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child of Thor
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purely from a player point of view - i find being inudated with messages a pain in the but, for example the msg box in CTP2, so much gets put in it ALL the time, i just end up ignoring it. these are not quite the same thing as events, but in the end it becomes a mostly redundant game feature.
Also getting a batch of pop-ups all of a sudden in EU2 can have the same effect - it makes it hard to keep track of the ones that get hidden behind the latest pop-up.
Still maybe a better way of displaying the event info would solve this - like a seperate screen which deals with such things, one that could lead into the nice artwork of the individual events once you open a 'scroll' from the list of events pending that turn, or something like that?
And in this way if the physical limit is ten like Dale said, then it should be no problem - like you say, maybe you should just be able to get a busy month. If after ten the computer just dumps them, then you need a system of making the player deal with them before that happens, some kinda time limit until the events effective passes by if not acted upon?
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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'k, and thank ya for the clarification, Master Dale!
Truly, I do not believe we will EVER see a situation where a player gets anywhere close to ten popups in the same turn, but we shall see. (not that there's not enough events to support that, of course, but based on the normal appearance percentages, I find it unlikely in the extreme that there'd ever be a situation where a player got more than four--One story interlude, one tech advance, one event spawned as a result of someone else's actions, and one random event....that'd be tops, IMO, but the only way to know for certain is to actually see it in action, which will happen soon enough....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Been doing some more thinking about this subject, and *theoretically* it'd be possible to see ten (or more) in a turn, but you'd really have to TRY to force it to happen (which will be something I mean to attempt during beta testing).
Here's what I mean:
Since there are no restrictions on what you can choose to research, you could pay for rolls across all four tech trees, and with luck, time it so that you got four advances (one from each tree) all in the same turn (note that each roll you pay for generates a random spread of research points, so this is very much hit or miss...meaning that it's not likely to occur).
Plus, if you had satisfied several triggering requirments for events that have a cumulative % per turn to occur, then yes, it would be theoretically possible that you could see 2-3 of these on the same turn as well (tho I find it unlikely in the extreme of there ever being more than two of these "brewing" at the same time.
If playing the historical game, then that number could more easily go to three, simply by virtue of the structure OF the historical events.
so that'd be seven at the outside (under incredibly lucky, optimal conditions, with you actively trying for a number of events all occuring at once).
Plus one interlude, and one spawned from someone else's actions....that could push it to nine, with the tenth appearing as one of the truly "random" events.
Added to this, if you timed a number of "first time built" provincial improvements, so that several of them finished on the same turn (again, this would be difficult to arrange, but theoretically possible), then you might get a situation where you actually saw a bounce above ten.....in those cases, we could maybe have them prioritized, such that the relatively less important ones were simply cached or done away with (ie - in those rare circumstances, maybe just nix the first build popups or somesuch).
All that to say...yes, theoretically it's conceivable that you could see ten popups in one turn....the odds of that happening though, I would ballpark at something slightly less than the sun going supernova tomorrow....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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And quite right re: the relative rarity of the events.
Speaking from the perspective of the events in the standard event list (that monster thread I keep adding to), those are set to have a baseline 10% chance of an event from your active pool occuring. Some of these events have a cumulative % chance to occur, beginning on the turn following you meeting all appearance percentages.
So under normal conditions, you could expect a truly "random" event about one turn in ten, with maybe 1-2 others happening over the course of a game year (12 turns) thanks to cumulative % brews, and perhaps another 1-2 due to the actions of another player (an event in which an action of theirs spawns an event for you).
The other "events" are driven by the same engine, yes, but are slightly different....tech advances will occur not randomly at all, but when you reach X number of research points toward that tech. First build interludes are likewise tied to building completion, and not really random at all. Content delivered by the same mechanism, but serving a significantly different purpose.
In any case, the consensus seems to be to let them appear more than 1x per turn, so we'll start with the gates opened wide, and if it's overwhelming, then we'll find some means of governing the effect to tone down the number. Seems like the code is already in place to support that, which comes as no surprise, since Dale's a genius, and like Hex and Busta, can seemingly read my mind....
-=Vel=-
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