Random Events

61) Hamburger Joint (gives a little gold)

a) I will make the gold more dynamic, but most of all: it requires radio and it should require francises or so.


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62) Tea (little gold and +1 Diplo with random civ)

a) Make it require tea...

b) Any tech that would be more fitting than Scientific Method? A trading tech?

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63) Fashion (small amount of gold again...)

a) Change prereq from Factory to Textile Factory

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64) THOROUGHBRED (small amount of gold again...)

a) add additional routes as prereq

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65) Girls best friends (small amount of gold again...)

a) add additional routes and mines

b) change prereq to diamonds rather than gems...

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66) Banana Split (small amount of gold again...)

a) add additional routes.

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67) Harbourmaster (a quest) and harbormaster done

a) remove obsolete tech metallurugy

b) make it more likely the more ships you have

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68) Classic literature (quest)

a) make it more likely the more scrollmakers you have

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69) best defense (quest)

a) make it more likely the more high walls you have

b) In general, I'd like to increase the iGamesPercentActive value for all events to 75% or maybe 80%. They are now (mostly) at 25%. Since a game in C2C takes AGES, I think this will spice up the game (I really LOVE quests :p )

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70) Miracle (Wall + gold or converting cities)

a) It requires either Walls or High Walls, but gives only + gold to Walls. Will add High walls here

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71) Secret Knowledge (15% to a reli tech or +4 Culture to Monestary)

a) GamesActive: 70% -> 90%

b) Set iMinTurnsLeft to 4 -> if there are 4 or less turns left for a tech, it can't be choosen for the 15%.

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72) High warlord (Free General)

a) GamesActive: 70% -> 90%

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73) Spoiled Grain (lose food or pay for it)

a) 80% -> 90%

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74) Angle of Mercy (Hospital +gold or + :) and health)

a) 80% -> 90%


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75) chilly flight (+ gold from airport)

a) 80% -> 90%

b) Add Commercial Airport, Airfield as OrPrereq

c) add these two also in the outcome

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76) Industrial Fire (+ lose factory or pay for it)

a) 80% -> 90%

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77) Laboratory (15% to random tech)

a) 80% -> 90%

b) at MinTurnLeft to 4

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78) Heresy (+ gold from airport)

a) 85% -> 95%

b) min turns left -> 4
 
Really? Why? I thought the very early PH era was the problem :confused:

Not even, you go in a sense fast through that era, but when you get to Ren and Indus Era they go waaaay slower and have actually hardly any events at all.

You can go thought the PH era if you want in about 1/2 hour or so, but when you get to the Ren Era it will take you about 2-4ish hours or so, then Indus Era about 3-6ish hours, so alot of difference there.
 
The difference though is not in the number of turns, and events only happen on turns. PH needs more because currently you get the same ones over and over, this does not happen in later eras because many events can occur over long periods of time.
 
Mouse, these events need graphics?

No I don't think so, since they were already in game. Whenever I looked (not always) there was a string to a .dds file, so they should be ok.

Not even, you go in a sense fast through that era, but when you get to Ren and Indus Era they go waaaay slower and have actually hardly any events at all.

You can go thought the PH era if you want in about 1/2 hour or so, but when you get to the Ren Era it will take you about 2-4ish hours or so, then Indus Era about 3-6ish hours, so alot of difference there.

Well, the overall amount of events in an era is not correlated to the likelyhood that one appears.

It works like this: Every turn, there is a "n in 100" chance that an event will trigger (it is not choosen WHICH event). The "n" is adjustable and increases per era.
After it is choosen IF an event will take place, it is choosen WHICH event will occur, which is determined by the iWeight of an event.

While it triggers in around every ~33 turns in PH, it triggers every ~12 rounds in Industrial Era. So the likelyhood is already higher!


TLDR: Number of available events per era do not increase the likelyhood that an event occurs.
 
62) Tea (little gold and +1 Diplo with random civ)

a) Make it require tea...

b) Any tech that would be more fitting than Scientific Method? A trading tech?

Clipper Merchants were vital to the tea trade and (for some reason:crazyeye:) they are unlocked at Chemistry. Otherwise if you're going for a trade tech you can't go past Mercantilism.

65) Girls best friends (small amount of gold again...)

a) add additional routes and mines

b) change prereq to diamonds rather than gems...

I would say leave it at Gems - otherwise you'll get only 1 civ in an average game that can get it... (where's the fun in that??:p)
 
65) Girls best friends (small amount of gold again...)

a) add additional routes and mines

b) change prereq to diamonds rather than gems...

