Thalassicus
Bytes and Nibblers
1. Overview
2. Goals
3. Plans
4. Details
2. Goals
3. Plans
4. Details
1. Overview
Opportunities appear at turning points in human history to improve society. The paths we take depend on moral choices between different philosophies. The Communitas Expansion Pack adds this brand new feature to Civilization 5. This system was created by Hipfot, Skodkim, Spatzimaus, and VeyDer, with additional contributions from me, Thalassicus.
Each has:
- Historical significance.
- A way to enhance or reform society.
- Distinct moral choices.
- Invest in compassion, artistry, and conservation.
- Invest in ruthlessness, militarism, and development.
- Let locals decide instead of taking a national stance.
If you have ideas for new opportunities to add, open CivVModding and click the "Triggers" tab. The file opens in excel or LibreOffice (the free office).
\Documents\My Games\Sid Meier's Civilization 5\MODS\G&K Enhanced Mod\CivVModding.xls
When creating new opportunities your A/B categories don't have to be like the ones above, so long as the choice is clearly distinct. The categories here are based on the paragon/renegade morality systems from Bioware games. Ideally neither choice is strictly "good" or "evil." There should always be one "locals handle it" option, in case the central government cannot invest in the opportunity.
Important note: if you want to create new opportunities, permanent effects are much easier to code (~5 minutes work) than temporary effects (several hours of work). Almost anything is possible except setting the mood of two major civs between one another:




2. Goals
Good luck in life such as meeting someone interesting, getting an unexpected raise at work, and winning the lottery is fun and exciting! Bad luck like unexpected breakups or getting fired is frustrating and depressing.
We play games to have fun! Opportunities are therefore designed to feel like good luck. The benefits are clearly visible, while the downsides are hidden in the background with economic and accounting concepts. For example, consider an opportunity where we invest 150g in +3 science per turn.
Benefits
- +3
per turn.
- Balanced with higher tech costs: gains
- All players have the same opportunity rate: externalities
- Happens at an unpredictable place and time: risk
- We must forgo the other choices: opportunity cost
- We have early costs for late income: time value of money, return on investment
Even if the trigger of an opportunity has a negative aspect, like protests, the outcomes can be positive: reducing crime or improving education. It's an opportunity to improve society. The central government can invest in this opportunity to get better results, or let the local authorities handle it with fewer resources, lower costs, and lower rewards.
3. Plans
We completed the major phases of development, and reached on the fun part of creating new and interesting opportunities:
- Prevented repeat occurrences of the same opportunity on the same tile.
- Changed from independent to dependent probabilities, so as time passes without seeing an opportunity, odds rise of it finally appearing.
4. Details
Say we're in the Medieval era on standard game speed. We get 1 opportunity every 20 turns, at a random time during those 20 turns. It works like this:
- Each turn has a rising chance of an opportunity.
- If the chance happens:
- Run an opportunity.
- Block future opportunities.
- Continue incrementing the chance.
- When the stored chance reaches 100%:
- Reset chance to 0%.
- Unblock opportunities.
For example, if we're at turn 100 in the Medieval era, things might go like this:
turn: chance
100: 0%
101: 5%
102: 10%
103: 15%
104: 20%
105: 25%
- 25% chance randomly happens this turn.
- Do an opportunity.
- Block future opportunities.
106: 30%: blocked
...
123: 90%: blocked
124: 95%: blocked
125: 100%:
- Reset to 0%.
- Unblock opportunities.
126: 0%
127: 5%
128: 10%: chance opportunity occurs
129: 15%: blocked
130: 20%: blocked
131: 25%: blocked
... repeating ...
The increase in +% chance per turn depend on era and game speed. For normal speed these are the current timers:100: 0%
101: 5%
102: 10%
103: 15%
104: 20%
105: 25%
- 25% chance randomly happens this turn.
- Do an opportunity.
- Block future opportunities.
106: 30%: blocked
...
123: 90%: blocked
124: 95%: blocked
125: 100%:
- Reset to 0%.
- Unblock opportunities.
126: 0%
127: 5%
128: 10%: chance opportunity occurs
129: 15%: blocked
130: 20%: blocked
131: 25%: blocked
... repeating ...