World Events

Probably not a new idea, but a few random global events would shake up the fairly predictable nature of the game. I imagine these only firing off 50 some odd turns have passed, so they don't cripple new games. They would have an effect and a duration, then expire. Other fun code for it might be events replacing other events when they are called, or some events making other events impossible to happen while they're in effect.

Events:

Plague of Locusts - 8 seasons. All food producing sources produce 1 less food while this event is in effect.

Bountiful Harvest - 4 seasons. All food producing sources produce 1 more food while this event is in effect.

Terrible Weather - 2 seasons to ?. All movement speed is reduced by 1 while in effect.

Stormy Seas - 2 seasons to ?. All sea-bound movement is reduced by 1 while in effect.

A Terrible Plague - 1 - 8 seasons. 5% of global population is killed immediately. Population growth in all cities is reduced by x, where x is a random number of citizens per turn, while in effect.

A Time of Rebirth - 2 to ? seasons. Population growth in all cities is increased by x, where x is a random number of citizens, while in effect.

A Horde of Termites - 2 to ? seasons. All materials producing sites produce 1 less material while in effect.

And on and on.

5,547 views 6 replies
Reply #1 Top

Yes please.

Reply #2 Top

Is there any way to do things like this from a GoodieHut effect?

For example, the ACP adds old Temples you can raid.  What if on occasion, instead of dealing damage to the raider, it releases a catastrophe/benefit that affects the world (such as -1 food production)? Not sure if such tags exist to be used in GoodieHuts though.

Reply #3 Top

I suppose that's easily* doable. The precedent is already there considering we get "st00pid untalented hacks have released D00M into the world" messages all the time. Would also be a place for less generic events, and more specially written ones.

* said from a non-coder, non-scripting position.

Reply #4 Top

There's no way to mod in global modifiers, there's not even a way to mod in auto-triggering effects.

Those warnings are heavily hardcoded.

Reply #5 Top

However, if we can trigger new quests from things like turn count, city pop, etc, we'll be able to simulate a random event. I've been waiting to get Frogboy in IRC to see if there's any way to trigger a quest other than the traditional spawned locations.

Reply #6 Top

Considering all the great random events in GalCiv2, it is surprising that there are none in Elemental!  Nothing brings a world to life so much as having random events occur that suggest the world is living and breathing on its own.