Random Events

67) Harbourmaster (a quest) and harbormaster done

a) remove obsolete tech metallurugy

b) make it more likely the more ships you have

This should require the Harbormaster building to trigger.

118) Greek fire (All trireme get Blitz)

a) 35% -> 85%

We should make a special Greek Fire promotion and then have the event give it.
 
124) Carnation Revolution (lose a unit or pay for it)

a) 90% -> 95%

b) Requires TECH_UTOPIA... ? What's this?

c) requieres Portugese Civ -> WIll change it to culture

d) The unit requires at least 10 XP, I will change that to 50 since this is a quite late game event.

-------------------------

125) Synthetic Fuels (If sucessfull you will get Free Diesel if you don't have Coal)

a) 15% -> 85%

b) Min Treasury 300 -> 30.000

c) Change requirements from Coal Power Plant to Coal Mine.

--------------------

126) Alternative Energy (Quest: If done Factory +5 :hammers: OR Hydroplant +10 :gold: OR Nuclear Power Plant +10 :gold: OR Factory +2 :health:)

a) 45% -> 90%

b) Plastic and Fission as prereqs -> Should be Ecology

-------------

127) More Fiat Money (get money and increse inflation or just decrease it.)

a) Can only trigger if you have <100 :gold:. As before, I'd increase this limit to 5000.

---------------

128) Industrial Action (basically: Your workers damand more money: Pay them or it will result in a 2 turns rev or lose the factory. if you pay a lot, the factory get's more productive.)

a) 55% -> 90%

b) Again, requires Tech_Utopia (?)

--------------

129) Darwins Voyage (50% for a Tech you don't have yet that is related to growth or science.)

a) 90% ->95%

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130) Buccaneers (Units spawn or you have to pay)

a) 20% -> 85%

b) Has a typo ("ORLDSIZE_LARGE")

c) Currently only a few units are spawned. Should be at least twice as much (=12 Musketeers on Large and above)

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131) Blackbeard (Spawns Privateers and Fridges)

a) 40% -> 90%

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132) Malaccan Pirates (also, spawns some pirates)

a) 40% -> 90%

b) Change obsolete Tech from Fusion to Fission so its more in line with the other two (Genetics/Stealth)

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133) Pirates of the neutral zone (spawns some freaking stealth destroyers!)

a) iWeight 400 -> 200

b) 100% -> 95%

----------------

134) Henry Morgan; Stede Bonnet; the cosairs; Illyrian Pirates (all spawn pirates)

a) 40% -> 90%

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135) Mahdi Army (Spawns units)

a) 15% -> 85%

b) spawns Maceman but require a civ to have Flintlock and Liberalism... Uhm... Is this at least historically accurate? :P If so, these maceman should be strongly promoted!

-------------

136) The Taliban (Surpriese: Spawns units!)

a) 20% -> 85%

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137) v-Ger (pay to get better observatories/spaceshipproduction or get :gold: and have -Spaceship prodcution)

a) 35% -> 90%

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138) Crucible Steel (Melee and Mounted gets a promo)

a) 85% -> 95%

b) Melee and Mounted get Cruicible Steel promo. Criminals, Hunters and Scouts should probably be included.

------------------------

139) Poisoned Arrows (gives the other poisoned arrow promotion)

a) This is on, I think DH asked me to turn it off? Anyway, I could change it so it won't get the promo for free but builds a Poisoncrafters Hut in your city. Better idea: Change the Promo to paralyzing poison and give it +10% chance to capture.

b) 85% -> 95%

c) iWeight 200 -> 100

d) Change requirements from healers hut to Bonus_poison; change obsolete techs from classical techs to Alchemy.

e) remove global

---------------------

140) Sandstorm (route is destroyed or pay for it)

a) Terrain required Desert, also add dunes, saltflats.

b) add missing road types

-------------------------

141) Archery founded (First discoverer gets a free Archer); Also: sailing founded (galley); Trade founded (Caravan)

a) Well... as I said, the first discoverer gets a free archer. ALWAYS. For me, this sounds stupid. opinions?

----------------

142) Naturopathy founded (chance of getting a healers hut); chariotry founded (free Chariot)s

a) well, you have an event with an iWeight of 200 (not THAT high) to get a healers hut for free... Also sounds stupid to me...

