
		sSumer = localText.getText("TXT_KEY_DCN_MATCH_SUMER", ())
		sTurkey = localText.getText("TXT_KEY_DCN_MATCH_TURKEY", ())
		sTawatinsuyo = localText.getText("TXT_KEY_DCN_MATCH_TAWATINSUYO", ())#Inca
		#for special types of names, ie "Sultanate"
		sChristianity = localText.getText("TXT_KEY_DCN_MATCH_CHRISTIAN", ())
		sHinduism = localText.getText("TXT_KEY_DCN_MATCH_HINDU", ())
		sIslam = localText.getText("TXT_KEY_DCN_MATCH_ISLAMIC", ())
		#CIVICS
		#iAntiTheist = gc.getInfoTypeForString("CIVIC_ANTITHEISM") For use with mechaCivics
		iNationalist = gc.getInfoTypeForString("CIVIC_NATIONHOOD")
		#iSocialist = gc.getInfoTypeForString("CIVIC_SOCIALISM") For use with mechaCivics
		#MODERNIZATION
		#curArt = gc.getCivilizationArtInfo(pPlayer.getCivilizationType())
		#^For Art updating (i.e. Persia switches to Irans flag at Ind. Era). Currently nonfunctional.
		if( playerEra > 3 ) :
			if( sEngland in orgAdj ) :
				curShort =  localText.getText("TXT_KEY_DCN_MODERN_ENGLAND_SHRT", ())#Britain
				curAdj =  localText.getText("TXT_KEY_DCN_MODERN_ENGLAND_ADJ", ())#British
			elif( sKhmer in orgAdj ) :
				curShort =  localText.getText("TXT_KEY_DCN_MODERN_KHMER_SHRT", ())#Cambodia
				curAdj =  localText.getText("TXT_KEY_DCN_MODERN_KHMER_ADJ", ())#Cambodian
			elif( sPersia in orgAdj ) :
				curShort =  localText.getText("TXT_KEY_DCN_MODERN_PERSIA_SHRT", ())#Iran
				curAdj =  localText.getText("TXT_KEY_DCN_MODERN_PERSIA_ADJ", ())#Iranian
				#curArt.setTag("ART_DEF_CIVILIZATION_IRAN")
			elif( sRome in orgAdj and not sHolyRome in orgAdj) :
				curShort =  localText.getText("TXT_KEY_DCN_MODERN_ROME_SHRT", ())#Italy
				curAdj =  localText.getText("TXT_KEY_DCN_MODERN_ROME_ADJ", ())#Italian
			else :
				curShort = orgShort
				curAdj   = orgAdj
		else :
			curShort = pPlayer.getCivilizationShortDescription(0)
			curAdj   = orgAdj
	#mechaMeddling END
Now we have to make a text entry for "TXT_KEY_DCN_MATCH_IROQUOIS". What the unique naming system does is check for the existance of a string (sIroquois) in the adjective (curAdj) of the players civ. So you have to specify a string that would exist in the normal adjective of the Iroquois civ. You could just define sIroquois as 'Iroquo' (a simpler way to go about it) but that would mean that in other languages, it would probably not trip. So a way to help cross language compatibility is to use the TXT_KEY system and making an entry in a text file.

After the defining of sIroquois is complete, we have to define "TXT_KEY_DCN_SPECIAL_IROQUOIS_CONFEDERACY". Simple. Just go to a text file, and in the English field, type Iroquois Confederacy.

Basically, only adding the first unique name for a civ takes any real amount of time; all subsequent unique names are just adding two lines to the code; one to check for the civ, and another line defining what the dynamic name of the civ will be. Then simply define the TXT_KEY to a text file and you are finished.


Now, the thing is, most civics are defined in DynamicCivNames by several fields in the XML, which are used by RevDCM. If you dont merge in the XML fields, the naming system will give a bunch of errors, because these XML and python functions calling them would no longer exist. That being said, its also fairly simple to replace these functions with ones directly referencing the names of the civics; in the above spoiler I defined Nationhood by name, because there was no new function for it.
 

