user:loggy:freespawn

Friendly dominion and a temple is required.

"Terrains" is true in any combination of caves/mountains/highlands, otherwise false.

"Your cap" also technically includes Shinuyama's cap, both of them have the flag used for this for some reason.

Number of spawn attempts is Turmoil + 1.

If End of Culture is up, add Turmoil again (so it becomes 2*Turmoil + 1).

While the number of spawn attempts > 0:

- 66% to just flat out fail (-1 spawn attempt).
- If (terrains or your cap) and a 2% chance: Amanojaku (-2 spawn attempts)
- If (terrains or your cap) and a 80% chance: Kuro-Oni (-2 spawn attempts)
- If (terrains or your cap) and a 70% chance: Oni (-2 spawn attempts)
- 30% chance per cold scale: Ao-Oni (-1 spawn attempt)
- 30% chance per heat scale: Aka-Oni (-1 spawn attempt)
- Otherwise: 1d4 (non-exploding) Ko-Oni (-1 spawn attempt)

(Once a single check succeeds, go spawn the units, subtract the spawn attempts, and then go back to the top of the bullets)

Local value = (turmoil * 10) + unrest, capped at 100

If End of culture, double this (and cap at 150).

Doesn't function underwater.

Final % to spawn is (local value * oni summoner ability value)/100

Unknown criteria can also prevent spawning

You get a non-exploding d6 number of Ko-Oni.

- first it checks to see if you have candles, if you don't it does nothing
- then it checks something else I don't understand, if you don't have that it does nothing
- then it checks for a fort in the province, if there isn't one it does nothing
- then it checks something else I don't understand, if you don't have that it does nothing
- then it does (candles + [random number 0-2 incl] + death scale)
- then it divides this number by 3 and rounds down
- if that number is less than 1, it does nothing
- This number is the number of spawn attempts.

For each spawn attempt:

- pick a random number 0-8. If you rolled 8 and there is no temple in the province, set this to 0 instead
- roll another random number 0-99. If it's less than 5, set the previous number to a random number 0-3 + 10
- Spawn units based on the first number in this section:
- 0-3 incl: 1d4 exploding units with ID 0xb1a [spectral hoplite]
- 4 or 5: 1d4 exploding units with ID 0xb18 [spectral archer]
- 6 or 7: 1d4 exploding units with ID 0xb19 [spectral peltast]
- 8: 1 unit with ID 0xb1b [spectral kourete]
- 9: do nothing
- 10 or 11: 1 commander with ID 0xb1c [spectral commander]
- 12: 1 commander with ID 0xb1d [ephor 2845]
- 13: 1 commander with ID 0xb1e [spectral philosopher]

If you don't have candles, don't do any of this.

Void critter component:

- Scale component: 2 * candles + magic scale
- If a random number 0-499 inclusive is less than (scale component * 5):
- Roll 2d(candles/3 + 4, rounded down). These are closed die rolls. You get the void encounter that corresponds to this result:
- If 1-5: 6x lesser otherness
- If 6: 4x vile thing
- If 7: 3x thing of many eyes
- If 8: 3x thing from the void
- If 9: 5x elder thing
- If 10: 4x formless spawn
- If 11: 4x otherness
- If 12: 3x thing from the beyond
- If 13: 2x dweller in the deep
- If 14: 4x: greater otherness
- If 15: 5x thing that should not be
- If 16: 1x vastness
- If 17+: 2x greater otherness

Cultist component:

- If the province has no temple, get number of candles. If (province pop/10) < the number of candles, use that instead.
- If the province has a temple, instead:
- If the province has no pop, use 2*candles. Otherwise, use 3* candles.

- If a random number 0-74 is less than the value above, you're geting cultists.
- If underwater, always get Cultist#1639
- If coastal, always get Hybrid Cultist
- If not coastal, 50% for Hybrid Cultist, 25% for Cultist#1640, 25% for Mad Cultist

Madman component:

- Calculate 10 * number of candles.
- If (province pop/20) is less than this, use that value instead.
- If a random number 0-99 is less than the above value, you get madmen.
- If this is a non-coastal land province, you get Madman
- If this is a coastal land province, you get Mad Hybrids
- If this is underwater, equal chances of Peasant [which is weird because they'll instantly drown], Mad Merman#1568, and Mad Ones.
- No matter what type, you get 2d8 exploding.

Dreamer component:

- Take (province pop/20) or (sloth + 5*candles), whichever is smaller.
- If random number 0-99 is less than this value, you get dreamers.
- If on land, it's always Human Dreamers.
- Otherwise, equal chances for Deep One Dreamer, Triton Dreamer, and Merman Dreamer#1572
- No matter which type, get 2d8 exploding.

- If you don't have candles, you get nothing.
- If you don't own the province, you get nothing.
- Candle value = (candles / 2) + 2
- If you have a temple, add (8 * game setting's gold multiple)/100, rounded down.
- Number of spawns = candle value * 175/100, rounded down
- If the number of spawns is 0 or negative, you get nothing.
- For each spawn attempt:
- If this is your capital (90% chance of success) OR any other fort with ((1 + commander point bonus) * 30)% chance of success:
- Consider candle die roll below for this attempt to instead be 89 + a closed d6.