------------------
143) Papyrus (either bonus to current research or School of Scribes get +1 :science:)

a) 85% -> 95%

b) Well, we have a map resource calles papyrus, maybe it should instead spawn one?

c) if it shall spawn one, I make it recurring and only iWeight 50

-------------------

144) chariotry founded (free Chariot, or stable or nothing)

a) Not that stupid actually since you still have a choice

b) iWeight 200 -> 100; 100% -> 95%

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145) Ancient Mercenaries (pay to get units or they will attack you); Classical and Medival

a) 100% -> 95% ; iWeight 200 -> 75

b) should this be extended to the other eras as well? I could imagine it!

----------------------

146) Tannery Glue (+1:gold: for Tannery)

a) 100% -> 95%

--------------------

147) Segmented Armour (All Melee gets Segmented Armour Promotion)

a) 85% -> 95%

b) Remove Gunpowder as obsolete tech.

---------------------

148) Chain Shot (All Wooden Ships get Chainshot Promotion)

a) 85% -> 95%

b) iWeight 50 -> 100

c) Change prereq Forge to Naval Academy (have to check that) since it needs naval cannon anyways.

-----------------------

149) Grape Shot (All Siege Unit gets Grape Shot Promo)

a) 85% -> 95%

b) iWeight 50 -> 100

c) Currently, every Siege is effected. We do have now a Metal_Siege CC, right?

----------------------

150) Copper Plating (all Wooden Ships gets the Copper Plating Promotion

a) 100% -> 95%
 
150) Copper Plating (all Wooden Ships gets the Copper Plating Promotion

a) 100% -> 95%

This should require Copper Wares resource.

143) Papyrus (either bonus to current research or School of Scribes get +1 )

b) Well, we have a map resource calles papyrus, maybe it should instead spawn one?

Ye it should spawn one instead.

133) Pirates of the neutral zone (spawns some freaking stealth destroyers!)

a) iWeight 400 -> 200

b) 100% -> 95%

That seems powerful. We should make some future Pirates. The current ones are ...

Dragon Pirate Ship -> Barbary Corsair -> Privateer -> Assault Ship

b) Requires TECH_UTOPIA... ? What's this?

TECH_UTOPIA is Communism tech.

125) Synthetic Fuels (If sucessfull you will get Free Diesel if you don't have Coal)

a) 15% -> 85%

b) Min Treasury 300 -> 30.000

c) Change requirements from Coal Power Plant to Coal Mine.

Wait what is it giving? A map resource or a manufactured? because Diesel is not a map resource. And it should be giving Biofuel resource not Diesel.

127) More Fiat Money (get money and increse inflation or just decrease it.)

a) Can only trigger if you have <100 . As before, I'd increase this limit to 5000.

Should require Fiat Currency Civic.

144) chariotry founded (free Chariot, or stable or nothing)

a) Not that stupid actually since you still have a choice

b) iWeight 200 -> 100; 100% -> 95%

------------------

Better if Chariot Workshop instead of Stables.

145) Ancient Mercenaries (pay to get units or they will attack you); Classical and Medival

a) 100% -> 95% ; iWeight 200 -> 75

b) should this be extended to the other eras as well? I could imagine it!

Should require Mercenaries Civic. And yes extend to Classical and Medieval eras.
 
111) Rogue Station (, but can give your factory more )

a) 90% -> 100%

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

If linked to the Research Institute which use to be the UB for Russia this should require it instead of Russian culture. Since every can build the Research Institute now.

113) Impreachment ( or Courthouse +2

a)90% -> 100%

b) Remove American Civ and add American Culture.

Should require Representative Democracy Civic and not American anything.

112) Antimonarchist (Happyness to Palace or 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.

Should require Monarchy civic and not French anything. Without reading the event I am not 100% sure but am assuming it has to do with anti-Monarchy.
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.

--------------------

Yeah I think Oil Products are a much better resource choice than aluminum. Also how about it go obsolte at Military Robotics or even Nanobotics? Yeah we have more planes than that. I am not sure which off hand.

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.

I agree. Movie Studio sounds better.

