====== Loggy's Random Events reverse engineering notes ======= **Generating Random Events** * Events are considered on a nation-by-nation basis, for every nation that is in the game. * Each nation in the game gets a total of four checks. * Check 1 has a //base event rate// of 15. * Check 2 has a //base event rate// of (owned provinces*3)+2. * Check 3 has a //base event rate// of (owned provinces*2)+2. * Check 4 has a //base event rate// of (owned provinces) + 2. * The event rate is then calculated as: * //base event rate// + (turmoil's modifier) + (luck's modifier). * The scales are considered in the nation's cap only for this check. * If the event rate is less than 3, it is set to 3. * Then min(calculated event rate and (current turn number * 5)) is used as the final event rate. * The event rate is divided by 2 if random events are rare. * If this is check 4, divide the event rate by 2. Both these divisions can happen after each other. * If (random number 0-99) < calculated event rate, generate an event. * The game then determines: * If the event is good or bad. * A random province where the event occurs. * If the event is bad, the game checks every unit on the map to see if any are in the targeted province and have a fortune teller ability *If yes, the game then rolls for this ability. * The event is then triggered. * If this was check 1-3, the game rolls again, checking the next consecutive number. * If this was check 4, random event rolls are completed. **Determining Good or Bad Events** * Whether an event is good or bad depends on the following calculation: * Luck scale in a province * the global luck "event is good" value. * //Note//: If the province is not under friendly dominion, any positive luck scales are ignored and 0 is used instead. * If (random number 0-99) < 50 + the "event is good" %, the event is good. * IE: neutral scales is 50/50, misfortune 3 is 80% bad and 20% good