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Top Cat
The following post was orignally compiled by Euroslavia

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The format for event submission:

Event:

First Response:
Effect:

Second Response:
Effect:

Third Response (if necessary):
Effect:


Rules

- Obviously, let's keep it to appropriate submissions. Anything inappropriate will result in a warning added to your account, as well as a two day suspension.
- I'd prefer if we keep it to three responses, at most.
- Effects are only to affect one variable.

Submission

- Post it here, and you will be notified if your issue is going to be accepted after a review of it. Only those who's issues have been accepted will be notified of it.
- As per the time period between submission and acceptance, there is no specific time period. Of course, we want to get issues into the game as soon as possible, but we want to make sure that each issue is perfected so that we don't run into any sort of issues later on. Asking "How long will it take to find out if my issue will be accepted" will not be answered, as there is no defined time-table.


QUOTE (admin)
As an addition, players would write up events and the mod team would decide which ones would be the best to impliment. Event effects would need to remain pretty generic with +- happiness, income, or citizen count with varying degree of effects. The mod team would then be given a form to write up the event, give it effects, and put it into the system. This would allow an unlimited number of events instead of the current system of 15 or so mostly negative events in the game now.
The Mod
Moving on up!
Philotheos
This is now open for you lot to post suggestions in. Please criticize nicely only.
Rypcord
Kidnapped Diplomat.

Your diplomat has been kidnapped.

Option A: You let him be killed, happiness is -2 for the day.
Option B: You pay the ransom (10,000$).
hahne59
QUOTE (Rypcord @ May 7 2008, 12:48 PM) *
Kidnapped Diplomat.

Your diplomat has been kidnapped.

Option A: You let him be killed, happiness is -2 for the day.
Option B: You pay the ransom (10,000$).

Like other events, I think the effects have to last for a month. Also, no large nation would take the minus two happiness. $10,000 is nothing to even a 1000 infra nation.
zigbigadorlou
Rebels have taken captive your railway!

Option 1: Send in military to "deal with them." -2 happiness

Option 2: Ignore and let cool off. +3 happiness, lose one incoming trade (at random).

Option 3: Give in to demands. Change state religion to random, -1 happiness
Lord Emares
The Industrial Revolution has finally arrived, choose how to use your peoples increased productivity:

Option 1: You direct your nations increased efficiency into healthcare, extending the lifetime of your population, reducing the number of still births, this has the knock-on effect of increasing the number of pensioners, and the number of babies in your nation and thus your nations overall population. However the increased number of pensioners, and youths in your nation places a higher support burden on your budget.
Effect: Population increased by 5%. Population Income reduced by 5%. (The reduction in pop income is necessary for the effect i wish this event option to have)

Option 2: You direct your nations increased efficiency into infrastructure maintenance. Infrastructure upkeep is reduced. This comes at the price of causing more of your workers to feel depressed at their increased workload.
Effect: Infrastructure upkeep reduced by 7% Population Happiness -3.

Option 3: You direct your nations increased efficiency into Military Equipment Manufacture and the training of Soldiers. This increases the number of people who feel secure with the nations ability to repel an invading force.
Effects: Soldier efficiency increases 10%, the required number of soldiers per 1000 citizens to keep order in your nation falls by 5% (this would mean that you only need 15% of citizens before you population rioted instead of the usual 20%).
Michelle tanner
You are at war with another nation, a nation in your alliance has fallen into enemy hands but some scientists claimed that they have managed to escape to avoid being captured by the enemy. They have proposed that they have managed to crack the enemy's code which allows you to intercept their communications. What is your decision as a commander?
A) Trust the source and tries to intercept their message

Effect:
70% chance - the scientists has been captured by the enemy and they have provided you with false information. You have lost an important war and your casualties are increasing rapidly. -10% population -2 happiness

30% chance - the scientists are telling the truth which leads to your victory over your enemy, your enemy has agree to surrender and has offered you lands and people. +10% population +2 happiness

cool.gif Killed the scientists and dis-regard the new information
90% chance - the scientists has been killed and you have gain nothing from this event, the good news is that you have lost nothing from this event either.

10% chance - the scientists has managed to escape before the execution and they have now headed back to their own nation with classified information of your military. -5 happiness


A few days later, you intercept a message which the enemy bombers are going to bomb a non-strategic city of yours. what is your decision as a commander?

