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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
user/loggy/randomevents.txt · Last modified: 2022/04/16 14:19 by loggy