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user:loggy:randomevents [2021/01/27 16:36] loggy created |
user:loggy:randomevents [2021/06/04 12:43] loggy |
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- | ====== Random Events ======= | + | ====== |
+ | **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' | ||
+ | * The scales are considered in the nation' | ||
+ | * 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 |
- | * check 3 has base event rate (owned provinces*2)+2 | + | * If (random number 0-99) < (random number 0-99) -- the "event is good" |
- | * check 4 has base event rate (owned provinces) + 2 | + | |
- | * the event rate is then calculated as base + (turmoil' | + | |
- | * if the event rate is less than 3, it is set to 3 | + | |
- | * Then min(calculated stuff 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 again | + | |
- | * if (random number 0-99) < calculated event rate, generate an event. Next need to decide if good/bad | + | |
- | * The province it happens in is then randomised | + | |
- | * calculate the event is good percentage: luck scale in province * the global luck "event is good" value | + | |
- | * if you don't have control of dominion in the province, | + | |
- | * if (random number 0-99) < (random number 0-99) - event is good %, the event is good | + | |
- | * if the event is bad, check every single unit on the map to see if any are in the right province with a fortune teller ability, if so then roll that | + | |
- | * trigger the event | + | |
- | * increment check number if not 4 | + | |
- | * if it was 4, exit | + |