A) let the bomber squadron attack and let this remain a secret to the enemy
effect:
90% chance - the bomber has hit the target, but the enemy never knows their communication system has already been cracked, which lead to future military success. +10% strength ground and air attack in the next round -2% infrastructure

9% chance - the bomber has not hit the target, but the enemy never knows their communication system has already been cracked, which lead to future military success. +10% strength ground and air attack in the next round

1% chance - the bomber has not hit the target, but from their enemy spy they realized their communication system has been cracked, which they have corrected. Your future military operation will have limited success -10% strength ground and air attack in the next round.

B ) send aircraft to intercept enemy aircraft
50% chance - the enemy has realized their communication system has been cracked, which they have corrected. Random aircraft lost and -2 happiness

30% chance - the enemy has realized their communication system has been cracked, which they have corrected. However, your spy has able to crack their new communication system again. Your army has triumphed over your enemy and your whole nation celebrated the victory over your hated rivals. +3 happiness

20% chance - the enemy thought its their luck that your aircraft happens to be in the right place in the right moment, nothing has been changed for their communication system. +3 happiness

*chances are not statics, it will change depends on how many spies, population, NS, aircraft with your nation.
Whelshy
A group of students have been foundcreating websites damning your nation and your leadership. How do you deal with the situation?

Option 1: Confiscate their computers and remove the website. -2 happiness.

Option 2: Send the students to prison as a detterent to others thinking of doing the same. - 2% citizen count.

Do nothing (allow freedom of speech). -$5 citizen income.

---

A neighbouring nation has called for a new bill for increased action against global warming.

Option 1: Gladly support the nation and sign the bill. +1 happiness.

Option 2: Refuse to sign the bill and claim there is no hard evidence of global warming, so that your economy can continue to grow. +$3 income.

Do nothing (do not sign the bill). No effect.

---

There has been a great deal of youth vandalism inside the capital city recently, angering local citizens.

Option 1: Install CCTV cameras and put more patrol officers near the hotspots of crime. +1 happiness.

Option 2: Build more youth centers and activity parks for the youths. +2 happiness.

Do nothing. No effect.

---

Some of your public sector workers have gone on strike demanding a pay rise. Not all of the strikes are being done peacefully as the workers have become very agitated.

Option 1: Meet the public sector workers' demands and give them the pay rise. Maximum tax rate -1%.

Option 2: Refuse to give the additional pay and send many riot police out to arrest any strikers that break the law. -2 happiness.

Do nothing. -3 happiness.

---

One of your citizens is a child prodigy, and has become a national influence at the age of 9. Many of your citizens believe the child has the ability to revolutionize the sport of tennis.

Option 1: Discourage any hype over the child and allow the child to become internationally recognised as it grows older. No effect.

Option 2: Publically meet the child in person and allow the media to spotlight the child, making it an international phenomenon. +2 happiness.

Do nothing. +1 happiness.

---

A large, untouched natural space of land in your country is causing a large amount of debate. It has a great deal of housing and resource potential, but is also one of the most beautiful spaces in your country.

Option 1: Allow housing and resource gathering to take place on the land. +4% citizen count.

Option 2: Reserve the land and protect it by turning it into a national park. +3 happiness.

Do nothing: + 2 happiness.

---

Many of your schools would like to install revolutionary new ICT systems and teaching for students, but would need a large amount of government funding to do so.

Option 1: Give the funding and support new teaching techniques in schools. +$4 citizen income.

Option 2: Refuse the funding and push for more traditional teaching styles in schools. +10% literacy rate.

Do nothing. No effect.

---

An international sporting event is taking place in a neighbouring nation. The nation is having financial trouble and has asked you if you would provide several venues and housing for some of the events to take place in your nation.

Option 1: Accept the invitation and contribute towards the sporting event. +2 happiness.

Option 2: Accept the invitation on the terms that you are equal with the nation in hosting the nation, by becoming a co-host. +$10 income.

Do nothing (don't accept). No effect.

Hows that for ya? tongue.gif
staxringold
A forest fire has erupted at the heart of your nation. What do you do?

