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New difficulty level?

These are the current cumulative event chances for each turn after the previous event :

Code:
5. turn  0.98%
6. turn  2.14%
7. turn  3.47%
8. turn  4.98%
9. turn  6.65%
10. turn  8.48%
11. turn 10.44%
12. turn 12.54%
13. turn 14.76%
14. turn 17.09%
15. turn 19.52%
16. turn 22.04%
17. turn 24.63%
18. turn 27.28%
19. turn 29.97%
20. turn 32.71%
21. turn 35.47%
22. turn 38.24%
23. turn 41.02%
24. turn 43.78%
25. turn 46.53%
26. turn 49.24%
27. turn 51.92%
28. turn 54.55%
29. turn 57.12%
30. turn 59.63%
31. turn 62.08%
32. turn 64.45%
33. turn 66.74%
34. turn 68.95%
35. turn 71.07%
36. turn 73.11%
37. turn 75.05%
38. turn 76.90%
39. turn 78.66%
40. turn 80.33%
41. turn 81.90%
42. turn 83.39%
43. turn 84.78%
44. turn 86.09%
45. turn 87.31%
46. turn 88.45%
47. turn 89.51%
48. turn 90.50%
49. turn 91.41%
50. turn 92.24%
51. turn 93.02%
52. turn 93.73%
53. turn 94.38%
54. turn 94.97%
55. turn 95.51%
56. turn 96.00%
57. turn 96.45%
58. turn 96.85%
59. turn 97.21%
60. turn 97.54%
61. turn 97.83%
62. turn 98.09%
63. turn 98.33%
64. turn 98.54%
65. turn 98.72%
66. turn 98.89%
67. turn 99.03%
68. turn 99.16%
69. turn 99.27%
70. turn 99.37%
71. turn 99.46%
72. turn 99.54%
73. turn 99.60%
74. turn 99.66%
75. turn 99.71%
76. turn 99.75%
77. turn 99.79%
78. turn 99.82%
79. turn 99.85%
80. turn 99.87%
81. turn 99.89%
82. turn 99.91%
83. turn 99.92%
84. turn 99.94%
85. turn 99.95%
86. turn 99.96%
87. turn 99.96%
88. turn 99.97%
89. turn 99.98%
90. turn 99.98%
91. turn 99.98%
92. turn 99.99%
93. turn 99.99%
94. turn 99.99%
95. turn 99.99%
96. turn 99.99%
97. turn100.00%
98. turn100.00%
99. turn100.00%
100. turn100.00%

So for example, there is a 80.33% chance to have at least one new event in the next 40 turns after one. If necessary, I can adjust the number to raise or lower the chances, but I don't think there is a need to make it depend on difficulty?
Reply

(August 11th, 2017, 10:25)Seravy Wrote: So one of these?

Easy, Normal, Advanced, Expert, Master, Lunatic
Apprentice, Mage, Wizard, Magus, Archmage, Lunatic

Hard to tell which is better, the first tells more about what the levels are, the second has more flavor.

Easy, Normal, Advanced, Expert, Master, Lunatic

Least room for confusion. Flavor is great, but not if it comes at a cost to clarity.

I agree that there is no reason to have random events happen differently among any of the non-easy difficulties.
Reply

One more thing that's not directly related to difficulty levels but might need some change.

Generic War declaration. This is the one where the AI declares wars on players that have equal military power to their own.
Back at the time this was made to work as is, this was somewhat of a "last resort" thing for the AI - if they had identical military power, they had a low chance of stopping the player, but it was pretty much the last time they could do something relevant : the AI needed massively more forces to be a threat than it does now.

So I'm thinking about changing this formula and shifting the "equal" point where this happens into "X% more than the AI", where X is a small number like 5 or 7 or at most 10.
Pros :
This allows the human player to get away with having about 10% more forces, and considering the current AI, they definitely need more troops even for self defense. I regularly run into "same power" wars when I'm making the troops to have something protecting my cities from another enemy, or have something to clear lairs with.
It also makes it easier to make a pact with a wizard - as military power weights into that, the player will need to get "close enough" to the AI to have a chance for the treaty, yet far enough to not start a war.

Cons :
This might make the AI react too late. It plays better but there are still many cases where it is not a threat if they only have equal power, and changing this to a 10% disadvantage is a bad starting position.
In general, a condition that makes you start a war with someone stronger (even if it's only 10%) is counterintuitive and not smart.
This might make AI players fight each other quite a lot more. This is a symmetric thing, if "Equal" is the condition, then both players will want to pick a war at (0+/-modifiers) relative military power. As these overlap, the area where war happens is only the same as with the human player, even though two wizards are checking it. However, if there is a 10% modifier, it applies in the other direction for the two players, meaning one will trigger on +10, the other on -10 relative strength, effectively widening the "unsafe" area by 20%. Probably not a good idea at the same time as reducing AI positive diplomacy modifiers.
The difficulty based component of this war declaration (essentially, the bonus radius of the area around equal army) has been reduced which might be enough by itself. (3-9 reduction depending on the difficulty level and which one we match it against)

At first sight, I think the Cons are stronger.
Reply

(August 11th, 2017, 12:13)Settemio Wrote:
(August 11th, 2017, 10:25)Seravy Wrote: So one of these?

Easy, Normal, Advanced, Expert, Master, Lunatic
Apprentice, Mage, Wizard, Magus, Archmage, Lunatic

Hard to tell which is better, the first tells more about what the levels are, the second has more flavor.

Easy, Normal, Advanced, Expert, Master, Lunatic

Least room for confusion. Flavor is great, but not if it comes at a cost to clarity.

I agree that there is no reason to have random events happen differently among any of the non-easy difficulties.

Vouched
Reply

could the AIs make a warning? like "your military is getting too strong, stop or i'll declare war"?
Reply

That would be nice but there are no free diplomacy message slots so probably can't.
I find it hard to imagine disbanding my armies after such a warning, anyway.
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