Re: The most dreadful (random) event?
			 
             
			
		
		
		
		Disabling game ending misfotrune in the first few turns was also what I was suggesting. 
 
I also agree that the limit of 4 bad (or good) events really is necessary for misfortune to scale. 
 
However, if the coding really is stuck on 4 events, Then I would suggest a slightly easier modification. 
 
Generate random events based on the true incidence.  Aka an empire of 30 territories might generate 5 bad events and 2 good ones. 
 
Misfortune 3 would ensure that the 3 Worst events and 1 random event of the remaing 5 gets through.  With 2 bad events and 2 good events remaing.. it would be 50/50 what kind of event you got. 
 
Misfortune 2 .. would ensure that 2 worst events and 2 random events of the remaining 5 would get through. 
 
How is this an improvement?  rather than the first 4 chronolgoical events occur, it means that the the worst (best) events occur, according to your luck scale. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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