This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
user:loggy:randomevents [2021/01/27 17:16] doggo uppercased first word, added periods to end of lines |
user:loggy:randomevents [2022/04/16 14:19] (current) loggy I forgot scales were internally flipped |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== Random Events ======= | + | ====== |
| + | **Generating Random Events** | ||
| * Events are considered on a nation-by-nation basis, for every nation that is in the game. | * 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. | + | * Each nation in the game gets a total of four checks. |
| - | * Check 1 has base event rate 15. | + | * Check 1 has a //base event rate// of 15. |
| - | * Check 2 has base event rate (owned provinces*3)+2. | + | * Check 2 has a //base event rate// of (owned provinces*3)+2. |
| - | * Check 3 has base event rate (owned provinces*2)+2. | + | * Check 3 has a //base event rate// of (owned provinces*2)+2. |
| - | * Check 4 has base event rate (owned provinces) + 2. | + | * Check 4 has a //base event rate// of (owned provinces) + 2. |
| - | * The event rate is then calculated as base + (turmoil' | + | * The event rate is then calculated as: |
| + | * //base event rate// | ||
| + | * The scales are considered in the nation' | ||
| * If the event rate is less than 3, it is set to 3. | * If the event rate is less than 3, it is set to 3. | ||
| - | * Then min(calculated | + | * Then min(calculated |
| - | * The event rate is divided by 2 if random events are rare. | + | * 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 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. | + | * If (random number 0-99) < calculated event rate, generate an event. |
| - | * The province | + | * The game then determines: |
| - | * Calculate | + | * If the event is good or bad. |
| - | * If you don't have control of dominion in the province, | + | * A random |
| - | * If (random number 0-99) < (random number 0-99) - event is good %, the event is good. | + | * 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 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 | + | *If yes, the game then rolls for this ability. |
| - | * Trigger the event. | + | * The event is then triggered. |
| - | * Increment check number if not 4. | + | * If this was check 1-3, the game rolls again, checking the next consecutive number. |
| - | * If it was 4, exit. | + | * 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. | ||
| + | * // | ||
| + | * If (random number 0-99) < 50 + the "event is good" | ||
| + | * IE: neutral scales | ||