WIP: RoM 2.3 - Events

zappara

Mod Designer
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I'm working on next patch that will add many new events to Rise of Mankind. So far I've added 12 new events, many of them giving player multiple choices. First I have to say that it's not easy to add events - testing out every possible condition for each event is really time consuming: change couple values and I have to reload the mod and try all conditions again, not to mention the problems with python... Original goal was to add about 100 new events but at this speed, I don't know how long it will take to add that many - anyway I'm not in rush to update RoM so it'll probably takes few months before all is done.

So I thought I'll ask you all RoM players what kind of events there should be. I have my own event lists but I can't think of everything myself. ;) If you post any event suggestions, please mention to which event category it belongs:

Historical event
Building event
Wonder event
Unit event
Improvement event
Diplomacy event
Civic event
Other

Please keep in mind that my goal is to add real world events and historically accurate things. For example: x person shooting y civ's diplomat causes World War could be one event.
 
"Please keep in mind that my goal is to add real world events and historically accurate things. For example: x person shooting y civ's diplomat causes World War could be one event."

That's awesome (Who doesn't want a World War with 30 civs?), as long as it's an option and not forced upon you.
 
Immigration/Emmigration

Border conflicts
(Ex. 2 civs which border each other, w/ diplomacy cautious or lower. Each have a unit adjacent to each other, but inside their own territory. Trigger happy soldiers cause a border conflict occurs causes damage to each unit and worsens diplomacy, (even risking war)

Economic sanctions & illegal trafficking

Crime.

Religious Events, religious conflicts when a city has multiple religious w/out freedom of religion (or sometime even with it)

Landmark court cases
(Various US supreme court cases, Scopes Monkey Trial, etc.)

Natural Disasters could injure random troops in addition to improvements.

Scandals among the nobility/elected officials, etc.

New Inventions (specific products: light bulb, record player, cell phone, sliced bread, etc. Resource specific: cotton gin, hand-rolled cigarettes, etc.)
 
Diplomacy Event:

Nuclear Weapons Development/Testing

"Your forces have tested a nuclear device, causing much ecological damage in the nearby area and damaging relations with other nations."

Option 1: Issue a public apology to the other nations for the poor choice of location for the test and begin cleanup operations immediately! (-1 temporary penalty with other civs, -1000 gold; removes fallout)

Option 2: Issue a public apology to the other nations for the damage caused by the testing. (-1 temporary penalty with other civs.)

Option 3: Now THAT was a bang! (-2 temporary penalty with other civs)

Basically causes fallout in and around a certain un-owned tile. Requires the Manhattan Project to be built and at least one nuclear weapon in the nation's inventory.
 
Friday the Thirteenth (Historical and Wonder Event)

Based on the secret instructions issued by the Pope Clement V on October 13th, 1307, to his forces throughout Europe, claiming that the Order of the Templars was heretic, to arrest, torture and force the confessions of their "sins". The Templars had grown so powerful by that time that the Pope and the French king, Philip V, had planned out this strategy to crush the order and gain possession of the Templars' riches.

About its mechanics, it would work as two different events. the first, for the Apostolic Palace leader:

Chance to trigger if you are the Resident of the Apostolic Palace at Medieval Era.

Description: A military religious order has grown so powerful that it is starting to rivalize with the Apostolic Palace itself. Your assistants are constantly warning about their military and economic strenght being too big and time has come to take a decision.

Choices: 1 - As if we could do anything. (no requirements) [+1 unhappy faces in all cities with state religion for x turns, to simulate the political dissidence]
2 - Forge a few heresy prosecutions and leave the matter to the Inquisition. If anybody dies and their riches are lost during the process, too bad for them. (available only if inquisitorial) [receive 150 gold per city with state religion, +1 unhappy face in all cities with state religion for x turns]
3 - I had a vision. They are all heretics! Make them all confess their sins and return their riches to their rightful owner, the Apostolic Palace. (available only if you are the Apostolic Palace owner) [receive 300 gold per city with state religion, -1 population in all cities with state religion, triggers event number two]
4 - It pains me, but we need their military assistance at this time. Grant them their freedom in change for some of their armies, the people will eventually remember that we are the only path to salvation. (only available if you are at war with a civ with a different state religion) [receive 2~5 free crusaders, depending on map size, +2 unhappy faces in all cities with state religion for x turns, to simulate the political dissidence]

event number two would be trigered for every full member of the Apostolic Palace, on the immediate turn after choice number 3 for the first event has taken place, and it is based on the reaction some kingdoms had towards the Templar refugees (basically, Portugal, England and Scotland, that actually helped or did no harm to them).

