In Development Random Events

Just an update.

I haven't had a whole lot of time to work on it this weekend, but here are the events included so far:

Random:

Free Seteler
Luxury resource spawned
Minerals overmined - removes mineral resource
Flood - destroys improvement, resource, and changes plot to marsh
Tornado - destroys improvement
Ecomomy boost - gold
Meltdown - if city has nuclear plant it gets destroyed and nuke fallout
Terrorist bombing - reduces production
Economic crash - reduces gold
Babyboom - increase pop
Exodus - decrease pop

Era Events - Can trigger when new era is entered (two possibilities):

Ancient: Dragon God
either increases faith and culture, or decreases it.

Classical:
either get tech, or reduces current research progress.

medieval:
slave revolt - -1 pop, barb spawned at city.
Merc army - 2 units join player

renaissance:
2 free artists, we love the king day in a city.
Riot - city damage, maybe anarchy.

Industrial:
Construction boom - all cities finish production.
Industrial disaster - production is reduced in a city.

Modern:
Diplomatic Disaster - a civ declares war on.
Social change - 2 free techs.

Post MOdern:
Improved mining/storage - doubles strategic resources
Sabotage - reduces strategic storage

Future:
Alien Attack - city gets nuked
Elite Team - 5 xcom units

I am now working on events related to policies being adopted, and calender related events(for certain months/seasons).

I have included some of the ideas submitted, and am still planning to include more of the rest.

If you have any suggestions you can still feel free to post.
 
And random event that adds an improvement to a tile. "Your citizens have built a new lumber mill!"
Political conspiracy, you loose control over part of your civilization.
Upon expending a great person you get an apprentice (another great person of the same type.
Upon expending a great person they get assassinated and nothing happens.
 
Anyone remember the system from CIV 4(or the ROM mod)?
Maybe its possible to salvage parts of it to reduce your work load.
 
Since there seems to be more of an interest in the ability to make decisions, I'll try to add that in. I am starting on the popup lua right now, and will work in the decisions after that.

I think I'll probably keep some event random, so there'll be some things you can't really do anything about except for how you chose to react, and then I'll tie some to decisions, so you can have an impact on the outcome. There could also be separate decisions apart from the general events.

Please post any ideas for the types of decisions you'd like to see.
 
Since there seems to be more of an interest in the ability to make decisions, I'll try to add that in. I am starting on the popup lua right now, and will work in the decisions after that.

I think I'll probably keep some event random, so there'll be some things you can't really do anything about except for how you chose to react, and then I'll tie some to decisions, so you can have an impact on the outcome. There could also be separate decisions apart from the general events.

Please post any ideas for the types of decisions you'd like to see.

That sounds interesting.
There was even a mod around that provided the tools to add events in have you checked that out?

Afair it was trying to be like the CK2 or EU4 events system that those events be it random or not are tied to conditions even.
 
I have seen a couple other event mods, and have gotten a couple ideas from them, had considered using some of one of them, but due to the size of the cctp mod and large number of things that can conflict, it was easier just to write a mod specific system.

In any event I am looking forward to what you guys can cook up. As i said in my intermediary post the current version looks quite promising.

One small suggestion though would be that you post the last updated date in both EU and US date formats or even better instead of using all numbers say something like 19th of october 2014 so its totally secure and easy to see for both sides.
 
I had a little time today to work on the event system. Here is a screenshot of one of the decisions (for a Festival)

If you have any ideas for the kind of decisions you'd like to see, or any other comments, please post.
 

Attachments

  • 2014-10-21_00001.jpg
    2014-10-21_00001.jpg
    214.5 KB · Views: 266
Wow good progress :goodjob:
 
Looks nice.

Im soooo looking foward to what you two are cooking up.
At turn 491 in my current game and already love it love it love it!

And with those events we will get even more awesomeness!
 
Looks good. But don´t forget to put the benefits into the choices text.
How about those from CIV 4? If you want, i can write some down.
 
I wasn't sure if I should put the benefits/consequence or not(since you can't always know what the outcome of your actions will be) But if that is preferred I can add.

Sure you can write some down, ideas always help.

Sent from my SCH-I510 using Tapatalk 2

Think like a game designer there.
If a player has no control of a feature it feels random and arbitary. If they know the consequences its a fun gameplay mechanic. The notes just let you skip the part of writing it down and memorize, which is what would happen sooner or later anways.
 
I wasn't sure if I should put the benefits/consequence or not(since you can't always know what the outcome of your actions will be) But if that is preferred I can add.

Yes please, absolutely! Ditto to what Keyalha said.

Sure you can write some down, ideas always help.

First, for that i´m much too lazy, especially because of second, i´ve got a much better idea.:D Here you have the complete list of all CIV 4 random events:
http://forums.civfanatics.com/showthread.php?t=236727
 
For decisions wich involve a cost or trade off, i would be good to have exact descriptions of boni and mali.
 
That looks absolutely wonderful. This mod is shaping up to be almost it's own game separate from vanilla.
 
Back
Top Bottom