I agree about very large random events.
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Played SMAC? That had some weird random events. Some were subtle, such as an extra commerce point in a city for 10 turns, other were... not so subtle, such as an asteroid strike wiping out your city. Usually the largest one with 5 wonders.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Originally posted by sprucemoose3311
the new guy is gone already? and without the obligitory
2. Only in the OT
I like random effects, sure they can irritate me but Enjoy the fact that something can mess up your plans, so that you have to improvise.Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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Originally posted by Solver
Played SMAC? That had some weird random events. Some were subtle, such as an extra commerce point in a city for 10 turns, other were... not so subtle, such as an asteroid strike wiping out your city. Usually the largest one with 5 wonders.
Mostly because of the large ones.
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Originally posted by Kuciwalker
I agree about very large random events.
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Originally posted by sophist
Significant random behavior regresses every civ towards the mean, no matter the skill with which you have played."Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss
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I'm OK with the idea of a civil war causing a portion of a civ to break away, but it needs to be rare, predictable, and somewhat preventable. Civil wars should be the result of a combination of various trigger events, both internal and external. The rarity should be influenced by government type. Predictability would come about by knowing what the trigger events are and where your civ stands in relation to those. Preventability - well, you can influence certain trigger events, but you can't control everything.
I do have a major beef with "capital capture". I have yet to notice any discernible negative effect (other than losing a city and loss of gold - usually not much) on a civ which loses its capital. The capital simply packs up and moves to a new city as if nothing has happened. In fact, you may help a civ by capturing its capital and giving it a free new palace in a city which is better situated for controlling corruption and maintaining trade. You'd be better off simply cutting the capital off from the rest of the civ.The (self-proclaimed) King of Parenthetical Comments.
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Originally posted by sophist
As do I. Significant random events are frustrating because they erode skill.
They do just the opposite. To take the example of a city with 5 wonders being wiped out.... it requires skill to recover from that.
Then on the other hand, if you've managed to build five wonders in a single city, chances are you haven't been up against much challange so far, and so have not needed a great deal of skill.Rethink Refuse Reduce Reuse
Do It Ourselves
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They do just the opposite. To take the example of a city with 5 wonders being wiped out.... it requires skill to recover from that.
True, but that's not fun. Fun is overcoming challenge posed by the other players, not random disappearance of a city because of a random event.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Originally posted by patcon
I'm OK with the idea of a civil war causing a portion of a civ to break away, but it needs to be rare, predictable, and somewhat preventable. Civil wars should be the result of a combination of various trigger events, both internal and external. The rarity should be influenced by government type. Predictability would come about by knowing what the trigger events are and where your civ stands in relation to those. Preventability - well, you can influence certain trigger events, but you can't control everything.
Smoking while filling your car's fuel tank isn't going to blow you up all of the time (or even most of the time), but it's a heck of a lot more likely than if you're not smoking.
Originally posted by General Ludd
They do just the opposite. To take the example of a city with 5 wonders being wiped out.... it requires skill to recover from that.
Then on the other hand, if you've managed to build five wonders in a single city, chances are you haven't been up against much challange so far, and so have not needed a great deal of skill.
Maybe instead of random events, there should be random opportunities, which require you to do something to reap the gain or avoid the hurt. For example, maybe you hear a rumor of some valuable resource that exists far beyond your borders. Do you send an expedition? If you do, you could lose your ship and explorers. If you don't, you could miss a chance to get another source of iron. I can't think of other examples of this kind of thing, but I'm sure there are many.
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Originally posted by alva
1. Chieftans are not allowed to do the DL dance. (J/K)
2. Only in the OT
I like random effects, sure they can irritate me but Enjoy the fact that something can mess up your plans, so that you have to improvise.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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