jtb1127
Deity
I think events are fun additions to gameplay so they should be turned on.
The events vary in their impact - it would be nice if you could choose different groups of them to enable/disable.
Quests: yes please. Occasional diplo shake-ups: OK why not. Random improvement/building destruction just meaning extra micromanagement to repair and therefore giving the AIs an advantage because sometimes I can't be bothered: Yawn, but if you insist. Disastrous events turning many turns of careful play into an insta-loss: Me check "no events" box.
You can do this, you know. There is a file called EventTriggerInfo.xml. If you put the probability to 0, it is out of the game for good.
Actually, I beg to differ, Psyringe.
1 is good strategizing.
2 is not.
The reason is that in real life, you DO have to live with the hand fate has dealt you.
This is exactly what I did. Remove the barbarian uprising events and remove the Bermuda triangle event, and I think the rest are not game-breaking.You can do this, you know. There is a file called EventTriggerInfo.xml. If you put the probability to 0, it is out of the game for good.
Somewhat surprisingly, in all my years of playing this game, I have never once been materially damaged by the Vedic Aryans. Maybe one day I'll lose a game because of them and then I'll be able to cry about unfair random events are...A good strategist doesn't spam warriors from turn 1 on the of chance than in 20 turns the Vedic Aryans will arise. And if they do, you don't have any chance to handle them.
Well - I agree with your statement that (1) feels more realistic, which is one of the reasons why I enjoy this style of play more. But, personally, I see no reason to not recognize and respect approach (2) as a valid method of strategizing as well.
You're presenting the argument that (2) is not good strategizing because it doesn't reflect real life enough. But why should "reflecting reality" be a necessary component of strategizing? By your argument, the people who (for example) analyze chess openings wouldn't be strategizing at all, because there really isn't much in chess openings that reflects reality.
Again, I see no reason to look down on either of the two approaches I mentioned. Personally, I strongly favor the first one for Civ games, because it makes them more enjoyable for me. But that doesn't mean I can't respect the other one as equally valid.
Pretty much everything about playing on a higher difficulty favors the AI... that's the whole point of playing on a higher difficulty level.
Emperor player, I too turn huts off but events on. I don't like having to explore to find huts, I'd rather take my time with exploring later. So to not be at a disadvantage I just turn them off. Plus an early tech is generally much more beneficial than any event. Events are just some flavor. The only super game changing ones are usually the barbarians and possibly the health tests one and maybe a diplomacy one if you're in a sticky situation there.
Tech pop from a hut is not materially stronger than:
1. Global +3 diplo with all known civs
2. Golden age without great person expenditure (there are multiple events with differing conditions that can give you one too). Golden ages are worth somewhere between 100's to 1000's of outputs (late game, 10000's). No tech in a given timeframe can compare to a no or low-investment GA...
3. Tower shields giving early melee cover.
4. Yes...global permanent health boost...
5. Plane crash event x50
Just to name a few. Sometimes slave revolts can actually cost more beakers than a basic worker tech pop grants, in that you are losing 8-15(up to 20
) per turn and all the food/hammers, or the food/hammers from losing a pop + cost of growth + delayed expansion timings etc.
Huts are their own animal but pretty obviously terrible for competition too...