Ideas needed: Common Events

Xienwolf -- interesting point about approaching it from an RP perspective, but I think that can be done whether the player knows the possible consequences or not. For example, if playing, say, the Elohim, I rarely (if ever) pursue human testing on those herbs that always turn up, even if it makes good mechanical sense to do so. Similarly, when playing a race like the Clan, I forge ahead with full-on testing because that what I'd see Sheelba doing.

I'd agree that my proposal is very similar to your original posting in terms of mechanics, but I think that allowing the player to see the possible results of their choices is critical. Otherwise, they may as well just be determined randomly.
 
the pedo:
you're brother who is very popular seems to have an fetish for young boys:
give him an catamite and keep it secret: nothing happens
hang him: 50% of +1 happiness for 10 turns, 50% of civic unrest for 2 turn
calabim only: give him all the young boys he wants, let him have some fun! +1 happiness permanent, -1 pop
 
@nihonjeff: Yeah, not sure if you saw my second edit, but I realized that people will much prefer to see the chances, and since they are mechanically the exact same result, it works just fine your way. Thanks for bringing it up :)

Good Speech (Requires Civilization in Anarchy. Can only happen once per player per game. Since being in Anarchy is semi-rare, should be fairly common that it happens.)
--You make a rousing speech in front of your people, explaining your Motivation & Reasoning for recent changes in the Land. The people are moved by your words and pleased to be kept informed.
  • Anarchy ends immediately

EDIT: And I know this doesn't quite fit the request for ideas, but I didn't want a post that was just conversation and it was the best idea I had :p
 
Orc Slayer

Your [unit name] has proven himself skilled in combat against Orcish units

triggered on: a units victorious combat vs any orcish unit
(10% chance on defeating an orc unit that the unit gains promotion 'Orc Slayer')
excluded from event: all orcish units




[i could see this applied further to other 'racial types' - the undead, to giants, elves, maybe even heroes ....]
 
I think people are overlooking one of the primary uses for these events: Filling the gap right after you make your first city. This is a time when you have no mana, no religion, most likely no improvements. Just a scout (maybe), a warrior, and a single city. As it is, EVERYONE has gotten the "Rare Herbs" event for permanent boost in health in all cities, and the "We made progress!" almost always followed shortly by "We suffered a setback!"

The idea is to make it so that there is variety to spice up your life while you are just clicking "End Turn" 20 times waiting to research something to make it worthwhile to build that first worker, and waiting to get 5 Population so you can start building the worker and settler.

Yes, some events for later are also good, but we want to also have a wide variety for that early period where events are all you have.

EDIT: CowsaysMoooo posted while I was writing up my event. He is definately on the right track with his list of trigger ideas :)
....

i think you and kael have some seriously unrealistic expectations. if you are looking to make those early years fun, having a pop up every few turns isn't going to do it. really it amounts to "yeah, i get to choose A, B, C, or D again if i'm lucky enough to meet/afford the prerequisites for the choices when graced with the event, but probably am stuck with one option, and probably with virtually irrelevant or just annoying consequences"

please forgive my sarcasm, but i think it makes the point better than i could otherwise. The early years you describe i would hope, amount to very little of your game in the long run. granted there isn't alot to do in those turns, but all random events in that time are likely to do is drag those early neccessary but boring starting turns out even more. what is worse, is what they will do to the end game where you already have alot to deal with.

if the event has no strategic effect, then its basically going to be meaningless, if it can't have any requirements, its going to have to be generic and dull. this isn't going to add anything to the early game but monotony

in the end, if you want your rare events to seem rare, your only option is to have them occur rarely, not to flood the game with the inconsequential so that these few that actually have an effect, seem like a gift. what you need are more of these fantastic events that occur once in a blue moon, not frequent mundane ones.


just my 2 cents.
 
