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事件

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The Comet Sighted pulse event
本页面主要讲述事件相关的机制。关于事件的总览,参见事件ID总事件列表

在游玩游戏的全过程中经常会发生事件。事件可以对一个国家造成正面的、负面的或者是双重的效果。它们会以弹出窗口的形式出现在屏幕上,可能会允许玩家在多个选项之间进行选择,或者只是提醒玩家本事件已经发生,并让他们知道其结果。







仅触发事件

这些事件是一个国家所做出的行动的结果的体现。它们的效果可以作用于本国,也可以是他国。需要的触发条件可以简单到点击某一个选项,或者复杂到占领某一个特定的省份。这类事件通常会立刻发生,或者仅仅间隔一小段时间。

周期性事件

周期性事件[1] are random events that happen within regular intervals of time. One of their main purposes is to provide interactions and a sense of randomness within the game. That being said, while the events are bound to happen they are still based on player's actions; for example, for an exploration event to fire, the player needs to have an explorer/conquistador in the process of exploration.

The events are grouped together into different sets depending on their purpose (regular gameplay or mechanic related) and assigned weights within their respective sets. Each set is programmed to fire in regular time intervals. The time intervals range from yearly intervals and up-to 5 year intervals. It is important to note however that there are several same-year intervals and it does not mean they'll fire at the same time; for example, there can be two 5 year intervals firing in consecutive years. When the interval arrives an event is picked at random from within the set and fired. Events with higher weights have higher chances to fire more commonly than the lower ones. Having certain modifiers, idea groups, provinces etc. can increase or decrease some events' weights.

基于MTTH(平均发生时间)的事件

The chance of an event with an MTTH of 365 days firing within x days.

Other events are not triggered but have a chance of happening at any time if their conditions are met. These events are controlled by a mean time to happen (MTTH).

This mechanic determines the time it takes for an event to trigger, measured in months. Yet since events are probabilistic, there is a small chance an event may happen very quickly, or possibly never at all during the game. For example, if an event had a MTTH of 120 months, it means that usually it would take around a decade for the event to trigger. Certain factors may increase or decrease MTTH for an event, such as country's leader's quality, national stability, and so on.

Assuming the probabilities are calculated in the same manner as in EU3, then despite the name MTTH is actually the median time, or half-life, for the event to trigger, i.e., the amount of time during which there is a 50% chance of the event occurring by that time, rather than the mean (average).

The engine checks whether an event occurs every EVENT_PROCESS_OFFSET days, set to 20 at default. The chance per check is

where is the EVENT_PROCESS_OFFSET and is the median.

This approximates the "ideal" probability

where is the amount of time that passes. The approximation is best for a long MTTH.

The median and mean are related by

In terms of the mean, the ideal probability is:

For a repeating event the number of occurrences within a given number of checks is given by a binomial distribution, which may be approximated by a Poisson distribution for a long MTTH.

另见

内政
  1. For a list of Pulse events see /Europa Universalis IV/common/on_actions/00_on_actions.txt.