119) Enterprise (+5% Spaceship production)

a) 35% -> 85%

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

-------------------

Space Tourism might be better. Though the spaceship is no longer a space ship but a multiverse ship to travel beyond our universe.
 
Ok, just to not confuse you:

111) Rogue Station: This was linked to the Civ directly, not any building.

119) Enterprise: Yes, so it will be Space Tourism. About the Spaceship production, we could use this for our normal space ships. Would be nice to have some buildings that speed up spaceship (unit) production like some wares do for some units.

133) Pirates of the neutral zone:
This event was like this before, and I hated it :crazyeye: I also think Pirates use speedboats and try to capture, not sink, your boats.

125) Synthetic Fuels:
This is around the Industrialism. It's nowhere near Biofuels (I also thought that first), it is about turning coal into fuel. So it will give Oil-Products directly in the city. Not on the map.

144) This is not happen as the first one gets chariotry. It CAN happen when you have chariotry. And DH, don't get it twisted:
You research Chariotry -> this event CAN happen -> if it triggers, you can choose if you get 2 Chariots or a Stable (or as Hydro said: a Chariot Workshop). But I think the Chariot Workshop will be disabled afterwards when you don't have it's prereqs...

145) Uh, they already exist for Classic, Ancient and Medival. I was asking if they should also appear in Ren, Ind, Modern, TH and Galac- Era. And I don't think the Mercenary Camp is a fitting prereq, since they seem to come from somewhere else and say: "Either pay us or we kill you"
 
Anceint mercs have nothing to do with your nation they are just a minor barbarian invasion. However you should have the concept of mercenaries to be able to pay them off.

There are a whole bunch of barbarian invasion events which cover the other eras; a bunch of swordsmen; a horde of horsemen and so on, I have even seen a bunch of musketeers. SO suggested that they should all be replaced or merged with Platyping's "Pesky Barbarians" mod.
 
Merc Events let you 3 Choices:

1) Pay them off. -> cost X :gold: nothing will happen.

2) Pay them more to join us! -> Pay 2X:gold:, you receive 2 Units.

3) Meh -> Some barb Units spawn near your boarder.
 
144) This is not happen as the first one gets chariotry. It CAN happen when you have chariotry. And DH, don't get it twisted:
You research Chariotry -> this event CAN happen -> if it triggers, you can choose if you get 2 Chariots or a Stable (or as Hydro said: a Chariot Workshop). But I think the Chariot Workshop will be disabled afterwards when you don't have it's prereqs...

Perhaps they should give some more choices like ...

- Free Chariot Archers
- + Gold for Chariot Workshops
- + Gold for Hippodromes

145) Uh, they already exist for Classic, Ancient and Medival. I was asking if they should also appear in Ren, Ind, Modern, TH and Galac- Era. And I don't think the Mercenary Camp is a fitting prereq, since they seem to come from somewhere else and say: "Either pay us or we kill you"

Oh. Well then yes. There are mercenaries in every era. An like I said Mercenary civic would be a good prereq.
 
Thanks, I added your suggestions to my list.
And here is probably the last set for today:

151) Assassian Discovered (either :espionage: or a great spy or units)

a) 100% -> 95%

b) iWeight 50 -> 100

-------------------

152) Sea Storm (kills a unit and puts a storm feature on this plot)

a) Can only Trigger on Ocean; will add tropical and polar Ocean as well.

b) iWeight 400 -> 200

---------------------

153) Reef (Lose a Unit)

a) This should spawn a Reef Feature on the map...

b) And I will add ORprereqs Tropical and Polar Coast.

------------------

154) Stuck on a Reef (immobile unit)

a) I will add ORprereqs Tropical and Polar Coast.

-------------------

155) Druids (Druids visit stonehenge: +1 :culture: or keep them there -> 1+ Priest)

a) 100% -> 95%

b) iWeight 300 -> 200

-------------------

156) Treasury plundered (lose :gold:, but Treasury gets either +1:gold: or you get a free spy specialist)

a) 85% ->95%

b) iWeight 50 -> 100

--------------

157) Fullerenes (Lab gets +3 :science:)

a) 100% -> 95%

b) Requires Laboratory... Chemistry Lab would be more appropiated. Also for the reward.

c) Will add Graphite as prereq.

d) Also Modern Physics as prereq.