Description: The Resident of the Apostolic Palace has claimed an incredibly powerful military religious order is heretic. He has issued orders to arrest, torture and extract confessions from every member of the order, and send a portion of their riches to the Apostolic Palace itself. While it might seem to be a good opportunity to get rich, embracing the refugees from other nations may be even better...

Choices: 1 - Who am I to go against the holy will? Arrest those heretics and make sure the Apostolic Palace will receive its cut. (no requirements) [+1 happy face in all cities with state religion for x turns, receive 100 gold per city with state religion, the Apostolic Palace owner receives 50 gold per city with state religion, +2 relations with Apostolic Palace owner]
2 - This order has been on our heels for years, it is our right to stay with their riches. (no requirements) [receive 150 gold per city with state religion, -1 relations with the Apostolic Palace owner]
3 - This is none of our affairs. (no requirements) [+1 unhappy face in all cities with state religion for x turns, -2 relations with the Apostolic Palace owner]
4 - The order is very powerful and hold many secrets and riches. Discretly allow some of their refugees to join our cities. (no requirements) [+2 unhappy faces in all cities with state religion for x turns, -2 relations with the Apostolic Palace, +1 gold in every city with state religion]
5 - Ordered by whom?! Publically invite every refugee to join our great free nation. (no requirements) [-4 relations with the Apostolic Palace owner, +3 unhappy faces in all cities with state religion for x turns, +1 population in every city with state religion, +3 gold in every city with state religion]
 
This is history and diplomacy at the same time I suppose.

During the whole Napoleon thing, the US tried to stay neutral, but the French took American ships while the Brits took American sailors.

So here's how it could work in game.

Nations B and C have been at war for say, 10-15 turns.
Nation A has open borders with both countries.

Events
Nation B (or C) have been kidnapping *your nation's* sailors/ or taking nation's ships. What should we do?

-Close borders and cut trade with Nation B (or C)
-Declare War on Nation B (or C)
-Work out a deal for merc troops or ships (give Nation B or C x amount of ships/troops/planes?)

Now, here's the event options for the two warring nations (after 15 turns still)

The war has been going on for a while now and it seems like it could go on for much longer. Right now, Nation A is doing trade with both sides of this conflict. What should we do about that?
-Do Nothing, what harm can it do? (Positive impact on relation)
-Pressure Nation A into ending trade with Nation C. (Negative impact on relation)
-Bribe Nation A into going to war with Nation C. (Cost 1000-5000 gold)
-Declare War on Nation A

here's the other event for Nation B and C

The war has been going on for a while now and it seems like it could go on for much longer. If we somehow quickly boost the size of our Army or Navy, that could be a deciding factor in this war. Nation A has an army and Navy and if we can somehow get that power, we could win this war.

-Do nothing
-Request x amount of soldiers/ships (cost 1000-5000 gold)
-Kidnap their soldiers that cross our borders for x amount of turns (-2 diplo with Nation A)
-Take ships that enter our ports for x amount of turns (-1 diplo with nation A)
-Take all ships that enter our waters for x amount of turns (-2 diplo with Nation A)
-Demand tribute in the form of miltary assistance from Nation A (-2 diplo)

Open to suggestions of course
 
One thing that gets me is that when I ask a nation to either stop trading with, or go to war with another nation I can choose to ask what they want in return, if they'll do it outta the kindness of their heart, or forcefully tell them to or else.
Yet when they ask me, they never offer me anything!
They just say will you do it, yes or no. If I say no, they *****, if I say yes then they're happy with me.

