Thunderbrd
C2C War Dog
If it wouldn't slow things overly much to roll randoms for each qualifying-as-possible-to-occur event (big filter there!) then that's how it should be done really. The idea to have only one random roll each round working against randoms for each event stored at init would lead to some events happening repeatedly while others ignored entirely and it would all depend on how long you played a given session as to how long you could keep a given pattern active. That would again mess with the odds in irrational ways so if its not all that bad to process, I'd think it better to simply roll for each every round but filter out the events that can't take place before making the roll. Combat rounds cycle through pretty quickly so surely randoms don't take much in the way of processor time...
I like the idea that some events would be global (not based on a given player and checked once per game) - that could certainly keep some events more manageable AND rational - but we could probably keep things at least on a player by player level (without going down to a city by city or unit by unit basis) since there would be potentially quite a few randoms rolled on each turn as it is.
I believe there are far more processing intense regions of code where the processing need not be anywhere near as voluminous as it is to take care of the need where we could make some simple tweaks to save a lot more than this would cost us in terms of turn time expansion.
I like the idea that some events would be global (not based on a given player and checked once per game) - that could certainly keep some events more manageable AND rational - but we could probably keep things at least on a player by player level (without going down to a city by city or unit by unit basis) since there would be potentially quite a few randoms rolled on each turn as it is.
I believe there are far more processing intense regions of code where the processing need not be anywhere near as voluminous as it is to take care of the need where we could make some simple tweaks to save a lot more than this would cost us in terms of turn time expansion.