I hope somebody knows.
Some things are still unclear to me in the mechanics of random events.
So when a new game is generated it is decieded based on the "active" value whether a certain event will be included in this game. It's clear
There is a chance of 1%/2%/4%/4%/6%/8%/10% per turn for any event to occur (era specific Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Future).
Does an event occur for a certain player? If so, it' clear how the chance for a specific era determined. It's also clear what active events are chosen to be pooled for a wehight defined dice roll. Obviously these are events for which this certain player has all the prereqs in hands.
However there's another opinion
No, you just have to have that technology for the game to be eligible for that event. Researching the tech first gives you an advantage because if that event fires and nobody else has that tech, you are the only person who can receive the event. If two civilizations meet the prerequisite techs, etc. then it's a coin flip who gets it when the event fires.
The event occurs unbound to any player and then the random number generator decides which of the qualifing players gets the event. Then how the era and the chance for an event to occur defined? And how is it decided which of the acitve events meet the requirements to be pooled in the lottery cylinder? Obviously the set of qualifying events will be specific for every player.
Another thing that I'm curious about is how the chances are calculated when a player has several qualifying objects.
For example you have 10 forests in the fat cross. Do their weights add for a forest fire?
Or you have 3 city ruins under control
Or 3 cities with a forge
Will this event be added to the lottery box three times or just once
I'm interested because of an idea of busting negative events by adding multiple positive events to the weight lottery. Namely these two events requiring building walls.
They both have weights above average and if multiplied by the number of cities in walls can make other events including negative ones less probable.
For example you are a protective civ whith stone. org religion and forges. Building walls in every of 10 cities will add 7000 of wheigt assuming the both events are active and their weights are multiplied by the number of qualifying cities (buildings).