WIP: RoM 2.3 - Events

There are many important national holidays and traditional celebrations in all cultures all over the world, so perhaps that kind of event should be added to RoM also?

Historical/Wonder/Building "Great Celebration" Event:

- Could be triggered by many different events: completition of wonder, just by having a wonder or building in a city (eg. temples or cathedrals or Oracle wonder could trigger a religious festival tradition), "winning" or finishing a war (victory celebrations and a memorial day) etc.

- Effects could range from additional culture to additional profit, and if the celebration becomes a traditional annual/periodical holiday the bonus would be a permanent one. (Eg. +1 gold or commerce or culture for the city.)

- There could be a list of random names that would be given to each new traditional festival or celebration arising - adding more atmosphere to the game. (Eg. "Now the Zulus are celebrating their religious festival of [some random name or title for the fest].)

- Player options would naturally be the decisions on how elaborately to support the new celebration/festival.

- Due to the nature of the event, it could happen quite often for all civs?


This idea seems quite flexible to me and could easily add more atmosphere to the gameplay. Please help me to develop the idea!
 
Another one - gee, my reading's a little obvious...

Event: "Aristeia" (Or, for the more modern, "Their Finest Hour")
Trigger: Unit kills more than (x) units by itself and survives the round (might be a little tricky to code, I admit, mostly on that "survives the round" thing)
Effect: Either Heroic Epic provides +1 XP to new units in its city, or trigger unit gets Leadership promotion even if it doesn't have a General.

Event: "The Alamo"
Trigger: Above conditions minus survival
Effect: Either Heroic Epic provides +1 XP to new units in its city, or player gets (x) units at zero experience as if militia had spawned in RevDCM.
 
Hi Zap
since I see you working on a future 2.3 version of RoM, may I humbly suggest to add BAT mod (it has BUG 3.0 Varietas Delectat inside, among some other components) along with the Late period CTD fix:)? that would greatly increase game experience...
 
Actually, that kind of patch would enable us to play the mod till the end....;);)
 
Here's the final list of changes for v2.3:

Spoiler :
Events
------
- Added: 28 New events
- Changed: Tower shield event active on 50% of games now, obsolete python check removed since python file didn't have that code block
- Changed: At the Sword event expires later and can affect Light Swordsman as well
- Changed: Man named Jed event can trigger with Adventurer
- Changed: Blessed sea quest can be triggered on Hellenism, checks also presence of wargalleys, flyuts and brigantines because those can carry missionaries too
- Changed: Tornado may affect many new improvement types (was only affecting BtS default types)
- Changed: Bards tale trigger techs modified
- Changed: Hurricane active in 100% of games (was 75%)
- Changed: Volcano event active in 100% games (there's many active volcanoes on Earth)
- Changed: Black Pearls event can be triggered with Pearls resource (duh!)
- Changed: Apple Seed event actually reveals new apple resource
- Changed: Mahdi Army event might occur earlier
- Changed: Battle Lasers event applies to AH64 Gunships as well
- Changed: Reactive Armor event applies to Early, Light and Heavy Tanks too, prereq. Oil Products instead of Oil
- Changed: Greek Fire event occurs now in 35% of games instead of 15%
- Fixed: Harbormaster quest text elements

National Wonders
----------------
- Added: Fusion Power Plant

Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)
- Fixed: Reference to Manhattan Project removed from SDI since Manhattan project is now National wonder and not project

Resources
--------
- Added: Bauxite Ore
- Added: Obsidian
- Added: Ammunition button + font
- Added: Oil products button + font
- Changed: Aluminum is now manufactured from Bauxite Ore
- Changed: Whale obsolete at Sonar tech (1969-1980 when whales were put on endangered species lists)

Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore
- Added: Modern Granary
- Added: Sid's Sushi Restaurant
- Added: Cereal Mills Factory
- Added: Standard Ethanol Distillery
- Added: Creative Constructions Contractors
- Added: Mining Inc. Survey
- Added: Aluminum Co. Research and Development
- Added: Civilized Jewelers' Store
- Added: Rubber factory graphics + button
- Added: Archery Range graphics
- Added: Vacation Resort graphics + button, gives now +20% commerce, -25% science, +20% culture
- Added: Naval Academy graphics + button
- Added: Press Agency button
- Changed: Drydock requires Shipyard in city
- Changed: Food Processing Plant requires Modern Granary instead of Granary
- Changed: Orbital Factory requires Modern Granary instead of Granary
- Changed: Security Bureau moved to Psychology tech
- Changed: Irrigation Canals moved to City Planning (ancient egypt had these canals)
- Changed: Military Airbase no longer add extra trade route to city
- Changed: Accelerator's bonus to spaceship production reduced
- Changed: Jewellery commerce bonus decreased, trade route modifier added
- Fixed: Oil Power Plant requires Oil
- Fixed: School of Scribes no longer available for free at modern or later starts (goes obsolete at Medieval age)