Option 1: Listen to your environmental advisor and let the fire burn naturally. -10% land area, +1 environment
Option 2: Declare a state of emergency and use the nation's resources to put out the blaze. -$1 citizen income

Do nothing: -2 happiness
Brother Kane
Some events shouldn't be totally random at collection. Some should be able to be brought up by actions you take adding a cause and effect sort of thing. This wouldn't happen every time, of course, but it would have a certain chance of happening whenever it was triggered. Every time this trigger happens, there is a 2% chance you get this event. Some madness like that.


Ex. This would come after you send spies into an enemy nation and they are caught.

Your spies have been caught and are being held ransom.

Option 1: Send armed forces to attempt to rescue the captured agents. (Military efficiency -10%, spies returned)
Option 2: Pay the ransom. (Citizen income -2%, spies returned)
Do nothing: Spies are killed. (Population happiness -2)


Ex2. The opposite of the above event.

You have captured enemy spies attempting to [insert spy operation].

Option 1: Demand a ransom for the spies lives. (Citizen income +2%)
Option 2: Kill the spies as a warning to other spies. (Counter-intelligence +10%)
Option 3: Release the spies. (Population happiness +2, spies are returned to the nation)

Note that option 3 has a larger positive effect than option 1, but also gives the spies back to the nation.
Fort Pitt
A neighboring nation has had a nuclear meltdown near the main river that runs from their country to yours!

Send your environmental crews to help the cleanup.
Environment +1, Global Radiation -10%

Build a dam at the border along the river to cleanse the water coming to your country.
Environment +2, Happiness +1

Ignore the disaster. (do nothing)
Environment -1, Global Radiation +10%, happiness -1


Your countries largest top security prison has failed and all convicts have escaped!

Increase funding to your police force.
Soldier efficiency +10%, Soldier upkeep +10%, Happiness - 2

Make a deal with the convicts to let them free instead of hunting them down.
Soldier efficiency -10%, Citizen population +2%, Happiness - 1

Ignore the crisis. (do nothing)
Citizen population -2%, Soldier upkeep +10%, Happiness - 3
Jinnai
first off...are these events suppose to all be made to fire for anyone, or will filters be able to be placed by the mod team?

-----

Event:
A major famine has struck a large area on your realm and much of the population is on the brink of starvation, though some areas have adequete harvests. How will you handle this situation?

First Response:
Ration food across the country to make certain everyone is fed
Effect:
-5 happiness

Second Response:
Buy extra food on the international market
Effect:
-5% population income

Third Response (if necessary):
Do nothing
Effect:
-5% population growth
Jinnai
first off...are these events suppose to all be made to fire for anyone, or will filters be able to be placed by the mod team?

-----

Event:
A major famine has struck a large area on your realm and much of the population is on the brink of starvation, though some areas have adequete harvests. How will you handle this situation?

First Response:
Ration food across the country to make certain everyone is fed
Effect:
-5 happiness

Second Response:
Buy extra food on the international market
Effect:
-5% population income

Third Response (if necessary):
Do nothing
Effect:
-5% population growth

XXXXXXXXXXXXXXXX

Event:
A group of treasure hunters finds an ancient treasure trove of artifacts. These items could fetch a high price, but there is a group of native populations who claim they are sacred religious objects and as such they're own. In addition, those finding them refuse to hand over any of the treasure, claiming it's exempt from taxation. What should you do?

First Response:
Let the native population keep the artifacts
Effect:
+1 happiness

Second Response:
Let the treasure hunters keep their finds
Effect:
-1% infra upkeep

Third Response:
Seize the treasure
Effect:
+1% population income
azndude1
One of your advisors has started spreading nasty rumors about your government and your way of running things.

Publicly fire the advisor
-5% Population income

Hire an assassin to kill the advisor
-2 Happiness

Let the rumors spread
-3 Happiness

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Terrorists are threatening your nation with nuclear weapons. They demand mass amounts of money. They will not negotiate

Send the money.
-10% Income

Strike back.
-15% Soldier efficiency

Do nothing and hope for the best.
-15% Citizen count

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Your scientists have found a colonizable asteroid. Another nation wishes to buy the asteroid from you.

Ignore the other nation and land your people on the asteroid.
+10% Land area

Accept the offer
+5% Income

Research what makes the asteroid colonizable and use that information to improve your own nation.
+15% environment
azndude1
A hurricane is making it's way towards your nation. It has already destroyed many other nations in its path.

