Opportunities

Somethig with the stable of Augias ;-) I guess the opportunity should work in the Classical as well as the Industrial age? Pthmix's suggestion is very similar to the other ones, i.e. it has an economic focus, I'd rather have a "conquest victory" focus on it, i.e. a choice between war horses and happiness.

The stables in City X have succesfully breed a more sturdy race of horses, who are more calm.
1) Organize a widespread breeding system so that we can outfit our army with them (Free cover (?) promotion for all further horse units built here).
2) Equip our scouts with them (horse units receive +1 sight).
3) Use them in the fields (free hammers worth a forest chop, not permanent)

I'd guess, the free option number 3 would be too strong if it's a permanent +1 hammer. It also depends on how strong it should be. Happiness would be the number one choice, but there's already a barracks opportunity like this.

btw. there should be a Pamplona Bull Run Opportunity ;)
 
That looks good! Does anyone have ideas about opportunities for:

  • Mountains
  • Desert
  • Tundra
  • Snow
  • Ice
  • Deep ocean

  • Horse units
  • Iron units
  • Tanks
  • Aircraft
  • Sailing ships
  • Modern ships


The guidelines are...
  • Historical significance.
  • A way to enhance or reform society.
  • Distinct moral choices.
 
Maybe for Tundra, you could do a drill for oil event in the modern era? You could choose between a happiness boost, or getting another oil resource, or a science bonus for working that tile, maybe?
 
Found out that one can simply copy from google docs to the forums and ones gets nice tables (with the bracket order of course) ;) So work was a bit slow today and I wrote down a few for the ones you requested. I included jorlem's proposition for
Tundra since it's good ;). Does this help?

I'd especially like the Ford one since it's viable at the beginning and later on. It's hard to balance the effects with new creative options though ;)

Trigger Era Name Text Choice A (Compassion) Choice B (Ruthlessness) Choice C
Mountains Modern Ski Ressort A mountain near city would be perfect for a ski ressort. The general population shall profit from it. Build a mass tourist ressort. (-gold, +happy) If we can keep it exclusive, rich tourists will bring more gold (-1 happy/envy, + gold) Great, Tourists (+gold)
Mountains/Deserts Middle Ages Sandstone A particular kind of stone can be quarried near city This distinct colour shall be used to enhance the monuments of the city (+ culture) This should make building cheaper (+10% on buildings) Great, Exports (+ gold)
Desert Classical Glass A new technique has been discovered to create particularily fine glass Let us further perfect it and study to use it in various fields (+science) We shall use them in our palaces for decoration. No one else shall be allowed to use it. (+ culture) Great, Exports (+ gold)
Tundra Industrial Drill Baby Drill Scientists suspect an oil field near city. Drilling there would disturb the wildlife, a national park enhances happiness and knowledge of our citizens (+happines and science on tile) Drilling brings us much needed oil for our use. This should lower the gaz prices as well (-happiness, + gold and a oil source) Let a private corporation explore and use it (+gold on tile and at the moment)
Snow Industrial Training Ground A snow field near x can be used as a training ground for our military. They should focus on survival (new units heal faster and have defence bonus) They should focus on combat (new units + strength in rough terrain) Let the mayor handle this. (+ experience in city)
Snow (and/or mountains) Modern Scientific Archive A geologically stable area near city would be perfect for a lasting archive of biology and other things. Invest in it. (costs gold, + science on tile) Let a private corporation handle it (costs science, +gold) Let the mayor handle this. (+1 science, +1 gold)
Ice Modern Ice Core Research Climatologists believe they can gain valuable knowledge by extracting ice cores near x. That's a global issue. Organize an international team of researchers (costs gold, science and influence in cs? We can gain a head start on other civilizations if we can keep the gained knowledge for ourselves. Make it a military expedition. (more science, but more gold and lost influence in cs) Great, Knowledge! (+x free science points)
Deep ocean Modern Deep Sea Exploration The Deep Seas hold mysteries. Organize a scientific expedition. Organize commercial use for it Let the mayor handle this.