I would say leave it at Gems - otherwise you'll get only 1 civ in an average game that can get it... (where's the fun in that??:p)

Can't be Gems as there is no map resource called Gems it is a manufactured resource.

Perhaps change it to diamonds then add new ones for biggest diamond/sapphire/ruby as well. If you are running Monarchy or despotism add option to make Crown Jewels:D
 
Clipper Merchants were vital to the tea trade and (for some reason:crazyeye:) they are unlocked at Chemistry. Otherwise if you're going for a trade tech you can't go past Mercantilism.

One prereq is that you are not allowed to run the civic Mercantilism. So basically it never obsoletes, but requires a Commercial Port, so it obsoletes when you only have Internatioaln Ports left. But I can add these as prereqs was well. So a Clipper Merchant is required... what about skipping the tech requirement and make it require at least 1 Clipper Merchant?

I would say leave it at Gems - otherwise you'll get only 1 civ in an average game that can get it... (where's the fun in that??:p)

The problem is: A PLOT is required to have the resource - and gems can't be on a plot :sad: Not sure if it would work if I remove the "bPickPlot" tag. Probably it will require only gems somewhere in then.
But also, this event can trigger at most once per game, (not per civ), so this would be a minor problem ;)


@DH: Not a bad idea... There are A LOT of things we COULD do...
 
One prereq is that you are not allowed to run the civic Mercantilism. So basically it never obsoletes, but requires a Commercial Port, so it obsoletes when you only have Internatioaln Ports left. But I can add these as prereqs was well. So a Clipper Merchant is required... what about skipping the tech requirement and make it require at least 1 Clipper Merchant?

IMO Clipper Merchants aren't a great prereq: does anyone build them? (Sure you might build one in the hope of getting the event, but most players won't know it's a prereq.) I recommend Mercantilism tech then - you are going to get the tech whether you run the civic or not...

For the gems, if you can't combine all the gem map resources into one event (sounds easier to me), then one event each will have to do.
 
so it will be Mercantilism tech then.

I'm not sure if this works. I can't find if these prereqs are AND or OR... And I don't think we NEED an event for EVERY resource, because then we could also make one for every building (some like the Grocery or Forge already have multiple events), one for every unit etc...
 
Yeah, that's basically why I want to make more PH era events. This should reduce extreme burned down or volcanoe events. I have a couple of ideas for those but I'd prefer to "fix" and adjust existing events first.
 
I DO read your comments and I write them on my list. Don't think I ignore them


79) Partisans (Spawns random units when city is in danger)

a) Turned off, I guess this is because we have such partisans always active now?

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80) New Dynastie (get either a free Great General, Merchant or Priest specialist)

a) GamesActive: 45% -> 85%

b) remove the global so it can trigger once for every player

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81) Crisis in the Senat (either :espionage: to Barracks, get gold or permanent +1 :) )

a) 55% -> 90%

b) remove global

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82) too close too call (either: Courthouses +1 :gold: or +3 :culture:)

a) 60% -> 90%

b) remove global

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83) Carismatic (either "Marsh" for every Gun Unit OR permanent +2 :) in every city)

a) 65% -> 90%

b) requires Civic Despotism and Ren Era, so it will most certainly never fire... Either Monarchy or Facism seems right as prereq.

c) remove global

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84) Greed (Mini-Quest: Aquire a Copper/iron/Horse/Oil resource; give units if you managed to do it)

a) 40% -> 80%

b) iWeight 300 -> 75

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85) War Chariots (either convert 5 cities or all chariots Combat I)

a) 25% -> 75%

b) Should probably not only count chariots but also the UUs. Not absolutely sure how to do this actually, but I will address Quests later anyways.

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86) Elite Swords (Light Swordman City Rider I; or all Melee Drill I)

a) 25% -> 75%

b) Change obsolete Tech to Gunpowder (also for the "Done" event!)

c) Not only Light Swordman but also normal and Heavy should get the Promotion

d) As above, only Light Swordman count as prereq for this event, but probably all should.)

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87) War Ships (All Triereme Combat I or all Harbors and Upgrades +2 :gold:)

a) 35% -> 80%

b) Triereme still at Naval Warfare + Metal Casting?

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88) Guns not Butter (Musketman Pinch, or gold or a golden age)

a) 30 -> 80%

b) Musketman still at Matchlock?

