sman1975
Emperor
Thanks, @YINGCHENG. I tried to make them help with the immersive qualities in the mod, like so many other things.
You points about some of the events is well-taken. But, also remember, the overall damage from most events is randomized, so the description in the spreadsheet show the worst-case impact.
However, I'll look at the "man-made" negative events, such as Treasury Raids, Wonder Maintenance, Rebellion, Great Fire, Great Flood, and look for ways those can be mitigated by a civ. For example, if a city has a Medieval Water Works, then perhaps the chance of a Great Fire should be lowered. More of these such buildings (Cloaca, wells, etc.), should also lower the chance of occurrence cumulatively. These "mitigations" will lower both the chance of an event happening, and also the amount of damage they cause. And, as always, AI will be hit lighter than human players.
Some of these, however, should remain in the realm of "acts of the gods": Drought, Maunder Minimum, Earthquake, Wondering Monster, Great Flood/Tsunami - there's not much humans can do (especially in the pre-Industrial Eras) to stop these events. I'll look at some of the available buildings (wells, irrigation, hospitals, aqueducts, etc.) and see if I can find some mitigations to damage. There's no buildings, etc., available to lower the overall chance of these events, however. I'm still pretty adamant about keeping the Great Fire and Earthquake in the events list, and making them hurt badly. But, they only impact a single city per event, so hopefully, this can lower the overall pain of the event.
The only use I see for spies is to prevent the Treasury Raids. As per the previous discussion, the chances/impact of this event will be lowered by things like the Constabulary, Police Station, Campus Martius, City Gates, Dungeon, etc. I can easily add that if a city has a friendly spy (counter-espionage) in the city, then the chances/impact will be even lower. I suppose, however, for fairness sake, that if a different civ has a spy in the city, then the chances/impacts should also increase? Just a thought...
I've even toyed with the idea of adding a simple popup menu, accessed through the "Additional Information" menus, that allows a player to actually turn the entire events system off, if it's too impacting. May be an item for V1.1, though...
Haven't gotten to AWAW+WAW testing yet. Am still messing around with adjustments to the GameSpeed_Turns table, trying to get the Calendar at the top of the screen to look at least a little like it should historically. It's not as straightforward as it should be, and each change takes a good 30 minutes to test...
But, while the game is autorunning in the background, I've experimented a bit with the branding of the mod. Have a few versions I could use for the "teaser" photo that Steam uses. I'm definitely no artist, and have no eye for what looks great. But, here's what I've come up with so far - any one a better fit than the others?

You points about some of the events is well-taken. But, also remember, the overall damage from most events is randomized, so the description in the spreadsheet show the worst-case impact.
However, I'll look at the "man-made" negative events, such as Treasury Raids, Wonder Maintenance, Rebellion, Great Fire, Great Flood, and look for ways those can be mitigated by a civ. For example, if a city has a Medieval Water Works, then perhaps the chance of a Great Fire should be lowered. More of these such buildings (Cloaca, wells, etc.), should also lower the chance of occurrence cumulatively. These "mitigations" will lower both the chance of an event happening, and also the amount of damage they cause. And, as always, AI will be hit lighter than human players.
Some of these, however, should remain in the realm of "acts of the gods": Drought, Maunder Minimum, Earthquake, Wondering Monster, Great Flood/Tsunami - there's not much humans can do (especially in the pre-Industrial Eras) to stop these events. I'll look at some of the available buildings (wells, irrigation, hospitals, aqueducts, etc.) and see if I can find some mitigations to damage. There's no buildings, etc., available to lower the overall chance of these events, however. I'm still pretty adamant about keeping the Great Fire and Earthquake in the events list, and making them hurt badly. But, they only impact a single city per event, so hopefully, this can lower the overall pain of the event.
The only use I see for spies is to prevent the Treasury Raids. As per the previous discussion, the chances/impact of this event will be lowered by things like the Constabulary, Police Station, Campus Martius, City Gates, Dungeon, etc. I can easily add that if a city has a friendly spy (counter-espionage) in the city, then the chances/impact will be even lower. I suppose, however, for fairness sake, that if a different civ has a spy in the city, then the chances/impacts should also increase? Just a thought...
I've even toyed with the idea of adding a simple popup menu, accessed through the "Additional Information" menus, that allows a player to actually turn the entire events system off, if it's too impacting. May be an item for V1.1, though...
Haven't gotten to AWAW+WAW testing yet. Am still messing around with adjustments to the GameSpeed_Turns table, trying to get the Calendar at the top of the screen to look at least a little like it should historically. It's not as straightforward as it should be, and each change takes a good 30 minutes to test...

But, while the game is autorunning in the background, I've experimented a bit with the branding of the mod. Have a few versions I could use for the "teaser" photo that Steam uses. I'm definitely no artist, and have no eye for what looks great. But, here's what I've come up with so far - any one a better fit than the others?



