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user:loggy:randomevents [2021/01/27 16:36]
loggy created
user:loggy:randomevents [2022/04/16 14:19] (current)
loggy I forgot scales were internally flipped
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-====== Random Events =======+====== Loggy'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. 
  
-  events are considered on a nation-by-nation basis, for every nation that is in the game +**Determining Good or Bad Events**  
-  each nation in the game gets a total of four(!) checks +  * Whether an event is good or bad depends on the following calculation:  
-  check 1 has base event rate 15 +      Luck scale in province * the global luck "event is good" value 
-  check 2 has base event rate (owned provinces*3)+2 +          //Note//: If the province is not under friendly dominionany positive luck scales are ignored and is used instead. 
-  * check 3 has base event rate (owned provinces*2)+2 +      If (random number 0-99) < 50 + the "event is good%, the event is good 
-  * check 4 has base event rate (owned provinces) + 2 +        IE: neutral scales is 50/50, misfortune 3 is 80% bad and 20% good
-  * 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 +
-  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