[1.05b1] Difficulty of riot event always the same and impossible

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Malevolence
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[1.05b1] Difficulty of riot event always the same and impossible

Post by Malevolence »

Per the image, all riot events in the game always contained the same difficulty for the third option (i.e. diff=210). Despite the capabilities of the different governors, it was always impossible for the leader to overcome the difficulty of the roll.

In contrast, the first option was always possible and always successful with the player garrisoning some troops in the zone's city.

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Device is Windows 10 Pro 64bit, version 2004 (v19041.421), Intel i7-1065G7 1.30Ghz, 16GB RAM. It is a Surface Pro 7, connected to 2560x1600 display monitor via USB-C. Intel Iris Plus integrated graphics.

For reference, Game Build v 1.05-beta1; Scenario Build 1.05-beta1; Last Game Build used 1.05-beta1; Scenario Version Number #53.
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Malevolence
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RE: [1.05b1] Difficulty of riot event always the same and impossible

Post by Malevolence »

The capabilities of the leader.

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Vic
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RE: [1.05b1] Difficulty of riot event always the same and impossible

Post by Vic »

Difficulty = 225 - ( pop happiness + pop loyalty )

Leader bonuses are added to the roll, not removed from diff.

best wishes,
Vic
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Malevolence
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RE: [1.05b1] Difficulty of riot event always the same and impossible

Post by Malevolence »

ORIGINAL: Vic

Difficulty = 225 - ( pop happiness + pop loyalty )

Leader bonuses are added to the roll, not removed from diff.

best wishes,
Vic

Then please check the savegames. I do not believe it is calculated as intended.

Even a happiness of 50 should drop that value below 200, however, the value never changes.

I am adored by my people.

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Vic
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RE: [1.05b1] Difficulty of riot event always the same and impossible

Post by Vic »

Checked your save game. Round 108. Darwin has really low happiness + loyalty. Its Zone based.

Working as intended.

Best wishes,
Vic
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Malevolence
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RE: [1.05b1] Difficulty of riot event always the same and impossible

Post by Malevolence »

ORIGINAL: Vic

Checked your save game. Round 108. Darwin has really low happiness + loyalty. Its Zone based.

Working as intended.

Best wishes,
Vic

Did you intend for it to be repetitive? Look again.

Per my observation, the result remains. It's circular.

You use low happiness and loyalty to trigger the event, then use the same variables to determine the difficulty of the player's response.

As stated in the OP, despite the capabilities of the different governors, it is always impossible for the leader to overcome the difficulty of the roll.
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