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user:loggy:slaver [2022/11/13 16:53]
loggy I was accounting for pop x10 twice I think?
user:loggy:slaver [2022/11/14 02:33] (current)
loggy
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-====== Loggy's Slaver reverse engineering notes =======+====== Loggy's Slaver and Lord over Heathen Tribe reverse engineering notes =======
  
 In all cases, if 75 + (random 0-74) < province unrest, the action fails and you get the unrest too high message. In all cases, if 75 + (random 0-74) < province unrest, the action fails and you get the unrest too high message.
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 In all cases, if 5 + (random 0-14) > province population / 10, the action fails and you get the pop too low message. In all cases, if 5 + (random 0-14) > province population / 10, the action fails and you get the pop too low message.
  
-For slavers only:+If you have both Lord over heathen tribes AND slaver, both of the sections should run and be tied to the same commander order... 
 + 
 +=== Slaver ===
  
   * Number of slaves is exploding d6 + 4 + [invisible slaver bonus]   * Number of slaves is exploding d6 + 4 + [invisible slaver bonus]
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   * Unrest is then just 1 per slave found   * Unrest is then just 1 per slave found
  
-Lord over heathen tribes is considerably more complicated and is quite different+=== Lord over Heathen Tribes === 
 + 
 +This order features a very unique take on the exploding die. I guess I should plot a chart of it at some point... 
 + 
 +== Heathen exploding die == 
 + 
 +Like the regular exploding die, but the explosion matters less. 
 + 
 +  * If the input is 0 or negative, the result is always 0 
 +  * If the input is exactly 1, the result is always 1 
 +  * Otherwise, roll a regular exploding die, and track the first roll result and the "exploding sum". The special die result is instead %%(the first roll result + (exploding sum / 2))%%, rounded down.  
 + 
 + 
 +== The process == 
 + 
 +  * Roll a heathen exploding die with (lord over heathen tribes ability value + turmoil scale) sides. This is the "base quantity" that will be made (some unit types will modify this later) 
 +  * if 10 + (random 0-29) > province population / 10, base quantity is halved, rounded down 
 +  * Roll a d5 to pick a random troop type. If the one you picked is not valid, make up to 1000 reroll attempts to come up with something that is valid. 
 +    * 1 = Fommepori Warrior, requires forest terrain flag (and possibly will include kelp forests if you use water breathing!), real quantity = base halved, ROUNDED UP 
 +    * 2 = Agrmandri Warrior, requires mountain or highlands terrain flag (or both), real quantity = base halved, ROUNDED UP 
 +    * 3 = Vintefolei Horseman, real quantity = base halved, ROUNDED UP. Requires none of the following terrain flags: Highland, Swamp, Waste, Forest, Farm, Cave. 
 +    * 4 = Azenach Archer, real quantity = base quantity 
 +    * 5 = Cannibal Warrior, real quantity = base quantity 
 +  * If there's a fort in the province, the number of units is reduced to %%((100 - fort's admin value) * number of units)/100%% rounded down. This cannot reduce the number of units below 1, providing it was above 1 to begin with. 
 +  * If there are units to make: 
 +    * Province population is reduced by %%10 * ((units made + 4)/5)%% 
 +    * Make the units now! 
 +    * The number of units made is added to the province's unrest, to a max of 200 unrest. 
user/loggy/slaver.1668358387.txt.gz · Last modified: 2022/11/13 16:53 by loggy