Rewards
Often, we will want Narrative Events to interact with the game state. Most frequently, we will want them to grant bonuses or maluses upon completion. To do this, we use Modifiers, and assign it as a Narrative Reward.- Create a Modifier you want to assign as a reward. Set
permanentto true so it persists after the Narrative Event ends. - Create a new
NarrativeRewardType, assigning the Modifier you want to use to it. - Assign the
NarrativeRewardTypeto a previously createdNarrativeStoryTypeusing theNarrativeStory_Rewardstable.
Activation field in NarrativeStory_Rewards can be set to COMPLETE (when the event’s RequiremenSetId is met, or START (when the event is activated).
In the case where an event has multiple modifiers. You will need to create multiple Narrative Rewards.
Additional Tables
That’s technically all you need to know when making a Narrative Event. But there are a few more tables, which while not vital, are extremely helpful in communicating to the player what an event does.NarrativeRewardIcons
TheNarrativeRewardIcons table can be used to add icons to Narrative Event buttons. Despite its name, it is used for more than just rewards. It is also used to add Quest icons, and icons for costs.
A single Narrative Event can have multiple NarrativeRewardIcons.
BUILDING_ALTAR is non-standard usage, but it IS possible). There is also a Negative field that can be used with Yield icons and a number of the preset options to get a red negative version of said icon.
NarrativeStory_TextReplacements
Occasionally you will want text to be dynamically filled by the event itself. The text might have a reference to your capital city for example. To do this we use theNarrativeStory_TextReplacements table.
NarrativeStoryTextTypedetermines which part of a Narrative Event you want to replace text in.BODYreplaces text in theCompletionREWARDreplaces text in theDescriptionIMPERATIVEreplaces text in theImperativeOPTIONreplaces text in theName
NarrativeTextReplacementTypeis the data you want to use in the text as a replacement. Some common options includeREWARD-
This is an unusual one.
REWARDparses a reward modifiers attached to the event and provides text describing it. This will be gameplay text so it should normally only be used with theREWARD/Description. This is why many Narrative events only have{1_REWARD}.written out as theirDescription. This does not work with all modifiers, so you may sometimes need to write the reward out manually.
-
This is an unusual one.
CAPITAL, your capital city.CIVILIZATION, your civilization. (e.g. ‘Rome’)CIVILIZATION_ADJ, your civilization’s adjective. (e.g. ‘Roman’)INDEPENDENTa nearby Independent.
Prioritydetermines the order in which the replacement should occur, in case you need multiple text replacements in a single piece of text.