Events are random ways to break up monotony, not add to it. There are usually going to be turns during the course of a Civ game that don't amount to much, and an event can help to break up the whole 'just 4 more turns' mentality. I, for one, love them, and would like to see many, many more of them. I like many of the ones posted here by Bringa, kumquatelvis, nihonjeff, xienwolf, and SwordofStriker, and would like to see them implemented in game in some form, even if modified.
The events I continuously see (the Calabim Refugees, the Khazad Smith, and the Balseraph Carnival) sprouting up over and over again every game should be broken up with more general events like those suggested here. Having the same events come up regularly makes them less like random points of interest, and more like random points of annoyance. I hope that with more variety of events available, it will lead to a greater variety of events in play.
Great work to the whole community, keep the great ideas flowing.
 
@Inkling: In response to your "sarcasm" section, I can state that at least for my events I have written, there is NO pre-requisite to selecting ANY option in the linked series, and generally only some small amount of gold in your coffers for 1 or 2 options in the others. But even with no money available, I always leave at least 2 options open if possible. And typically the results of mine aren't game-altering, but are not inconsequential either (like Woodsman 1&2 on your starting scout if lucky with the lioness).

I can see that you do realize the flaw in the CURRENT spread of events, so keep that in mind as you write some new ones. That is what I was meaning to encourage people toward with the section that you quoted me on. Remember where the game has some drudgery to it, and try to make your events breathe some life into that period of the game.


Feed the Birds (Triggers on the Palace)
--A little old Lady has camped out on the steps of the Palace, begging for people to buy birdseed which she then casts out on the ground. Should we chase her away?
  1. Put the old loony out on her hindquarters!
    • +1 :mad: for 2 turns
    • "Some of her friends were upset and staged a protest. But being elderly themselves they couldn't hold up picket signs for long"
  2. Let her remain, and inform my Ministers that I expect each of them to buy seed on their way to work each morning.
    • -1 :commerce: from Palace
    • +1 :) from Palace
    • "There was some grumbling initially, but it seems charitable acts are now on the rise throughout the city!"
  3. Grab some of the Petty Cash, and a contingent of Archers. This could be fun...
    • -5 :gold:
    • +10 :food:
    • "With all the birds gone now, the old lady has departed our stairs. And might I say that the soup was a bit stringy, but nicely flavored?"

Save the Trees (Triggers on a forest tile after a nearby forest is cut down)
--Some Peasants are complaining about the loss of our natural resources. They wish to establish a National Park.
  1. Preservation is high on my list as well!
    • Forest becomes an Ancient Forest
  2. Progress cannot be held back!
    • Forest is removed from the tile
 
The Enchanterrequires a mage guild
A Dwarven Enchanter has come to your mage guild in (city name). He has offered his services to the famous guild.

Hire him as a new Guildmaster
+1 happiness from Mage Guild

Hire him as a enchanter in the field
Get 1 Dwarven Adept

Dwarves are the scum of Erebus. Kill him and send his head to his home.
+1 :) in all cities
-2 with Luchurip and Khazak


Arwan's RevengeRequires a Barrow in your cultural borders
In a dream, an angel of Arwan came to you. He wishes for you to destroy the Undead that lair in your realm.

Obey this mighty god! Kill the Unholy Beasts!
+1 happiness in all cities for 20 turns

I need a unit able to deal with him. If you give me an arm, it will be done
Recieve one Ghost

This god is unimportant. Our god is more important than him!
+1 happiness in all cities with State religion for 20 turns
 
a strange man from a far a away land has stopped by the city to sell his wares:
a) buy his drinks 10 gold- the people of the city love his strange concoction... a bit too much - palace gains +1 happy +1unhealthy
b) buy his coats 10 gold - city gains 50 culture
c) allow him to set up a market 50 gold - builds a market
d) buy nothing
e) (requires evil) send him away and have guards follow him and "browse" his goods - gain 50 gold
 
Not sure if this one is really possible, and it certainly doesn't quite fit in with the request from the thread, but I can't get the idea out of my head so I'm writing it down to get my mental block cleared :)