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89) Noble Knights (Knights Flanking or convert 5 cities or 1 free great priest specialist from Oracle)

a) 15% -> 80%

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90) Overwhelm (Some ships get combat I OR Harbor + Upgrades + 5 :gold: OR

a) 35% -> 80%

b) requires Flight and Industrialism, I will change that to Naval Aviation

c) I think we also have Naval Fighters now, right? I will change the prereq from 9 Fighter to 9 Naval Fighter then.

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91) Corporate Expansion (spread your coporation, then your headquater produces more gold)

a) 70% -> 90%

b) only gives +10 :gold: (per turn) from headquarter as reward; I'd change that to 50.

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92) Hostlie Takeover (violately get a new resource, then your heatquater produces more gold)

a) 80% -> 90%

b) Headquater gets permanent +20 :gold:; I'd increase that to 100.

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93) Civ Game (either + :) or Research or gold)

a) 80% -> 90%

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94) Slave Revolt Warning

a) Also turned off. Why was the Slave Revolt turned off again? It does not spawn any barbarian units!

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95) Immigrants (+1 Pop)

a) 80% -> 90%

b) Change it to reccuring (can happen more then once for each civ)

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96) Healing Plant (Probably more health, but your pop may also die)

a) 70% -> 90%

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97) Great Beast (+ 1 :food: on plot OR Happiness)

a) 75% -> 95%

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98) Controversal Philosopher :)) or free Scientist Specialist or Academy)

a) 75% -> 95%

b) iWeight: 1000 -> 200.

c) Can only trigger if a city produces more then 3500 :science: per turn. It obsoletes after Scientific Method. How likely is it to have such a city before that? (I honestly have no idea)

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99) Defecting Agent (either lose 300 :espionage: or pay for it)

a) 75% -> 95%

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100) Jail (either +1 :mad: from jail or pay for it)

a) 80% -> 95%

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101) Spy Discovered (get :espionage:; pay for a free Great Spy or get support and War)

a) 60% -> 90%

b) Requires a Spy (Not an Agent but I can add this)

c) Requires Industrialism! I'll change it to Feudalism. 3rd option is only available if you have some Tanks.

d) Change it to reccuring

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102) Nuclear Protest (If you have 10+ ICBM/Nukes) it may trigger; pay for it, kill those units or get :mad: people.

a) 75% -> 95%

b) Change to recurring

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103) Better Coal (All Coal Powerplant +4 :hammers: or Drydocks +2 :hammers: and +1 :health:)

a) 75% -> 95%

b) Requires Shaftmine -> Add Modern Mine as Prereq

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104) Broken Damn (Either damn is destroyed or pay for it)

a) 75% -> 95%

b) I will probably edit it a bit so that there are 2-3 other random buildings destroyed.

c) Change it to recurring.

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105) Rabbi (convert cities OR get free Great Scientist Specialist OR your Monestary gets extra :gold: and :culture:

a) 60% -> 90%

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106) Golden Buddha (Either :gold: OR a permanent +6:gold: for forge OR +:culture: in city)

a) 80% -> 95%

b) Change prereq from Forge to Goldsmith

c) Remove the Mine and Road prereq, since you need this for the Goldsmith anyways.

d) Give the gold Bonus to Goldsmith instead of Forge

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107) Preaching Researcher (either Monestary +2:culture: OR pay and it gets +2:culture: and +4:research:

a) 80% -> 95%

b) Add obsolete Tech for Modern Physics (or whenever Monestarys obsolete)

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108) Toxcatl (either +2 :mad: or immobile unit for 3 turns)

a) 90% -> 95%

b) Currently, it only works when you selected the Aztecs as Civ. I will change it so it works when you have culture aztecs. (And please don't tell me you need an event for every culture!)

c) Recurring

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109) Dissident Priest

a) 90% -> 95%

b) Same as above: Requires Egypt Civ -> Change to Culture Egypt.

c) I need to have a look at the text discribtion, since from the code I can't tell why there are 2 Choices. One is: 2 :mad: fox X turns, 2 turns of Revolution. The other is 1 :mad: for X turns. THere are no other differences like money to spend, prereqs... strange...

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110) Pasture Build ()

a) 80% -> 100%

b) Only requires Cow, Sheep, Pig or Horse, will add all new animal resources that requires Pasture.

c) Change obsolete from Calender to Feudalism.
 
79) Partisans event was replaced by the Partisan mod which spawns partisans around the conquered city. There are plans to improve that mod with any settled GGs in the city joining the partisans as leaders, other settled specialists may be evacuated and some of the population fleeing as refugees (a special type of Immigrant)

Are you doing any work on the event files or the event python? I really should try and get the volcano stuff done, so need to update them.
 
