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
Previous revision
random-events [2021/01/27 16:57]
loggy random event mechanics
random-events [2023/01/27 17:56] (current)
dude [Event Chains] Add paragraph about two types of triggered events.
Line 3: Line 3:
 The strategic layer of Dominions 5 features a random event system, adding an element of unpredictability and uniqueness to each game. All nations use the random event system and there are various ways to manipulate the system to your own ends. The strategic layer of Dominions 5 features a random event system, adding an element of unpredictability and uniqueness to each game. All nations use the random event system and there are various ways to manipulate the system to your own ends.
  
-===Basics===+===== Basics =====
  
 Each nation can experience up to 4 random events each turn, which occur within a particular province. You will be notified of these with a message at the start of your turn - usually written as "An unexpected event has occurred in..." Each nation can experience up to 4 random events each turn, which occur within a particular province. You will be notified of these with a message at the start of your turn - usually written as "An unexpected event has occurred in..."
Line 30: Line 30:
 All of this adds up to mean that it is very difficult to predict exactly what events are likely to occur. You can increase or decrease the likelihood of certain events - such as by making sure you avoid certain scales - but you usually can't decide exactly what happens. All of this adds up to mean that it is very difficult to predict exactly what events are likely to occur. You can increase or decrease the likelihood of certain events - such as by making sure you avoid certain scales - but you usually can't decide exactly what happens.
  
-==Event Chains==+==== Event Chains ====
  
-Some events can lead to other events. For example, if an event triggers which puts a cult leader into one of your provinces, you might experience further events where the cult preaches in secret, causing your dominion to reduce.+Some events can lead to other events. For example, if an event triggers which puts a cult leader into one of your provinces, you might experience further events where the cult preaches in secret, causing your dominion to reduce.  
 + 
 +There is two types of triggered events "Always"((rarity 0)) and "Always (unlimited)"((rarity 5)) -events. The always events will occur every month in every province unless they are limited somehow. Only one "Always" event can occur in each province per month while any number of "Always (unlimited)" events can occur in a single province each month.
  
 Some of these chains are known as "story events", with long, branching chains which can change depending on what you decide to do. For example, you might have the option of rooting out the cult with an army, of infiltrating it with one of your own mages, or converting the heretics with a high level priest. The event will generally tell you what the options are, so make sure to read it carefully. Usually simply having the correct unit(s) in the province will trigger the next step, but in some cases they might require you to issue a special order to a commander. Some of these chains are known as "story events", with long, branching chains which can change depending on what you decide to do. For example, you might have the option of rooting out the cult with an army, of infiltrating it with one of your own mages, or converting the heretics with a high level priest. The event will generally tell you what the options are, so make sure to read it carefully. Usually simply having the correct unit(s) in the province will trigger the next step, but in some cases they might require you to issue a special order to a commander.
Line 38: Line 40:
 Story events can be disabled in the game's setup options; this is common for multiplayer games due to the impactful rewards or penalties these events can offer. Story events can be disabled in the game's setup options; this is common for multiplayer games due to the impactful rewards or penalties these events can offer.
  
-==Event Effects==+===== Event Effects =====
  
 Events can have all sorts of effects. Most commonly, you may experience the following:  Events can have all sorts of effects. Most commonly, you may experience the following: 
Line 55: Line 57:
 The fortune teller unit ability has a small chance to cancel out the effects of negative events. The turn's messages will display when this happens. The fortune teller unit ability has a small chance to cancel out the effects of negative events. The turn's messages will display when this happens.
  
-==Causing Events==+==== Causing Events ====
  
 Some magic spells allow you to cause certain provinces to experience a particular event. This is usually negative and directed at one of your foes. For example, ??Hurricane?? allows you to inflict a natural disaster on a targeted province, causing population death and unrest. The unfortunate victim will see this reported as a normal random event, although if it happens too frequently they are likely to become suspicious, especially if their scales would not normally allow said event. Some magic spells allow you to cause certain provinces to experience a particular event. This is usually negative and directed at one of your foes. For example, ??Hurricane?? allows you to inflict a natural disaster on a targeted province, causing population death and unrest. The unfortunate victim will see this reported as a normal random event, although if it happens too frequently they are likely to become suspicious, especially if their scales would not normally allow said event.
Line 61: Line 63:
 Certain units, such as those created with the ??Summon Firebird?? spell, have a small chance of forcefully creating an event in a province in addition to those which naturally occur. Each unit with this ability has its effect rolled independently of each other, which can cause large masses of these units to generate many additional events in a single province. Certain units, such as those created with the ??Summon Firebird?? spell, have a small chance of forcefully creating an event in a province in addition to those which naturally occur. Each unit with this ability has its effect rolled independently of each other, which can cause large masses of these units to generate many additional events in a single province.
  
-==Global Events==+==== Global Events ====
  
-Some random events are global and effect everyone, rather than a specific province. Most commonly this will be the announcements for the Arena Deathmatch and People's Deathmatch, as well as global scale changes due to Thrones being claimed. You will see a ? icon next to global events. Some choices of the [[wish]] spell generate events of this type.+Some random events are global and effect everyone, rather than a specific province. Most commonly this will be the announcements for the [[arena|Arena Deathmatch and People's Deathmatch]], as well as global scale changes due to Thrones being claimed. You will see a ? icon next to global events. Some choices of the [[wish]] spell generate events of this type.
  
 Units with the fortune teller ability have a small chance to offer their player advance warning for events of this type. Units with the fortune teller ability have a small chance to offer their player advance warning for events of this type.
  
-=== Mechanics ===+===== Mechanics =====
  
 This relates to the normal common/uncommon events only. There are many events with the "always" rarity which are checked separately. This relates to the normal common/uncommon events only. There are many events with the "always" rarity which are checked separately.
Line 78: Line 80:
   - 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 86:
 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.1611766620.txt.gz · Last modified: 2021/01/27 16:57 by loggy