Promised Land (Can only trigger on the Initial Settler, and only after turn 8)
--The Gods have appeared in a dream to our People, instructing us to cease our wandering.
  1. We seek lands Rich and Fertile. We shall settle when we find them.
    • Creates Floodplain/Plains tiles in the 3x3 grid surrounding the settler
    • "Upon waking from the dream, we behold a land ripe beyond belief!"
  2. We seek lands Hearty and Productive. We shall settle when we find them.
    • Creates Hills/Grassland tiles in the 3x3 grid surrounding the settler
    • "Upon waking from the dream, we behold a land flourishing beyond belief!"
  3. We seek Coasts Rich and Productive. We shall settle when we find them.
    • Creates Coastal tiles with Fish/Crabs in the 5 tiles forming an L beside the settler
    • "Upon waking from the dream, we behold a coast bountiful beyond belief!"
  4. We seek lands Rich and Prosperous. We shall settle when we find them.
    • Creates Gems or Gold resources in all tiles in the 3x3 grid surrounding the settler
    • "Upon waking from the dream, we behold a land bountiful beyond belief!"
 
Events are random ways to break up monotony, not add to it. There are usually going to be turns during the course of a Civ game that don't amount to much, and an event can help to break up the whole 'just 4 more turns' mentality. I, for one, love them, and would like to see many, many more of them. I like many of the ones posted here by Bringa, kumquatelvis, nihonjeff, xienwolf, and SwordofStriker, and would like to see them implemented in game in some form, even if modified.
The events I continuously see (the Calabim Refugees, the Khazad Smith, and the Balseraph Carnival) sprouting up over and over again every game should be broken up with more general events like those suggested here. Having the same events come up regularly makes them less like random points of interest, and more like random points of annoyance. I hope that with more variety of events available, it will lead to a greater variety of events in play.
Great work to the whole community, keep the great ideas flowing.

I wasn't critisizing the events mentioned here, i was critisizing the direction being suggested for them.

you mention having the same event come up over and over again every game makes them seem like annoyances, but i ask, if we add a bunch of events that have no real consequence, or strategy, what are they but basically the same event over and over again with slightly different wording? choose A, B, C, or D and something happens.

Generally speaking, most events currently in the game i find tedious not because they occur every game and over and over again, but because there is only one real choice, or the choice is relatively pointless/meaningless. the herbalism event for example, loose a population that early is devastating, just to get 2 health that if you can use at all won't be for a hundred turns or more? get a happiness for 10 turns when you likely aren't at your threshold anyway and even if you are, what can you do, get an extra pop for 4 or 5 turns before you have to starve him to death because the happiness wore off?.

@Inkling: In response to your "sarcasm" section, I can state that at least for my events I have written, there is NO pre-requisite to selecting ANY option in the linked series, and generally only some small amount of gold in your coffers for 1 or 2 options in the others. But even with no money available, I always leave at least 2 options open if possible. And typically the results of mine aren't game-altering, but are not inconsequential either (like Woodsman 1&2 on your starting scout if lucky with the lioness).

I can see that you do realize the flaw in the CURRENT spread of events, so keep that in mind as you write some new ones. That is what I was meaning to encourage people toward with the section that you quoted me on. Remember where the game has some drudgery to it, and try to make your events breathe some life into that period of the game..

again, i apologize for the sarcasm, but sarcasm works when eloquence fails, assuming you don't just piss the person off royally.

but the point i am making is, what you suggest i fear will only add to the drudgery

to critique a little, the suggestions so far are creative and interesting, but of the ones i've read most either have a clear choice, are a "something happened" event, or are pretty well inconsequential no matter what you choose, and before your edit, yours were just a crap shoot, i mean you had no knowledge whatsoever about how things would turn out.

i would much rather see events with a true strategic element. you come into possession of letters between the ruler of one nation and a relative that critisize a second nation. what do you do. return them for a diplomatic bonus, sell them to the nation for cash, turn them over to the second to sour relations. go public with them, fermenting war between the two but taking a diplomatic hit yourself
is a war to your advantage, or is it better just to hurt their relations,i.e. hostile without hostilities. could you use the diplmatic boost to further your negotiations, or are you desperately in need of the cash. the choice depends on your situation, and its one you have to put thought into. it could be better, but this is an event that requires a decision with strategic implications. its also an event they don't really want.
this is the kind of thing that would add to game play, would break up monotony. you thiink and strategize, you're not choosing just A or B because it is the best option when this event comes up period, or because it doesn't really matter which you choose.etc, etc. ad nausium.

but having to sit through 20 herbalism or similiar events before something like this one isn't going to make it any better, quite the opposite i imagine. frequent events will only make events stale. you won't be shouting "yeah" when an event like this comes up, you'll be sighing "finally"
 
Blood of the Hero

Your scholars have determined that the bloodline of the ancient hero <insert name here> lives on somewhere in your domain! Shall we...

