Takagi Hiro
Prince
- Joined
- Jan 8, 2010
- Messages
- 516
I'll play a game and pursue that tree.I eagerly await reports on Progress changes.

I'll play a game and pursue that tree.I eagerly await reports on Progress changes.
^^^ Can you wrap those logs in spoiler tags please? They are a massive wall of text atm.
Finally, just a suggestion:
- The font colour used on greyed-out options seems a bit too dark. It's very hard to read what the text says. Perhaps try something a bit lighter?
JFD's Exploration Continued Expanded\Components\Exploration\Core\Exploration_ModSupport.sql
INSERT INTO Buildings
(Type, BuildingClass, Cost, GoldMaintenance, PrereqTech, Description ....
SELECT 'BUILDING_JFD_SCENTED_COMPANY_HQ', 'BUILDINGCLASS_JFD_SCENTED_COMPANY_HQ', Cost, GoldMaintenance, PrereqTech, ....
there are two very long lines which are fields and contents, at the end add the FreeBuildingThisCity field and content is 'BUILDINGCLASS_JFD_SCENTED_COMPANY'
I played with the new version, and I must say things are looking really good. The frequency of events in this one seems really close to the sweetspot - not too many events to become trivial (as in the 04-05 version) but also not too rare to become meaningless. Good job!
I found a few bugs:
- I chose the option to get -happiness on the wondering tribe event, but still didn't get the negative happiness (edit: Actually, that will need confirming, my happiness usually only updates after entering several cities, and I only checked for an immediate update, so it might have worked).
- I got the Ice Age event, but could choose the "Coal and Railroads are keeping us warm" option, even though I was in classical era. I suspect this is a bug?
- Got the Heat Wave event, and the option to pay 100 Gold was greyed out, even though I did have 100 gold. This was the first time the event triggered.
- Something odd is going on in my Top Panel! Is this a compatibility issue? I didn't suffer from this on earlier versions.
Finally, just a suggestion:
- The font colour used on greyed-out options seems a bit too dark. It's very hard to read what the text says. Perhaps try something a bit lighter?
I think I can declare with some safety that, for me, the negative events are unrecoverably anti-fun, at least before turn 100. In the first 50-ish turns, there's a guarantee of gaining 100 or so golden age points because of a comet, and then losing 250 a few turns later (negating essentially all golden age progress--i've never seen the "good omen" variant yet, which seems strange given the odds its reporting for a bad omen to pop up, but I play a lot of D20 games so I also know that chains of awful rolls just happen). This event set falls into the category "meh." It stinks, but it's not like it's aggressively screwing you over--delaying a golden age early on can be valid. It'd be nice if there was some early game options in this so that it felt like a game option instead of a smug DM.
But can we talk about some of the other events?
Building a granary almost always punishes you by depriving you of 50 food a few turns later, and this this often comes coupled with one of the many, many "welp, your farms are pillaged now" events--one of which makes repairing the farms a fools errand by changing farm output to one food (while unimproved flood plains sit at 3 food). The early game lesson to learn is that these negative events WILL happen, and that it's simply better not to invest in infrastructure until these things can be dealt with meaningfully (who the heck as 500 gold by turn 80? Shush up, Funak, we know you do, I mean normal players.)
I'd be okay gambling on these investments if the negative options had some kind of consolation prize, and if the preventative money sinks were something more than slightly lowering the odds of getting slapped in the face. I think it does very dubious things to the game to punish players for building farms and granaries. Are there cave-ins planned to punish us for building mines? =|
The random event where people show up at your borders, however, are genuinely interesting, engaging, and fun. I think that's, in general, a much better direction for the event mod, mostly because it agrees with the (somewhat flawed) premise of Civilization that time is a forward march through progress.
How about having the negative stuff be tied to social stuff?
"Droughts have pillaged all your farms and made you punch your keyboard!"
Grin and bear it<-- No. This is anti-fun.
Invest in the farms or whatever. (50% chance to pillage farms, 50% chance to gain +1 food on farms for 30 turns)
We'll need to ration food -- the clergy can deal with it. (-1 food, +main religion pressure, +faith)
This is an opportunity for us to come together as a people. (+1 culture per pillaged farm for 30 turns).
Keep in mind that the initial set of events includes a disproportionate amount of negative events compared to the end goal set I have in mind. Once we fill out the event pool a bit more with positive/neutral events, things will feel less punitive. On the other hand, bad stuff does happen, and having to recover from a bad event from time to time feels natural and - to me - fair.
G
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Yeah those Farm Events seem annoyingly OP. Glad I didn't start getting those events till Medieval ( no Farms needed till than). Compare that with the Iroquois who don't need any tile improvements till Classical. Easy Game.
Another thing is that no Event is ever that Good to warrant such a thing.
Mines will self-pillage too.
I dub this version number of CBP events: "Community Tile Pillaging Simulator."![]()
Where can I check how long events that last a certain amount of turns remain?
Makes sense. No rush. Just wanted to report in case!re: Heat Wave, that option is greyed out because you need a tech (Civil Service IIRC) to get it. One of my plans going forward is to specify the TTs for those to be more explanatory (i.e. 'You lack the policy to choose this' or 'You lack the technology to choose this.'). All in good time.
G
Which database tool did you use to enter the missing row?