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random-events [2021/03/28 22:31]
naaira
random-events [2023/01/27 17:56] (current)
dude [Event Chains] Add paragraph about two types of triggered events.
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 ==== 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.
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 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: 
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 ==== 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.
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   - 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.
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 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.1616970711.txt.gz · Last modified: 2021/03/28 22:31 by naaira