orlanth
Storm God. Yarr!
- Joined
- Nov 17, 2001
- Messages
- 1,805
In EventTriggerInfos.xml, you can specify a set of trigger conditions in the XML and if you set <iWeight>-1 that event will trigger immediately on meeting those conditions; if you set a positive value for <iWeight> then after meeting these conditions it become eligible to happen but you won't know precisely when. If you want to add more conditions that can further add for this chance to happen, you can add other triggers for the same event to accomplish this; and you can let all these triggers become obsolete once the event has happened, or happen only once for each player, or once globally, among many other possible settings. The triggers can involve Civics/Techs, or other criteria including numbers of certain Units, Buildings, Bonus resources, population, and number of certain tiles owned. It's really a cool and versatile system.Random event with the condition that the player has a certain civic. If we then set the likelihood to 100%, then it will happen when the civic is added to the player or at the start of the next turn depending on how the code is. If we set the likelihood to say 20%, then it will happen, but then the player can't be sure precisely which turn it will happen in. Maybe the change could be 1-5% * number of civics of a certain category owned by the player. Imagine drawing a horizontal line on the tech tree and say each line left of the line adds to the risk of a collapse. That will prevent the player from just avoiding the trigger tech for strategic reasons.
The random event should have a setting saying that it can only happen once, or once for each player or whatever.
These trigger conditions would be good to have in general.

There are already several different victory options moddable in VictoryInfos, including several domination and conquest-type ones that don't involve revolution, although more victory options are always interesting. I think civ splitting has been done in FfH or Fall Further (hasn't everything?
