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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.