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So Occasionaly, You would get one of the following Events:
1. "An Independent <ENEMYETHOS> Nation Has mounted a summit with you to discuss trade laws and Tarrifs"
OPTIONS:
- Scam our rivals with Various tarrifs and Embargoes: +10% EC for 100 Months. 60% Chance of war
- Introduce Trade Laws In favour of Ourselves over our rival: +5% Energy credits for 100 months, 30% chance of war.
- Introduce a neutral Trade Policy: 20% Chance of war
- Sign a minor trade Deal with The rival: -5% Energy Credits for 50 months. 10% Chance of war
- Introduce Extremely Generous Trade laws and Gifts for our Former rival: -10% Energy Credits for 50 months. 0% Chance of war
-Talk our way out of signing a deal: -50 Influence, 0% Chance of war
2. "One of our enemies, A lawless Collection of Disgusting Commies and Anarchists have Pressured us into giving Rights and welfare to our citizens. They Threaten To Overtrhow our True Leader If we do not comply" (Only for Authoritarian)
- Ignore Their Request. Not like they could do anything: 60% Chance of war
- Replace Public Stonings with Public Shootings: Gains Planetary Modifier "Its not as fun shooting them" which grants -5% Hapiness with the Description "The Populace of this planet Thinks Public Stonings are more Entertaining than public shootings". 20% Chance of War
- Give some Kids sweets To show how nice we are: -50 Food, +10% Egalitarian Ethics attraction for 100 months, 10% Chance of war
- Give some Actual Support to Our civilians: -5% Food and -5% minerals for 100 months, +5% Hapiness (Perm) and +10% Egalitarian Ethics Attraction (Permanantly)
3. "A crazy Authoritarian Kingdom has asked us to build a statue of their dear leader in our capital city to Civilise our populace. They have Threatened to Subjugate us if we do not comply"
- Obviously we decline: 60% Chance of war
- Make a tiny statue and put it inside a public toilet: -1 Mineral, 50% Chance of war
- Build a small monument to their leader in a park: -20 minerals, 30% Chance of war
- Build a Skyscraper Sized Statue with Flashing Lights and a rollercoaster going around it with megaphones Blaring out Propoganda: -100 Minerals, Gains Modifier: "Statue to the great leader" which gives +5% Hapiness and -5% Electricity Permanantly. 0% Chance of war.
4. "Unfourtenately, a nation on our planet still Worships The Primitive Religions that we grew out of Centuries ago. They Call Us Infidels and Demmand us to build a Temple in their name and Give a sacrifice to their gods"
- Illogical. Deny their Request: 60% Chance of war
- Put up a plastic tent in the woods with "Temple" Written on it. Give their Gods a stale loaf of bread as an "offering": -1 food, -2 Minerals, 50% Chance of war
- Build a Small stone Shrine and Offer their gods a basket of good food: -10 food, -20 minerals, 30% Chance of war
- Build a massive Cathedral capable of Storing tens of thousands of worshipers and throw a virgin into a nearby Volcano: -100 Minerals, -50 food, -1 hapiness Gains Modifier: "Grand Temple" +10% Spiritualist Ethics Attraction (Empire wide), +5% Unity (Empire Wide). A temple Building also replaces a Spiritualist Enemy on the planet.
5. "a small Enclave of souless Materialists Is Pressuring us to build an Academy of Science in our Homeland in order to spread their fould and unholy Philosophy"
- Do not let the infidels Influence us! 60% Chance of war
- Build a small shed and Let some kids make a volcano. -1 Electricity Credits, +1 Engineering Research, -2 Minerals. 50% Chance of war
- Finance a new Laboratory in our Capital. -5 Electricity Credits, +10 Engineering Reserch, -20 Minerals. 30% Chance of war
- Build a Huge Academy of the sciences Dedicated to Logic and Reason. -50 Electricity Credits, +100 Engineering Research, -200 Minerals. Gain a science lab and Effect "Academy of the sciences" on the planet which gives +50% Materialist Attraction and +5% Science output.
