I am sorry if this idea has already been thrown out there, but if it has, then I just didn't read it properly.
Why do the events have to be pay X gold for THIS great deal, or pay X for THAT great deal, or paying nothing for a small freebie (although I would never consider +1 to Population a small deal)??
I totally get the whole opportunity cost argument, but isn't that missing the point a little? You are basically given an event that is going to give you something good or great no matter what. You choose between the great options. It is not like you are really giving up 6 culture for 6 hammers. You never had the culture in the first place - it's merely an option for you.
Why not have events like real life so that there is more strategy and cost/benefit involved?
For example - Workers at the local factory/mine/quarry have gone on strike.
Similar to the airline strike during Ronald Reagan's term as President, for example, you can:
1) Force them back to work imposing more production requirements resulting in +X hammers and -Y Happiness.
2) Embrace the strike and force the owners to meet the strikers' reduced work demands resulting in +X Happiness and -Y hammers.
3) Resolve the strike by having the government subsidize the pay for the workers but requiring higher production quotas resulting in -X gold per turn and +Y hammers.
OR
4) Do not intervene and let the parties involved handle it. NOTHING happens.
Another example -
Scientists have discovered a new medical process called "Stem Cell Research" (or Genetic Engineering or whatever you want). It has the potential to greatly increase your empire's research rate, but the public is very concerned and outraged about the moral implications.
You can:
1) Embrace the research and support it with government operating funds resulting in +2X beakers, -X gold and -X happiness.
2) Allow the research to happen, but do not support it with govt funds resulting in +X beakers and -X happiness.
3) Forbid the research and all similar lines of exisiting medical technology imposing criminal and civil penaties for anyone engaging in such research resulting in -X beakers and +Y happiness.
Or
4) Do nothing. NOTHING happens.
Another -
A new religion in your empire is gaining new followers, but it's teachings and some of it's followers believe that they should impose their beliefs on others even resulting in random attacks against those who do not follow their belief system. The majority of your citizens are afraid of the fanatical arm of the religion and tensions are rising across the land. You can:
1) Embrace the new religion under your preference for religious tolerance and Freedom of Religious beliefs across your empire resulting in +X culture and -X happiness (or possibly even -X population).
2) Outlaw the new religion making it a crime to practice it in any form resulting in -X culture and +X happiness.
3) Neither embrance nor denounce the practice of the new religion, but sponsor and pay for an ongoing a public awareness program regarding both religious tolerance and compliance with existing criminal laws resulting in +1/2X culture and -1/2X gold per turn.
OR
4) Do nothing. NOTHING happens.
The X and Y values are not my strengths. Thal would figure out the proper numbers. But isn't that much more of a cost/benefit relationship? Isn't that much more engaging in terms of "Wow, this is actually a real choice I have to make. What do I need? What is my primary goal for this city? Do I have enough income to support this decision?"
It also becomes much less of just a gold purchase issue. There are real ongoing costs associated with the decisions - not just foregone opportunities.
Anyway - thought I would throw that out there. It's just that the one time gold cost coupled with a lost opportunity (which was free anyway) seems a little weak to me for the benefit being gained for the rest of the game. I kind of like the idea of ongoing costs for ongoing benefits - just like real life.
Does any of that make sense??
Why do the events have to be pay X gold for THIS great deal, or pay X for THAT great deal, or paying nothing for a small freebie (although I would never consider +1 to Population a small deal)??
I totally get the whole opportunity cost argument, but isn't that missing the point a little? You are basically given an event that is going to give you something good or great no matter what. You choose between the great options. It is not like you are really giving up 6 culture for 6 hammers. You never had the culture in the first place - it's merely an option for you.
Why not have events like real life so that there is more strategy and cost/benefit involved?
For example - Workers at the local factory/mine/quarry have gone on strike.
Similar to the airline strike during Ronald Reagan's term as President, for example, you can:
1) Force them back to work imposing more production requirements resulting in +X hammers and -Y Happiness.
2) Embrace the strike and force the owners to meet the strikers' reduced work demands resulting in +X Happiness and -Y hammers.
3) Resolve the strike by having the government subsidize the pay for the workers but requiring higher production quotas resulting in -X gold per turn and +Y hammers.
OR
4) Do not intervene and let the parties involved handle it. NOTHING happens.
Another example -
Scientists have discovered a new medical process called "Stem Cell Research" (or Genetic Engineering or whatever you want). It has the potential to greatly increase your empire's research rate, but the public is very concerned and outraged about the moral implications.
You can:
1) Embrace the research and support it with government operating funds resulting in +2X beakers, -X gold and -X happiness.
2) Allow the research to happen, but do not support it with govt funds resulting in +X beakers and -X happiness.
3) Forbid the research and all similar lines of exisiting medical technology imposing criminal and civil penaties for anyone engaging in such research resulting in -X beakers and +Y happiness.
Or
4) Do nothing. NOTHING happens.
Another -
A new religion in your empire is gaining new followers, but it's teachings and some of it's followers believe that they should impose their beliefs on others even resulting in random attacks against those who do not follow their belief system. The majority of your citizens are afraid of the fanatical arm of the religion and tensions are rising across the land. You can:
1) Embrace the new religion under your preference for religious tolerance and Freedom of Religious beliefs across your empire resulting in +X culture and -X happiness (or possibly even -X population).
2) Outlaw the new religion making it a crime to practice it in any form resulting in -X culture and +X happiness.
3) Neither embrance nor denounce the practice of the new religion, but sponsor and pay for an ongoing a public awareness program regarding both religious tolerance and compliance with existing criminal laws resulting in +1/2X culture and -1/2X gold per turn.
OR
4) Do nothing. NOTHING happens.
The X and Y values are not my strengths. Thal would figure out the proper numbers. But isn't that much more of a cost/benefit relationship? Isn't that much more engaging in terms of "Wow, this is actually a real choice I have to make. What do I need? What is my primary goal for this city? Do I have enough income to support this decision?"
It also becomes much less of just a gold purchase issue. There are real ongoing costs associated with the decisions - not just foregone opportunities.
Anyway - thought I would throw that out there. It's just that the one time gold cost coupled with a lost opportunity (which was free anyway) seems a little weak to me for the benefit being gained for the rest of the game. I kind of like the idea of ongoing costs for ongoing benefits - just like real life.
Does any of that make sense??