-------------------

158) Artificial Element (Accelerator gets +3 :science:)

a) 100% -> 95%

---------------------

159) Black Death (either 3 pop die or 4 and it might spread)

a) 85% -> 100%

b) iWeight 200 -> 500

c) Add an appropiated Disease as prereq (do we have Black Death as disease?) Or can you add a dynamic property directly as prereq like flamability?

----------------------

160) Smallpox (either 1 pop dies or 2 and it may spread.)

a) 85% -> 100%

b) iWeight 200 -> 500

c) Same as above: Do we have Smallpox?

----------------------

161) Refinery Explosion (pay a lot or it causes HUGE enviromental damage)

a) 100% -> 95%

b) recurring

-------------------------

162) Silver Rain (a rather powerful event! Either pay to get a Nanite Cloud or... the barbarian attacks you with some.)

a) 20% -> 85%

---------------------

163) Seastorm 2/3/4/5 (kill Ships on Ocean)

a) add the other Coasts/Oceans for C2C

b) Actually they can't trigger anymore since pre Navigation Ships can't enter Ocean at all. Basically we can turn these off then so it doesn't need to check every round if it can trigger.

-----------------------
164) Famous Doctor (Either Uni gets + :science: and :health: or you get a free Hospital)

a) 60% -> 90%

b) Could make a 3rd option that you get a Great Doctor

----------------------

165) Hardy Crops (+1 :food: on a plot)

a) 80% -> 95%

b) Add new C2C Farm Resources

c) Since it comes first with Biology, I think 2:food: on the plot is not too much.

-----------------------

166) Prime Timer (Forest gets +1:hammers:)

a) 75% -> 95%

b) We have an Improvent for Forests before Lumbermill... I will add this, as well as the Jungle Camp.

c) Change it so that it will now place Prime Timber on the Map.

d) make it recurring.

-------------------

167) Resort Town (give a town +1 :commerce)

a) 75% -> 90%

b) iWeight 70 -> 100

c) Add minimum Treasury of 10.000 :gold: (OR add a choice to do nothing, whatever you prefer)

d) Instead of +1:commerce: I'm going to give it +10 :commerce: and -3:hammers:

--------------------

168) Local Mills (+1 :hammers: from towns)

a) 75% -> 90%

b) iWeight 70 -> 100

-------------------

169) Greenspace (grow a Forest on a City tile)

a) 100% -> 95%

b) Make it require NO feature so it can't happen at the same town over and over again.

------------------

170) Tolerance (Spawns a great Prophet)

a) 60% -> 90%

b) 300 -> 200

--------

171) Recruitment drive (get a free Musket Man)

a) 50% -> 90%

b) iWeight 300 -> 200

---------

172) Salt Mine (Spawns Salt)

a) 80% -> 95%

b) Add Modern Mines as prereq.

c) Remove the extra :Commerce:.

d) Any reason why it only work on Tundra?

----------------

173) Lewittown (Upgrades a Cotton / Hamlet to a Village.

a) is turned off and I can't tell why? Is it a problem when a plot actually has an improvement and you try to spawn another one on top of it?

--------------

174) War Memorial (either free Obelisk or if it already exists it gets +1:culture:)

a) 80% -> 95%

b) 500 -> 300

c) Requires Astronomy and places an obelisk... I think they are obsolete by then...

-------------

175) Great monuments (+2:gold: from an obelisk)

a) 75% -> 95%

b) When do Obelisk go obsolete? This one requires Scientific Method and an Obelisk...

----------

176) Promising Commander (Get a free great general)

a) 80% -> 95%

b) iWeight: 500 -> 200

---------

177) Loyality Test (Palace +4 :espionage:)

a) iWeight: 300 -> 200

b) Requires Despotism and the Tech Facism. I will change that to the civic facism.

