• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TacoSeeker

Recruit
25 Badges
Nov 27, 2024
5
1
  • Cities: Skylines - Natural Disasters
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall
  • Cities: Skylines - Campus
  • Prison Architect
  • Cities: Skylines Industries
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Cities in Motion 2
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Pillars of Eternity
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Starvoid
  • Magicka
I am looking for a way to disable this one specific Event/Happening from EVER occurring in game. This particular trait has only ever given me a negative experience. I do not wish to disable ALL random events and occurrences because they are a really great way to spice up the game, just this specific one, because it seems to turn itself on an overwhelming majority of the time events are enabled, and this specific event has done nothing except make the game unfun. I prefer to play on harder difficulties as it is a more enjoyable and strategic experience, and every time the event summons their army to knock on my doors, it's ALWAYS when I am either 1) incapable of fending off the cluster of T3-T4 units sent at me OR 2) I am able to defend myself but only with heavy causality, to which the enemy AI typically takes advantage of by warring with me in subsequent turns. And I have rarely seen the event target AI cities, it seems to prefer knocking on my doors, or the cities of friends when I am playing with them and the event turns itself on.

Ultimately, Toll of Seasons presents a significant downgrade to my experience with the game. Will disabling the Eldritch Realms DLC remove this feature from my game? I do not wish to lose the other content provided within this DLC, I thoroughly enjoy the Abyss and everything else brought with it. However, Toll of Seasons seems to turn itself on more often than not, and this one negative feature of the DLC heavily outweighs all the good things it brings.
 
Thread from August reports you can turn this off under general happenings. Or you can check the steam workshop. Presumably Triumph will expand this setting at some point.
I am able to turn off the Toll of Seasons event specifically under Happenings? I cannot find the setting that allows me to disable specific events, hence this post, so I apologize if it's a silly question. As I said, I don't want to disable happenings/events altogether, just this specific one.
 
Devs should be tune down slightly the power of this event, in normal and even brutal. Far too much preponderant in a game.

For me, there is so much things that don't work with this event :

1 Too much powerful. All ressources must be allowed to that, if not it is a total destruction (Regularly in my games : Two brutal AI vanished with that. It is funny, until that you are the first target turn 26, against autumn version, or insanity version)

2 Too low count between the time of you know it is you, and the time of first attack. It is like... stupid (1 turn ?) Give me 4 turns mini. Need adaptation, this is not a little fight...

3 Bugged actually. The autumnal version with wind barrier stack actually. So in brutal, when you have 2 scourge or more... lol... Hello 120 % of evasion, 10 % of accuracy for ranged under mental mark. In short, forget ranged unit with a risk to encounter the stun Scourge version ultra instinct.

4 Kind of scourge should be given at start of the event. If it is scourge of autumn I will perhaps stop to do archers and skirmishers... If someone asks me my opinion : I will go to an aura of 30 % of evasion. It is already a lot (Memories : it is ALL the units on map...)
 
Last edited:
I suspect people don't like this event for good reason, but could easily like it with a few adjustments to see it through. More time to prepare is one solution.
It's difficult to return to base if you don't know the timing and who it's going to be next. OR you return at the base each time (time consuming = max) If I am conquering a city, it is a big problem. This breaks the desire to go and take bases.

And after that, the event don't give us a second. (4 turns only for the return of the event ? Crazy low...)

Result : it is not uncommon to finish the thing on the second pass turn 60, and therefore steal the artifact. Then after that, a return after 10 turns.

It would be me : I give more time between phases (5 turns for arrive (Like now), 4 for appear and attack the city (Actually 1)), and less time for the ultimate return (4 turns is enough to end the polka (Actually 10 : Too long for waiting, no enough to take the risk of conquer a city. The last time I do this : Scourge appear in "being migrated" city. Awful situation without wall...))

By giving the name of the next target early in advance, this solves the (annoying) problem of anticipation (not concerned = not concerned = I do my life)
 
Last edited:
  • 1Like
Reactions:
on the one hand, I like Toll of Seasons.


But if you don't, turning Happening Intensity to Low turns it off.
Turning it to low does not disable it. Low just sets it to a minimum chance, as equal as the rest of the events from what I can tell. But is does not feel as equal as it should be, kind of like how underground generation was at one point so flawed it was equal to having Massive Undergrounds enabled without actually using the world trait. I don't wish ti disable all random happenings, just this specific one.
 
I suspect people don't like this event for good reason, but could easily like it with a few adjustments to see it through. More time to prepare is one solution.
It's difficult to return to base if you don't know the timing and who it's going to be next. OR you return at the base each time (time consuming = max) If I am conquering a city, it is a big problem. This breaks the desire to go and take bases.

And after that, the event don't give us a second. (4 turns only for the return of the event ? Crazy low...)

Result : it is not uncommon to finish the thing on the second pass turn 60, and therefore steal the artifact. Then after that, a return after 10 turns.

It would be me : I give more time between phases (5 turns for arrive (Like now), 4 for appear and attack the city (Actually 1)), and less time for the ultimate return (4 turns is enough to end the polka (Actually 10 : Too long for waiting, no enough to take the risk of conquer a city. The last time I do this : Scourge appear in "being migrated" city. Awful situation without wall...))

By giving the name of the next target early in advance, this solves the (annoying) problem of anticipation (not concerned = not concerned = I do my life)
More time to prepare would be the most ideal solution. Having to drop everything I am doing to answer a threat is parcel to the game, but this in particular is both immensely strong and happens nearly instantaneously, there is very little room to prepare/answer.
 
  • 1Like
Reactions:
Turning it to low does not disable it. Low just sets it to a minimum chance, as equal as the rest of the events from what I can tell.
Hi TacoSeeker, we changed the behavior of the Low Happening Intensity with the tiger patch. It should now fully exclude all heavy happenings, so no Toll of Seasons, Intrigue or Major Affinity Happenings. If you play with this setting on Low and get any of the bigger Happenings in the game (without their explicit realm trait), please file a bug report :)
 
  • 2Like
  • 2
  • 1
Reactions:
Devs should be tune down slightly the power of this event, in normal and even brutal. Far too much preponderant in a game.

For me, there is so much things that don't work with this event :

1 Too much powerful. All ressources must be allowed to that, if not it is a total destruction (Regularly in my games : Two brutal AI vanished with that. It is funny, until that you are the first target turn 26, against autumn version, or insanity version)

2 Too low count between the time of you know it is you, and the time of first attack. It is like... stupid (1 turn ?) Give me 4 turns mini. Need adaptation, this is not a little fight...

3 Bugged actually. The autumnal version with wind barrier stack actually. So in brutal, when you have 2 scourge or more... lol... Hello 120 % of evasion, 10 % of accuracy for ranged under mental mark. In short, forget ranged unit with a risk to encounter the stun Scourge version ultra instinct.

4 Kind of scourge should be given at start of the event. If it is scourge of autumn I will perhaps stop to do archers and skirmishers... If someone asks me my opinion : I will go to an aura of 30 % of evasion. It is already a lot (Memories : it is ALL the units on map...)
The AI falling to it like leaves in autumn is at least partly an AI issue. I know I've seen at least two AI ignore their capital city getting destroyed and instead F around with the other players instead. One of them even declared war on me with their army next to mine the very turn their capital fell to the Toll. Needless to say, they found out.