Borg said:
OK I see your point, but I'm afraid that those "many random events with small consequences" will soon become very BORING and DISTRACTING to the players and take too much of their real-time and attention away from the real strategy part of the game.
Let me show you with an example. I think that there already ARE "many random events with small consequences" in the current game.
It's called "Pollution". I have the impression that the majority of the players find pollution very boring and annoying after a while and that it's not really adding much to the game. (except off course after a nuke attack)
So, I'm afraid that those "many random events with small consequences" would soon translate into "many annoying unnecessary and time consuming distractions".
Instead of "bugging" the players with negative effects I think we need more of a positive effect which does not get annoying after a while but ADDS some strategic element to the game.
Random events do not add strategy to the game IMO and are ......... well simply too random to prepare against.
That's a good point, but other types of random events wouldn't necessarily be the same as pollution. I have the same impression you do, that the majority of players find dealing with pollution boring and annoying, but in my opinion, that's a consequence of
how you must deal with it, not a consequence of pollution itself. Its the extra clicks and keystrokes necessary to control and/or automate your workers to clean up pollution, and the need to keep a bunch of extra workers standing around just for that purpose, that make pollution tedious. And the other annoying element is that you can't avoid it: there's no real way to get recycling plants, mass transit, etc. in time to avoid having pollution pop up- so it always affects you, no matter what your strategic choices are. Compare this with a different "random event," galleys sinking at sea. That occurs randomly, and obviously affects your choices as a player, but its easily avoided (just end your turn in a coast tile), and you can decide as a player how many risks to take with your galleys. The designers have already said that they're going to revamp the way pollution is handled, to eliminate the "whack-a-mole" effect, but that doesn't necessarily mean that whatever effects pollution
will have in Civ 4 won't be somewhat random- randomness in itself isn't bad, just random events that are completely unavoidable and whose results are tedious to deal with.
The point of pollution is to make you think twice before building tons of factories and power plants - these things give you advantages but also carry a disadvantage. The unintended consequence is a lot of tedious worker management. Presumably, Civ 4 would like to keep the former but eliminate the latter.
Volcanoes (in C3C) don't require any extra tedium. They exist simply as an element of extra interest, making you think twice about building a city in certain tiles. Likewise, resource dissappearance/reappearance (another "random event") doesn't make the game more tedious, it simply keeps things interesting by making access to a strategic resource less of a sure thing. In other words, these things influence your strategy, but they don't add any boring, tedious element to the game the way that pollution does.
A properly designed system of random events wouldn't add any extra tediousness for the player, it would simple alter a player's strategy. Personally, I would think that many players might find it interesting and fun to have to consider such things as the possibility of rebellions, natural disasters, etc., when planning their strategy.
For example, consider a potential random event called "Storm at Sea" that can randomly sink ancient and middle age ships (even when close to shore). If you want to invade a neighbor, you would have an interesting strategic choice: invade by land only, even though it will take your forces longer to get where they're going, or invade by sea, even though you run the risk of losing some of your forces to a storm. Or, hedge your bets and send some forces by sea and some by land. The point is, the existence of storms as a random event would make your decision a bit more interesting, without adding any tediousness like managing pollution.
Assuming that the odds of rebellions were affected by various things under a players control (like people's happiness, cultural values of a city, military units stationed there, etc.) then they would also serve to add an interesting strategic element, without necessarily increasing tedium. You'd have a variety of options for minimizing the occurences of rebellions: you could use any of them alone, a combination of all of them, or not use any for a while and take a risk that a rebellion might happen. Yes, it would be annoying to constantly have to put down rebellions (it would be whack-a-mole, just like pollution). But you'd only have to do it constantly if you
chose not to do anything to avoid the problem. In other words, it'd be like losing all your galleys in sea and ocean tiles. You could claim its annoying to lose all your galleys, but the reality is that you could have played differently and made sure to end their turns in safe coastal tiles, so really, its not an external annoyance, its a consequence of your own poor play.
Any random events introduced to the game should mainly serve to offer you strategic choices about how much risk to accept. Combat is the main occurence of randomness in the game, but no one complains that random results make the game tedious and annoying (well, except the occasional freak result like a tank losing to a spearman

). Randomness in combat merely makes you think about how much risk you're comfortable with when planning your strategy, i.e., do you attack a city with 6 knights, when you'll only probably win, or do you wait until you have 10 knights, when you'll almost definately win. Or if you're really bold or desperate, attack with only 4 knights, even though that's taking a big gamble. You can't control the randomness itself, but its presence makes planning a strategy more interesting, precisely because its
not too random to prepare against.
My point is, pollution is a
bad example of randomness in Civ, but there are also plenty of
good examples, and I think its perfectly reasonable to want to include other types of random events. They simply must follow these maxims: (1) have relatively minor consequences, so bad luck doesn't ruin anyone's game, (2) be at least somewhat preventable, so that they encourage you to take them into account when planning a strategy, and (3) not involve extra tedious work to deal with the results, like pollution (losing a galley at sea or having your source of iron dissappear may be bummers, but they don't add tedium).