Evacuate the people in danger inland.
-10% land

Let the hurricane run its course.
-3% population

Conquer surrounding lands and move the people in danger there.
-5% sodiers

------------------------------------------------------------------------------

A large gold mine has been found in your nation. People all over your nation are flocking to it to get some gold.

Close off the area and keep the gold for yourself.
-5% technology cost, -2 happiness

Close off the area and sell the gold to neighboring nations.
+$2 income

Let the people have their share of the gold.
-15% land, +1 happiness, +$2 income
The Icemark
Your nation has had a terrible storm season, and many towns have been badly damaged by the weather.

Option 1: Send workers and help rebuild the damaged towns.
-$2 income, +3 happiness

Option 2: Let the towns rebuild themselves.
+$4 income, -2 happiness

Option 3: Send aid to the towns, but do not help with the rebuilding.
-$1 income, +2% citizen count

-------

One of your nation's allies has declared nuclear war with another nation.

Option 1: Cancell all treaties with this nation and remain neutral.
-4 happiness, +4% citizen count

Option 2: Openly declare war with your allies opponent.
+3 happiness, -10% citizen count



bart416
Event: An accident released high amounts of heavy metals into your nation's water supplies.

No Response: -2 environment

First Response: Hire a company to clean up the hazard.
Effect: +1 environment, -5% citizen income

Second Response: Hide the accident and do nothing about it.
Effect: -1 environment, -5% citizen count
Roflcopter
An oil tanker has run aground off the coast of your nation.

No response: -3 environment

First Response: Use the military to lock the site down so noone can see it and cover it up.
Effect: -10% military effectiveness -2 environment

Second Response: Send in a biohazard company to clean up the mess.
Effect: -10% citizen income -1 environment.
Pharaun Mizzrym
QUOTE (QUOTE (admin))
As an addition, players would write up events and the mod team would decide which ones would be the best to impliment. Event effects would need to remain pretty generic with +- happiness, income, or citizen count with varying degree of effects. The mod team would then be given a form to write up the event, give it effects, and put it into the system. This would allow an unlimited number of events instead of the current system of 15 or so mostly negative events in the game now.

I think the idea here was to make more positive events, not more negative events... Which is pretty much all I've seen so far.

Now,

Event: Your nation's mining facilities have struck upon a large vein of a rare metal, possibly yielding several tons of the valuable ore.

Option 1: Send in more machinery and a larger team to help extract the ore more quickly. Citizen income +10%, env. -1.5

Option 2: Take some of the mining team and devote them to searching the surrounding area for more deposits/veins. Citizen income +2.5%, Env. +0.5

Option 3: Leave the mining operation as it currently is to extract the ore at their current pace. Citizen income +5%
Jinnai
Event:
Religious fundamentalist of a previously minority religion have been slowly been gaining hold and are now demanding recognition.

Response:
Recognize them
Effect:
Random religion change your populace likes (except none)

Response:
-0.5 happiness

----------------

Your country had a bountiful harvest, so much that it's beginning to threaten a crash in food prices. In fact, so much your ability to store the excess is being strained beyond it's limits. What will you do with all this extra food.

Response:
Give away the excess to poorer citizens
Effect:
+3 happiness

Response:
Feed Your Soldiers Extra Rations
Effect:
+15% Soldier Efficiency

Response:
Let the excess rot in the fields
Effect:
Infra upkeep -6%
mdnss69
QUOTE
Event: Your ruling leader has almost been assassinated. Do you

First Response: Purge all sections of society and root out any percieved threat
Effect: -3 happiness

Second Response: Put the military and police on high alert for any more assassination attempts
Effect: -$3 income

Third Response (if necessary): Do nothing
Effect: -1.5 happiness, -$1.50 income




QUOTE
Event: A powerful cyclone has hit your nation causing widespread destruction and despair. Do you

First Response: Allow all available assistance into the country
Effect: +2 happiness, -5% military effectiveness

Second Response: Allow only the vitally needed equipment into the country.
Effect: +1 happiness

Third Response (if necessary): Refuse to allow aid workers and Red Cross into your nation.
Effect: -2 happiness, +10% military effectiveness


Arcadian Empire
Event: Crime rates have risen wildly in the past week, and community members are calling for the police to "step up"

First Response: Tell your soliders to "step up"
Effect: +2 happiness (and if allowed, +10% soldier efficiency)

Second Response: Get more soldiers
Effect: +5% soldiers

No response: -3 happiness

---

Event: Local newspapers have started criticising your government on your government choice.

