User Tools

Site Tools


random-events

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision Both sides next revision
random-events [2021/03/29 00:26]
naaira [Event Effects]
random-events [2021/03/29 00:29]
naaira [Mechanics]
Line 78: Line 78:
   - The fourth has a base event rate of (number of owned provinces) + 2   - The fourth has a base event rate of (number of owned provinces) + 2
  
-Next, the [[scales]] in the nation's capital are examined, and the total event bonus is calculated. By default this is +2% per point of turmoil, -2% per point of order, and +5% per point of either luck or misfortune. This is added to the base event rate above. This value cannot be lowered below 3%.+{{ :abilities:spreads_luck.png?nolink|}}Next, the [[scales]] in the nation's capital are examined, and the total event bonus is calculated. By default this is +2% per point of turmoil, -2% per point of order, and +5% per point of either luck or misfortune. This is added to the base event rate above. This value cannot be lowered below 3%.
  
 The event chance is taken as the current turn number * 5 or the calculation above, whichever is smaller. If the game was created with the game setting that random events are rare, this event chance is divided by two. If this is the fourth check, the event chance is also divided by two. Both of these divisions can occur in the same event check. A random number between 0 and 99 is generated, and if this number is less than the final event rate, an event is generated. The event chance is taken as the current turn number * 5 or the calculation above, whichever is smaller. If the game was created with the game setting that random events are rare, this event chance is divided by two. If this is the fourth check, the event chance is also divided by two. Both of these divisions can occur in the same event check. A random number between 0 and 99 is generated, and if this number is less than the final event rate, an event is generated.
Line 84: Line 84:
 Once an event is generated, the game then decides on a province to generate it in (which is done entirely at random). The local scales are then used to decide if the event should be good or bad. For this purpose, any positive luck scales are the province is taken to be 0 if the province does not contain friendly dominion. The chance of the event being good is 50% plus the luck scale's "event is good" value in the province which defaults to 10% per scale. Once an event is generated, the game then decides on a province to generate it in (which is done entirely at random). The local scales are then used to decide if the event should be good or bad. For this purpose, any positive luck scales are the province is taken to be 0 if the province does not contain friendly dominion. The chance of the event being good is 50% plus the luck scale's "event is good" value in the province which defaults to 10% per scale.
  
-If the generated event is bad, the game checks for [[Fortune Teller]]s in the affected province and rolls each unit's ability value independently. Following this, the game picks the specific event to generate. Experimental evidence suggests that uncommon events make up 20% of events and common events make up the remaining 80% ((Unpublished data by 7thPath)).+{{:abilities:fortune_teller.png?nolink |}}If the generated event is bad, the game checks for [[Fortune Teller]]s in the affected province and rolls each unit's ability value independently. Following this, the game picks the specific event to generate. Experimental evidence suggests that uncommon events make up 20% of events and common events make up the remaining 80% ((Unpublished data by 7thPath)).
random-events.txt ยท Last modified: 2023/01/27 17:56 by dude