Game_Mieser
Chieftain
- Joined
- Jul 29, 2007
- Messages
- 85
Thanks "Fort Worth I Think"! That makes it easier to say lots of stuff...
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The numbers of good and bad seem balanced for me, but so far the negative I´ve gotten were never exactly game breaking (example:"so what if my mine is destroyed, I´ll have it rebuilt in 2 turns") and some of the positive events have been really helpful.
My favorite: the swordsman quest: Free Drill 1 to all present and future melee units while playing as Rome and being in the process of whipping a praetorian army.
Result: 3 dead AI before AD.
Irandom events
I tend to get more bad events than good ones, but the average good one makes up for a dozen bad ones.
For instance, Bandits and Road Washouts. Does anyone care about these? Even on Marathon, it takes at most 6 turns to fix a road, and if you're playing Marathon then you've got tooons of time to build redundant roads just in case; so unless it hits a Resource tile, whatever. Or Bandits. You can either spend money and lose a little food from your stockpile, or you can lose a little food from your stockpile. Pfft. Whatever.
On the other hand, have you seen the good events? Truffles is +1 Food and Commerce on a tile. I'll gladly have a dozen roads wash out for that... Or for a Quest. Or for +2 Gold from my freaking City Walls for the rest of the game.
About the worst bad random event is clunker coal... Nothing worse than seeing your beautiful Plains/Hills/Railroad coal mine lose a hammer =(
Something to note, I do not run very many workers, in all maybe only 7 -10 total by games end. This means they do not have time to be replacing a stupid mine or anything else for even 2 turns as this can stop me from getting a another city developed as quickly dur to the fact they have to travel clear back to the city where this RE happens and then fix the problem, or I have to spend more time building another one in that city and then fix the mine etc. It is not Game loosing to have this happen but it has upon occasion made my game sem more like "why does this keep happening to me".
and this does not make the game more life like or even more fun it just makes things more difficult at times.
I agree with the cash idea as I have gotten cought off guard to many times with all the nagative events in my games so far and had no choices at all but the worst (when there was a choice to start with).
I wonder if this in itself is part of the deciding factor in how many bad events you receive per game, whether you have the cash on hand or not.
So run more workers! "Jee, my couch is catching on fire. Maybe I should get some extra buckets of water? Nah, I only run two buckets."![]()
OK, one RE that I'm trying to figure out is the slave revolt; for some reason, it happened ALOT the greater score lead I had over opponents (about once every 10-20 turns) but only occasionally the closer together the scores are (this may only be a coincidence). It seems to only ever happen in the capital, which makes it one of the deadliest REs - equivalent to anarchy almost. I find that "doing nothing" almost never resolves the revolt so you end up losing at least one population. However, if you switch out of slavery civic (e.g. to caste or emancipation), this event never occurs making slavery a lot less attractive unless you turn off REs. The other thing that seems to have NO effect is number of military stationed in the city. Perhaps courthouse affects it (I never build courthouse in the capital). Anybody know?