First Response: Give in to demands
Effect: Random government

Second Response: Refuse to give in
Effect: -1 happiness

No response: Nothing.

---

Event: The "Bikes for Bucks" Day has been a resounding success. However, motorists are calling for it to stop, as they are late for work.

First Response: Let the "Bikes for Bucks" Day stay
Effect: +1.5 environment, -1 happiness

Second Response: Ban the "Bikes for Bucks" Day
Effect: -0.5 environment, +1 happiness

Third Response (if necessary): Install bike lanes to assist biking workers
Effect:[b] +2 happiness, +1 environment

[b]No response:
-4 happiness

---

Event: My Corp., the largest Corporation in your nation has recently moved offshore due to your stances on a "clean environment"

First Response: "Invite" My Corp back
Effect: Population income +$3

Second Response: Let them go
Effect: Population income -$5

No response: Happiness -5

---

Event: Your military has just suffered a loss against insurgents in your country. They demand more spending on the Military.

First Response: Yes
Effect: Population income -$3

Second Response: No
Effect: Military efficiency -25%

No response: Military efficiency -20%

---

Event: A protest yesterday outside your house about Tax Rates ended in your car being egged. What do you do?

First Response: Give in to demands
Effect: Tax Rate -8%, Happiness +2

Second Response: Refuse
Effect: Happiness -6

No response: Happiness -4

---

Event: Illegal immigrants have been caught around your country, and your citizens are demanding they be deported to their original country.

First Response: Deport the citizens
Effect: Happiness +2

Second Response: Take in the citizens
Effect: Happiness -2, Citizen Count +1%

Third Response (if necessary):
Effect:[b]

[b]No response:
Reconcile
Event: A massive amount immigrants that which have chosen to migrate into your nation are unfortunately poor, and can't afford living conditions, but work making your economy grow. -2 Population Happiness.

First Response: Create a minimal housing project system for them to live in.
Effect: +5% in population.

Second Response: Ignore them, and allow them to remain in horrible living conditions.
Effect: -1 Population Happiness, +3.00 Citizen Income, -3% Population.

Third Response: Create labor laws that which will allow one to establish a livable income: Minimum wage.
Effect: +3 Population Happiness.


Event: Crimes have risen by  in your country's major cities! No response -3 Happiness.

First Response: Ban guns and or at least make what ever laws that are there possible to eradicate them from the law abiding citizens, and increase them number of police.
Effect: +%5 Population Increase, -$2.50 Citizen income.

Second Response: Allow your citizens to take upon the means of defending themselves, make effort to teach it to them that it's their responsibility, but not just a right.
Effect: +3 Population Happiness.
Jinnai
I like how half the people here can't read:
QUOTE (Top Cat)
- Effects are only to affect one variable.


Event: An eclipse occured and some fringe religious fundimentalist are predicting it's an ill omen. Normally this could just be laughed away, but recently some natural disasters also occured and the citizens are beginning to worry.

Response 1: Mount a PR campaign to reassure the population
Effect: +10% infra upkeep

Response 2: Make a speech preparing the nation for the worst
Effect: -4 happiness

Response 3: Throw a party. It's just superstition, right??
Effect: -10% personal income

------------
Event: An major earthquake has destroyed much of your infrastructure and stranded thousands. Priorities must be made and someone will lose out.

Response 1: Prioritize Rebuilding Assistance
Effect: -25% population growth

Response 2: Prioritize Humanitarian Aid
Effect: -15% infrasturcture

Response 3: Leave the are left to nature
Effect: -30% land
ocpuck13
i believe it was also quoted above to think of positice events since we mostly have negative
DustyCloud
QUOTE (Jinnai @ Jun 5 2008, 06:53 PM) *
Event: An major earthquake has destroyed much of your infrastructure and stranded thousands. Priorities must be made and someone will lose out.

