Oh bring back my [Global Events] to me, to me!

Not long ago, the world was filled with the wonders of global events. I can say with great confidence that this was the icing on the GC2 cake that I still come back for after all these years. Global events add a much needed flavor to the core game. More than that, they add a myriad of possibilities to modding projects. I am quite sure it would only take a small amount of community support to at least have the code added back into the game for modding purposes. I do think this is a very important addition to the core game and I am willing to wait or 1.3 to get it back.

What is really needed is the support of the community to let the wonderful people at Stardock know how great we think global events are and how much we want them back in the game. 

Here are only a few ideas of what could be added with minimal effort once the code is back in:

-Random events like we had in GC2. Alien/Magical energy increasing birthrate, factions switching sides and defying alliances, all out war declared on a very powerful faction, and my personal favorite, reducing unit movement to a crawl.

-GC2 also had those wondrous moral decisions. Those could be added with a fantasy flavor in the form of global quests. Titans could return, Angels could cull the population, hell we could even break out the 12 plagues!

-There are also some unique ideas I have in mind for making sure the game stays balanced and victory unobtainable early in the game. If we can set the parameters of when an event will occur, I can give resources to the AI or increase their stats if they are being decimated by an enemy. This was a great function in GC2 because it forced players to be a little more conscious of who was beating whom.

-Resources could also randomly spawn across the map, generating a change in the balance of power like we saw in GC2 when a level 20 planet just appeared in the middle of nowhere. There is a great deal of the magical environment that it calling out for global events. Only then can it express the exciting dimensions of magic.

 

We need global events back. It is a simple matter of making this need known.

10,689 views 19 replies
Reply #1 Top

Yeah, I think this is a great way to really bring the lore of the world into play. It makes things much more interesting as well.

Reply #2 Top

Even for folks who never play a mod, getting events in the game will add solidly to replayability.

Many times, an event turned an ordinary game of GC2 in to one of my favorite maps. (I admit that I tended to shun-via-reload some events, like the Jagged Knife late-game on an Immense map--technically recoverable, but oh the clicking...)

Reply #3 Top

I love events.  LOVE THEM.  Little events, big events, fucking huge game changing massive events ruin my pants and make my girlfriend jealous!  These things make a game world alive, dynamic.  Shit, with a world like this, we could have earthquakes or floods that that change the land, maybe a den that pops and spawns monsters, And they can do good and bad things, maybe that earthquake revealed an iron resource, or that flood created a fertile resource, and that monster den is hiding a magic item. 

Reply #4 Top

I very much agree here. The game really does need to support random events of some kind. Though I think that Elemental is in a unique position to implement something very cool here. In Galciv or the Civ series, random events took the form of simple world changes - the additon of planets, the change of a tile, the destruction of buildings. Yet, Elemental could support these world changes, as well as supporting randomly triggered quests or spawning minor factions.

Reply #5 Top

While this would definitely be awesome, I don't think just making global events possible at this point would be fruitful at all. And by that I mean you'd need a series of new gamemodifiers to make them really useful.

For example, we might be able to spawn a goodiehut, a quest, a resource tile, some environment or terrain with global events "turned on" today. But spawning new factions? That would require another change. Global modifiers to production? There's nothing like that in the game, so you'd need another modifier. Forced change in diplomacy? No such thing, need another modifier.

Basically, anything other than what we can already do with spells and quest triggers today, would probably require additional work on top of the global event system. I'm not saying it wouldn't be cool, but the scope of what you guys are talking about is huge. JUST global events put in at this time would be like random spells, nothing more.

Reply #6 Top

Quoting Heavenfall, reply 5
While this would definitely be awesome, I don't think just making global events possible at this point would be fruitful at all. And by that I mean you'd need a series of new gamemodifiers to make them really useful. ...
End of Heavenfall's quote

So why is that a bad thing? The underlying engine is supposed to eventually become the foundation of GalCiv III. Events and mega-events are significant GC2 features that would be missed by many of us if they are absent in GC3.

If I'm following you even halfway well, the modifiers you say would need to be added could possibly also go a long way towards making the magic system more fun. Summoning a lost city from the past or raising a fortress full of undead from the bones of an ancient battlefield seem very well-suited to the roots Elemental talk about end games that were deliberately 'unbalanced' and balanced well with a game that started in the ashes of a war based on using and abusing powers exactly that wild and woolly.

Reply #7 Top

Because as a modder you have to be realistic and realize that we have extremely low priority when it comes to having requests implemented. Even very minor changes are almost always ignored. I could count on one hand the requests that have been implemented. I would LOVE a system like global events, but is it realistic to ask for?

Reply #8 Top

Quoting Heavenfall, reply 7
Because as a modder you have to be realistic and realize that we have extremely low priority when it comes to having requests implemented. Even very minor changes are almost always ignored. I could count on one hand the requests that have been implemented. I would LOVE a system like global events, but is it realistic to ask for?
End of Heavenfall's quote

OK, misunderstood you because modding is not important to me. My support for events in the game is from a single-player, sandbox, mod-free perspective. We don't even have a real random map system yet, so events seem all the more important to replay value.

