
Does the AI get random events too?
Cost: 50
Food: +2 on the Pasture
Cost: 50
Production: +3 on the Pasture
Production: +1 on the Pasture
= 2
= 3
= 3
= 3
= 3
This; that's pretty.Talk about immersive - that looks great!
= 2
= 4
= 3
= 2.5
= 2.5
,This should probably be done. I have one plains tile with improved wheat giving me 7 food in the classical era, thanks to events.Prevent repeat occurrences of the same event on the same tile.
should not be the only, nor the primary, payoff for per turn bonuses. I'm seriously finding events to be overwhelmingly positive. By the end of the classical era, it will not be unusual for me to be surrounded by mines giving 6 production, farms on plains giving 6 food, and, if I feel like it, huge amounts of culture from a variety of sources.
In short:
-should not be the only, nor the primary, payoff for per turn bonuses.
- Every major bonus (Usually the top two choices, where the bottom is more passive) should have payoffs in the opposite area.
- Purely 'negative' and 'positive' events should be discarded in favour of grey-area events.
- Choices should feel like choices, not choosing different bonuses.
- Events should cause the player to slightly alter their playstyle in a similar to (albiet more subtle than) Civ bonuses and Unique Units / Buildings.
it's quite frustrating to see the AI get bonuses from their market events in the first few turns
When the options are:The cost of any activity measured in terms of the value of the next best alternative that is not chosen. It is the sacrifice related to the second best choice available to someone who has picked among several mutually exclusive choices.
gold
/turn
gold
/turn
/turn
less than if we chose B. So A has +2
/-3
compared to B. Both have -100
compared to C.
/turn for 100
/turn for free
for 2
/turn more than the free option. This is why I discussed opportunity costs. The break-even point for option B is 100/2 = 50 turns (not counting city modifiers). So after choosing this, for 50 turns we are weaker than we would have been. Games last 250-300 turns, so we're weaker for ~20% of the game.
for +2
/turn. After 50 turns we'll be better off than option C, but are we actually better overall when we consider the game as a whole? Games like Civ are exponential in nature, after all. The early game is more important than late game. So if we consider turn 50 (when we pay an event) to be twice as important as turn 100, then it raises the cost (or lowers the return value). I believe it is a net neutral effect on a game as a whole, shifting value from the early game (when we might not need it) to the late game.The only issue I have here is that in the end, if you compare playing a game with events to a game without events, the game with events you're going to end up considerably ahead, thanks to the extra yields.
As it is now (with the possibility for the same event to occur on the same tile within a few turns, which I got in my game) we end up with tiles that have ridiculous yields for the amount of investment and lack of maintenance.