In my effort to rework events I had noticed a particular problem with this. Why are Events disabled in most playthroughs? The main issue is fairly simple in 4 issues that I found when discussion of civ 4 random events:
Randomness
Perhaps something we might see in the next release of VP... someday probably from a return of some modder or someone...
Randomness
- You're not guaranteed anything and one could be hit with the same negative events multiple times while one could not be hit at all. This explanation leads to why ancient ruins getting disabled, you can't have that type of randomness.
- This problem could be mitigated with documenting events and preparing... but it still hurts when there isn't exactly a probability of something happening or not at all.
- But again guaranteeing events? That's just saying you'll get a buff either now or later. That's not exactly the purpose of random events.
- Some of the events are outright OP or too strong. If you get one of these big events, you might even just win!
- It's a hard delicate issue that seems to be impossible in addressing.
- With so many potentials into the events, it's been several years that it got undeveloped.
- Bugfixing is hard and INCREDIBLY annoying to diagnose.
- Can't really blame the modders. It's unpopular to the players so why do modders even bother?
- I like good events. I don't like bad events. Well of course no one likes bad events. It's natural to not like bad events especially with the bad events we're dealt with.
- These were... experimented with Advisor Events in the Community Events to some degree of success in the sense that the player had the option to just ignore them or take them on.
- There isn't exactly a uniform format on how to make these questing events stand out and better, however.
Perhaps something we might see in the next release of VP... someday probably from a return of some modder or someone...