In a few words I am looking for a good random element suitable for a heavy euro game. Something to add variation while not adding a feeling that the game is determined by luck.
For a somewhat heavy euro-like civ game, I need a good random element added to the game. There are no cards (yet) and there's no luck factor (other than other players' actions). At this point I'm afraid the game feels more like chess because the random element is missing and player interaction is not very high (usually via area control mechanics). The map conditions will be very similar (if not identical) for all players, and all players start with the same resources and same powers. I need some element that would make the game unpredictable in the long run (to discourage AP) and make the player focus more on adaptive strategies and risk management. While players should be able to develop strategies requiring them to think a couple of moves in advance, I want to remove the pure math feeling of the game and add some uncertainty so that players will focus on more generic strategies and adjust them in time according to how the game evolves. I like the random element in Through The Ages (TtA:aSoC), but that's accomplished via cards. I need my random element not to feel like the game winning is determined by luck, but I need it to add variation and uncertainty to the game. Maybe it should affect all players at the same time in somewhat similar ways.
Any ideas are welcome :)
Thanks, I was thinking about this kind of events, and the dice roll touch is interesting. In some cases there could be something similar to Sylla (if you played the game), where players more or less vote which events to prevent.
Here are some ideas that I came with:
Events that take place each turn and affect all players (weather conditions affecting game play, market fluctuation)
Events that take place each turn and players bid for them with money or other currency (new units or resources)
Events that take place each turn and affect one player (invaders attack weakest player)
These are all events that [potentially] affect all players in the same way, and they can either prevent them or prepare for them. Players should be able to know the events that cannot be prevented before they take place so they have time to prepare.
All these sound very similar to what happens in Through the Ages. I was hoping I could find something a bit different so I don't just copy the mechanics there.