Response 1: Prioritize Rebuilding Assistance
Effect: -25% population growth

Response 2: Prioritize Humanitarian Aid
Effect: -15% infrasturcture

Response 3: Leave the are left to nature
Effect: -30% land

Wouldn't that last one give you more land? Not less? Or do you mean there would be less usable land?

Also, in the event description, 'A major earthquake has destroyed a large portion of your infrastructure...' fits a bit better, I think. 'Much of your infrastructure' gives the impression that you have lost somewhere between 50-100% of it.
Jinnai
QUOTE (DustyCloud @ Jun 13 2008, 09:54 PM) *
Wouldn't that last one give you more land? Not less? Or do you mean there would be less usable land?
The idea was to lose land


El Pilchinator
QUOTE (Jinnai @ Jun 5 2008, 07:53 PM) *
Event: An major earthquake has destroyed much of your infrastructure and stranded thousands. Priorities must be made and someone will lose out.

Response 1: Prioritize Rebuilding Assistance
Effect: -25% population growth

Response 2: Prioritize Humanitarian Aid
Effect: -15% infrasturcture

Response 3: Leave the are left to nature
Effect: -30% land

Way too much.

what does -25% pop growth mean?
Jinnai
Your closest advisor has died and you need to find a replacement, someone who you can trust to lead both you and your nation in the right direction.

Response 1: Appoint a former business associate
Effect: +10% population income

Response 2: Appoint a prominent environmentalist
Effect: +1 environment

Response 3: Appoint a general
Effect: Soldier Efficiency +15%
GenZod
QUOTE
Event: An major earthquake has destroyed much of your infrastructure and stranded thousands. Priorities must be made and someone will lose out.

Response 2: Prioritize Humanitarian Aid
Effect: -15% infrasturcture


Does the infrastructure come back if you select #2?
unruly
meta suggestion on events = make them as news headlines aka CN-N:

have the event (or outcome) show up as a news item when you look at a specific country. To disguise it, do not list the start or end date. News would help add additional flavor to the game.

For simplicity, it might get rolled into the extended display. For simplicity, it would also *not* be a news channel of events around the world
maxfiles
Your labor camps workers revolt and refuse to to work. During this event labor camps cost 300,000 to purchase

option 1 give them a gradual pay increase to get them to work -each LC Reduces infra upkeep costs -5%, reduces population happiness -1.
option 2 slaughter them and replace them with new labor -each LC Reduces infra upkeep costs -10%, reduces population happiness -2.
option 3 do nothing - labor camps have no effect -each LC's Reduces infra upkeep costs -0%, reduces population happiness -1.

this event could be setup to only work if you have labor camps, so it should be coded to check for that...
maxfiles
Your banks have been robbed several times in the past week and people are not feeling save about trusting your banks.

option 1: post military at the banks - each bank's population income +7%, happiness +2
option 2: use the military and intelligence agencies to hunt down the thieves, recover the money and kill them. each banks population income +9%, happiness -2 (people don't like the fact you killed the thieves)
option 3: Do nothing, - each bank Increases population income +0%.
+Zeke+
The events are completely broken as they currently stand. They are destroying nations all over this game.

It's becoming a game killer. A 100% mistake.

Please turn them off and rethink the entire program from scratch.
Jinnai
QUOTE (+Zeke+ @ Jul 1 2008, 03:27 PM) *
The events are completely broken as they currently stand. They are destroying nations all over this game.

It's becoming a game killer. A 100% mistake.

Please turn them off and rethink the entire program from scratch.

what? destroying nm\nations? If a few events can destroy an entire nation, that person isn't playing right.
+Zeke+
Wrong. I knew a very healthy 18K NS nation rising rapidly that had several bad events at once and went into bill lock when he then lost a trade.

He would have needed emergency aid simply to pay his bills because the events were too onerous. He was no slacker or bad player. 18K in 6 months is no slouch when he had very minimal aid. He actually helped others play their nations better as an auditor. He knew as much about the game as many old hand players and studied vigorously. His nation name was Le Pays de Werty.

When he realized that without outside aid he wouldn't survive a month of the event because his native resource set was more difficult than most (Lead/Rubber) to nail down trades he got fed up. The game killed his nation. No player, himself included, had a hand in it. He got fed up and deleted.

Btw, have you had a -$10 event yet? I have, and that was the safest choice. Imagine a small nation getting a couple of those!

