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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 base event rate 15
check 2 has base event rate (owned provinces*3)+2
check 3 has base event rate (owned provinces*2)+2
check 4 has base event rate (owned provinces) + 2
the event rate is then calculated as base + (turmoil's modifier) + (luck's modifier). Here the scales are considered in the nation's cap only
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, the luck scale is set to 0 if greater than 0
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