Who else really really hates random events?

Keep in mind that the events aren't completely "random." A number of them are tied to style of play. I almost always get the free market boost and a bunch of religious weddings that boost relations, but those don't happen if you don't play in certain ways. If you get the dice roll that gives you a random event on a given turn, and play in a way that you don't have many preconditions set for positive event types to occur, you'll get a large disparity titled toward the negative. I can't say for certain, but it definitely feels like overall, random events are usually a slight boost for my civs. *shurg*
 
Once I found some valueable herb in one of my forests. Adding that 14 gold to my stack of 2000 really saved my bacon.:rolleyes:

That's funny. :lol: How about the one where you strike the mother lode and are "rich, rich, rich". How rich? I got 10 gold.:rolleyes:
 
I can't agree with the OP...I love the events. The arbitrarily destroyed farms and stuff just give my bored, fortified workers something to do while I'm waiting for the Railroads tech.

It'll balance out in the end, more than likely. I've had bad strings, coupled with espionage that was annoying in the extreme, but it wasn't game-breaking.
 
I love random events, I keep getting quest like build two stable or six castles or some tirimes. I win every time! :D

I'm guessing the ease of the quests is linked to skill level? I play on Prince and the quests I get are almost always impossible... IE "build a harbors in 7 cities" when I'm playing a game w/ a lot of civs and I'm lucky to have 7 cities total, let alone 7 on the coast.

I'm also wondering if the shift of good-to-bad doesn't swing to a greater likelihood of bad events the higher the skill level.
 
I'm guessing the ease of the quests is linked to skill level? I play on Prince and the quests I get are almost always impossible... IE "build a harbors in 7 cities" when I'm playing a game w/ a lot of civs and I'm lucky to have 7 cities total, let alone 7 on the coast.

I'm also wondering if the shift of good-to-bad doesn't swing to a greater likelihood of bad events the higher the skill level.
The events are in no way linked to difficulty. The number of builds in the quests is only dependent on map size and there is no preference for any event based on difficulty.
 
The number of builds in the quests is only dependent on map size
But it is definitely too high. Most of the time, you can't afford that many cities.
The infamous "build cities on at least 11 landmasses" is the epitome of game design schlamperei. :rolleyes:
 
The number of builds in the quests is only dependent on map size and there is no preference for any event based on difficulty.

So, if I play the same exact map but in one case with 5 civs and in another with 10 civs, the quests details will be the same? (IE "Build a harbor in 7 cities")?
 
So, if I play the same exact map but in one case with 5 civs and in another with 10 civs, the quests details will be the same? (IE "Build a harbor in 7 cities")?
Yes - they are all tied to the default number of players for a specific map size, not the actual number of players.

But it is definitely too high. Most of the time, you can't afford that many cities.
The infamous "build cities on at least 11 landmasses" is the epitome of game design schlamperei.
well it requires 1.5*the default number of players landmasses to be settled, which is very high on bigger maps, OTOH you don't have any penalty for not succeeding and in certain situations you actually can succeed... (I do agree though that it is a pretty high number).
 
I actually hate hurricanes much more than slave revolts. Most cities should be able to handle a turn of disorder and the loss of one population, but for a coastal commercial city to lose two key buildings is just brutal. This might be skewed because I play epic speed, though. (One turn of disorder is nothing on epic.)

Barbarian uprisings often mean losing the game, but they have only hit me twice in all of the games I have played. They are rare enough to be tolerable. Conversely I had two hurricanes hit me in three turns once.
 
i just got something, a tornado maybe? it picked one city and destroyed the taoist temple and the bank. the target was of course the 2nd of my 3 legendaries, and my wall street city! i lost the bank in wall street :mad:! was in the last 15 turns of the game but still, i was not pleased. actually i guess it was a hurricane, that city is on the coast.

otoh, i had no slave revolts that entire game. ever. i went into slavery when i discovered bronze-working and never left it. i don't recall seeing any messages about other civs having them either. this is not a complaint!!! is there a trigger for that, and sometimes your game just doesn't have slave revolts as an active event? i think my first BtS game i didn't have any either, so i wondered what everybody was complaining about.
 
is there a trigger for that, and sometimes your game just doesn't have slave revolts as an active event?
like most random events it is only active in a part of the games (in 80% to be precise). in games in which it is not active it won't occur ever.
 
I love random events, I'd happily have one every turn if there was more variety in them to reflect what a country is really like. but is it just me or are they far less frequent in 3.13?
 
:sad:
Every single time I have the feature enabled, all I get is... improvements and buildings destroyed. Every 5 minutes. While all my enemies get things like improved units, improved tiles, etc.

It kinda reminds me of Mario Party. How you can't play it with friends because at the end of it you wind up choking your best friend with the controller cord going "YOU STOLE MY STAR!"

Why are the random events so mean? Are they just heavily unbalanced?

If you hate the random events then here are the steps to statisfy your happiness.
1. Understand the functions of the game
2. Disable the random events if you don't like them
3. You don't have to get so angy
 
I don't mind them, though some can be much more annoying than others. Hurricanes are the most destructive, but all the tornados and mine accidents just keep my workers busy.

I just shrug and consider it all a part of the game.
 
Ditto. Hurricanes tick me off but I have only had like 1 out of maybe 15 games. LOL but it took out key buildings. A forge and a courthouse I believe in a distant low production city. When it had about 7-8 other buildings to also pick from. :crazyeye:

But if I weigh that against the good events, it works out in my favor. any tile destroyers, I don't mind. and if need be I have an option to lose like 10-20 gold and have it not even happen. Other times, I just send in the workers. Spies destroying tiles suck worse than random events IMO because there isnt crap you can do about except try to prevent it through counter espionage.
 
not sure if i should reply to this post as it asks for people that really hate random events, and i really like random events. Some of them are actually interesting - and the spoils from ruins adds something to "razing" a city.

If anything i would like to see the events more graphically played out ...a forest in red yellow fire, a split in the terrain from an earthquake, the sea coming in on the coastal city hit by a hurricane, Civ3 style Volcanos, the ruins of that plane that crashed, slave revolts with enemy units that arise, ect.
 
I like the random events ( they add some spice to the game ), but there is one that seriously needs a tweak: the archer barbarian uprise.... As already stated in here, the units of a barb uprise are enabled by the fact of one civ having the necessary tech... but all of the AI start with archery in higher levels. that means you can have a archer barb uprise on turn 1, when you have at best a warrior ( or worse, a scout ...). 4 archers vs a warrior means you're dead... not fun at all ;)
 
That's funny. :lol: How about the one where you strike the mother lode and are "rich, rich, rich". How rich? I got 10 gold.:rolleyes:

I love Random events, but that one is always a dissapointment. Now, if in addition to the 10s of gold I had a town appear the next turn, or a free bank, courthouse, theater or extra traderoutes in a nearby city because of all of the economic activity a mother lode/stampede generates, that would be something.
 
I have this feeling that the game AI is using the events to subtly control the player:

Player builds wonders -> slave revolts, production improvements like mines destroyed to slow building process.
Player has weak military or sends most of it to attack-> barbarian uprising in homeland.
Player getting ahead in tech -> setbacks in research, science buildings destroyed.

etc, etc. I don't like the idea that the AI has a possibility to do this so I disabled the events.


edit. (imo) there's already enough suspicious things (in the negative sense) happening with the AI in this game even without the random events.
 
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