A) Ignore this. Everyone knows that bloodline died out long ago.

B) Allow the rumors of this ancient and heroic lineage to spread. Let's foster some national pride. +50 culture

C) Send out a call to those who might be of this bloodline. Perhaps they would be willing to carry on such a proud tradition in my service. 70% nothing happens, 25% gain one warrior with 10 xp, 5% gain a warrior with the hero promotion. (This could vary by civ if other units would be more suitable.)
 
Your point about most of the events having a pretty clear "This is the best option" button is what made me design my events which hid the results. But then it was pointed out that the way it was designed means I can still show you the results, since it is a 1/3 crapshoot to try for something nice at a bit of a risk.

Personally, I do not see how your idea about the letters is outside the scope of what they want. It requires you to meet 2 leaders, which can happen quite early with a small or full map. +/- 1 (heck, even 3) relations with a leader isn't severe enough to make the event too powerful, and a war that early in the game is likely to come back to peace fairly soon with both of them having negative relations toward each other AND you as about the only result.... All in all, perfect for clearing up some early game drudgery IMO.


So really, I'd say go ahead and write some up that you DO want to see with no real requirements and see what comes of them.

Slinging Mud (Triggers after encountering at least 2 Civilizations)
--My Liege! We have intercepted a [Civ 1] messenger shortcutting through our lands. He bears a letter criticising the actions of [Civ 2] openly to one of his distant relatives. If [Civ 2] new of this they would be outraged!
  1. Excellent News! It is about time that [Civ 1's Leader] was exposed for the two-faced backstabber that he really is! Send it immediately to [Civ 2's Leader]!
    • [Civ 1] gets a -3 Relation shift with [Civ 2].
    • You suffer a -1 Relation shift with [Civ 1].
  2. This could be disasterous for [Civ 1's Leader]! Send them back to him immediately with reccomendation to hire better messengers.
    • You gain a +4 Relation shift with [Civ 1]
  3. Interesting, this could prove a profitable circumstance. Inform [Civ 1's Leader] of what we hold...
    • +50 :gold:
    • Suffer -2 Relations hit with [Civ 1].
  4. Take the letters public, I am tired of letting people play such nonsensical Political games. If they are not friends, they need a good tussle to sort things out between them.
    • [Civ 2] declares war on [Civ 1].
    • You suffer -5 Relation Shift with both [Civ 1] & [Civ 2]


I didn't write up feedback text for it, but I think it is a feasible event.
 
Xienwolf, you inspired this.


Triggered in a city where population number>#of buildings.

Sire, the people of (city), without much in the way of civic life, have invented a simple board game of strategy. Should we do anything about it?

A. Get them back to work, we have no time for such silly things. -10 culture -1 happiness for ten turns +15 hammers.

B. Let the people play their games.


C. Encourage this game, establish publicly funded instructors for strategy and tactics. +10 culture +1 happiness for ten turns -50 gold.
 
Xienwolf, your triple choice events sre a really interesting design concept. Im going to get the rest of the teams take on it and if they like them start checking them in.
 
I really have mixed feelings about the earlier Xienwolf events. They are basically just events with random outcomes -- there's no actual weighing of risk vs. reward, or of short-term gain vs. long-term gain, which is what I personally feel is the attraction of events. On the other hand, if they were consolidated into single events, I think they would work. For example, the Lioness:

(A) Have him spend some time with her, he can learn how to deal with other Animals as well. (33% chance unit gains Subdue Animals promotion, 33% chance unit gains +2 exp, 33% chance unit suffers x hit points of damage)
(B) Have him follow her and see if there are others equally calm. (33% chance unit gains Woodsman I & II, 33% chance +10 food in nearest city, 33% chance unit dies)
(C) Destroy it! These beasts are a threat to our livestock! (33% chance unit gains Flanking I & II, 33% chance unit gains +2 exp, 33% chance unit dies)
(D) Leave the beast alone. (Nothing happens)

This allows the player to actually make an educated decision based on what might happen, rather than just (metaphorically) casting the dice.