Horse units
Iron units
Tanks Modern "Peace Keepers on Tianmen" Tanks are a sign of power. We should put them to use in peace times as well Our superior models should be used around the world (gifted tanks to city states give +100 influence and + 2/3 of price of tank in gold) Utilize them to frighten demonstrators, no harm in a strong sign not to protest (tanks if garissoned +1 happy per city) Show them off in a parade in our capital (+1 happy)
Aircraft Modern
Sailing ships Middle Ages Scurvy Many men are dieing on our ships on long voyages from a strange disease. Make our scholars study the disease (+ 4 science, - gold?) Exploration must continue at all costs (-1 happy, +1 strength for ships?) Let's pray to the gods! (?)
Modern ships

River First one onwards Ford There is a Ford near City X Build a Trading post so that the goods flow more easily (a village with + 1 food) Put up a Toll station! (a citadel with +5 gold appears) Let the mayor handle this
River (Delta) First one onwards Canals and Prayer The Delta of the River near city x is plentiful, but there are many floods. Build a canal system to regulate the floods and use them for growing of food. (+25% city growth) Make sacrifices when floods occur to placate the gods (+culture) Let the mayor handle this (+1 food)
Lumbermill Middle Age Efficient Lumbermill A lumbermill near has been known for its efficiency The mill shall be used to help building and make our city prosperous (+25% on building buildings) The mill shall be used to fasten our production of weapons and ships (+25% on units) Let the mayor handle this (+1 production)
River Industrial River Straightening The River near city is a main commercial lane. A Straightening of the River would speed up traffic, but local populations fear that they will lose the land to their neighbours and get nothing from it. Hear the population out and invest in reparations (costs gold, gives happiness) Trade is at the heart of our civilization, we can't slow it down for a few peasants. (costs happiness, gives gold) Let the mayor handle this.
 
Forum tables are a feature I got ainwood to add a few weeks ago. :)

Those are good ideas for opportunities. I'm going to wait another week or so to see if anyone else has concepts for these.
 
What the "1 opportunity per turn" bug of 151.4 showed me:

1) There needs to be an alternative to the scout opportunity for the beginning of the game. I'd suggest the "river flooding" (food or culture), a barbarian one (barb unit switches side or settles down for gold), a forest one (chop down for quick hammers or ?), or a grassland one (farm or village, only ancient and classical age).

2) The City State Quests are too expensive at the beginning (I'm not losing 200 culture or science). Also -70 influence puts you very deep into the hate territory if you start at 0 influence.

3) The City State Quests Wording also really doesn't fit with the Classical Age. Start them in the Middle Ages at least or change the wording. Is it possible to have two wordings. Exchange Students can become "Young Nobles" or something like that.

4) The opportunities can be very expensive. That's ok though ;)
 
There needs to be an alternative to the scout opportunity for the beginning of the game. I'd suggest the "river flooding" (food or culture), a barbarian one (barb unit switches side or settles down for gold), a forest one (chop down for quick hammers or ?), or a grassland one (farm or village, only ancient and classical age).

The City State Quests are too expensive at the beginning (I'm not losing 200 culture or science). Also -70 influence puts you very deep into the hate territory if you start at 0 influence.)

I've been getting alternatives to the Scout one lately, but like your suggestions.

I don't think the CS quests are too expensive, though. Put it this way - I've yet to pass on it. What I like most about it is that it's a tough choice.
 
I meant too expensive for the Classical Age, where they also don't fit from a textual point of view ;-)

Out of the around 10 opportunities I got in the bugged game, around 4 where the scout savior opportunity. As I normally build scouts before warriors or archers, the chance for this one is really high. It's allowed to be higher though, don't get me wrong.