Ill post the rest of the events when i think of them, But This is what should happen if war is declared.
First of all you get an event saying:
"The Rival Nation has decided that our Measures Taken were not good enough. Now they Have Officially Declared war on us and Are Reportedly Preparing their troops"
There is a 20% possibility of each of the following Options Occuring in a war
1.
"Our enemy Decided not to declare war after all, but to Finance a few Riots In our nation Instead. a few Rebels have Tooken to the streets and are firing at our Military"
Summons a single Militia unit and gives +10% unrest for 100 months
2.
"Looks Like The enemies Bark was worse than their bite. Their Military is Largely Pathetic"
Spawns a Post-atomic army and a militia unit
3.
"The enemy have declared war on us. Although We are stronger, This could Cause some damage"
Spawns 3 Post-Atomic Armies and a Militia unit
4.
"The Enemy has a signifigantly Larger Force than we had imagined. This could Possibly Defeat our army."
Spawns 5 Post-Atomic Armies and 2 Militia Units
5.
"our Enemy is in control of The worlds largest Military. Its Unlikely That we can win this war."
Spawns 15 Post-Atomic Armies and 5 Militia Units
If The players Nation has 1 army during a war, They get the following Event
"It is very Unlikely that <EMPIRENAME> Can Survive this war. Top Military Officers have Decided that their is only 1 Sollution, Mass Conscription of Just under half our Population"
- That is too much. Our surviving forces must instead Muster their Troops and Defend with all their might: Nothing Happens, Player Empire is probably destroyed.
- It has to be done: 40% of Pops Die, and each dead pop Spawns 3 Defence armies.
That was the plan, I ran into game engine limitations that forced me to go this way instead. Look in the mod files, you'll see the ethic based tile blockers still there. Stupid game has no way of knowing WHICH tile blocker gets cleared, so I could only make one type that you could clear at a time to get a pop with randomly rolled ethics.
"None of the options seem to do anything exept for the last one."
They make a land grab every 10 years on average. Diplomatically asking someone not to invade someone else usually doesn't work. Sometimes it does though.
Going to war over a tile blocker spawns 1 post-atomic army (or assault army if you have that tech) per hostile tile blocker, plus 1 rebel army that represent the people living in the tile blocker you're fighting over. So worst case 6 armies max if you clear the first, 8 if you fight them over their first land grab.
90 days later on average they get reinforcements from each TB, 1/3 post atomic (even if you have assault army tech), 1/3rd rebel, 1/3rd no army. So that 8 they started with should get an average of 5 more, of lower quality.
You get the option of calling up you own reinforcements, if you can afford them. You get a 50/50 chance of an army from each of your pops, either post-atomic or rebel as you choose. So an average of at least 5 instant armies, as long as you can afford to equip them. Your worst case reinforcements are equal in number to their best case reinforcements, as long as you save up enough to pay for a war.
Or you can bust out a nuke and insta kill 5 of their armies. They will most likely kill 5 of yours right back, with almost as good odds that they kill one of your builtup tiles instead. there's a chance they roll over and take it, and there's a chance it goes all out and 1/4 of your pops end up in peace on a tomb world with no one left to fight them/you anymore and plenty of food. Build a couple fallout shelters and you'll get the habitability back.
"You get bombarded with messages which make no sense" If the option text doesn't make sense, the mouseover tooltips may help a bit. Not that much, but a bit.
I'll take serious feedback about adjusting the timing of reinforcements, how many armies should come from friendly and enemy tiles on average, the power of nukes, and the odds of the various nuke responses. But chill with the hyperbole, you're not getting a billion of anything every day without it obviously being a bug, so file a bug report not a ♥♥♥♥♥ session. Tone matters.
You've put forth some really good ideas for events in your followup post. If you want to look into the mod files and see how I set up events to handle all this and create the code for these I'd LOVE to have the help. I've always said event modding makes my head hurt, and I've cut way back from my original ambitions with it.