I am a strong proponate for leaving the Random events in. I think that we can remove any events that prove to be too unbalanced. Of course, we could use some help identifying those, if any.
The only ones I think might be potentially unbalanced are the ones that provide all your units of a certain kind with a free promotion early on. All the other events either have a minor impact that is no stronger then discovering a metal in one of you mines or require investing so much that the reward is not unbalancing IMHO. Those that might need tweaking I think could be these (because they give you a huge advantage at a time (usually very early) when you neighbors will find it difficult to counter it:
Code:
Event60
Bowyer
Prereq: ARCHERY
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER
Active/Weight: 35/50
Result:[LIST=1]
[*]All your Archery units gain the Combat 1 promotion[/LIST]
Very early, OTOH you won't be attacking with archers usually and Protective Archers are much stronger anyway (Protective with this though... Still mainly a defensive advantage...
Code:
Event61
Horeshoe
Prereq: Pastured Horse AND road OR railroad
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 30/50
Result:[LIST=1]
[*]All your mounted units gain the Flanking I promotion[/LIST]
Again very early and Flanking I is a nice bonus, though it will probably not be game breaking, still it might be worth considering to add a prereq like horse archery or so to move this event out of the early rush period (Note: I believe most if not all events should be kept, if necessary it is just as easy to move them to later periods than to disable them...)
Code:
Event82
Axe Haft
Prereq: BRONZE_WORKING
Obsolete: NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER
Active/Weight: 25/200
Result:[LIST=1]
[*]All Axeman units gain the Shock promotion[/LIST]
Easily one of the only ones that are so unbalancing that it might need to be disabled - axemen already counter all Melee units, with this they even counter other axemen, OTOH there still are chariots to counter them, but face it the AI does not nearly build enough and even one spear in this SoD beats everything there is
Code:
Event83
Tower Shield
Prereq: MINING
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 20/200
Result:[LIST=1]
[*]All Melee units gain the Cover promotion[/LIST]
And here comes the second one - Quecha rush with this event anyone? at the very least the Prereq should be Iron Working or something like this not mining...
Code:
Event84
Smokeless Powder
Prereq: GUNPOWDER
Obsolete: RIFLING or STEEL or SCIENTIFIC_METHOD
Active/Weight: 40/200
Result:[LIST=1]
[*]All Musketman units gain the Pinch promotion
[/LIST]Since hardly anyone builds muskets anyway this is not too bad, but still maybe worth discussing
Code:
Event86
Firing Pins
Prereq: MILITARY_SCIENCE
Obsolete: STEAM_POWER or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/200
Result:[LIST=1]
[*]All Grenadier units gain the Pinch promotion[/LIST]
This one OTOH might be a bit unbalancing, however it is pretty late and has a very narrow window of actually occuring that it might be ok
Code:
Event143
Charismatic
Prereq: Police State civic AND NATIONALISM or PRINTING_PRESS or EDUCATION or GUNPOWDER
Obsolete: None
Active/Weight: 65/100
Result:[LIST=1]
[*]All Gun units gain the March promotion
[*]+2 happy faces in all cities[/LIST]
All Gunpowder units with March, mix in the usual Medic3 unit and this is a very powerful SoD. however still a late advantage and few people actually use Police State for any length of time, so the prereqs might be ok to ensure that it does not happen too often...
Code:
Quest11:
War Chariots
Prereq: THE_WHEEL AND State Religion
Obsolete: MONARCHY or LITERATURE or CODE_OF_LAWS or AESTHETICS or MATHEMATICS or ALPHABET or HORSEBACK_RIDING or IRON_WORKING or METAL_CASTING
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Chariots (7 for standard)
Result:[LIST=1]
[*]All Chariot units gain the Combat 1 promotion
[*]Spread your state religion to 5 own cities[/LIST]
Nice bonus if you planned to rush with chariots anyway OTOH very short timespan and not too unbalancing...
Code:
Quest12:
Elite Swords
Prereq: IRON_WORKING AND State Religion
Obsolete: MACHINERY or FEUDALISM or MUSIC or PHILOSOPHY or CIVIL_SERVICE or THEOLOGY
Active/Weight: 25/200
Aim:
Build default number of players for this world size +1 Swordsmen (7 for standard)
Result:[LIST=1]
[*]All Swordsman units gain the City Raider 1 promotion
[*]All Melee units gain the Drill 1 promotion[/LIST]
This IMHO is the only quest I find difficult to defend - free City Raider Swords are just very powerful - maybe at least include an additional prereq like Alphabet or so to reduce the likelyhood of a very early rush...
So maybe the question should be, should they be a required option?
Apart from very few ones I don't believe they are more or less unbalancing then goodie huts - after all some people actually restart dozens of times in the lower difficulties just to pop a settler or two - OTOH they might disrupt well laid out plans (for a few turns) if suddenly a mine is destroyed or you loose a road or whatnot, so I would be strongly in favor of giving players the option of using them or not...
I think that random event have a problem with slavery. With this type of civic the risk of revolt it's high and change mechanics of play..imho...
I have no problem with that one, Slavery is easily the most (ab)used Civic in the early game and giving it a chance of having a disadvantage as well won't deter anyone from using it, but does make it a bit more challenging to do so

- this actually is one of the few good reasons of forcing Random Events on (maybe even make it active in 100% of games

)
Edit: since the new patch should be out within the next 3 or so weeks and they are bound to change some stuff in there (because of a few bugs in the events codes) it is well possible that some adjustments will be made for balancing purposes as well, so maybe wait for the patch before actually deciding to get rid of events
