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user:loggy:randomevents

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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
user/loggy/randomevents.1611765385.txt.gz · Last modified: 2021/01/27 16:36 by loggy