Random events that aren't

This applies to events of all types:
Random events
UP Votes
Multiple choice morality influencing events

It would be nice if the routine picking the event were to store the last or current event so that it doesn't "randomly" choose the same event twice in succession.

In the game I played last night it was particularly ugly in terms of repetitive events.

Three meteor shower events in a row, in the space of a dozen turns.

UP votes on the same issue in two succeeding sessions on two separate events, each occurred twice in a row. Once it was the share all technology vote and once it was the constructor speed vote.

Two recessions in a row.
514 views 10 replies
Reply #1 Top
A random process can have the same outcome twice in a row. (For example, roll a die over and over, and you will see the same number show up twice in a row about one in six throws). So what you are really asking for is that this NOT be random.
Reply #2 Top
I realize that if the process were truly random then the game could, in theory, randomly choose to inflict the same random event on the player each and every turn.

For the sake of playability and enjoyment of the game I suggest that this is sub-optimal.

There are other issues intermixed with this. For example:

What sense does it make for the UP to vote to end all current wars when there are no wars?

What sense does it make for the UP to vote to add additional trade routes when the maximum number allowed by the game are already in place.

Some Random events are broken and never stop taking effect, The Venge is one example.
Reply #3 Top
A repeat-suppressed Psuedo-random process would be optimal, yes. I also believe that certain events should be limited in when they occur (I expect his does happen for some, but if they don't...).

For example, that pirate one always seems to occur when _no_one_ has the ability to defend against them...usually right after I build my first constructor.
Reply #4 Top
Some events are not entirely random.

The Pirates are partially triggerend by the establishment of trade routes, both by the player and AI, from what I can tell, and some other events can only occur under certain circumstances.

'What sense does it make for the UP to vote to add additional trade routes when the maximum number allowed by the game are already in place.'

They don't. What can happen, though, is that the UP can bring the routes up to the max before all the trade techs have been researched.
Reply #5 Top
jpub,
I suspect your problems with the pirates appearing so early is due to play style. Do you per chance form trade routes asap? Would you have a number of them built before you start building constructors?
The pirate event can only occur (as far as I know)when trade routes are established. I usually star building star bases well before trade routes and always send a second constructor to build a defenses module. This is enough to withstand the pirates. I therefore never get the pirate event until later when I start establishing trade routes.

Paul.
Reply #6 Top
I agree with Solitair. Bitter experience has taught me that in order for a fledgling starbase to survive you have to build at least one defensive module before adding modules to any other aspect of the starbase. If I can manage it I try to build the first three defense modules before anything else.

The defense mods will allow the starbase to withstand the pirates and the occasional space shark but if someone comes by with a ranger early in the game the starbase is still an easy kill at this point.
Reply #7 Top
I would also like to vote for a non-repeatable mod to the generation of random events. In the game I am currently playing I got 3 of the "Spend bc to rescue some idiots who have drilled their moon to instability" events, costing me (good-guy), 935, 700, 600 bc within 25 turns. If it happens again, I think I will let them meet their fate!

This game has also seen the "Planet gets a boost to Class 35" for three different AIs. Has anyone seen it happen to the player, not the AI?

Do "make-a-choice" random events happen to the AI. Would it be worthwile to code a "UP gossip sheet" so the decisions of the UP members and Minor races might be reviewed, so their record might be considered when doing trades?
Reply #8 Top
I had to vote on an issue banning terror stars at the first UP vote I had in the game, in other words terror stars were decades away. UP is great, but it could be improved by giving the AI the ability to recognize what events would be relevant and which ones wouldn't. It wouldn't be pure randomimity (is that a word?) but it would be better.
Reply #10 Top
I usually save when there is an announcement about the upcoming UP vote. This way you can reload in the case of a repetative UP vote or an rediculous vote such as terror star early in game. ;)