With the help of The_J and his python skills that kills and may or may not pay the bills depending on his occupation, Ive done it! Now there is a way to check if a vassalized civ has a certain master! For example, a vassal of Persia in hereditary rule would be called the Satrapy of _______.
 
So, when Thomas gets finished merging it in for me how would I get that to work? Or should I send that over to him?

EDIT: And yet another Futurama reference in one of my threads. Awesome.
 
Its entirely in python, so it should be very easy to merge; I simply added a def (function? what are those things called?) and a new variable, iMaster. To call it, you just need this:

PHP:
if( gc.getPlayer(iMaster.getLeaderID()).getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_INSERTCIV") ) :

Im already trying to make more names.
 
I wanted to take a moment to ask if anybody thinks there is anything I should add to this mod feature-wise?

It could be as simple as adding new resources (cotton, tobacco, etc.) or something a bit more complex like a full-on modcomp. Maybe a few new techs to make the eras last longer (of course I would also like to add a building or unit or two so they aren't entirely useless) or even add a new era (stone age?), perhaps a new wonder, or anything like that.

I am basically waiting for Thomas SG to finish up whatever he has left for me, and from there I'll decide on some final additions. I still plan on adding Inquisitors, so don't bother mentioning that.
 
I wanted to take a moment to ask if anybody thinks there is anything I should add to this mod feature-wise?

It could be as simple as adding new resources (cotton, tobacco, etc.) or something a bit more complex like a full-on modcomp. Maybe a few new techs to make the eras last longer (of course I would also like to add a building or unit or two so they aren't entirely useless) or even add a new era (stone age?), perhaps a new wonder, or anything like that.

I am basically waiting for Thomas SG to finish up whatever he has left for me, and from there I'll decide on some final additions. I still plan on adding Inquisitors, so don't bother mentioning that.


Here are a few relatively simple suggestions (all of them changes/features from WoL, but that doesn't really matter anyhow):

- SettlerReligions - very simple modcomp, where basically a settler brings along a religion if there was one from the city the settler was built in. After some testing, the only issue here is that the early religions will get an even bigger spread boost, but personally I don't feel like its too drastic a change anyways.
- Espionage Process - being able to "build" espionage like you can "build" research or commerce
- New Random Events (if you don't have time to make your own, you can find a number of them available here on CFC, or I can also give you the xml files for the events I have in WoL)
 
I wanted to take a moment to ask if anybody thinks there is anything I should add to this mod feature-wise?

It could be as simple as adding new resources (cotton, tobacco, etc.) or something a bit more complex like a full-on modcomp. Maybe a few new techs to make the eras last longer (of course I would also like to add a building or unit or two so they aren't entirely useless) or even add a new era (stone age?), perhaps a new wonder, or anything like that.

I am basically waiting for Thomas SG to finish up whatever he has left for me, and from there I'll decide on some final additions. I still plan on adding Inquisitors, so don't bother mentioning that.

I did have one idea for a wonder.
Someone made a Nazca Lines building (the newest Civ Gold uses it as a UB), and I thought it'd be neat as a wonder that reveals a chunk of the map around you. Originally I thought "the entire landmass you're on", but on Pangaea and Terra that'd get unbalanced.
Dunno how easy all of that would be to do.
The other option is to enable contact with all civs on the landmass, which I know is possible because Avain's Quot Capita has a wonder that does it (Ishtar Gate.)

Beyond that, maybe Hunting from Quot Capita, where you can gain food for your city when you fight animals. I always play with goody huts off for balancing reasons, so I usually have not much to do early game outside of my city beyond fogbust, dotmap, and search for neighbors.

I'm also fond of adding salt, tobacco, and cotton as resources. All three have played -massive- parts in history, so it saddens me to not see them in the game. Salt to the ancient world was pretty much gold to the medieval world, tobacco helped found -many- nations (hell, tobacco and sugarcane were pretty much one of the only resource interests for the Caribbean), and cotton changed the face of labor.