Get real, people are complaining like crazy in every alliance board I visit (quite a number) and on this one. It was so bad here that Admin locked down the discussion to a single "black hole" thread.

Events are broken. Plain and simple. Utterly and completely

Turn them off and throw the baby out with the bathwater. Scorch and burn. Rip the code out by the roots.

This is so bad we shouldn't even bother to try to fix the event process. Events should be removed from the game forever simply because this is so bad.
maxfiles
this is where I disagree, with you.

I do not know if that nation you were talking about, but my question is this? was he using labor camps to lower bills? I would like more info on this.

I currently have 5 events in my nation, here are my events: Land area -5%, Citizen count +1%., Population happiness -4, Citizen income -$2.00., Citizen income -$5.00.,Citizen count -1%, Citizen income +$3.00., Citizen income -$3.00.

for a total of: Citizen Income -$7.00, Population happiness -4, land area: -5%. Its not much this time around.

I have no choice but to use labor camps to solve these difficult situations, and personally I think that events add more strategy to the game.

I believe the code needs to be cleaned up and that nations should have no more then 4 events at one given time. Also I think event times should be shortened from 30 days to 15 days. IMPO I think that 30 days is excessive and overkill. Also there should be a counter to check to see how many events someone has had in 90 days, and there should be no more then 15 events during that time.

Also I would like to hear from those that are having extreme difficulty with their nations due to events in this thread.. that way we can get some serious debate on the flaws and weaknesses of events, that can be fixed.
+Zeke+
At some point a failure is so utter that trying to redeem it is merely insulting the injury.

Biggest positive event I've seen to far since they came back online? A measly +2.

Average damage by the bad events are far more weighty now. If I had been a n00b with my last event and didn't know the value of happiness to dollars I could have nailed myself for a blistering -6 Happiness. As it stands this single event's best choice cancels out the power of wonder!

Since I've seen plenty of players get multiple events in a day then imagine if someone got a couple like mine at once!
maxfiles
QUOTE (+Zeke+ @ Jul 2 2008, 07:37 AM) *
At some point a failure is so utter that trying to redeem it is merely insulting the injury.

Biggest positive event I've seen to far since they came back online? A measly +2.

Average damage by the bad events are far more weighty now. If I had been a n00b with my last event and didn't know the value of happiness to dollars I could have nailed myself for a blistering -6 Happiness. As it stands this single event's best choice cancels out the power of wonder!

Since I've seen plenty of players get multiple events in a day then imagine if someone got a couple like mine at once!


are they using labor camps?? which is my big question...
maxfiles
I figure base it off of how many events per infra level you are at. example:
max number of eventsInfra level
00 to 1999.99
1.2000-2999.99
23000-4999.99
35000-7999.99
48000-9999.99
510,000+
+Zeke+
He swapped and therefore had them some of the time. And this is still irrelevant as he still went down the drain economically from 1 lost trade and several brutal events. Bill lock by the second event. If you wanted to work a personal stat info project you could have simply pm'ed me instead of double posting info not relevant to my points. In the process burying my point on the prior page. I'm not working on your pet proposal in this thread. The only suggestion I have for nation events is to make them go away forever and let players work their own nations with skill instead of random carpet bombings.

Go read the the last couple pages in the discussion board on this topic and you will see the horror these events are afflicting.
jackyseto123
Event:
Olympics(every 2 weeks) 1 Nation over 30 days old, and no inactivity is chosen to host it.
During the 3 days when the games are played, all nations besides the host will get:
+1 Happiness, +$4.00 Income, +1 Environment(If the host chooses option 3, the other nations will not receive any bonuses, instead only the nations in the hosts' sphere will receive a bonus.)

First Response: Host the games.
Effect: +10 population happiness, +$7.50 income, Citizen count +5%, -3 Environment(increase of cars) for 3 days.

Second Response: Reject the games.(Another nation will be chosen).
Effect: -15 Population Happiness, -$2.50 income, -7% Citizen count, +2 Environment, One day.

