sven wrote:Reduced the frequency of several types of planet disaster events.
(Quote from the
development changelog thread.)
Spent a bit of time thinking about this, and I'm not sure it's the right direction to go in. Disasters are already pretty rare; making them rarer overall seems like it would make them feel even more unfair to the player when they do happen.
Instead, I'd suggest that disasters should be similar to the current diplomatic events system: relatively common, relatively small, and with some degree of player-interactivity.
For example, in the current game, we have "Planet 'Fishsticks II' has experienced an earthquake, destroying all buildings". Boring, super-rare, and doesn't feel fun when it happens - especially given the 'super-rare' attribute; most games I don't see even one earthquake, so the occasional game where it, say, wipes out six farms on a supergrain world and suddenly my entire empire is starving, is exceptionally frustrating.
Compare to, for one possible example: "Planet 'Fishsticks II' has experienced an earthquake, damaging local infrastructure and threatening the lives of civilians trapped in damaged housing. Options: 1: Prioritize infrastructure repairs, resulting in the loss of a unit of population and -10 morale on Fishsticks II. 2: Prioritize rescue operations, resulting in the destruction of two farms. 3: Fund off-world support from the imperial treasury at a cost of 500, granting +10 morale on Fishsticks II."
I'd also suggest that disasters be mixed in with some positive events and some 'neutral' events that aren't purely positive or negative.