I'd like to see this area expanded with more options.

I also remember that in Civ3 it seemed like you could do a lot more planning with another civ for was purposes.
Now all there is, is to ask them to attack a certain city.

I'd like to see more options in regard to working with civs in war and peace, and in ways of communicating with them.
 
@Sonereal

One clarification about what events can do when they trigger: event can pick player to who triggers the event and the event can then pick 1 extra civ that might be part of the event depending on what the 1st player decides to do. So there can be only A and B civs in 1 event. It is possible to make events trigger extra events where it might be possible to make event affect civ C but it gets very complicated to do them so I try to avoid those situations.


@0100010

What are those Landmark court cases? I don't live in the US so I have no idea what kind of events those could be.
 
So there can be only A and B civs in 1 event.

Thanks for letting us know, the restrictions are interesting.

The random events should be well written and concise, to mimic the ones in the official game. You might want to have someone edit the text for this purpose.

I think the game also defines the game into two categories: standard events (like a flood washing out a road) and quests (like the holy mountain).

Have at look at this list: http://forums.civfanatics.com/showthread.php?t=236727 for official events.
 
Thanks sickre, didn't know about that thread. :)

There's also thread Guide to event modding in BtS which explains in detail how xml tags work in events.

I know my english is not perfect for writing event texts because english is not my native language but I'll try to make them blend among the original events - in most cases I can use the original texts from BtS events and just modify it little for my own events.

I haven't tried yet to make any new quests, those are bit more complicated than normal events.
 

Hmm... some of those have potential, albeit it is very hard to work out what some of them are from those links, without having some idea what they are already.

The examples I saw quickly include the Miranda rights for people being arrested (right to silence, everything you say can be used against you etc), there's the removal of bans on abortion, providing contraceptives and teaching evolution (or any other theory that denies the Biblical explanation of where humans come from), upholding freedom of expression even where said expression might cause offense and the end of segregation in education.

There's interesting interplays between religion, happiness, science, city growth and possibly culture that could work in there. For example Miranda rights might add one happy per Police Station. Removing creationism or intelligent design from schools could add one science to a library/school (there are schools in RoM, right? Been ages since I got that far in a game) whilst removing 1 culture from that building, or instead removing 1 culture from a Temple.

Is it possible that some of these effects can be tied to Civics? Say you are in a theocracy or organised religion, could allowing evolution to be taught mean +1 unhappy in that city, but +1 happy if in secularism? Or some other combination that makes sense?
 
Just finished moving current v2.3 changes to current RoM2.2:RevolutionDCM+BUG version, now I can get back to adding more events.

Work in progress version 2.3 (changes so far):
Spoiler :

Events
------
- Added: x New events

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

Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)

Resources
--------
- Added: Bauxite Ore
- Changed: Aluminum is now manufactured from Bauxite Ore

Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore

Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum

Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation

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

Units
-----
- Added: Motorcycle
- 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

Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define

Promotions
----------
- 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)

Python
------
- 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

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)

While my main focus is on adding new events, there will be additional changes as well as you can see from current notes.
 
If you are still adding events, might I suggest some additions in the plague/epidemic category? Very few historical events have shaped, modified, or even destroyed developing civilizations than disease cycles, and I think the Medicine/Influenza event is the only one in Vanilla or RoM at the moment. For a >500 year period, Europe lost nearly half it population on average per year because of epidemic diseases, and European arrival heralded the loss of 90% of North American native population in less than 100 years, largely through disease.

Might be interesting to have two more disease events:

with advent of intercontinental sailing (optics or first contact with civs from another continent), could trigger a serious disease epidemic one or both vectors. Choices could be in how to handle it, leading to massive population loss, mass sickness/rebelliousness in colonies, or massive expenditure of resources/gold to combat the illness.

When pre-sanitation or pre-medicine (or both) cultures reach a certain level of density, unhealthiness, or whatever mechanic makes sense (Be fun to use the old walled city > pop 15 from Civ3 again), massive, spreadable plagues are generated which can seriously set back growth... can spread to other cities, civs, etc. along trade routes.
 
plague +1 vote!

