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				 Re: The most dreadful (random) event? 
 Disabling game ending misfotrune in the first few turns was also what I was suggesting.
 I also agree that the limit of 4 bad (or good) events really is necessary for misfortune to scale.
 
 However, if the coding really is stuck on 4 events, Then I would suggest a slightly easier modification.
 
 Generate random events based on the true incidence.  Aka an empire of 30 territories might generate 5 bad events and 2 good ones.
 
 Misfortune 3 would ensure that the 3 Worst events and 1 random event of the remaing 5 gets through.  With 2 bad events and 2 good events remaing.. it would be 50/50 what kind of event you got.
 
 Misfortune 2 .. would ensure that 2 worst events and 2 random events of the remaining 5 would get through.
 
 How is this an improvement?  rather than the first 4 chronolgoical events occur, it means that the the worst (best) events occur, according to your luck scale.
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