Great Wonders
-------------
- Changed: Pyramids no longer give access to all government civics. It gives now free Granary in all cities.
- Changed: Alhambra no longer give -50% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Edinburgh castle no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Masada no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Petra gives +1 trade routes in all cities (the site was historically a center for trade), gives +1 free priest and can turn 1 citizen to priest
- Changed: Global Stock Exchange no longer add commerce bonus to city where it's built
- Changed: Technological Capital no longer have 100% science bonus, adds 1 free specialist per city instead of 2
- Added: Alhambra movie
- Added: Art of War movie
- Added: JS Bach Cathedral movie
- Added: Cure for Cancer movie
- Added: Copernicus Observatory movie
- Added: King Richard's Crusade movie
- Added: Theory of Evolution movie
- Added: Longevity movie
- Added: Magellan's Voyage movie
- Added: Petra movie
- Added: Plato's academy movie
- Added: SETI movie
- Added: Woman's Suffrage movie
- Added: Pyramid of the Magician movie (wasn't sure if it's exactly the same pyramid in the video)

Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum
- Changed: Aluminum Co. accepts Bauxite
- Changed: Sid's Sushi Co moved to Screw Propeller tech
- Changed: Civilized Jewelers Inc. moved to Motion Pictures tech

Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation
- Changed: Quarry can be built on Obsidian resource
- Changed: Camp get commerce bonus from techs Matchlock and Semi-Automatic Weapons (easier to hunt animals)
- Changed: Whaling boats get extra bonuses from Naval Cannon, Corporation and Screw Propeller techs
- Added: Extraction Facility (sea)
- Added: Orchard icon

Mod components
--------------
- Added: Asphalt Roads
- Added: Kalimakhus' RevolutionDCM+BUG addon 1.2
- Added: Ethnic Citystyles 1.03 for BtS 3.17
- Added: UN Forces

Units
-----
- Added: Motorcycle
- Added: Adventurer
- Added: Extraction Facility, builds improvement
- Changed: African knight unit graphics changed to new graphics to fix bug
- Changed: Frigate can transport now 1 land unit
- Changed: Ship of the Line can now transport 1 land unit
- Changed: Manowar can now transport 1 land unit
- Changed: Iron Frigate can now transport 1 land unit
- Changed: Ironclad can transport 1 scout, spy, great people
- Changed: Cavalry upgrades now also to Armored Car and Motorcycle
- changed: Armored car cost increased, Flanking abilities increased, no longer start with blitz
- Changed: Jeep cost increased, Flanking abilities increased
- changed: HUMVEE cost increased, Flanking abilities increased
- Changed: BTR80 cost increased
- Changed: Mechanized Infantry cost increased
- Changed: Gunship flanking abilities increased
- Changed: AH64 Gunship flanking abilities increased
- Changed: Cuirassier upgrades to Motorcycle
- Changed: Police Squad is now gunpowder unit type
- Changed: Flak88 negative modifiers against different unit types removed (these were used against personnel, tanks, planes, vehicles etc.)
- Changed: Automatons upgrade to Cyborgs, requires now Cloning Laboratory instead of Cloning Factory (can be built earlier->helps AI), cost increased to 100
- Changed: Clones require now Cloning Laboratory instead of Cloning Factory, can build now Silk Farm, Apple & Olive Orchard
- Changed: Cyborg cost increased to 150
- Changed: Great Artist can build Heroic Epic and National Epic wonders
- Changed: Great Merchant can build Central Bank and Wall Street national wonders
- Changed: Great Engineer can build Ironworks national wonder and Pont du Gard great wonder
- Changed: Atomic Bomber requires now Aerodynamics and Fission, cost increased, air range dropped to 7, belongs now to Bomber unit group which gives access to certain Air promotions
- Changed: Nanite Cloud removed from Hi-Tech unit group (has no longer access to promotions), strength dropped 70->64 (still strength 70.4 with Sensors I upgrade)
- Changed: Spearman units no longer require resources, instead you can speed up production by having stone, obsidian, copper and iron resources (55% from cost removed if you have all 4 resources), moved to Stone Tools tech and requires Hunting
- Changed: Axeman units can now also be built with Obsidian
- Changed: Wardog unit can be built with Obsidian
- Changed: Explorer upgrades to Adventurer
- Changed: Aztec Elite Jaguar can now built also with Obsidian, fixed missing pedia entry
- Changed: Dreadnought armor requires Oil Products and ( steel or iron )
- Changed: plane FW190 retextured - nazi symbol removed
- Changed: plane he111 retextured - nazi symbol removed
- Changed: Mechanized Infantry no longer require Ammo because it should be the default Conscription unit if you start on Future Age
- Changed: ACV SAM art define points to different animation file (no longer to scenario files)
- Fixed: Maya Holkan no longer require bronze working, requires now copper, iron or obsidian
- Fixed: Conscription units, Riotpolice removed from list, Arquebusier+Musketman have different values now, order fixed on late game conscription units
- Fixed: Zero art file path define
- Fixed: M60 art file define
- Fixed: Aztec grenadier art file path define
- Fixed: typo on flag units (BtS bug?)
- Fixed: Light artillery animation define
- Fixed: Light Anti-Air Gun animation define
- Fixed: Flak 88 animation define


Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define
- Fixed: AS3D_UN_SWDMN_FDGT_VOX define was missing? Units don't have this sound define anywhere so probably bug in BtS or typo in some custom unit nif file? copied and renamed AS3D_UN_SWDMN_FIDGT_VOX to add this define (I assume it's the same sound)

Promotions
----------
- Added: 4 event only promotions
- Added: New button graphics for several promotion lines
- Fixed: Ambush I-II available again for siege units, requires now Drill II
- Fixed: Charge I available again for siege units, requires now Drill II
- Fixed: Heal available again for siege units, requires now Drill III
- Fixed: Medic I-II available again for siege units, requires now Drill I
- Fixed: Barrage I-II no longer available for Tracked, Wheeled, Mounted or Wooden Ship units
- Changed: Accuracy I available to Diesel and Nuclear ships (only those that have collarateral damage ie. access to Barrage I promotion)
- Changed: Combat 6 no longer available for Leader (there's already alternative)
- Changed: Medic 3 no longer available for Leader
- Changed: Woodsman I-III has bonuses now against Animal units (not wild animals but Animal unitgroup: guarddogs, wardogs etc)

Python
------
- Added: Granary -> Modern Granary upgrade line
- Added: Barracks removed from city when Garrison is built (Barracks is obsolete at this point)
- Fixed: when Steel Mill was built it didn't remove all required building types
- Fixed: Inquisitor unit persecution
- Fixed: River Port can't be built if city has Harbor, Port, Commercial Port or International Port
- Changed: check added to EnhancedTechConquest so that Barbarian civ doesn't get tech advances from conquering cities.
- Changed: in MapgeneratorUtil aluminum swapped to Bauxite
- Changed: Anti-Missile batteries disabled when Arcology is built (can't shoot missiles through shield = prevention of arcology size bug), Anti-Missile batteries can't be built if city has arcology, arcology shielding or advanced shielding

Civics
------
- Changed: Tribal Law increases local rebelliousness each turn by 1 (tribes want to control their city themselves)
- Changed: Inquisitorial likes state religion Holy city, decreases rebelliousness
- Changed: Emancipation diplomacy penalty for civs without it halved (400%->200%)
- Changed: Government funded healthcare no longer cause penalty for civs without it (400->0)