-----------------

178) Expensive Habbits (pay so your palace gets +2 :culture:)

a) 80% -> 95%

------------

179) Academic founding (+1 free Scientist in Academy)

a) 70% -> 90%

b) iWeight 80 -> 150

c) remove global

------------

180) Major in Humanity (Uni +2:culture: and +1:))

a) 80 -> 95%

.--------------

181) Quality Wool (up to 15 (!) :gold: !!!!!!

a) 80% -> 95%

b) Change obsolete from Economics to Industrialism

------------------

182) Hardy Scouts

a) 70% -> 90%

b) Change obsolete Tech to Exploration

c) iWeight 700 -> 200

-------------

183) Cattle Ranchers (Spawns a Cow)

a) 50% -> 85%

-----------

184) Fort in Disrepear (pay for it or lose the fort)

a) 80% -> 95%

b) iWeight 250 -> 150

c) Remove min Treasury requirement

-------------

185) Cotton Irrigation (either nothing or +1 :hammers: and -1:food: from plot)

a) 70% -> 90%

b) change it to 3 :hammers: and -1:food: on this plot (requires Planned civic so comes quite late)

-------------

186) Labor Unions (either Factory +:health: or +:hammers:)

a) 80% -> 95%

b) I know we have this NW... But still, a nice event! Would you like to have the Labor Union as prereq?

----------------

187) No Justice (temporary +1 :mad:)

a) 60% -> 85%

b) requires Oligarchie... Do we have that civic?
 
153) Reef (Lose a Unit)

a) This should spawn a Reef Feature on the map...

b) And I will add ORprereqs Tropical and Polar Coast.

We may want to copy this one and make one for a Coral Reef too. Not just a Rocky Reef.

b) Requires Laboratory... Chemistry Lab would be more appropiated. Also for the reward.

Very much agree.

159) Black Death (either 3 pop die or 4 and it might spread)

a) 85% -> 100%

b) iWeight 200 -> 500

c) Add an appropiated Disease as prereq (do we have Black Death as disease?) Or can you add a dynamic property directly as prereq like flamability?

----------------------

160) Smallpox (either 1 pop dies or 2 and it may spread.)

a) 85% -> 100%

b) iWeight 200 -> 500

c) Same as above: Do we have Smallpox?

----------------------

These were going to be tied into the Disease properties and Disease in the Combat mod. But TB has not gotten to poisons and diseases yet. So you may want to just skip these for the time being.

168) Local Mills (+1 from towns)

a) 75% -> 90%

b) iWeight 70 -> 100

Should require Windmill, Watermill, Oxen Mill or Donkey Mill.

b) When do Obelisk go obsolete? This one requires Scientific Method and an Obelisk...

Astronomy.

181) Quality Wool (up to 15 (!) !!!!!!

a) 80% -> 95%

b) Change obsolete from Economics to Industrialism

Should require Sheering Barn.

b) requires Oligarchie... Do we have that civic?

CIVIC_OLIGARCHY = Junta civic.
 
I got the 2. City Ruins event yesterday, and it has no text describing what happened, just a picture and two options. I can't find the text for most of the events in the XML anywhere, but I found something that suggested to me maybe there is no text defined for that event when it happens in the prehistoric. I found some XML that was possibly giving it text for the standard BtS eras. Ie. it references "Future Era", but no TH or Galactic.

As I say I'm not at all sure I understand the tiny amount of event text XML I could find...
 
I haven't see an Oasis Spawning Event yet and I'm about 90-95% done. There was a "Waters of Life" event that gives an Oasis +1:commerce:

I will have a look at features and events relating to them soon
 
I haven't see an Oasis Spawning Event yet and I'm about 90-95% done. There was a "Waters of Life" event that gives an Oasis +1:commerce:

I will have a look at features and events relating to them soon

Oh I must be thinking of the Waters of Life. Well then having an event that adds one and one that removes one would be nice.
 
Here you. Almost done! Only a few quests are missing that I skipped since I thought I couldn't understand the python anyway. Let's see tomorrow. Good night!

188) Good Harbor (+2 :commerce: from Harbor)

a) 70% -> 90%

b) Basically obsolete after you build the upgrade for Harbor (Port?). Or should I use Port as Prereq?

c) Will change it into :gold:

--------------------

189) Loose Morale (all Broadcast Tower +1 :culture:)

a) 80% -> 95%

---------------------

190) Heir Assassinated (+2 temporary :mad:)

a) 60% -> 85%

b) Change to recurring

--------------

191) President Assassainated (all Courthouse +1 :espionage:)

a) 50% -> 85%

b) remove the global

------------

192) Nobels demand compensation (pay or City revolts 1 turn)

a) 70% -> 90%

b) change to recurring

--------------

193) INdependent Fishers (get improvement for free)

a) 80% -> 95%

b) Add C2C Sea Resources as prereq

--------------

194) Fishing Boats sunk (pay 15 :gold: or lose improvent)

a) 80% -> 95%

-------------------

195) Banana Blight (-1 :food: on plot)

a)50% -> 85%


----------

196) Overfishing (-1 :food: on fishing plot)

a) 30% -> 85%

b) Currently, this requires a minimum citysize of 80. So yeah...

c) I'd like to change it in remove the resource from the map instead.

