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It´s well known that one of the biggest reasons for the colapse of the Han empire was the climate change, wich led to reduced crops haverst wich led to famine and war.
You might want to consider events related to low population, as it was a well known logistic problem of the period, like chain the low fod and sustained war with population displacement out of the war zone, and then low food from the abandoned fields (food penalty from low population) and logistic problems (low supplies for army, increased upkeep, reduced movement range). Both for the player and the AI, so, player must be carefull with the stockpile of supplies and population before going to war.
- Research Rate growth for Bandits and YTR events
- Black Market events for Bandits
- Silk Road Trade events
- Ancillary gift events for all cultures
Tweaked some existing events
Thanks for the shoutout!
You have done some wonderful balancing and awesome new additions so keep at it!
Im just the pawn who is using your great work and re imagining it for a different layer.
Much appreciated what you do :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3426348774
- Variants of Existing Events
- Livestock farm event
- Horse Pasture farm events
Also made the food riots and food rebellion events to only trigger when there is negative food faction wide, and a negative public order regionally.
Also changed the effects of being bankrupt to be more tolerable.
- Spread of Buddhism related events
- Food Surplus
- Merchant Cartels and Trade Monopolies
- Bankruptcy
- Construction Sabotage
- Assassination attempts
- Fishing seasons
- Mining events
- Added an Inflation and construction delay mechanic that triggers along certain events
Also improved and fixed existing events. Reduced frequency of most events, but unrest events because of low public order or low food will be frequent unless the underlying problem is solved.
Let me know what kind of events do you guys want to see next!
that's great. thank you :)
Awesome Thanks you Total Warlord! :D
i think it's a little too much
i prefer half of that frequency to give it the vanilla feeling
also i prefer less effect bundles from the events to relax my eyes
i spoiled my whole opinion, sorry for that
anyway it's a GREAT mod thank you :)
But yes as Hugh wrote.. that event happens way to often.
Added 5 New Events
Food Unrest events that triggers when you have negative food.
So make sure you don't have negative food unless you want some bad events to happen like a rebellion.
Added 9 New events
- Added Silk Road Trade Related events
- Good and Bad Harvests
- Regional Locust Plagues
New Update:
Increased the cool down greatly for every events, now you will not see the same event happen again for at least 30 turns. Making it more likely for the players to experience more different events while also decreasing the frequency of events happening.
Added a requirement for the number of regions needed for the events to happen, now every event requires the players to have at least 5 regions for the disasters to happen. More deadlier disasters will require the player to have more regions so that players with less regions are not affected by the disasters in the early game.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3456028133
There are ofc also positive events, and they also happen quite frequently, bit less than the negative ones but I think that's how it should be.
Spanish Translation: (Special Thanks to Euridamo)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3434533309
Korean Translation: (Special Thanks to Kimchi Red)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433864424
This kind of gameplay-rich mod should be known to all players
I really like this mod.,Does anyone do sinicization.
It would be nice if you could make the events happen less often...
I would like to upload a Korean version. I request permission
Thank you for the good mode
Another question, do you think you want to make this mod with a dilemma version as well?
The idea that I came up with my mod version as a dilemma mod because you can choose to make it happen or not and it's more of the role played.
For example, you have a choice to host a festival or not.
If you do, you get some buffs but paid certain amount of gold for it or another way around, debuffs for some gold and vice versa.
If you don't, your city PO will decrease.
Same thing with disasters. You can paid a large sum of money to prevent a disaster from happening like floods or nomad raiding. Like a river dam maintenance and a annual tribute for the nomad.