It's the same with the monument opportunity btw. as you will not have another building that early, it's really likely that you get the "imperial war monument" when you haven't even found another civ yet ;)
 
Too bad there can't be a random outcome element to opportunities. e.g.
"Your university doctors have invented a vaccine that they think may improve your soldiers' stamina"
Outcome if you select "Use the vaccine on them":
40 % your leg infantry ignores terrain costs
30 % your leg infantry gains 1 MP
30 % you lose one random unit and 1 pop from capital (oops not ready for prime time!)
Outcome if you select "Do more research"
20 % you gain some science points
20 % you gain 1 pop in your capital
60 % no effect - "Back to the laboratory"

That's just an off the top example. The concept might spice up the game some.
 
1) There needs to be an alternative to the scout opportunity for the beginning of the game.

3) The City State Quests Wording also really doesn't fit with the Classical Age. Start them in the Middle Ages at least or change the wording.

#1 is the reason for #2, at least for now. I'm gradually adding more opportunities to early eras. :)
 
Maybe a bug, maybe design choice:
I got "Scholastic Fame" opportunity in my game, but I can't select the "+200 science / -70 inf" (Marathon speed numbers?)
I'm currently Allied with the City-State (74 inf), so I should be able to choose that option, right?
http://i.imgur.com/uczBn.jpg
 
I disable the backstab option when allied because it's very rare where it would be advantageous to trade so much gold (and happiness, and exports) for a small amount of another yield. The anti-citystate option mainly exists for players who are not allying with citystates.
 
You disable it so that the AI doesn't chose it, right? That's ok. For the human, I disagree, more choices are better, even if they rarely make sense... ;)
 
The choice is available when we have the Aesthetics policy. I do see what you mean, though. It would be very difficult to disable it only for AIs... in certain situations... and not humans. It's much easier to do 2 of those 3 than 3/3.
 
The choice is available when we have the Aesthetics policy. It's only disabled when allied. I do see what you mean... but it would be very difficult to disable it only for AIs... in certain situations... and not humans. It's easier to do 2 of those 3 than 3/3.

I'm referring to an opportunity to damage CS relations (with an ally) in exchange for something (gold or culture). I think I've had it grayed out post-Aesthetics.
 
This is the condition; it doesn't check policies:
PHP:
function Game.TrigCondition.NotAlliedCS(playerID, trigID, targetID, outID)
    local minorCiv = Players[targetID]
    if Players[playerID]:IsAtWar(minorCiv) then
        return false
    end
    return minorCiv:GetAlly() ~= playerID
end
 
I'm skeptical about the opportunity which gives a choice between 70 :c5influence: and 200 :c5gold: / :c5culture: (it's bound to city states).

Lost of 70 :c5influence: in a city state that player has no interest in making alliance is meaningless. Nobody would care about tragic bad relation with the city state, there is virtually no negative consequences. The choice is obvious.
Futhermore, experience from my practice shows that 200 :c5gold: is a significant amount that many times helps me in a trouble (nearly half price of horseman), because the opportunity turns up in early ages so purchasing units/buildings is relatively cheap. I guess none of opportunities should be so obvious and influential. And there is no common sense here, you can't lose that you don't have.

The other situation is a gain of 70 :c5influence:, I think it's rarely helpful and chosen by ambitious human players. Estimated benefits are too small.

My proposal - several alternatives
1) remove it totally and make up new one for city states
2) reduce numbers in this opportunity
3) only for city states that player has already some :c5influence: ( let say + 50 )
4) make it turn up in late middle age and/or 3)
5) change the first part of it: gain and lost XX :c5influence: in X nearest city states (depending on map size and number of city states)

p.s. I deeply believe human players usually spend cash more productively than AI does so 200 gold on human hands is really a lot.
 
I agree that opportunity is usually a no-brainer one way or the other early on, and would support implementing 4). What I think would really be ideal is 3) - and more specifically if it only happened on city-states that you were friends with (regardless of influence #), so you have some investment, making it a really tough decision.
 
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