Stratagem generation rules
Posted: Sat Mar 13, 2021 9:34 am
So, I looked a bit into how exactly Stratagems are generated.
Gathering Card Points:
1. Take the BP invested into the Council task
2. Modify it by the Relation bonus (-50% to +50%) and the skill bonus (+1% for a each point above a 100 roll). But ocassionally there seem to be other modifiers
3. add these are the to the pile of [counciltask]CardPoints
Generating the cards:
1. built a list of cards for each Council Task, calculating a Card Point cost and weight for each card
2. the card costs increase and the weight reduces, the more istances of that specific card you already have stored
3. pick a random card from the list (presumably based on weight)
4. If the stored Card Points >= nessesary card Points, you get that card. I am unsure if the price&weight already worsens here or if each card can simply be in the selection once/turn. If you still got poins left, return to 4. If all you got is a 0, you faill fall through to 6 and auto-fail
5. If you do not have enough points to fully pay for the card, roll a Chance equal to [Cards Cost] / remaing [stored points]
6. If you make the roll, just set the remaining points to 0 and get the card. If you fail the roll the Card Points are kept for next turn and no more cards from this Task can be generated this turn.
Results:
- if you got no instance of a card, the card has both a high weight and a low price - making it much more likely to be drawn, both on chance and cost grounds
- even if you invest way less then any one card costs, you eventually will draw cards. Either a selected card makes the roll or you store enough Card Points to pay it fully
- if you got a lot of instances of any one card, the chance for more of that card to be selected is low. Additionally, even if it is selected the cost will be high meaning higher propability it needs to roll to be drawn - and to fail said roll
Gathering Card Points:
1. Take the BP invested into the Council task
2. Modify it by the Relation bonus (-50% to +50%) and the skill bonus (+1% for a each point above a 100 roll). But ocassionally there seem to be other modifiers
3. add these are the to the pile of [counciltask]CardPoints
Generating the cards:
1. built a list of cards for each Council Task, calculating a Card Point cost and weight for each card
2. the card costs increase and the weight reduces, the more istances of that specific card you already have stored
3. pick a random card from the list (presumably based on weight)
4. If the stored Card Points >= nessesary card Points, you get that card. I am unsure if the price&weight already worsens here or if each card can simply be in the selection once/turn. If you still got poins left, return to 4. If all you got is a 0, you faill fall through to 6 and auto-fail
5. If you do not have enough points to fully pay for the card, roll a Chance equal to [Cards Cost] / remaing [stored points]
6. If you make the roll, just set the remaining points to 0 and get the card. If you fail the roll the Card Points are kept for next turn and no more cards from this Task can be generated this turn.
Results:
- if you got no instance of a card, the card has both a high weight and a low price - making it much more likely to be drawn, both on chance and cost grounds
- even if you invest way less then any one card costs, you eventually will draw cards. Either a selected card makes the roll or you store enough Card Points to pay it fully
- if you got a lot of instances of any one card, the chance for more of that card to be selected is low. Additionally, even if it is selected the cost will be high meaning higher propability it needs to roll to be drawn - and to fail said roll