Third Response: Host the games, but only to your color sphere.
Effect: +2 population happiness, +$3.50 income, Citizen count +1%.
Emperor Badger
Event
A rare gem has been found deep underground within your country borders. What should you do with it?
Option 1 - Use the gem in new pieces of jewellery. Effect - Gain access to Fine Jewellery even if you don't have the required resources.
Option 2 - Use the gem for industrial purposes - Effect - Gain access to Construction even if you don't have the required resources or tech.
No Response - Population happiness -1
jackyseto123
Event: (This event only happens to country that has access to lead) A foreign toy manufacturer has sent your nation toys that has lead in it. Numerous children are poisoned, and some die.

Option 1: Cut off the importer's toys and recall the toys in circulation. (-2 Happiness, -2% Citizen count)
Option 2: Continue importing the toys but with more safer regulations. (-1 Happiness, -3% Citizen count)
Option 3: Cut off trade with importing nation(loses the trade with the nation giving you lead). (-1% Citizen count, +$3.50)
Jinnai
QUOTE (+Zeke+ @ Jul 3 2008, 05:48 PM) *
He swapped and therefore had them some of the time. And this is still irrelevant as he still went down the drain economically from 1 lost trade and several brutal events. Bill lock by the second event. If you wanted to work a personal stat info project you could have simply pm'ed me instead of double posting info not relevant to my points. In the process burying my point on the prior page. I'm not working on your pet proposal in this thread. The only suggestion I have for nation events is to make them go away forever and let players work their own nations with skill instead of random carpet bombings.

Go read the the last couple pages in the discussion board on this topic and you will see the horror these events are afflicting.
They are now limited in number, unlike before for additional events. Therefore it's no longer likely that a nation will have so many only negative events.

And if they do, they can sell stuff. People do that all the time to get out of bill locks. That or they can ask for aid. People do that all the time too.

Bottom line, always have a warchest. If he had enough to pay for 20 days your friend should have been able to get out of bill-lock.
foodtank
Taxpayers are refusing to pay taxes because of recent legislation proposed by your advisors.

Do nothing: You can't collect taxes today, -1 population happiness

Option 1: Send in the military to forcefully collect taxes. -5 Population happiness

Option 2: Veto the legislation. The section of your population who supported the legislation leave the country. -20% working population count [I'm not sure if this number is too high or too low].
omfghi2u2
Not sure if this has been submitted

Terrorists have taken over one of your foreign embassies and are holding your nation's diplomats hostage. They demand a large sum of money.

Option 1: Pay the terrorists money. -$5.00 income.

Option 2: Take military action. -2 Population happiness

No Response: What foreign embassy? -6 Population happiness.


The media has threatened to slander your public image with incriminating videos of you.

Option 1: Silence the media. -3 Population happiness.

Option 2: Let the media play their tapes. -$3.50 income.

No Response: Declare martial law. -4 Population happiness, -$5.00 income.


A new resource has been found in one of your neighboring countries.

Option 1: Tell your neighbor, both share resource. +$3.00

Option 2: Dont tell your neighbors, steal the resource. +2 Population happiness.

No Response: Let the resource go to waste. -4 Population Happiness.


A community center inside your nation has been hit on accident by a neighboring countries training miltiary exercise.

Option 1: Demand reps to be payed. +$3.00 Income, -5% population.

Option 2: Go to war. -$2.5 Income, +4 Happiness.

No Response: What missile? -5% population, -4 Population Happiness.

-omfg
ironic gylo
Event: Recently a wealthy citizen has passed away and no will has been found.

First Response: Seize the money.
Effect: $1,000,000 added to treasury

Second Response: Give the money to the people.
Effect: Citizen Income Plus 3%

Third Response: Do nothing and let the money go to a charity.
Effect: +3 population happiness
foodtank
QUOTE (jackyseto123 @ Jul 8 2008, 09:35 PM) *
Event: (This event only happens to country that has access to lead) A foreign toy manufacturer has sent your nation toys that has lead in it. Numerous children are poisoned, and some die.

Option 1: Cut off the importer's toys and recall the toys in circulation. (-2 Happiness, -2% Citizen count)
Option 2: Continue importing the toys but with more safer regulations. (-1 Happiness, -3% Citizen count)
Option 3: Cut off trade with importing nation(loses the trade with the nation giving you lead). (-1% Citizen count, +$3.50)


I think this would be a good idea if we came up with other events for other resources. Maybe a forest fire to affect nations with lumber, or nuclear metldown for those with nukes and/or uranium, or disease to affect cattle and pigs.
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