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Author Topic: Global and Personal Events (Kroah 4.4.3, 4.6)  (Read 9390 times)
Big Head Zach
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« on: December 11, 2009, 04:38 »

Personal Events
These happen to individuals at the start of their Exploitation turn, each round.
There is a 27.5% chance that a player will have a personal event (The game manual claims it's 25%).
If this is the case, one of the 22 distinct events is chosen randomly, and checked to see if it can be applied. The game will continue to try and pick an event until the following requirements are met:

  • The event cannot have occurred before in that game. SEE Reply #12
  • If the player is in 1st place, the event must be Bad.
  • If the player is in 3rd or 4th place, the event must be Good.
  • The player must meet the specific requirements of the selected event (see below)

Additionally, if the player is not in 1st place and has no Food, he automatically gets Care Package if it's still available.

If none of the events are valid, then the player doesn't get an event.

Most of the events involve a monetary bonus (or penalty). This amount, which I'll call the cash factor (CF), is $25 * (Round# / 4 + 1). In other words:

Rounds 1-3: $25
Rounds 4-7: $50
Rounds 8-11: $75
Round 12: $100

Good
NameEffectRequirements
Care Package+3 Food, +2 Energysee above
Hospitality+2 Smithorenone
Best Built+2 CFs1+ installed MULEs
Tap Dancing+4 CFsRequirements
Agri Council+2 CFs per Food MULE1+ installed Food MULEs
Wart Worms+4 CFsnone
Antique PC+8 CFsnone
Eel Eating+2 CFsnone
Charity+3 CFsnone
Artificial Dumb+6 CFsnone
Inheritance+4 CFsnone
Moose Rat+2 CFsnone
Extra PlotGain an plot1+ unowned plots

Bad
NameEffectRequirements
Glac-ElvesLose 1/2 of Foodnone
Lost Bolt-3 CFs1+ installed MULEs
Mining Deterioration-2 CFs per Smithore/Crystite MULE1+ installed Smithore/Crystite MULEs
Dirty Solar Panels-1 CF per Energy MULE1+ installed Energy MULEs
Inlaws*-6 CFsnone
Cat-Bugs-4 CFsnone
Kazinga Losses-4 CFsnone
Bat-Lizard Bite-4 CFsnone
Botched ClaimLose last plot1+ owned plots

The Decompilation does not indicate whether a player needs enough cash to pay for a Bad event, for it to be applied to him.

* This one's called "Space Gypsies", which may be slightly offensive these days depending on what country you're from. I'm not about to claim PCness, but it'd be easy just to omit the slur and refer to them as "your obnoxious inlaws".

Global Events
These are events which occur either just before or just after the Production phase (splat splat splat splat splat...)

For the first 11 rounds of the game, a random event is chosen from a collection of 20. Certain events have a greater chance of occurring than others, and once it has occurred once, it is less likely to happen in the future. The best of way of visualizing this is as a deck of 20 cards, which is shuffled at the beginning of the game and then dealt out, 1 card per turn:

EventMax OccurrencesDescription
Pest Attack3Random food plot of the player in 1st or 2nd place loses all its production.
Pirate Ship2All Crystite is removed from Store and player storage/production
Acid Rain Storm3Storm passes through a random row. Food MULEs in the row produce 4 more, Energy MULEs produce 2 less. All other rows produce +1 Food and -1 Energy.
Planetquake3All Smithore/Crystite MULEs lose half their production.*
Sunspot Activity3All Energy MULEs produce +3 Energy (max of Cool.
Meteorite Strike2A meteorite strikes a random plot (other than the Store or the river valley) that does not already have a 3-Crystite deposit, turning it into a 4-Crystite deposit and destroying the MULE there, along with its production.
Radiation2A random plot belonging to the 1st or 2nd place player loses its MULE.
Fire in Store2All goods in Store are removed

* In the Atari version only (and also currently in Planet MULE 1.0), 50% of the time Planetquake occurs, a random mountain plot among columns 2, 3, 7, and 8 has one of its actual "mountains" move to either the left or the right. Both plots lose their MULEs.

Kroah fortunately did the indulgent math in case you are wondering:
EventNever1 time2 times3 timesAt all
Pest Attack, Acid Rain Storm, Planetquake, Sunspot Activity7.37%34.74%43.42%14.47%92.63%
Pirate Ship, Meteorite Strike,
Radiation, Fire in Store
18.95%52.10%28.95%n/a81.05%

How can this be expanded?

Obviously, if most of the Player events revolve around gaining/losing a set amount of cash, then all that is needed are creative descriptions of how that occurred.

Global events can be decidedly more bizarre and fun, and can be inserted into the "deck" in whatever frequency is desired (though it will water down the chances of other events, unless they are substituted for other events, rather than just included).

As a challenge to all of us, I encourage everyone to give their ideas for player/global events by replying to this post and adding them below. Remember that any event which is decidedly negative to a single player (i.e. doesn't give anything good to a player, like Meteorite Strike does), cannot happen to the players in 3rd or 4th place, and a decidedly beneficial event for a single player cannot happen to the player in 1st place.
« Last Edit: January 13, 2010, 11:34 by data2008 » Logged

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Stormdancer
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« Reply #1 on: December 12, 2009, 07:43 »

I have definitely seen the same player events happen multiple times in a single game... and I kinda remember that being true of the original, too.