I mentioned it before and zappara explained why it was a no go, but I thought I'd vote in on it again just incase something has changed. :rolleyes:
 
About plague - it might actually be included in some form or another on next patch. Can't give any promises about it but at least I'm going to try add some medical emergency events. ;)
 
There's some 20+ new events so far added - I think those already make the early gameplay quite different if you happen to get few of those. ;) Balancing the frequency how often they occur takes bit more time than I expected as I have to actually play through several eras to see the overall effects and after tweaking values it's the same test process again. Lots of events still to do, from medieval age to future age events...
 
Other
- After discovering one tech that allows you to build the spaceship: an OVNI falls near one of your cities. There is a 50% chance that the guys inside are alive, 50% that they are dead. If they are alive, they may build a base and start attacking you with Hi-Tech weapons or they may ally with you and provide you with technology. If they attack you, all empires in the world may ally against the aliens, who may drop troops in a random pattern around the globe. If they help you, you get a few techs and a boost on the spaceship construction.
Historical Event
Event: A new religion
A person has gathered many people around him with his talks of a new order in which everybody lives in peace and together. Some of his followers have spread out to other cities in your empire and claim their leader makes miracles. A few people are starting to talk of him as a god.
Options:
1: Arrest the leader and his followers and exile them to other empire (-1 happiness in 4 cities, -1 relationship with random civ, 10% of founding a later religion (Christianity, Islam, Taoism, Confuncianism) in a city of your empire, if this doesn't happen the problem will be dealt with in the other empire).
2: Pay someone to kill the leader (-100 gp, 10% revolt of one city, 5% revolt of other 3 cities, 20% of founding a later religion)
3: (Only if you have the Apostolic Palace) Make the leader of [your religion] talk with the leader of the new religion to help him understand the truth of [your religion] (20% founding of later religion in the city that holds the AP, 10% of change of the AP religion to new religion (your religion's leader has been converted by the words the new prophet says), 5% of all followers of your SR to turn to new religion (in this case, if you have the Holy Shrine of your SR, the HS converts to the HS of the new religion: customs are hard to break, you know), 25% that up to 4 of your cities that don't have the SR convert to it and up to 3 foreign to do the same).
4: (Only if you have the Theocracy Civic) Make the Inquisition arrest all the followers of the new religion and accuse them of being "spawns of :satan:", so they are disposed off (20% of founding a later religion, 5% of revolt in one city, 50% of +1 happiness in all cities with your SR (watching those heretics burn is fun!))
5: This man holds the truth in his words! (75% of founding a later religion and then 75% of making it your SR, 75% of the new religion to spread to each of your cities (each city has a 75% chance to have the new religion), 25% to spread to each foreign city that shares your former SR, 50% of -2 relationship with civs that have your former SR, if you have the Holy City and Holy Shrine of your former SR there is a 5% chance that it goes to a foreign city)
6: (Only if you have Free Religion) All the religions are equal in our eyes, let him act as he wishes (50% of founding later religion, if this happens there is a 10% that it spreads to up to 4 cities).
7: (If you have a State Religion) Let him act, but all those who convert to the new religion will pay more taxes (same as No.6, +2 commerce and -1 happiness from each city to which the new religion spreads)
Possible Quest
The Words and the Works of God
Your god has talked through the words of a prophet: the true faith of [your State Religion] must be spread to all the people of the planet. When this happens, God will shower you with presents and your enemies with rocks from the sky to send them to the hell.

Your goal is to send missionaires of your state religion (of which you must have the Holy City of) to all the enemy civs and spread your religion to, at least, three cities of each civ (if a civ has less than three cities, it'll be enough with two). God himself will grant them powers so that they can go to every civ unmolested (in game, it is like if there is a Open Borders Treat, but only for the missionaires of your SR).