One last thing... desert promotions. I've seen 'em in a bunch of mods like Extra, I think they came from Chinese Unification scenario. Basically, promotions that give boosts to defense and attack in deserts.
I play on PerfectWorld a -lot-, so I tend to get some large deserts. Due to this, those promotions (and maybe something similar for the snowy areas) would be -very- nice to have.

I do ask that you don't add the 'marsh' from Colonization though, if you even considered it. In my experience, it takes up a lot of the map and it just looks... wrong. That's why I quit Extra. It's irritating as crap to see an entire nation mainly made up of -marsh-. For Colonization, since it has a smaller geographic scope, it made sense. For Civ4, where you make the -world-, it doesn't.
 
I have to apologize for failing to respond to these last couple of posts, they were really good suggestions and I am actually heavily considering all of them. I will look more deeply into them as well. I don't really want to add more wonders (i.e. Nazca Lines, or one that provides bonuses to desert tiles, although I think I could be swayed on this), but a lot of the other suggestions are good. I am certainly considering new resources, but I also play Perfect World a lot and wonder how that will conflict with map scripts since I don't know much about them.

I am against Settler Religions mostly because a religious victory will be part of the game, and right now there will be a way to purge religions (Grand Inquisition Project, Inquisitors) and a way to spread them through conquest (King Richard's Crusade) which both help to win a religious victory. I think Settler Religions will just make it that much easier to win so I don't know that it is a great idea.

As far as the Espionage thing goes; part of me thinks it is a great idea considering the new Nationalistic trait and Super Spies but another part of me thinks it might make espionage too powerful. So I don't know.

I am in favor of adding more random events. So we can discuss that one.

One more feature I wanted to add but totally forgot to request from Thomas SG was ADVANCED DIPLOMACY, not only because it would finally make my mod's name make sense (since it won't be used for Diplogaming anymore) but also because it just seems to add features that make sense in general. So there are still some things I want to do to the mod.

Thoughts?
 
I did have one idea for a wonder.
Someone made a Nazca Lines building (the newest Civ Gold uses it as a UB), and I thought it'd be neat as a wonder that reveals a chunk of the map around you. Originally I thought "the entire landmass you're on", but on Pangaea and Terra that'd get unbalanced.
Dunno how easy all of that would be to do.
The other option is to enable contact with all civs on the landmass, which I know is possible because Avain's Quot Capita has a wonder that does it (Ishtar Gate.)

Beyond that, maybe Hunting from Quot Capita, where you can gain food for your city when you fight animals. I always play with goody huts off for balancing reasons, so I usually have not much to do early game outside of my city beyond fogbust, dotmap, and search for neighbors.

I'm also fond of adding salt, tobacco, and cotton as resources. All three have played -massive- parts in history, so it saddens me to not see them in the game. Salt to the ancient world was pretty much gold to the medieval world, tobacco helped found -many- nations (hell, tobacco and sugarcane were pretty much one of the only resource interests for the Caribbean), and cotton changed the face of labor.

One last thing... desert promotions. I've seen 'em in a bunch of mods like Extra, I think they came from Chinese Unification scenario. Basically, promotions that give boosts to defense and attack in deserts.
I play on PerfectWorld a -lot-, so I tend to get some large deserts. Due to this, those promotions (and maybe something similar for the snowy areas) would be -very- nice to have.

I do ask that you don't add the 'marsh' from Colonization though, if you even considered it. In my experience, it takes up a lot of the map and it just looks... wrong. That's why I quit Extra. It's irritating as crap to see an entire nation mainly made up of -marsh-. For Colonization, since it has a smaller geographic scope, it made sense. For Civ4, where you make the -world-, it doesn't.

I have to apologize for failing to respond to these last couple of posts, they were really good suggestions and I am actually heavily considering all of them. I will look more deeply into them as well. I don't really want to add more wonders (i.e. Nazca Lines, or one that provides bonuses to desert tiles, although I think I could be swayed on this), but a lot of the other suggestions are good. I am certainly considering new resources, but I also play Perfect World a lot and wonder how that will conflict with map scripts since I don't know much about them.