So I think rule one, "... cannot have occurred before, to anyone." actually needs "... this turn." appended.
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Big Head Zach
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« Reply #2 on: December 12, 2009, 07:49 »

I have definitely seen the same player events happen multiple times in a single game... and I kinda remember that being true of the original, too.

So I think rule one, "... cannot have occurred before, to anyone." actually needs "... this turn." appended.


Perhaps - just going by the letter of the document at this point - although I'm sure I can ask Kroah what he meant by that statement. If someone can confirm they saw (in the C64 or Atari version) the same player event happen multiple times in a game, and whether a player could encounter the same event twice, please reply.
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KitsuneZeta
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« Reply #3 on: December 12, 2009, 20:34 »

The mountain moving thing of the Earthquake global event occurs in Planet M.U.L.E. too - I lost a Smithore mule to it.
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ptdgames
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« Reply #4 on: December 12, 2009, 21:51 »

  • The event cannot have occurred to that player before. NEEDS CHECKING

Just had the "bugs ate your farm" event happen to the same player twice in the same game.  Same farm even.  Turn 2 and Turn 8 I believe.
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Big Head Zach
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« Reply #5 on: December 12, 2009, 22:36 »

That can actually happen, because global events which target a single player, can target whoever happens to be in 1st/2nd place.

It's the pre-development player events that I'm curious about.
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« Reply #6 on: December 13, 2009, 05:17 »

Excellent summary ... particularly the math regarding acid rain (which I never knew).

Some other points (a few of which have been touched upon):

a) The same player event should never occur more than once, as it commonly happens now.  (EXCEPTION: during a food/energy shortage, multiple players can receive the package.)

b) Among the possible planet events, include the 'nothing happens' event.  This is possible, if rare.

c) I definitely like the idea of expanding the number of player events.  Perhaps we can open a separate forum for ideas, the best of which can be used.  (Maybe also include new ideas for planet events.)

(For those who have played the boardgame Agricola and have seen the 'banach' website, that forum allowed for member-defined occupations and improvements; now some of them will actually be published.)


Really for me, 'a' is too important to ignore.  It's just too weird to have two players get money off Artificial Dumbness, on the same turn!

Minor squibbles.  Still a great site.  (Still wish I could get my computer to work for hosting.)
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machinus
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« Reply #7 on: December 16, 2009, 09:55 »

Additionally, if the player is not in 1st place and has no Food, he automatically gets Care Package if it's still available.

27.5% of the time or 100% of the time?


And are you sure a global event happens every turn? I don't think I have seen this.
« Last Edit: December 16, 2009, 09:58 by machinus » Logged
Big Head Zach
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« Reply #8 on: December 16, 2009, 17:13 »

Additionally, if the player is not in 1st place and has no Food, he automatically gets Care Package if it's still available.

27.5% of the time or 100% of the time?

27.5%. Again, this is what Kroah's doc says, so nothing is for certain until the devs confirm.

And are you sure a global event happens every turn? I don't think I have seen this.

I may have caught it not doing one, but my memory is fuzzy (sweet, sweet Patron...), so everyone should BOLO (Be On LookOut) for this.
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« Reply #9 on: December 16, 2009, 19:53 »

Having been in the not-first-place (emphatically), and out of food (oddly related)... I can tell you for sure it's the 27.5% odds. Smiley

BOLO!? Augh!  *runs & hides*

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machinus
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« Reply #10 on: December 16, 2009, 23:42 »

I just lost three mules in one game, so that obviously doesn't work.
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Kroah
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« Reply #11 on: December 25, 2009, 21:37 »

I just lost three mules in one game, so that obviously doesn't work.
Losing a mule is a round event, not a player (personal) event. So it can happen several times a game.

PS: I talk about the radiation event "MULE GOES CRAZY!" of course.
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Big Head Zach
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« Reply #12 on: December 26, 2009, 06:43 »

Also got info from Kroah stating that the original did not have personal events occurring more than once per game, even between different players.

So at this point, 1.1 is functioning off-spec in that regard (not to mention, it's ignoring bad events entirely for the first round, based on player suggestion).

Perhaps with adding the above change, terrible personal events won't be as crushingly annoying as they appear to be right now.
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« Reply #13 on: December 27, 2009, 20:58 »

My suggestion for a player event:

"Bored M.U.L.E. haxx0rz perform unauthorized surgery on your M.U.L.E.  They left behind 1 smithore in unused parts.".  One mule is randomly changed to a different type of mule, but the mule's owner gains some smithore that was left lying around.

This is annoying in that you now have to waste time changing the mule back to what it was (unless you like the change), but the smithore you find should pay for the alterations (depending on the price of smithore).
« Last Edit: December 27, 2009, 21:00 by Escherichia » Logged
trouba
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« Reply #14 on: January 04, 2010, 11:53 »

Question:
When a meteorite strikes a land, it produces 4 pieces of Crystite - but what about other stuff? For example, if it was a 3-peak mountain before, would it further produce 4 pieces of ore or not?
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