- Roll a closed d(candles)-1, and spawn accordingly:
- If 0 and the province is not UW: 50% for 1 ghoul
- If 1 or 3: 1x soulless#197
- If 2 4 6 7 9 10:
- One random longdead#191-196
- 2% chance for a mound king#190 commander

- If 5 or 8:
- If not underwater, 50% chance for a longdead horseman
- 1% chance for a mound king#188 commander

- Any other value [TODO: how does this fit in with the stuff below?]:
- 50% chance for a knight of the unholy sepulchre

- If 90 or 91, 1 longdead velite
- If 92-94 inclusive, 1 in 3 chance for either a longdead triarius or principe (equal weighting). Otherwise, longdead legionnaire. Additionally, 1% chance for a Censor#260 regardless of the stuff before.

- first it checks to see if you have candles, if you don't it does nothing
- then it checks something else I don't understand, if you don't have that it does nothing
- Number of spawns = 3, or 4 if you have a temple in the province
- For each spawn attempt:
- if this is not a UW province, and a random number 0-9 < (number of candles + growth):
- 25% chance, if there are armed corpses, or always if there armed corpses but no unarmed corpses:
- Subtract 1 from the number of armed corpses

- If there are only civilian corpses:
- Subtract 1 from the number of civilian corpses

- If any corpses were removed:
- If 1 + Growth + Magic > random 0-99, you get 1 mandragora. Otherwise, you get 1 manikin.

- if this is not a UW province, and a random number 0-9 < (number of candles + growth), and something to do with the presence of a forest (I assume, if province is a forest, but sign flags are doing my head in right now):
- There is a (2 + Growth + Magic)% chance to get a high quality spawn:
- Equal chances for Mandragora, Carrion Beast#718, Minotaur Manikin, Carrion Beast#1006, Sagittarian Carcass

- Otherwise, a low quality spawn:
- Equal chances for Manikin, Satyr Manikin, Harpy Manikin, Carrion Beast#715, Carrion Beast#716, Carrion Beast#717

- If you rolled a (regular) manikin or mandragora (unit ID - 313 < 2), you instead get Carrion Beast#715 or Carrion Beast#716, chosen at random
- Spawn 1 of the selected creature type

- Regardless of spawn attempts, spawn (closed) 1d2 Sagittarian Carcasses if all of the following are true:
- (5 + Growth) * 2 + Candles * 3 > a random number 0-99
- The province is not underwater
- The province is a forest
- The province has a temple

Getting this was difficult because the compiler tied this in knots. There might be mistakes somewhere along the lines…

- Requires friendly dom
- Requires something else to do with province ownership
- Something = (closed d2 - 1 + candles)/2 rounded down
- If you have a temple, something = (closed d4 - 1 + candles) / 4 rounded down
- If there is a fort, add a closed d4 to the something
- The something is the number of spawn attempts, if 0 or negative then don't do anything.
- For each spawn attempt:
- If there is a temple
- 85% chance if this is your cap: index = closed d3 + 19
- Otherwise, 85% chance or guaranteed if there is no fort: closed d6 - 1
- All other cases: closed d3 + 19

- 5% chance to use index 40 regardless of the above

- If there is no temple, always use index 0
- If index = 0: Turns up to 1 corpse into a dispossessed spirit. Has a 25% chance to use armed corpses in preference to unarmed
- If index is 1 or 2: On land, spawns a Shadow Soldier. Underwater, gives a Shadow Triton or an atlantean Shadow Soldier at equal chances
- If index is 3: 60% Shade, 40% Shade Beast
- If index is 4: Ghost
- If index is 5: If 0 population, nothing happens. Otherwise, make 1 apparition, and kill 100 population
- If index is 20 or 21:
- There is a (fort's commander point bonus * 2 + 8)% chance:
- There is a (2 * (number of candles - 5))% chance that you get 2d3 Spectral Lictors
- Otherwise, you get a Spectral Standard and…
- A 20% chance for openended d5 + (commander point bonus - 1) Spectral Principe
- Otherwise, a 15% chance for openended d5 + (commander point bonus - 1) Spectral Triarius
- Otherwise, a 10% chance for openended d5 + (commander point bonus - 1) Praetorian Spectre
- Otherwise, openended d5 + (commander point bonus - 1) Spectral Principe

- Otherwise: openended d5 + (commander point bonus - 1) Spectral Hastatus

- If index is 22, openended d6 Spectral Velites
- If index is 40, 50% chance if there is a lab for a Lemur Acolyte, otherwise a Shadow Tribune
- If index is any other value (which in theory is impossible), the spawn attempt fails

(For LA R'lyeh, this is in addition to their normal stuff)

This happens only in coastal on-land provinces where the R'lyeh owns the fort and has dominion there.

"Random hybrid" in this context is units 967-970, chosen at equal weighting.

If R'lyeh is the full owner (IE: fort is not under siege), there is one guaranteed random hybrid unit

Then, roll two closed d10s. For each that ⇐ the number of candles, you get another random hybrid

user/loggy/freespawn.txt · Last modified: 2022/10/04 18:23 by loggy