I am with Thunderbrd. For me it is certainly not annoying. I would even say, it would be very interesting.Without such things which enforce some attention, this game really starts to be boring.
However, there can be some problem with frequency of this event. Weren't there already two complains about it in the Volcano out of nowhere topic?
Are you sure about that? It is absurd having all kind of events with the same frequency!
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The BTS event model assigns a weight to each event (in the XML). The part that is a bit broken is that it also has a CONSTANT event probability per turn (which can vary by era, but is constant within an era), which applies separately to each player. If this probability decrees an event happens for a given player, then it chooses one from those available (i.e. - those that are active and whose requirements are met by that player) with the choice probability normalized by the weights of the eligible events.
What this means is that if there are very few eligible events then the chances of the remaining ones occurring becomes high.
Early on there are very few events for which requirements are met, and later on, since many events are only allowed to happen once per game per player, those that are not so restricted become more and more frequent unless new events become eligible.
This is why:
1) You get lots of volcanoes (no eligibility requirement to meet, and not restricted to once per game)
2) You get lots of RE-eruptions of previously dormant volcanoes (3 times higher weight that the creation of a new one)
3) You get a ton of building-burnt-down events early on (because there are very few events to choose from then)
4) If you research herbalism reasonably early you are HIGHLY likely to get the (very beneficial) rare herb event (and when you do get it, it's probably replacing what would otherwise have been a building burning down!)
IMO the system should be changed to prevent some of the pathological behavior we currently see, due to lack of events (relative to C2C turn length of eras). I would suggest a new <iMaxProbability> tag on event triggers, which is the maximum probability that event can EVER have in the eligible event pool, regardless of what else is or is not available to choose from. That is, if the normalized probability obtained from the weight divided by the sum of the weights of all eligible events is above the iMaxProbability then iMaxProbability is used instead - thus there becomes a chance that even though the global player-should-have-event roll decided there should be an event, if there aren't many available it can still decide not to after all.
Without system changes the possible solutions are:
1) Define more events so that there are always plenty to choose from! Since we have no modders at all who deal with events currently (apart from DH I guess, but more to tinker with existing than adding a bunch), this is unlikely to happen in the near term.
2) Lower the event chances globally in the eras that have few (especially prehistoric). However, this is rather a blunt instrument