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Loggy's 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:
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 bad, the game checks every unit on the map to see if any are in the targeted province and have a fortune teller 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.
Determining Good or Bad Events