79) Partisans event was replaced by the Partisan mod which spawns partisans around the conquered city. There are plans to improve that mod with any settled GGs in the city joining the partisans as leaders, other settled specialists may be evacuated and some of the population fleeing as refugees (a special type of Immigrant)
So I will leave it of.

Are you doing any work on the event files or the event python? I really should try and get the volcano stuff done, so need to update them.

I plan to edit the events as I post my list here. I haven't touched them yet but I will do so after the release. And first I only edit XML files and probably a very tiny bit of python (that what I know I'm doing), but in the long term I want to learn some python und edit this as well.
I skipped the Volcano Event for now, but after I got more familiar with the coding I can have a look at this as well.
 
111) Rogue Station :)mad:, but can give your factory more :hammers:)

a) 90% -> 100%

b) Requires Russian Civ, Will chance it to Russian Culture.

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112) Antimonarchist (Happyness to Palace or :gold: from Cathedrals)

a) 90% -> 100%

B) Gives a bonus to the BTS Cathedrals but not the new ones -> I'll add them.

c) Requires French Civ, will change it ti french culture.

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113) Impreachment ( :) or Courthouse +2 :hammers:

a)90% -> 100%

b) Remove American Civ and add American Culture.

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114) Futbol War (Declare War, Damage Relations or pay other player)

a) 75% -> 90%

b) Can't find the Text but since it requires a Colosseeum and Mass Media, I think they could mean Football? So maybe a Stadion and Modern Sports would be more appropiated. It also obsoletes at Fusion for no reason, I'll change that to Virtual Reality.

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115) Battle Lasers (Drill for every Gunship / AH64

a) 35% -> 85%

b) Will remove the Fusion tech as prereq (too far away from Vertical Flight and Laser, the other two AND prereqs...)

c) Gunship and AH64 Gunship get Drill I. I think we have more Gunships?

d) I think they should cost 100 :gold: per Gunship you have, but then I need to add another event (no problem thou)

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115) Napalm (Napalm Bombs Promotion to PLanes)

a) 45% -> 85%

b) Requires Aluminium. While this is true I think that Oil Products (main ingredient) and Plastic should be prereqs as well. What's the tag for Aluminium Ingots?

c) It also obsoletes at Stealth. I'd like to change that to... something that is more similar to napalm.

d) It gives this Promo to Fighter Bomber, Bomber and A10 Bomber. I think we have some more in C2C, right?

e) Originally, it can't trigger when you run pacifism... This sounds about right I think.

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116) Billions and Billions (Broadcast Tower +4 :science: OR Theater +3 :science:)

a) I think this is about a Filmstar since it requires Hollywood (I just can't find the darn event texts!) So maybe Movie Studio would be a better prereq and would also be better to receive the bonus.

b) The theater needs some changes as well...

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117) Reactive Armour (Drill for every Tank)

a) 60% -> 90%

b) Requiers Early, normal, light or heavy tank (do we have more?)

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118) Greek fire (All trireme get Blitz)

a) 35% -> 85%

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119) Enterprise (+5% Spaceship production)

a) 35% -> 85%

b) probably instead of Satellites and Corporation, Spaceflight would be a more appropiated prereq.

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120) Fiat Money (get :gold: but increase inflation; or nothing)

a) 50% -> 90%

b) Maybe it should require the Civic Fiat money?

c) Actually, you need less then 100 :gold: and it requires Banks. Lol... I think we can easily change that to 5000 :gold:? or more? No idea...

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121) Crossing the Rubicon (lose an experienced unit (>10 XP, or pay a lot or change civics)

a) 90% -> 95%

b) Only requires Swordsman, will add Light and Heavy as well.

c) remove Civil Service as obsolete tech (now it's Nationalism)

d) has prereq Rome, Carthage or greece civ -> Will it change to their cultures.

e) Maybe 10 XP is far too low, how sound 25 to you?

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122) Generals Putsch (lose a unit, pay and lose the unit to get 3 infantry or switch Civics)

a) Requires a Paratrooper

b) Only for France, will change it to the Culture

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123) Cure of Cancer (+1 Diplo with all, Hostpital +1:health:)

a) Should this be turned off since we have a Wonder? Or we can rename it in "Cure of HIV"

b) Requires Labs -> Maybe one of the clinical buildings we have now would be more fitting.

c) Requires Genetics, I think it should be Molecular Medicine.

d) can only Trigger with Oxford University (this is a WW now, right?) So probably one of the CLinical NWs as well...

e) I think the reward should be more like "-10% food required to grow" or such.
 
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