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user:loggy:randomevents [2021/01/27 18:14]
doggo formatting and some small tweaks for clarity
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** **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 a //base event rate// of 15.       * Check 1 has a //base event rate// of 15.
       * Check 2 has a //base event rate// of (owned provinces*3)+2.       * Check 2 has a //base event rate// of (owned provinces*3)+2.
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   * Then min(calculated event rate 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.    * If (random number 0-99) < calculated event rate, generate an event. 
   * The game then determines:    * The game then determines: 
       * If the event is good or bad.       * If the event is good or bad.
       * A random province where the event occurs.       * A random province where the event occurs.
-  * If the province isn't in your dominion, the luck scale is set to 0, even if you have a scale of greater than 0. 
   * 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 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.        *If yes, the game then rolls for this ability. 
-  * The event is then triggered.  +  * The event is then triggered. 
-  * If this was check 1-3(!), the game rolls again, checking the next consecutive number.  +  * 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. +  * If this was check 4, random event rolls are completed. 
  
 **Determining Good or Bad Events**  **Determining Good or Bad Events** 
   * Whether an event is good or bad depends on the following calculation:    * Whether an event is good or bad depends on the following calculation: 
       * Luck scale in a province * the global luck "event is good" value.        * Luck scale in a province * the global luck "event is good" value. 
-          * //Note//: If the province is not under you dominion, the luck scale is set to 0+          * //Note//: If the province is not under friendly dominion, any positive luck scales are ignored and 0 is used instead
-      * If (random number 0-99) < (random number 0-99) -- the "event is good" %, the event is good. +      * If (random number 0-99) < 50 + the "event is good" %, the event is good.  
 +        * IE: neutral scales is 50/50, misfortune 3 is 80% bad and 20% good
user/loggy/randomevents.1611771286.txt.gz · Last modified: 2021/01/27 18:14 by doggo