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  #111  
Old June 21st, 2010, 12:30 AM
Squirrelloid Squirrelloid is offline
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Default Re: Luck/Turmoil versus Nothing.

that was with totally neutral scales. I did not look at event quality.
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  #112  
Old June 21st, 2010, 01:06 AM
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Edi Edi is offline
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Default Re: Luck/Turmoil versus Nothing.

If you guys want to test certain scale combos, you can make a map where scale modding sites are assigned to all the provinces (Well of Pestilence for death, Strange Opening for misfortune, Temple of the Raging God for turmoil, Totem Poles for luck etc). Or you can just mod a new site that increases all the scales you want to test things with.

The good part about that is that modifying scales for testing with sites is going to cause no fluctuations due to dominion, since the effect is local to the province and always tilted toward that scale at 3. If you want to test a scale of less than one, then you need to use dominion for that.
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  #113  
Old June 21st, 2010, 05:29 AM

militarist militarist is offline
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Default Re: Luck/Turmoil versus Nothing.

In Edi's db, there is a description of event:

poploss 20% (not killed, causes immigration event elsewhere)

What means elsewhere? Any neighboring province, or absolutely elsewhere?
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  #114  
Old June 21st, 2010, 05:45 AM

Finalgenesis Finalgenesis is offline
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Default Re: Luck/Turmoil versus Nothing.

I think that's a linked event, one province gets poploss "immigrate out" then there's also one in the same turn getting "immigrate in". If you score the immigrate in event, your pop gain is 20% of whatever the immigrate out province is. I've seen both end of the events, so I'm assuming this is how it works.

If you get lucky and there's an immigrate out event in enemy capital to one of your province, you can potential see up to 6K+ pop boost

I think the immigration is anywhere, not adjacent, as I got immigrate event in one of my provinces thats at the heart of my territories. Now if I can figure out some way to interrupt their migration and steal the pearls they use to teleport... Thats a lot of pearls
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  #115  
Old June 21st, 2010, 10:52 PM

militarist militarist is offline
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Default Re: Luck/Turmoil versus Nothing.

One more interesting question. There is a number of good events which can happen with you theoretically. For example, there are many which require Magic 2 (or at least Magic 2) scale. With Magic lower then M2, you have shorter list of possible good events. Does it mean you will have less good events? Or just it means that you will have the same number of events but from shorter list?
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  #116  
Old June 21st, 2010, 11:01 PM

Finalgenesis Finalgenesis is offline
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Default Re: Luck/Turmoil versus Nothing.

I'm guessing that having less variety of good event does not affect the chance of scoring a good event in the first place. eg. What you said on same number of events from shorter list.

I assume the mechanics to be:

1) event generation check
2) If event occur, roll good or bad
3) if event good, roll event from good list.
4) if event bad, roll event from bad list.
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  #117  
Old June 21st, 2010, 11:06 PM
Squirrelloid Squirrelloid is offline
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Default Re: Luck/Turmoil versus Nothing.

my guess would be the province has a list of possible events, arranged from good to bad. It rolls a die (of some size) on this list, and permutes up or down based on luck/misfortune scale. So the number of good events vs. bad events in the list would matter. But i could be totally wrong.
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  #118  
Old June 21st, 2010, 11:12 PM

Finalgenesis Finalgenesis is offline
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Default Re: Luck/Turmoil versus Nothing.

I would defer to Squirrelloid for the actual mechanics in this case, he's undoubtably more familiar with Dom 3's mechanic pattern and quirks then I am, so his guess will likely be closer to how the designers coded it.
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  #119  
Old June 21st, 2010, 11:30 PM

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Default Re: Luck/Turmoil versus Nothing.

I wrote up a long post that seems to have gotten eaten.
But events seem to occur in clusters in provinces, far more than chance would indicate.

For example, I have gotten the *temple made, and temple destroyed events* in the same province, in the same turn.
Same things with labs.

This means that the events follow sequentially from each other.
Ie., events are not rolled randomly on a table and then applied.. its event 1 apply, event 2 apply et.c

I personally think it goes like this:

1. Determine number of events.
2. Randomly choose province for event
3. Determine what events can happen (scales etc).
4. Check each possible event see if it happens.
5. Still have events remaining.. go to 2.

I say this because very randomly in old versions you could get more than 4 events in a province. Which if you had a province with a lot of potential luck events, they might have missed the programming loop to check that (ie., only check at step 5 instead of step 4.
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  #120  
Old June 22nd, 2010, 12:01 AM
Squirrelloid Squirrelloid is offline
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Default Re: Luck/Turmoil versus Nothing.

Quote:
Originally Posted by chrispedersen View Post
1. Determine number of events.
2. Randomly choose province for event
3. Determine what events can happen (scales etc).
4. Check each possible event see if it happens.
5. Still have events remaining.. go to 2.
1 is almost certainly wrong based on the data I have. If it predetermined the number of events, you'd be unlikely to see a binomial distribution (which you do see). (I mean, I suppose it could calculate the number of events based on a binomial distribution, but that doesn't seem like the kind of thing JK would have bothered to do. In fact, the only reason to do that is to fool people trying to figure out how events are generated.
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