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Welcome to the Civilization V: Events & Decisions WikiEdit

Heavily inspired by the mechanics of the same name in Europa Universalis 4, the Events and Decisions mod hopes to inject a bit more historical flavour into the game, and to allow other mod creators to do the same.

DecisionsEdit

As per the article on the Europa Universalis 4 Wiki:

Decisions are a set of choices a nation can make if certain conditions are met. Each decision has consequences, which can be both positive and negative. A nation never has to take a decision it is always at the players discretion whether to accept a decision or not. Some decisions are nation specific, some are religion specific and some are more generic.

The mod introduces an "Enact Decisions Panel" accessible through the Diplocorner drop-down. Decisions themselves are created/defined almost entirely via Lua (with XML/SQL for text and for certain effects via dummy buildings and policies), thus almost anything that can be done or detected via Lua, can be triggered or required by Decisions. The system is also modular, other mods can come in and introduce, remove or modify any existing decisions!

A list of Civilization Specific Decisions may be found here.

EventsEdit

There is also an Events system, also inspired by EU4 (and partly by Civ 4). With random events enabled an Event will occasionally occur. Events can also be scheduled to occur at a certain time; be triggered by other Events or Decisions.

Events occur throughout the course of play. There are a whole range of events in the game, which can result in positive, negative and mixed outcomes for a player's country. They take the form of a pop-up notification on the player's screen, which may present a player with a choice, or may simply inform the player of the consequences and require they acknowledge the event has occurred.

and much like the Decisions system, the Events system is also modular; allowing other mods to add their own Events.

Latest activityEdit


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