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[Tweaking numbers] Events

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2 years ago
Nov 15, 2022, 3:09:17 AM

I created a thread few months ago about the obvious lack of adequacy between some events, their effects and the period during which they tend to occur.

I got some more tonight that got me thinking.


One event as an example:


2nd possibility:


I missed the last one, but I'm pretty sure it was 25 or 50% faith increase.


Then there's a second part:


With two options:


And a final one:


What about them? Well, I got them at turn 295, 296 and 297 (on slow I think).
At this time the city that was concerned, that was far from being optimized at all, produced more than 4.6K industry and money close, to 3K science and had 888% stability over the top. The different bonuses were mostly useless because they are defined numbers. Only the options playing around percentages had any value.
At that point, I'm mostly choosing the axis more than anything else, as the axis do also give many percentages bonuses.
I want to emphasize once more than it was not a city producing much (no or close to no MQ, MQ, RQ and event EQ!) This issue does also affect players playing at low levels.

I wanted to give alternatives but there are clear global changes that are required.
It is urgent and important, it is not a small part of the game and it feels really lackluster past the first era. I urge you to tackle the issue as fast as possible.

In the meantime, I'd like to point players towards the existence of a great mod from Doktorchain: Enhanced Events Mod. (Working with challenges but not for achievements)

Edit: This thread from @RedSirus also mentionned the issue.

Updated 2 years ago.
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2 years ago
Nov 15, 2022, 3:50:48 AM

This is a real need. As the ages progress, taking away the stability bonuses, the others become irrelevant, as they are fixed and do not represent a significant gain. It would be better if they scaled according to the era or gave a percentage bonus to the FIMS production of the affected cities.

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2 years ago
Nov 15, 2022, 4:20:14 AM

Strong agree, and a few months ago I proposed that the "Statuses" that Events give to cities should have both a static bonus and a percent bonus to be significant in all eras.


https://www.games2gether.com/amplitude-studios/humankind/forums/213-game-resources/threads/50115-idea-more-meaningful-city-statuses-with-more-percentages


From that thread:

At the end of a City Event, cities usually receive a "City Status" for 10 turns on normal speed, and while some of these statuses noticeably affect the city's behaviour and feel, most of them don't, especially in the later eras where their static bonus/penalty is miniscule compared to the city's outputs.  +5 to +15 on a single city's FIMS isn't super noticeable beyond the medieval age.  Sacrificing and Patriotic, on the other hand, with unit production cost discounts of 20-35%, are noticeable at any era and great to take advantage of.


Endless Legend was full of city infrastructures that provided a useful and size-appropriate boost to a small city and which scaled to have value as a larger city, too.  For example, Mill Foundry provided +6 Industry and +15% Industry, and the Empire Mint provided +5 and +15% Dust(Money).  The static bonus felt good on a city that might only be producing 30 industry or 10 dust per turn, and it scaled into the future.


Using those infrastructures as inspiration, what if City Statuses provided a static bonus and a small percentage bonus.  For example:

  • Bountiful (+5-35 food) could become [+5 and +10% Food]
  • Diseased (-15-30 food) could actually become [-20% Food], actually killing some population over time
  • Flooded (-2 FIMSS in early eras, scaling up to -5 in later eras?) could be a general -15% on all FIMSS
  • Force-Labored's +5 industry could become +5+10%

Stability is already a "bounded" value from 0-100 (not counting surpluses) so wouldn't need to change with this.



Edit: I see the Enhanced Events mod you've linked to has done something similar, using far more percentages in the later eras.  I like it.  My idea was to tweak the "Statuses", but specifically-engineered changes per event work well too!


Updated 2 years ago.
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2 years ago
Nov 15, 2022, 1:31:36 PM

Thank you both.
The Enhanced Events Mod seemed really good, I did like it a lot, the changes were sound.
However, I'd like to push the vanilla game in the right direction as much as possible and use as few »patches« as possible. If the game stops being developped, I'll change my ways (as I do for ES2, that I play with the ESG mod). Plus, I'd like to get the final traits for my avatar, I'm still missing few achievements.


Please dear reader, upvote the thread, it is an important part of the game!

@RedSirus : I edited my first post to incorporate a link to redirect to your post, hoping for it to get some traction (I already upvoted it and followed it two months ago).


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