I should post my current theory on how these states actually work here... I forgot about this thread. If anyone has an ultra-low population (double figures ideal) with no traffic which they'd like to use to look into the actual causes (and counters?) of these events, then I'm happy to collaborate on designing the tests, but I have nowhere remotely suitable near Colonia to actually carry them out.
New events theory - thank you to Brap and Jane for each providing some classified information on activity to fine-tune it.
Event type states are:
A quick data table on minimum times between event pairs (first event on the left, second event at the top) based on Colonia region data. Note the longer transition to Outbreak with its visible pending period.
(Natural Disaster is almost certainly the same as the others, but its so rare out here that the data is too sparse to be sure)
Hypothesis: the way that Infrastructure Failure and Natural Disaster cause events on other factions is by direct filling of those buckets, which could therefore be countered by direct emptying actions, if people knew what they were.
New events theory - thank you to Brap and Jane for each providing some classified information on activity to fine-tune it.
Event type states are:
- based on buckets like the old pre-3.3 states
- bucket size probably related to system population: events more likely in lower population systems
- buckets leak - evidence: factions with no events at all, despite some activity in the system
- buckets reset / can't be filled while an event is active or recovering
- first bucket to fill triggers the event, presumably some priority order if multiple buckets fill on the same day
A quick data table on minimum times between event pairs (first event on the left, second event at the top) based on Colonia region data. Note the longer transition to Outbreak with its visible pending period.
Code:
Fv T> Out Pir Dro Bli Ter Inf Nat Pub ANY
Expan 56 -- -- -- -- 44 36 -- 36
Outbr 19 18 26 19 16 16 26 15 15
Pirat 26 18 15 19 18 17 -- 19 15
Droug 21 29 25 25 28 16 -- 20 16
Bligh 21 -- 16 23 20 17 23 15 15
Terro 28 17 30 18 20 28 28 17 17
Infra 19 15 15 15 20 16 22 15 15
Natur 32 21 25 22 -- 24 -- 24 21
Publi 24 18 19 77 17 16 30 15 15
ANY 19 15 15 15 16 16 22 15 15
(Natural Disaster is almost certainly the same as the others, but its so rare out here that the data is too sparse to be sure)
Hypothesis: the way that Infrastructure Failure and Natural Disaster cause events on other factions is by direct filling of those buckets, which could therefore be countered by direct emptying actions, if people knew what they were.