I've put a lot of time into negative random events, but the only positive ones so far are exploratory excavation, and "shoring-up" for the very poor. (There is also a very uncommon one from having a telescope, but that's it.)
Does anyone have some simple, fun, positive events people could experience?
Greenhouse : Produces 1 more Food than usual due to a highly successful crop. Temple/Church : Your PM increases by 2 for the current cycle (as Random Events happen before Production), due to the religious zeal created by the clergy. Office Tower : Sometimes automatically makes a trade from some random corporation that you have up, provided it's a "balanced" trade (for example, if you have "1 PIRN : 2 COAL (R)", it would sometimes give you two coal in exchange for 1 PIRN.. this one might need some work, to prevent people from sitting around with "1 COAL : 20 ICBM (R)" in hopes of it working... perhaps keep an exchange rate or somesuch. Solar Panel : Sometimes produces Power even on Cloudy cycles (as perhaps it's only a little overcast, or you get a break in the clouds...) Telescope : You secretly meet with aliens who give you +1 Tech Level! Okay, maybe not as good an idea...
One other idea: Bounty-Free : Sometimes you randomly count as having your bounty unavailable for a cycle.
Post by Lynx Shaman on Feb 6, 2006 14:36:23 GMT -5
Hmmm... Now that there's random events where any building can be lost and all of any given item can be lost, why not make random events where a building is randomly given (or repaired) by a wealthy benefactor, or a shipment of several of a certain kind of item can show up in the trades.
Positive events would definitely be welcome, as I've noticed a great increase in the occurrence of negative ones lately.
Post by Lynx Shaman on Feb 6, 2006 18:30:49 GMT -5
Yeah, that probably would be cool. Theocrats aren't avoiding negative randoms so much anymore, so that would account for the increase.
I'm not a Theocrat, and even I've noticed an increase in the negative events. In addition to the usual 1 Warehouse and/or Cannon that's generally lost in a day, I've been losing one additional random building.
The free outpost is a good one. Dunno about the palantir - that sucks a bit for the person who went to the trouble of making a palantir and smuggling it in.
You could also gain a spy similarly: "Disheartened by the oppressive regime in land X, one of its citizens defects to your cause. He brings you reports from his friends remaining there." You could even tweak that so some of the less oppressive regimes were immune to giving away spies (anarchy, technocracy, capitalism).
"Industry leaders hammer out a new strategy in a round table meeting, leading to a boom in production." Industry style is changed for free to the most productive option if the currently optimal style is not selected.
"The Ecological Ramblers Association has a picnic on your land. They clean up afterwards very thoroughly." Or words to that effect... pollution for that round is set to 0, no matter what it was before.
"Your best cannoneers arrive back from their Marksmanship Training Course in high spirits." Accuracy jumps to 100% for the duration of the production cycle.
Good accuracy idea, although I'd suggest 90%, rather than 100%, as I don't think anything should be a dead cert!
Also, about the pollution, maybe it should be halved or somethign? It doesn't discourage people from polluting up to 30 or something if they know it may all disappear. I like the 'story' for that one you've got there ; )
I don't even know if these fit the background for the "sea of rust", but I love the idea of the sea of rust, so here are some random positives involving it:
Nomadic Rust Sailors have reached your shores, telling stories of strange islands beyond the Red Dry Sea. They offer exotic trades in exchange for fuel to help them continue their wandering.
-If you have at least one Sea of Rust adjacent tile, you lose 1 coal but gain 1 unit of another base material that is 1) not coal and 2) not your local production.
If you have a dock: Captain Dunesail, a Rust Corsair leader that you secretly support have raided a nearby nation's port, and have brought back a nice loot, jewels and slaves in abundance! And one of the latter is particularly attractive...
-You gain one diamond and a +1 to the next production.
A terrific, giant mutant has risen from underneath the Red Dry Sea! It wreaks havoc in your land until a well placed cannon shot downs it! After your scientific advisors deem the monstrosity's meat safe, the greatest public feast ever is had while the artillery crew is given high war condecorations!
-1 coal but +2 food.
If you DON'T have a dock: In your dreams, you have a vision: There must be more land beyond the Rust, plentiful soil not torn by eras of war. You decide to double up your efforts to reach that virgin territory.
-If you have 1steel and 1food, you lose them but get a dock. If you don't, you get 1steel and 1food.
Not involving the sea of rust:
If you have vassals: Digging in remnants of the Past Ages, you find a nuclear shelter containing objects and documents of a long-dead ancestor civilization. Endowing yourself with their glory, you are most revered than you have ever been.
-All your vassals are vassalized for 2 cycles more.
If you have a diamond drill: Your mining has reached a really deep ancient army stash. The drilling engines have been ruined, but a wonderful flying war machine has been unearthed: sleek in form, of graceful flight and with a face that clearly resembles that of the six-legged rust shark. And carries a bomb like you've never seen...