Wooaaa - lots of changes :-).
Lets not rush thing OK - just because of a single opinion :-).
I'll try to answer all in order.
Regarding Random Events
I changed the parameters of those following your feedback (though I think in part it was just luck - or lack of). The latest release should be better
At some point, those will be added. Time (as in, free time) is the main issue here.
I understand - that adding these evens might be a time problem - but UNTIL an equal amount of similarly positive events is added the game can get quite boring/bothersome (as I experience).
Reducing the negative permanently system-changing events occurence UNTIL positive events of that type are implemented is definitely a good way. I mean if that happence once per game (~500 Turns ?) I think nobody would really have to bother.
But even IF there are similar positive events implemented LATER. I think any event of that type should not trigger more then 1, 2 times PER GAME. (~500 Turns, maybe dependant on Galaxy size ?)
Regarding Terrorism events and Intel:
Notice I didn't say they prevent them from happening
They reduce casualties only, IIRC. And the Klingons only have the basic one, whereas the Feds and Roms have an upgrade.
Yes, if a system produces (locally) 100 intel, it should be safe. The current formula is a very simplistic roll vs (100 - intel) IIRC; can't recall if the counter-intel bonus from agents is already coded for this or not...
This means that you'll need 2~4 intel PFs, depending on TL, to completely secure a colony; or one of the +100 Intel buildings (Cards, Roms).
I'll reply to the rest later, but this is by no means a definitive implementation. I just needed some quick way to absorb pop from research, so we could better balance research speed - to not let this matter drag for too long.
Checked the code, and yep, they reduce casualties only; there's a minimum (hardcoded) 10% casualties, which does not allow preventing the event. I can easily remove that limit (and in Earthquake too), what do you guys think?
First, I think earthquake events happen too often (just general observation).
Earthquakes are NOT tied to the Security/Intel/Terrorism feature right ? (a little bit unclear how you posted this, if it is in the same category)
As for the Intel/Terrorism thing in general
OK - I understand (better). I think if you make it like this - you could maybe make a VERY SMALL amount of terrorism occur just randomly. Meaning even if the protection calculation is sufficient it could very very occasionally still happen. However I think the major part of that should be avoidable by sufficient intel. AND it should be 100% avoidable (as in 0% effect ("no casualties").
The idea in General is nice and I like it a lot, however as I described the actual value needed to "protect" should be dependant on system population. (see my idea posted in 1.)
Of course one has to think about the amount needed. Also the amount needed might have to "scale" with Techlevel. (in order to allow a certain amount of population drain to Intel/Security, despite though on low Techlevels one would have the issue that if you use a fixed value one can barely achieve it, especially on "weak" systems.
Thus I think one needs to reshape the "cost function". (how much intel is needed to protect the system, dependant on system SIZE and Techlevel of the empire /and morale ?)
Or make this an "Empire wide" calculation. Total Empire Population = Intel points needed to "secure"...if NOT secure enough, xx% chance to trigger a terrorism attack on RANDOM target planet. And maybe it should be coupled / tied with Morale. (Maybe like Population*Morale (with high morale giving a lower multiplier for "security needs").
I think the empire wide Security /Intel system would avoid lots of problems with low population system beeing a burden to the empire.
Your option also sounds nice and maybe easier to implement.
But I'd probably go with a straight modifier to the %, like adding (morale - 100) to the intel production?
A system with 200 morale (Fanatic) wouldn't need to worry about domestic terrorism (external threats are another issue).
Maybe the Cards could have a bonus here - they were supposed to have a bonus to (local) intel production in BotF when morale (in the colony) is really high, IIRC? The Dominion could also have some bonus?
One would definitely need maybe some "feedback" in game about the required amount of intel production / security level though ? Until you told me, I was completely unaware of this "hidden" mechanic...
The empire's average morale vs the local morale at a colony might also be something to consider, though it might be complicating things too much.
If you have implemented a check like described above with morale - 100 = intel value for security it is basically identical to this - just much easier to implement.
However the generall terrorism thing, is problematic if you really base it on a system "basis"...weak systems could basically have UNAVOIDABLE terrorism issues (due to general lack of population for Intel).
Thus I think the best solution would be to make "Unrest/Terrorism" events getting triggered on a EMPIRE wide calculation (summing up for example ALL systems (morale - 100) values and allowing for the entire empires "Intel" production to counter it.
IF the event would then trigger - I would randomly choose a system where the attack happens. The extent of damage could be tied to the fact by HOW MUCH the Security Calculation was insufficient.
Of course external sources of sabotage etc. should not be linked to this (like other majors sabotage attacks etc...).
With 4 intel PFs (TL1) manned (40 pop), it's safe (that's the max you'll ever need); with only 3, there's only a 25% chance of an attack succeeding. At TL3 you only need 3, etc.
Also notice that one of the attack types only costs you credits, can´t recall the formula right now - it has to do with if the colony has trade routes (part of that income is lost) or not (part of the tax income is lost).
These intel points are not lost with these events, they'll still accumulate in your intel pool.
We can also make these only trigger after say, 100 turns or whatever, so you can have better intel facilities.
I think the basic problem with a fixed value is - that EARLY on and WEAK systems will generally have big issues to "cover" - my preference therefore would be to make this Event Trigger on an empire wide basis.
Shouldn't this be the exact opposite, a "quadratic" function instead of a square root? Else the relative burden on smaller systems is higher than on larger ones. It should be easier to make smaller systems safe, no?
You are right, my fault bad example. Though rethinking it. It would be sufficient if it just scaled linearly with population....The biggest problem ist when the "Security Cost" is a fixed value. Then it overburdens weak systems. A Plain linear scaling with pop would thus already be a good starting point.
In case one would want to "hurt" larger systems more, one could do it the way you propose. However, I'd be careful to add "additional" burden on strong systems...These systems have to carry the extra costs for "special buildings" already as well.
So probably, in case you change anything in this Game mechanic area those things are in my opinion the most interesting ones:
1.) Make the trigger empire wide (not system specific triggering)
2.) Make the trigger calculation scaled by population and morale (any maybe average empire Techlevel - so that EARLY games are not hurt by security overburdening in the EARLY stages, while later it is a too tiny effect, people can safely ignore it (as Tech 10 Intel buildings would just produce so much Intel you dont have to bother at all with just a few active).
Finding this number will be a task for a new game though - with random events re-enabled though. (maybe Jan/Feb then ^^). Or somebody else has to test this.
That's what I had initially, with a 1:1 ratio. But it was kind of heavy on larger systems early on.
That observation sound counterintuitive to me - it should actually always be a bigger issue for weaker systems...unless you mean you scaled it like 1 pop = 1 security point...thats of course too much especially EARLY when an Intel Buidling only produces like 25 points or so. But even then it would have been even worse for weaker systems because EARLY you produce so little Intel and a weaker system also cant allow e.g. 4 pops on Intel "just to be safe"...
Generally, I think the better way to deal with this is to swithc to a more empire wide triggering of this event.