This is my concern as well, which is why I want to get the teams feedback on them. But the other side of that argument is that by abstracting the results to keep the player from being able to pick the most stragetically advantageous option the player is able to pick the option that matches his role playing nature. Does everything need to be strategy?

In my mind thats the most interesting part of Xienwolfs suggestion, but it is a pretty dramatic leap.

edit: I just read Xienwolfs followup. It is a fine line either way, Im anxious to hear the teams feedback.

edit2: great great suggestions from everyone here guys. This is exactly the type of help I was hoping for!
 
After having given NihonJeff's feedback some consideration I realized that he has a decent point, people do want to know what they have a chance of getting, and eventually if people see them enough (or dig through the code) they will know what the possible results are of each event set anyway. So letting them see it in a tooltip just levels the playingfield a bit for the new players I guess.

Personally, I think I still prefer no tooltip, but put in an obvious "Nothing will Happen" choice for people who do not feel like taking the gamble. However, I completely understand that many may disagree, so I'm fairly content with whatever happens (doesn't mean that I won't try and come up with more though ;))
 
I guess for me, what it comes down to is that Civilization and all its permutations are strategy games. Although FfH is incredibly RP-friendly, the game is still, at its core, a 4x strategy game. The decisions you make as leader of your nation -- whether you should give into your neighbor's arrogant demands or go to war, or whether you should send you warriors out exploring or keep them back to defend your home, are risk / reward scenarios that will have logical ramifications down the line. If the events had intuitive outcomes, like Inktip's suggestion about the intercepted letters (you don't need the tooltip to tell you that ransoming the letters will cause a relations hit, or that going public might spark a war), that would work fine. But it's a little less intuitive that following the strangely passive lion might give the scout Woodsman I & II.

I understand the point about events with hidden outcomes being an asset towards roleplaying, but it doesn't really matter, because the result is randomly determined. The game doesn't judge if you're roleplaying your leader correctly, and reward (or punish) you based on that. The exact same effect could be achieved by just issuing a random event result (like vermin getting into the granary or the mine collapse) without having the player click the button. And if a player wants to make up a roleplaying reason why that effect happened to their leader, more power to them.

Anyways, to complete my original point, the risk / reward decisions the player makes define their empire, and the character of their leader. If a player elects to ignore roleplaying in favor of a decision that gives them some material game benefit, more power to them. But that player also has the option to forsake the greatest material benefit in favor of a choice that more accurately represents the action they would see their leader taking. And THAT is the purest form of roleplaying... making a decision that is faithful to the character, even if it does not make the most mechanical sense.
 
i dont know if its possible but couldnt having the totally random events like the ones xienwolf made be put as an option in the custom game menu like the barbarian world and the others? that could make everyone happy
 
Sometimes I wished I could just swap one resource for another, thus I came up with those ideas of allowing you to make choices

Mining

Require: a mine with or w/o bonus

My lord, during mining operations, our people have struck a vein of mana. Shall we ask them to explore it, but that would force us to abandon the rest of our mining operations

  1. Yes, magic power is by far superior to production
    • 95% chance raw mana bonus is created, mine is destroyed
    • 5% earth mana NODE is created, mine is destroyed
  2. No, I need those extra hammers
    • nothing happens


note: I gave the possibility to gain an earth mana node, because in so far in my games this was pretty powerful and new mining resources kept popping up. So having a small chance of having a super bonus would be fun (from my point of view).

sheep and horses don't mix

Require: horse resource w/o pasture

My lord, some shepherds want to settle in a promising spot. However there are already wild horses there. If we allow it we would gain a sheep pasture, but lost the horses. Although we would gain some additional food from butching those mustang (Marylin wouldn't be that happy though)
  1. Yes, my people must be docile as an army of sheep, carry on
    • horse resource is replaced by sheep
    • pasture is created
    • +20 food in nearest city
  2. No, let them live and remind us all that the horses are free like the spirit of our people
    • nothing happens
 
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