-------------

197) Cake Flour (42 :gold:)

a) 80% -> 95%

b) Requires Watermill (Improvement), will change it to Modern Mill (requires Corporation)

c) iWeight 50 -> 150

-------------

198) Silkworm going extinct (pay or lose your silk resource)

a) 70% -> 90%

-----------

199) National Anthem (+1 :) )

a) 80% -> 95%

b) iWeight: 350 -> 200

------------

199) Corrupt Senate (either :mad: or pay and get :) )

a) 70% -> 90%

-------------

200) Harry Potter

a) turned off. Why?

---------------

201) unlimited Power (free power in a city or pay for free power in every city on continent)

a) 100% -> 95%

b) iWeight 50 -> 100

c) Not 100 but 1000 :gold: per city

-------------------

202) Super Virus (Kills a S**tload of People -> 45% - 75% of your pop...)

a) iWeight 30 -> 50 (Muhahaha)

b) I think this baby belongs in the bad stuff happen Module...

---------------

203) Dockworker Strike -> Have to find the python for it, it's not in the Assets/Python.

------------------

204) Stuck in Swamp (unit is unable to move for 1 turn)

a) it currently uses python, but it could also be done in XML. Just as requirement <Route>NONE</Route> specifies that there must not be a route. Just saying.

b) req. Feature Flood Plains. How about... Swamp as well? ;)

c) Delete the listed unit type so that every unit can stuck in the swamp.
 
b) Basically obsolete after you build the upgrade for Harbor (Port?). Or should I use Port as Prereq?

Sure we could have Harbor OR Port.

195) Banana Blight (-1 on plot)

This would be useful to have for other crops. especially we have wya more than vanilla civ.

198) Silkworm going extinct (pay or lose your silk resource)

We should have this for animal resources like Mammoths, Seals, Parrots, etc.

200) Harry Potter

a) turned off. Why?

I think some people were offended by it. :dunno:

201) unlimited Power (free power in a city or pay for free power in every city on continent)

What are the details of this event?

b) req. Feature Flood Plains. How about... Swamp as well?

I agree or even Peat Bog or Mangroves too.
 
Sure we could have Harbor OR Port.

Unfortunately, this is not straight forward. It picks a city, that must have Market OR Harbor. But it must have 2 buildings in total of the previous list, which effectivly makes it requiring both since you can't build a building multiple times in a city. So making it also require Port would mean that it requires 2 out of these three so it could skip the market (or is the port actually replacing the harbor?)

This would be useful to have for other crops. especially we have wya more than vanilla civ.

Agree.

We should have this for animal resources like Mammoths, Seals, Parrots, etc.

Also agree.

I think some people were offended by it. :dunno:

Hmm... ok then.

What are the details of this event?

You found a lot of geothermal energy, which could power your city. OR you invest more in it to power your whole continent. So the Geothermal Energy Resource could work with this, either is discovers it or it is the prereq.

I agree or even Peat Bog or Mangroves too.

Agree.
 
Unfortunately, this is not straight forward. It picks a city, that must have Market OR Harbor. But it must have 2 buildings in total of the previous list, which effectivly makes it requiring both since you can't build a building multiple times in a city. So making it also require Port would mean that it requires 2 out of these three so it could skip the market (or is the port actually replacing the harbor?)

Yeah the Port Replaces the Harbor, which is the issue. Also why's it need a Market?

You found a lot of geothermal energy, which could power your city. OR you invest more in it to power your whole continent. So the Geothermal Energy Resource could work with this, either is discovers it or it is the prereq.

Hmm, do you think it should tie in the Geothermal Power Plant in some way?
 
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