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Opportunities

Discussion in 'Communitas Expansion Pack' started by Thalassicus, Jan 31, 2012.

  1. mitsho

    mitsho Deity

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    The reason they are available so early is to have other opportunities occur than purely military ones. Once the pool is expanded for the early eras, they can be moved back. At the moment, 200 :c5science: f.e. is too strong since it's essentially a whole technology, while by the time you need that city state, the :c5influence: has gone back to normal.

    200 :c5gold: and 200 :c5culture: however don't seem too high for me. They are no problem if they only occur later which also fits with their wording. Thus please make proposals for good ancient, classical and medieval opportunities ;)

    I'd disagree with putting a minimum friendship on it. It makes the opportunity more rare and the randomness of where it occurs also is a choice of some sort. Additionally, if you have zero influence with a city state, the "free" bonus can give you more culture, food or better units and opens up that city state for quests. if you already have an influence point, this effect is lost.
     
  2. Thalassicus

    Thalassicus Bytes and Nibblers

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    You're both right. The reason for the current state is it takes time to create and write code for new opportunities.
     
  3. MortalD

    MortalD Warlord

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    When opportunity happens, u can still move around while the pop up display.

    U can even do some trade and get enough money for the opportunity.

    However if u dint had enough money at the start of a turn then u wont be able to pay for the opportunity regardless. I assume thats intended. Actually would it be still opportunity if u could just sell something every time opportunity triggers ?

    So should it stay as it is or maybe let us collect the money while the pop up displays ?

    Was wondering about that for a while now...
     
  4. Seek

    Seek Deity Supporter

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    Some Ancient Era Opportunities

    "Land grab"
    - The people are demanding better land to work.
    a. 100g Agree, fund the annexation of more land into the empire. (gain 4 tiles)
    b. 100g Refuse, the people may not make demands of [leader]! Conscript a segment of the population to work at your behest. (gain 1 worker)
    c. Let the Mayor handle it (+1 tile)

    "Playing with Barbies" (Requires barbarian trigger)
    - A group of barbarians wishes to peacefully join empire ... for a price.
    a. 100g Agree, but only on the condition that they continue to fight - for [civilization]! (get barb unit)
    b. 100g Agree, allowing them to work the land alongside natural citizens. (+1 pop)
    c. Deny, ambush the barbarians and use them to train your unit. (kills barb, nearest unit gets 10xp)

    "The Iliad"
    - A young artist has written a magnificent work of epic poetry.
    a. 100g Pay off the artist to allow [ruler] to claim [he/she] wrote the grand epic. (+2 happiness)
    b. 100g Grant the artist a title and distribute the work across the land. (+50 culture)
    c. Let the Mayor handle it. (+1 culture in city)

    "Work, you bastards"
    - Your advisors suggest erecting a series of intimidating monuments throughout [city], to always remind the people of your power.
    a. 100g Erect these monuments without delay - the people must fear the mighty [leader]! (+5% unit production)
    b. 100g Hire new advisors who will speak of your hard work and humility, convincing your populace to work harder in your name. (+5% wonder construction)
    c. The people don't need to work harder! (+1 happy)
     
  5. Thalassicus

    Thalassicus Bytes and Nibblers

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    Those look good; I'll add them and the earlier ones once I have time.
     
  6. Seek

    Seek Deity Supporter

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    Cool, of course feel free to edit them - I'm still not completely happy with the phrasing in the last one.
     
  7. Dunkah

    Dunkah Emperor

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    It seems that once in a while the activation of a unit while the opportunity widow is open will draw it away from the hex that is in question. Then it's imposible to figure out where the opportunity takes place.

    Is it possible to put a center button on the opportunity window so in the event this happens and is relavant we can recenter the popup back on the tile in question?
     
  8. Seek

    Seek Deity Supporter

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    +1 for this. Ideally it would be nice if the Opportunity was presented as notification on the right (like choose great person or free tech) so the player can manage finances if necessary and make a decision on the Opportunity at his or her leisure.
     
  9. Acratenn

    Acratenn Chieftain

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    I agree with Seek about the notification. There was once a time I couldn't use the paid opportunities even though I had the funds just because it checked my treasury before the turn's income was added.
     
  10. Thalassicus

    Thalassicus Bytes and Nibblers

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    I'll add it to the todo list. :)

    However, this game's user-interface code is poorly written, and based on my past experience I estimate it would take 5-10 hours of work to turn opportunities into notifications. It's possible... but adding more opportunities is a higher priority for now.
     
  11. 4sterisk

    4sterisk Chieftain

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    Is this deal still being developed?

    Can it be installed separately from VEM?
     
  12. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    GEM is VEM for G&K and yes it's being actively developed.
     
  13. 4sterisk

    4sterisk Chieftain

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    ^ I'm talking about random events mod ("Opportunities").
     
  14. Ahriman

    Ahriman Tyrant

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    To clarify: opportunities are a specific mechanism in the VEM and GEM mods. It is not a standalone modcomp, it cannot be downloaded separately.
     
  15. 4sterisk

    4sterisk Chieftain

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    Is there a standalone Random Events MOD out there at all (for G&K)?
     
  16. Dunkah

    Dunkah Emperor

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    The original code was created for Vanilla by several different modders 5 or 6 I think.

    Thal built a much better version on top of that base, (I am assuming).

    I have not seen anything since then that has been stand alone.
     
  17. skodkim

    skodkim Deity

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    The original code was created by me along with other modders. It hasn't been maintained since Thal created the oppertunity system in GEM and I'm pretty confidet it wouldn't work with G&K.

    The mod can be found here: Link

    \Skodkim
     
  18. Stalker0

    Stalker0 Baller Magnus

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    I was curious what choices people generally make when selecting the oppurtunities?

    Right now, my primary choice is always the happiness bonuses as they are so hard to get otherwise. Past that, I generally go for hammers, only getting culture if I'm going for a culture win.
     
  19. heinous_hat

    heinous_hat Prince

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    Entirely situational for me. Most of the present scenarios are pretty nicely balanced and play well into varying game conditions. Typically, I'd favor the most unique outcome or scarcest commodity available (unless, of course an opportunity fills some pressing need, such as hammers while racing to build a key wonder).

    For example, there is a situation where you can exploit a fertile flood plain for either +3 science or +2 food (given cash in hand). In the early game, +3 science is of much more immediate benefit than a food boost you can derive from additional farming (more so, seemingly, at epic or marathon pace). On the other hand, that extra food would be of greatly increased value once city growth has flat-lined and science per population is being amplified by buildings and supplemented by specialists. Nifty choice :) Alternatively, if that opportunity arises in some desolate area where I've gone to acquire a rare luxury, the extra food is of immediate and obvious benefit. Many of the opportunity scenarios seem to have similar, well planned utility.

    With unit oriented choices, I generally go for things I can't acquire by normal means (e.g. scouts with bows). There again, the situation will occasionally dictate otherwise. Maybe I'm desperately searching for a religious city state, so an additional scout fits the bill.

    Culture offerings might be somewhat lackluster, as you say, given that you can derive a lot of global culture early on from happiness (via Tradition opener). An early local culture boost might have greater distinction if you were in a close border region and competing for tiles... but only if coin is scarce (the diplomatic penalty for buying tiles in close proximity seems gone... what happened there?).

    I think culture opportunities seeming a dull choice is indicative of a larger issue with local culture needing a more interesting mechanic. I'm playing with Gedemon's rev-culture mods (as I've seen others here mention) and that would seem to add the needed incentive, though I've yet to figure out if Cultural Diffusion is actually linked to local culture accumulation. Drifting into OT for this thread, but does anyone know?
     

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