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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
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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.   * 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's modifier) + (luck's modifier). Here the scales are considered in the nation's cap only.+  * 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.   * 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. +  * 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. +      * 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. Next need to decide if good/bad. +  * If (random number 0-99) < calculated event rate, generate an event.  
-  The province it happens in is then randomised+  * The game then determines:  
-  * Calculate the event is good percentageluck scale in province * the global luck "event is good" value. +      * If the event is good or bad. 
-  * If you don't have control of dominion in the province, the luck scale is set to 0 if greater than 0. +      A random province where the event occurs. 
-  * 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 badcheck 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 province * the global luck "event is good" value.  
 +          //Note//: If the province is not under friendly dominionany positive luck scales are ignored and is used instead
 +      * If (random number 0-99) < 50 + the "event is good%, the event is good.  
 +        IE: neutral scales is 50/50misfortune 3 is 80% bad and 20% good
user/loggy/randomevents.1611767814.txt.gz · Last modified: 2021/01/27 17:16 by doggo