What's realistic is almost a silly question when it comes to software. It's really about what the decision makers prefer to authorise. Software is profoundly flexible, but people and budgets are not.

Reply #9 Top

Game modifiers.  More, please.

Love the idea of global events, a la Alpha Centauri and Civ IV.  Never played GC2 though...might need to check that out.

Reply #10 Top

Okay, so how much time and effort is needed? I think that one of the major changes brought on by Fallen Enchantress should certainly be a global effect system of some kind. And if they work on it for the expansion, it is only a few hours of extra work to add it to the original, right? FE is still in a design phase as I understand it and features are still being decided on. If Stardock took a pole of what users found most fun about TBS, they would absolutely find global events at the top of the list. Its just one of those features that wow an audience.

I have seen a couple of posts on the forum asking why they should buy this game. I would really like to tell them about how cool the global events are. How they tie so many elements of gameplay to each other. How they can totally turn the game on its head just when you think you have it all figured out. How it pushes interest in the world, long after season 1500. I want to be able to call this game the best I have ever played.

So what do we have to do to persuade them to at least consider the possibilities?

 

Any devs have thoughts on this topic?

Reply #11 Top

Put my signature down for global events. I just didn't like the "random crystal found on random planet event, should we do the (insignificant effect) good thing, or the (slightly less insignificant) bad thing?". not really much of a choice anyhow when you're trying to keep with your alignment. One of the most fun games I ever had was where all the dread lords returned and absolutely spanked every single faction in the galaxy. it took a looong time for anyone to rebuild from that.

Reply #12 Top

+1 vote for global events

Reply #13 Top

Agree - Elemental needs a global financial crisis brought on by Capitar's version of Fannie & Freddie.

Reply #14 Top

If we get this global events thing moving we can even make a later global event that gives a 3,00,000 gildar bonus to the Capitar's elite, you know, to keep the incentive for economic growth. We wouldn't want them switching sides.

Reply #15 Top

+1 vote to global events

Things i would like to see

  1. World wide weather effects, droughts destroying food, floods slowing movement, blizzards damaging troops exposed in the wilderness.
  2. Titanic creatures released into the world. The sort that force alliances to team up to try and take the creature down.
  3. Volcanoes and earthquakes hitting random places, could be exactly as the spells.
  4. High powered mercenaries putting themselves up for auction.
  5. Faction children eloping without their parants consent in a Romeo and Juliet style.
  6. NPC's defecting to other factions

I am sure there are many more that i could put.

Reply #16 Top

Things I'd like to see

- Magic influenced by ages. Sometimes a certain type of magic becomes stronger, sometimes it becomes weaker. Occasionally all magic becomes stronger, occasionally all magic becomes useless.

- Revolting cities breaking off from their factions and forming their own citystates. This would happen in high-level cities without defense that suffer from starvation (making denying food to your enemy a valid tactic).

- High-value Goodiehuts that spawn between territories that the player must race against the AI to pick up. The location must be held for X turns before the reward is given.

- The death of children in accidents. Yes, inconvenient. Yes, random.

- Forests, swamps, deserts - growing/shrinking over time, changing the environment. A slow process to make the world seem more organic.

 

Reply #17 Top

I'd like to see in XML:

Any 'thing(s)' should be able to be a prereq to any other 'thing(s)'. 

By 'thing(s)' I mean spells, items, buildings, techs, resources, skills, quests, NPC's, etc.

Also, more game modifiers please. O:)

Reply #18 Top

Quoting Lonemessiah, reply 15
+1 vote to global events

Things i would like to see


World wide weather effects, droughts destroying food, floods slowing movement, blizzards damaging troops exposed in the wilderness.
Titanic creatures released into the world. The sort that force alliances to team up to try and take the creature down.
Volcanoes and earthquakes hitting random places, could be exactly as the spells.
High powered mercenaries putting themselves up for auction.
Faction children eloping without their parants consent in a Romeo and Juliet style.
NPC's defecting to other factions

I am sure there are many more that i could put.
End of Lonemessiah's quote

Yes!

I really like the idea of an Arch Demon running amok, attacking everything in site and leaving a trail of destroyed land in it's wake ( an Arch Angel could be used in Empire lands, leaving beautiful green meadows with butterfly's ).  The demon that is recruitable by Kingdom cities is a powerful unit, with a few minor tweaks, it would take a concerted effort to bring it down.

I like the idea of NPC's getting fed up with their masters and going rouge, especially the adventurer/assassin class if forced to sit idly in a city for over 100 turns.

Reply #19 Top

Revolts will pop up here and there. Terrorist groups will even attempt to assasinate a Sovereign. Secret orders could be enacted by "mysterious foreign powers."