Unitcombats
-----------
- Added: new button graphics for several categories

Sevopedia
---------
- Fixed: DCM Concepts page (was not shown on sevopedia, python code was made for regular BtS so I converted it), includes Active Defense, Airbomb Missions, Archer Bombard, Battle Effects, Civ Changer, Civ Customiser, Combined Arms Stack attack, Opportunity Fire and Ranged Bombardment pedias
- Fixed: Corporation prereqs are now shown on buildings that require specific corporation
- Fixed: Some improvement pedia links
- Changed: Many tech strategy entries have been corrected (some BtS entries still need to be changed)
- Changed: tweaked Promotion Tree to be easier to read
- Changed: button size on unit upgrade chart made smaller
- Changed: DCM concept page renamed to RoM Concepts
- Added: AI AUtoplay pedia to RoM Concepts
- Added: Revolution pedia to RoM Concepts
- Added: BarbarianCiv pedia to RoM Concepts
- Added: Tech Diffusion pedia to RoM Concepts
- Added: Enhanced Tech Conquest pedia to RoM Concepts
- Added: Inquisition pedia to RoM Concepts
- Added: Ethnic Artstyles pedia to RoM Concepts
- Added: Dynamic Civ Names pedia to RoM Concepts
- Added: Influence Driven War pedia to RoM Concepts
- Added: Building upgrade lines pedia to RoM Concepts
- Added: Civic Specific Buildings pedia to RoM Concepts
- Added: Specialist Stacker pedia to RoM Concepts
- Added: Civ4lerts pedia to RoM Concepts
- Added: Better Espionage Screen pedia to RoM Concepts
- Added: Cultural and Great Person Turns pedia to RoM Concepts
- Added: Great Person Progress Bar pedia to RoM Concepts
- Added: City Cycle Arrows pedia to RoM Concepts
- Added: Improved Glance Tab pedia to RoM Concepts
- Added: Great Person Technology Preferences pedia to RoM Concepts
- Added: BUG Military Advisor pedia to RoM Concepts
- Added: Not Just Another Game Clock pedia to RoM Concepts
- Added: Raw Yields pedia to RoM Concepts
- Added: Reminders pedia to RoM Concepts
- Added: Whip Assistant pedia to RoM Concepts
- Added: Wide city bar pedia to RoM Concepts
- Added: Maps and Scenarios to RoM Concepts
- Added: Many Strategy entries for buildings and units
- Added: All missing tech strategy entries

Great People
------------
- Changed: Great General can build now also National Courier System and Secret Army Base

Other
-----
- Enabled: DCM Opportunity fire
- Enabled: DCM Active Defense
- Enabled: IDW Auto draft
- Changed: Barbarian cities may now appear on all eras. This helps Revolution mod component to form new Civs if game is started on Industrial or later era
- Fixed: bug in Ethnic Citystyles 1.03 PlotLSystem files: Native_American.nif was spelled incorrectly
- Fixed: reference to worldbuilder Peak button file (BtS didn't have that button so I made it to point to feature_peak button file)
- Fixed: Global Warming message is correct now (no longer say there's nuclear fallout)

Maps
----
- Fixed: Earth 28 preset civs converted to RoM 2.3 settings
- Fixed: Earth standard size 12 preset civs to RoM 2.3 settings
- Fixed: New World Colonization no preset civs to RoM 2.3 settings, renamed to Americas
- Fixed: Mediterranean map to RoM 2.3 settings
- Fixed: New Zealand map to RoM 2.3 settings
- Added: Earth standard size with 23 preset civs
- Added: Earth Ice Age
- Added: Demographica map (mediterranean), probably requires 512MB graphics card due to huge size
 
Alas, I do not see changes in error correction "Kolonist" and "Pioneer" for the game for multiplayer. That so?

All changes are liked, await the opportunity to download.
 
Wow! Those changes/additions/fixes look great for 2.3. Any idea as to when 2.3 will be released? Thanks!
 
I'd like there to be a "black Plague" or "major epidemic" event. Maybe something that can have a high chance of being triggered by a city with a high sickness level. Say if it's triggered then you have an option of "finding a cure immediately at no expense" investing 100 gold into funding for a vaccine, which will then have a 50% chance probability of being triggered next turn or switch off pending on the randomizing effect. Or if you've low funds or want to risk it then 50 gold would give a probability of 75% chance of being re-triggered next turn with a population loss of 1 in that city. Or if you have no funds then the last option would be to "wait it out" and the consequences of that is 75% chance of it being re-triggered next turn with a population loss of 1 in addition a 50% chance of it spreading to a nearby city ( reduced to 25% if there is 1 or more medic unit in that city ) even if it's a neighboring country's city too!

And what else would be great is if new world wonders which have movies would have the movies removed and replaced with just still photos and maybe custom audio tracks, this would really make it easier to complete the rest of the world wonders for which movies cannot be found, reduce the size of the mod itself and give this mod a slightly more polished feeling.
 
What would be cool is a religious schism event. But then the mod needs more religions :( It could be done by merging Johnny's rapture mod though :)
 
Great work on 2.3 . . I'm looking for a giant earth map with a few old civ only to enjoy revolution.

Thank you
 
I'd like to get some feedback from those new events in v2.3 - mostly I'm concerned about how often recurring events appear because my few test games aren't really enough to see how those events "behave". For example Mercenaries (different eras have own events for them so they might occur too often still), volcanoes, plague etc. can happen many times. So if you notice some event occurring way too often, let me know and I'll tweak some numbers for the next version.
 
One thing i'd like to see is an option to select more frequent events in custom settings. Was quite nice to have in FFH mod. Failing that, is there a setting in python or an ini I can modify to increase event frequency?
 
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