Opportunities

Note : CS opportunity regarding immigrations cost same as diplomatic mission yet provide lower influence. Kind of pointless at this point ;/
 
What is it now, 200:c5gold: for 50:c5influence:Influence? We could scale it up to 75:c5influence: or so; Opportunities should represent unique opportunities, after all, and so should represent a significant discount even for a player that's picked up the Patronage SP that gives +20:c5Influence:Influence from gold gifts.
 
Bribe: 250:c5gold: for 30:c5influence: (.12 per gold)
Opp: 200:c5gold: for 50:c5influence: (.25 per gold)

It's 200% as good as a bribe right now. I'd be okay with buffing it more... 75:c5influence: would be 320% the effectiveness of a bribe, or perhaps 70 for a more round number at 300% effectiveness.
 
Paid 600 for 50 influence on marathon.

With CSD a cheapest mission give 60/55 influ and also cost 600.

So maybe its cuz csd then
 
600:c5gold: for 60:c5influence: is the bribe rate on normal speed. If I understand the game speed scaling correctly, all costs should triple on Marathon, so bribes should cost 1800:c5gold: for 60:c5influence:.
 
U r confusing me and i think yourself again the same way as b4.

The cost NEED to stay the same on marathon as u get same amount of turns the CS will stay ally/friend.

So 600 gold for 60 turns of alliance on normal speed is not the same as 600 gold for 60 turn on 3 times longer marathon :)
 
on marathon you get same amount of turns the CS will stay ally/friend.
This sounds like a bug, because Marathon should slow down everything but movement & combat (which are proportionally three times faster than normal speed). This makes it difficult to balance citystate opportunities on Marathon... consider the immigration one:

  • -200:c5gold: for +70:c5influence:
  • -70:c5influence: for +200:c5gold:
  • +10:c5influence:

  • If we change the numbers, it imbalances the options of this opportunity, as you pointed out.
  • If we keep the numbers the same, it imbalances this opportunity compared to others. The city-focused ones would cost three times the amount of this one.
 
In v146.5 I added four opportunities created by Delgar. Three of them are CS opportunities similar to "Citystate Immigration," trading influence for another yield. The fourth one allows an experienced scout to contribute culture to the empire, or gain experience and upgrade to a Levy.

  • :c5influence: for :c5gold: : Currency Exchange
  • :c5influence: for :c5culture: : Diplomatic Incident
  • :c5influence: for :c5science: : Scholastic Fame
  • :c5culture: or Levy : Scout Stories
 
On standard speed i get 100 Influence for 600 gold, 165 for 1000....

On marathon its 60 Infl for 600 and 100 fot 1000.

So it kind of scale as i get less influence on marathon so the gold has less value.
 
I'm currently playing a game with version 146, so not completely up to date.
I got lucky with some Opportunities and got +3 culture on a farm and a quarry, but after loading the game, I no longer seem to receive the 6 bonus culture, even though the culture icons are still present.
The 2nd quarry culture bonus on the screenshot is for yet another opportunity I got after loading my game.

Is this the issue that was fixed in 146.3? Also, can I upgrade to the newest patch, without restarting my game?

http://i.imgur.com/Fro8d.jpg
 
I believe that was fixed in 146.3, but I haven't had confirmation of it yet. You might be able to upgrade, but I'd hold on to a backup of the old version just in case.
 
Here's another negative event idea. (If anyone else is interested in coming up with these, please do. Also, how many will be needed before they can be included?)

Dust Bowl
A massive drought has struck the lands surrounding <city name>! What should be done? (For the duration of any of the choices, possibly 5 turns, rivers and other sources of fresh water provide no benefit to the afflicted city)

Organize aid from across our nation! Each other city looses a total of 1 Food per two citizens in the afflicted city, totaled across the nation, for 5? turns (Not sure how long this should last). (That is, if the afflicted city had a pop of 14, and there are 8 cities total, including the afflicted city, then the other cities would each loose 1 Food for the duration) This option requires the existence of at least one other city in the civ.

Purchase aid from afar! Costs some amount of Gold, dependent on the pop of the afflicted city. (Requires better than neutral opinion of at least one major civ, or friendship or better with a mercantile CS.)

Tell them to work harder! All Food boosting improvements around the city are razed. The city generates 1 extra unhappiness per two pop for 5? turns. (Requires the existence of at least one food boosting tile improvement within the city's working radius.)

Tell them nothing can be done. The city's Food production is reduced to 1/4 for 5? turns. The city's population is reduced by 1/2. The total number of citizens lost is randomly distributed around the rest of the cities in the civ. (This is an attempt to simulate migrations that occur due to times of famine generally, and Hoovervilles specifically.)


Please let me know what needs to be changed for this. My apologies for going over the usual three options. I hope having four choices isn't a problem. If it is, I think the first option would probably be the one to drop.
 
Four choices is okay. :)

I'm willing to do the work of turning ideas for positive opportunities into code. For negative events, if someone provides the code, I'd add them. I've got a limited amount of time each day for this project so I have to prioritize. I've been focusing on bugfixes and user-interface enhancements lately.
 
Ok, um, huh. I have no idea how to even start writing code for these, so I guess this is dead in water then, unless someone else wants to give it a try. Ah, well. I thought it would be a fun thing to have, at least.
 
Here's another idea for an opportunity:

Your city has become famous for its spicy fish sauce (garum) which is like no other. (Requires city to be on ocean, lake or river)
1. Invest in fish farms to keep up with local demand (100 gold gets you 2 food indefinitely)
2. Invest in pottery to export fish to remote markets. (100 gold gets you 10 gold per turn for 40 turns); (or alternately, 4 gold per turn indefinitely - whatever is easier on the programming)
3. do nothing (get 2 gold per turn indefinitely)

I thought of this one after reading about the widely exported Roman delicacy Garum, which was a fermented fish sauce used to spice up their foods. Archaeologists have found amphorae used to carry garum in shipwrecks all over the Mediterranean and even farther afield. But I'm sure there are variants to this theme in every major culture.
 
One stallion of your stable near [cityname] is especially well build. He is very strong and fast. Horse breeders want you to allow them to use the stallion to fecundate their horses.

a) Support experimental horse breeding. + x:c5science:, -x:c5gold:
b) Keep the stallion's bloodline pure and use him as a tourist attraction. +x:c5gold:, -x:c5production:
c) Let the stable owner handle it. +x:c5gold:
 
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