Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Z Special Handicaps - Random Events
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
237.791 KB
May 2, 2019 @ 7:32am
Aug 7, 2020 @ 10:01am
3 Change Notes ( view )

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Z Special Handicaps - Random Events

Description
This is the author's collection of toggleable random events which may be applied to any players including AI and city-states. You can turn on/off and reassign individual events at any time in the game. This allows you to change the gameplay or empower (handicap) some players by introducing positive and negative random events into the gameplay.

Remember that all events are turned off by default when you starting a new game so you need to go to the mod settings in-game and turn on the events you like.

The mod settings button is in the top right corner near the clock and civilopedia button.

There are about 40 events available in the current version.

How it works

Each event has some default probability chance usually 20-30% and is bounded to some in-game action. When some in-game action happens (turn start, new city settled, unit attack etc.) the event code is executed it rolls the dice using in-game random number generator and detects if some handicap action should be applied to the targets (units, cities and so on). The event chances and handicap action powers could be tuned individually for each civilization and Barbarians.

Military units events

Military units stimulators. Military units have a chance to increase the movement points at the turn start.
Military units sudden heals. Military units have a chance to get additional healing at the turn start.
Military units swift trainings. Military units (that are not reached level 6) have a chance to receive XP at the turn start.
Military units vampirism happens. Military units have a chance to receive HP as the percent of the damage they deal.
Military units equipped with thorns. Military units have a chance to deal additional damage when attacked.
Military units zombie returns. Military units have a chance to be raised as zombies upon death (zombie is the primitive warrior with 1 promotion that remains under player control).
Military units wild zombie returns. Military units have a chance to be raised as zombies upon death (zombie is the primitive warrior with 1 promotion that will be controled by barbarians).
Military units toxic suicides. Military units have a chance to instantly die and decrase surrounding enemy player units HP if they hit when under 20% HP and survives the hit.
Military units bloodlust occasionally. Military units have a chance to restore attack ability and movement points after killing an enemy.
Military units random enlightments. Military units have a chance to immediatelly receive the next promotion when promoted (but there is no enlightments after level 5).

Negative events

Nomad raids. There is a chance that one of the player cities will be raided by primitive nomads.
Unit sacrifices. Every several turns there is a chance that one of the player military units will be killed.
Unit bleedings. Injured military units have a chance of bleeding at the turn start.
Tech loses. There is a chance to lose some technology progress at the turn start.
Civic loses. There is a chance to lose some cultural progress at the turn start.
Outstanding scientists deaths. There is a chance to lose some research progress on the current tech at the turn start.
Outstanding culture icons deaths. There is a chance to lose some cultural progress on the current civic at the turn start.
Construction accidents. There is a chance to lose builder or military engineer during construction operations.
Lazy settlers. There is a chance that when founding city some tiles will not be owned.
No pain no gain. There is a chance that the unit will lose some health when receiving promotion (unit can't die from this).
Sleepy units. There is a chance that the unit lose movement points at the turn start.
Phantom resources. There is a chance that one of the resources near newly founded city is phantom and could not be extracted (usually the luxury resources could be phantom and it is possible that bonus resource could be phantom instead but strategic resources could not be phantom).
Sneaky bandit ambushes. There is a chance that one of the player's traders will be caught by barbarian bandits ambush.
Sudden pirates!. There is a chance that one of the player's traders will be caught by barbarian pirates suddenly appeared from nowhere.
Your country needs you. There is a chance that some population will be lost at player cities.

Positive events

Energetic settlers. There is a chance that when founding city some additional tiles will be owned.
Lucky find: strategic. There is a chance that when founding a city some additional strategic resource will be found.
Lucky find: luxury. There is a chance that when founding a city some additional luxury resource will be found.
Lucky find: bonus. There is a chance that when founding a city some additional bonus resources will be found.
Escape route. There is a chance that when founding a city the road to the closest friendly city will be created.
Howdy, neighbors!. There is a chance that when founding a city the roads to the several cities of other civilizations will be created.
Promenade. There is a chance that when founding a city the citizens will walk around revealing the area.
Know your enemy. There is a chance that when the war is declared the player will reveal some of the enemy cities.
Nosy settlers. There is a chance that when founding a city the player will reveal some of the enemy cities.
Road to the Motherland. There is a chance that when founding a city the road to the friendly capital city will be created.
Scientific breakthroughs. There is a chance to gain some research progress on the current tech at the turn start.
Splendid party. There is a chance to gain some cultural progress on the current civic at the turn start.
Political move: domestic. There is a chance that some additional governor points will be received.
Political move: flattery and intimidation. There is a chance that some additional envoys will be received.
Political move: foreign. There is a chance that some additional diplomatic favors will be received.
Make love, not war. There is a chance that some additional population will be received at player cities.
22 Comments
Rob Dec 4, 2024 @ 5:23am 
Plus, I really do enjoy this mod! It is nice!
Rob Dec 4, 2024 @ 5:05am 
If the modding tools allows it, will you be redoing a version of this mod for Civilization 7?
SANDE iG. Apr 9, 2024 @ 3:25pm 
please return my king teach me how you made this mod i will revitalize civ 6
BigZachOnEm Nov 27, 2023 @ 11:55am 
I know this mod will never get updated but an indicator for when the events occur would be nice
Vidyflan Mar 14, 2023 @ 4:10am 
could i know the document that edit the default value? i want to set default as "1" turn on.
Ripz Feb 15, 2022 @ 10:27pm 
Is there a file i could edit to set the default settings for new games? Would be hella useful.
Ripz Jan 23, 2022 @ 8:03pm 
Really diggin this mod, really adds a lot not being able to predict and plan everything 100% and play more reactively. But yeah notifications would be a HUGE improvement.
Zur13  [author] Aug 7, 2020 @ 10:04am 
Sorry guys I'm pretty low on free time so can't make a big updates and even answer the questions.
Zur13  [author] Aug 7, 2020 @ 10:03am 
Uploaded a new version that should be compatible with Production Queue mod.
xxx78 Apr 12, 2020 @ 10:44am 
Interesting mod, thanks for sharing.
I wonder is it possible to set events to "enabled" in files, i find it annoying to go through the list every time I start a game when I know what events I want to use?