I am against Settler Religions mostly because a religious victory will be part of the game, and right now there will be a way to purge religions (Grand Inquisition Project, Inquisitors) and a way to spread them through conquest (King Richard's Crusade) which both help to win a religious victory. I think Settler Religions will just make it that much easier to win so I don't know that it is a great idea.

As far as the Espionage thing goes; part of me thinks it is a great idea considering the new Nationalistic trait and Super Spies but another part of me thinks it might make espionage too powerful. So I don't know.

I am in favor of adding more random events. So we can discuss that one.

One more feature I wanted to add but totally forgot to request from Thomas SG was ADVANCED DIPLOMACY, not only because it would finally make my mod's name make sense (since it won't be used for Diplogaming anymore) but also because it just seems to add features that make sense in general. So there are still some things I want to do to the mod.

Thoughts?


Hunting mechanics, some new resources, more random events would be great, I absolutely second those
A few new promotions also sounds nice - ice and desert promos for a bunch of map scripts and hunter promotions for the hunting mechanics
We don't really need more wonders, but if you want to add more there are -many- better candidates then Nacza Lines IMO
Advanced Diplomacy is a great modcomp, I already tried it earlier...

EDIT: building espionage is not a big change, but would be great for the Nationalistic trait, so a yes again
Oh and we should add popups and pictures to GPs and events, there are a few modcomps for both. It's a really nice flavor
 
I am in favor of adding more random events. So we can discuss that one.

I can help you here. I've already put in ~25 new events for WoL, so if you want some of them I can give you the xml code. I also intend to add more, as I have a whole list of possible new events I want to add in. I was also collaborating with another guy on making new random events, but it seems that he's gone for now. Regardless, if you're looking for new events, I'm more than happy to help. They're not as easy as they look, but it's a process that's doable within a reasonable amount of time.
 
New random events are well and good, but you know I don't like going overboard on things (or that I at least like to say that), so I'll have to take a look at what you have and will most likely cut the list down (unless of course it so awesome that I wouldn't dare touch it).

Right now, I have NO SDK skills, and I'd rather not delay the mod release more than I already have. Not to mention the mod is currently out of my hands (a couple of code people are looking at it), so adding some of this stuff is completely up to them at this point.
 
In my opinion, though, the thing about random events is that it's okay for random events to go overboard, because it isn't necessarily like adding 1000 civilizations and 1000 units and 1059384 new techs, since the player never really has "access" to the entire list of events; they just pop up; and I personally think having a more unpredictable set of events, more than just the way too common BtS "woohoo, wedding between X and Y civ got outta hand!" or the "some fire just burned down the theatre", makes the game a whole lot more interesting.

Of course, that's just my opinion, so as always, take it with a grain of salt.

Anyhow, all I have right now are ~25 random events, and a couple of them are more like joke events (like I made one hinting at the Trix Rabbit just for fun), so cutting those out, I have ~20.
 
I agree with cybrx here
You cannot really go overboard with random events, unless of course you raise the frequency of events as well
 
^Exactly.

Or if you make events that have significantly stronger effects.

Otherwise, if you keep the frequency of the new events low enough, and their effects not too drastic, the amount of events that appear in the game and their relative effect will still be about the same - it's just now that different things can happen, besides the same old marriage and theatre fire spqeal.
 
Alright, I'll take the "ralistic" ones. But I was thinking of editing the ones in the game. Like making them more realistic/serious themselves. Like instead of the bad wedding one, maybe something ridiculous like "[YOUR CIV] citizens have taken up arms against ethnic [THEIR CIV]s due to [SOME RANDOM THING]! These are your options..." or something more serious/less stupid. I hate the damn religious wedding things, although I suppose since it is tied to religion we could make it more like reigious perscution or something.
 
Theoretically I wouldn't mind the religious wedding thing, because, well, a lot of stuff in history happened because of stupid reasons. It's just that when the only "harharharhar let's piss off [CIV X], sire!" event is that wedding one, that's just annoying.

Anyhow, would you just like me to list a very brief summary/sentence of all of my events here, or with PM, or do you want my notes outright, or what would you prefer?

(If you have any ideas, you can tell me, too.)
 
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