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Circlesongslave

Recruit
Feb 3, 2025
3
0
I don't want to be able to predict the outcome of events. Allow them to have alternative results. At least two, three would be great.
The thing about exploration and discovery is not knowing what's gonna happen.

If you really want be clever about maybe the result could be influenced by traits the researcher or the ethics of the empire. But never allow them to be 100% predictable cause the sense of adventure is lost.

Also, let me view the initial text that introduced the anomaly to remind me what was going on or what started that event.
 
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I don't know if I would entirely love that. Randomness can be frustrating. I played a few roguelites and options that are a split between a good and bad outcome tend to reduce choice instead on making it meaningful (if your choice is undermined by a dice roll did it really matter ?).
The first time you play, you need to guess the best course of action and not having randomness makes it great when your choices lead to the outcome you expected.
This comes at the cost that yeah it becomes predictable the second time but this can be mitigated an other way : make events have different positive outcomes which can be interesting in different ways. If you take the "fountain of youth" chain of events for example (that can fire when you create a science nexus), there are a few different positive outcomes that can give different bonus. I agree that when you done all the paths you learn the purely negative outcomes and don't pick them but you can still make a meaningful choice between the positives.
Adding randomness will not give back the "blindness" you had when you make the choice the first time. It will just add a consideration about a risk you take.

And a few events use randomness well. For example there are two fused planets.
You have two options, to play it safe and have a small chance to upgrade the planet but no chance to destroy it, or a better chance to terraform it at the cost of a risk of negative blockers of destroying it
A few events have very high risk and very high reward, I think of inverted mass or the fluid (both chains will tell you you are playing with fire). You know you take a risk and if the dice is not in your favor you can only blame yourself. But they are few and that's what makes them great. If every single event had randomness you would not gain a feeling of the unknown, this will be lost after a few game forever. (until a dlc adds new events). It will just add randomness. At some point you will learn the possible random outcomes and know the optimal path on average.
 
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There are many events that are single path. I think these would benefit from different outcomes. It'd be less exciting if one already knows what's gonna happen.

Regarding the ones you make choices, you make a good point. But also consider that when you make choices given a described situation and your own judgement, you are still gambling with the unknown.

Introducing alternatives allows for a creative opportunity to show how anything could turn good or bad. It's not senseless randomness.

Regardless, if these events results would vary in a meaningful way I think it would be a worthy improvement.