Unpredictable events (game randomization)

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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adamo
Posts: 35
Joined: Sun Nov 16, 2014 6:48 pm

Unpredictable events (game randomization)

Post by adamo »

For randomization of the game, I propose to include global, unpredictable events, that affects the whole civ (or the whole world). One type of buildings stops working for some time. These events are totally random, lasts given number turns (5-10?) and are non-predictable.

The ideas below are to illustrate the conception (these are just the proposals) - some may not be proper, so do not take them literally!

=> Plague of rats. "Rats are attacking your harvest!"
Your granaries are empty. For X turns, all the Granaries in Civ_A stops will not work, until the rats are eradicated.

=> Defeatist moods. "Mass desertions from the army!"
Conscripts deserts. For X turns, all the Barracks in Civ_B will not work, until it stops.

=> False prophet. "A false prophet established new cult!"
People don't know what to believe. For X turns, all the Temples in Civ_C will not work, until the sect is disbanded.

=> Cultural fall. "A culture collapsed!"
Nobody reads books. For X turns, all the Libraries in Civ_A will not work, until elites are educated back again.

=> Road robbers. "A ring of organized road plunderers appeared!"
The traders cannot do their job. For X turns, all the Marketplaces in Civ_B will not work, until traders could start their business again.

=> Mad poisoner. "Somebody poisons the water!"
The water in cities is being poisoned by somebody. For X turns, all the Aqueducts in Civ_C will not work, until he's catched.

=> Corruptible judges. "The judges are heavily corrupted!"
The society mutiny against mass corruption in jurisdiction. For X turns, all the Courthouses in Civ_A will not work, until the corrupted judges are punished.

=> Gladiators' rebellion. "The strike of gladiators broke out!"
The gladiators demands increase in wages and withdrawal of lions. For X turns, all the Colloseums in Civ_B will not work, until the riots are suppressed.

=> Construction defects. "The City Walls are falling down!"
It seems some elements, while building walls, were made from improper materials. For X turns, all the City Walls in Civ_C will not work, until the walls are repaired.

=> Ocean tides. "Ocean tides damaged your Harbors!"
Harbors were flooded. For X turns, all the Harbors in Civ_A will not work, until they're fixed.

=> Jammed sewers. "The Sewer Systems got blocked!"
The whole system is not functional and municipal sewage flows out the streets. For X turns, all the Sewer Systems in Civ_B will not work, until they're completely cleaned.

=> Saboteurs' conspiracy. "An organized groups sabotages the production!"
A mysterious group does everything to cause wastes. For X turns, all the Mfg. Plants in Civ_C will not work, until the Secret Intelligence Service discovers the plot.

=> Political subversion. "Sociopolitical unrest on high schools!"
Opposition groups stirs up anxiety on Universities. For X turns, all the Universities in Civ_A will not work, until the situation calms down.

=> Clouds of dust. "The pilots fear to fly!"
An eruption of volcano raises a clouds of ashes in the air, so the planes can't circulate. For X turns, all the Airports in Civ_B will not work, until the dust is dispersed.

=> Speculative bubble. "The Banks are temporarily closed down!"
Speculative bubble caused by dishonest bankers causes economical riots, and angry mob attacks these institutions, so they can't work. For X turns, all the Banks in Civ_C will not work, until the situation is back under control.

=> Organised crime. "Mafia seized the police!"
Corrupted structures does not function properly. For X turns, all the Police Stations in Civ_A will not work, until the bribed officers are judged and organised crime is uprooted.

=> Supply shortages. "Factories does not produce anything!"
Old electric power transmissions are burden (overload), and, because of power shortages, the Factories are closed down. For X turns, all the Factories in Civ_B will not work, until the power is supplied.

...and so on. Why to do this? To make a game more unpredictable. A player would have to deal with unpredictable situations. If somebody likes to play risky, it might improve the gameplay.

Things to set:
- total number of events types per game (just Temples; all except Granaries),
- probability ratio of emerging an event (more, less, zero probability),
- min/max lenght of an event (for example from 1 to 20 turns),
- a number of events that can occur at the same time (1 - 10),
- event breaks: an event X can occur no more often than once every 50-5000 turns.
archeologistfossils
Posts: 40
Joined: Tue Jun 28, 2016 2:55 pm

Re: Unpredictable events (game randomization)

Post by archeologistfossils »

sounds cool.
GET OFF MY SIIIIIIIIISSSSSSSSSSSSTTTTTTTTTTTTERRRRRRRRRRRR!!!!!!!!
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