If you manage to do it, you can choose between these things:
1: (Only if you DON'T have the Holy Shrine) Ask all the pilgrims to help in the effort of building the Shrine (2gp for each city that has the religion, Holy Shrine is built)
2: God asks the congregation that they spread the religion in their homelands (at least 1 new city per civ converts to your religion, the chance of your religion to spread to other cities decreases for each city you have already converted and the distance to the Holy City).
3: (Only if you have the Oracle, doesn't matter if it isn't in the Holy City) God, through all his followers, shouts to the whole world "Worship me or suffer the consequences!" (in 5 turns, mystical fire will fall from heaven: civs that have your religion as their SR won't suffer, and cities with your religion that stay in civs that don't have your religion as the SR will only lose religious buildings aren't related to your religion or one other building randomly chosen; cities without your religion will lose half their buildings or half their population)
4: Call for a Crusade (all the countries with your State Religion join you in a Holy Alliance* with you as its leader, a Golden Age will start for your empire**, causes a new event in foreign countries).

If you don't succeed with this quest, you'll get -1 happiness for every city in your empire that has your State Religion for 20 turns (really harsh, hehe)

And a event if someone else managed this quest:
A: You don't share the State Religion of the one who completed it.
Religious Crusade

The leader of [Empire that did the Quest], following the precepts of [Religion], has called for a Holy Crusade against those who don't follow their god. [Your Empire] may be devastated by this war, but perhaps a compromise may be reached...
1: Change Religion (your SR is now that of the one who called for the Crusade, 50% of the religion spreading to each city in your empire, 30% of revolts in cities that don't have the SR, you join the Holy Alliance*, Golden Age for a half of the time of the Holy Alliance leader**)
2: Resist the Enemies of the Faith (the Holy Alliance declares war against you, the cities with the Crusading religion have a 50% of revolt, 30% that Military Units production raises by 20% in the face of the upcoming invasion of the Homeland)
3: (Only if you can have the Free Religion civic) Stay Aside and don't act (you have the Free Religion civic, 1 turn of Anarchy, you stay Neutral in the Crusade until you declare war on your own, in which case you join the side you didn't attack).

B: Your State Religion is the same as the one who completed the quest.
Religious Crusade: The leader of your religion has called for a Holy Crusade against the spawns of :satan: that populate those cities where non-followers of [your religion] live. Of course, those who live there and share our religion will be helped and saved from them, but the others will not survive. Your God wants you to march against the infidels!
1: Join the Crusade (you join the Holy Alliance*, you have a Golden Age that lasts half the time of the Holy Alliance leader**, 75% of the religion to be spread to cities that don't have it)
2: (Only if you can have the Free Religion civic) Stay Aside (you have the Free Religion civic, 1 turn of Anarchy, 10% of revolt in two cities, you stay Neutral in the Crusade until you declare war on your own, in which case you join the side you didn't attack).

C: You have the civic Free Religion before the Crusade was launched:
1: Let's join the Crusaders, they'll win surely! (you join the Holy Alliance*, you have a Golden Age that lasts half the time of the Holy Alliance**, you change from Free Religion to Organized Religion or Theocracy with the religion that started the Crusade as your State Religion, 1 turn of anarchy, 50% chances that the religion will spread to each city)
2: We can't let those backwards puritans do as they want! (you declare war on Holy Alliance, you keep the Free Religion Civic, Military Production raises by 20%)
3: This doesn't concern our Government (relationship with non-Holy Alliance warring civs decreases by one unless you sign a commercial treaty with you giving them weapon-producing resources, relationship with Holy Alliance decreases by two, -2 happiness if other Free Religion civ takes option 2).
*When the countries that join the Holy Alliance are defined, they will declare war onto those that have decided to resist. Of course, the Holy Alliance will hold until all the enemies have changed religions, have been eliminated or until the leader decides that enough is enough and offers peace or the leader changes its civics to Free Religion. If the Holy Alliance loses the war, the religion that launched the crusade will fall in attendance (3/4 of the followers will change to other religions).
** Mausolo's Mausoleum may change this: if the leader of the HA has it, the leader's GA will last 12 turns and the others' GA will last 6 turns; if other empire has it, the leader will have a 8 turns GA, the MM's holder will have a 6 turns GA and the rest will have a 4 turns GA.
 
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