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Random_Events
Running a colony shouldn't just be an AFK math equation. To prevent the economy from stagnating and to keep colony rulers on their toes, War 'N Taxes implements a Random Event System.
If EnableRandomEvents is true, the system checks each colony on every tax cycle and rolls for a chance to trigger one of 16 events based on the colony's current conditions. Each event applies a tax multiplier and an additive happiness modifier (on the 0-10 scale) for a set number of tax cycles.
Rulers are occasionally blessed by unforeseen fortune. These events reward investment in infrastructure, high happiness, and stable policy.
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Merchant Caravan (
ENABLE_MERCHANT_CARAVAN)- Effect: A trading company arrives at your borders. +15% tax and +0.3 happiness for 2 cycles.
- Conditions: 3 or more restaurants or taverns. Cannot trigger during war.
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Bountiful Harvest (
ENABLE_BOUNTIFUL_HARVEST)- Effect: Exceptional crop yields bless the colony. +20% tax and +0.4 happiness for 1 cycle.
- Conditions: 20 or more citizens.
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Cultural Festival (
ENABLE_CULTURAL_FESTIVAL)- Effect: Citizens throw a spontaneous celebration. Slight tax cost (-5%) but a major +0.5 happiness boost for 1 cycle.
- Conditions: Colony happiness above 6.0.
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Successful Recruitment (
ENABLE_SUCCESSFUL_RECRUITMENT)- Effect: Skilled workers join the colony. +10% tax and +0.2 happiness for 3 cycles.
- Conditions: Happiness above 5.5 and more than 15 citizens.
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Royal Feast (
ENABLE_ROYAL_FEAST)- Effect: A grand feast is held for all citizens. +10% tax and +0.6 happiness for 1 cycle. All citizens are set to maximum saturation.
- Conditions: Happiness above 7.0. Cannot trigger during war.
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Wandering Trader Offer (
ENABLE_WANDERING_TRADER_OFFER)- Effect: A wandering trader buys colony goods at premium prices. +20% tax and +0.1 happiness for 1 cycle.
- Conditions: Colony has more than 500 stored taxes. Cannot trigger during war.
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Neighboring Alliance (
ENABLE_NEIGHBORING_ALLIANCE)- Effect: A nearby settlement forms a trade pact. +5% tax and +0.3 happiness for 2 cycles.
- Conditions: Happiness above 6.0 and more than 30 citizens. Cannot trigger during war.
Prosperity invites disaster. A colony pushed too hard, mired in debt, or neglected in its defenses will attract chaos.
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Food Shortage (
ENABLE_FOOD_SHORTAGE)- Effect: Dwindling supplies reduce morale. -15% tax and -0.3 happiness for 2 cycles.
- Conditions: Happiness below 5.0.
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Disease Outbreak (
ENABLE_DISEASE_OUTBREAK)- Effect: Sickness spreads through the colony. -20% tax and -0.4 happiness for 3 cycles.
- Conditions: 40 or more citizens, happiness below 5.0, and no hospital at level 3 or higher.
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Bandit Harassment (
ENABLE_BANDIT_HARASSMENT)- Effect: Bandits harass trade routes and workers. -10% tax and -0.2 happiness for 2 cycles.
- Conditions: Fewer than 3 guard towers built.
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Corrupt Official (
ENABLE_CORRUPT_OFFICIAL)- Effect: Embezzlement is discovered in the administration. -25% tax and -0.1 happiness for 1 cycle.
- Conditions: Colony is on HIGH or WAR_ECONOMY tax policy.
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Guard Desertion (
ENABLE_GUARD_DESERTION)- Effect: Guards abandon their posts. -20% tax and -0.4 happiness for 2 cycles.
- Conditions: Happiness below 3.0 under HIGH or WAR_ECONOMY policy.
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Labor Strike (
ENABLE_LABOR_STRIKE)- Effect: Workers refuse to report to their jobs. -30% tax and -0.5 happiness for 2 cycles. 30-50% of employed citizens stop working entirely for the event duration.
- Conditions: Happiness below 3.5, more than 30 citizens, under HIGH or WAR_ECONOMY policy.
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Plague Outbreak (
ENABLE_PLAGUE_OUTBREAK)- Effect: Deadly plague sweeps the colony. -25% tax and -0.6 happiness for 3 cycles. 20-40% of citizens are directly infected with disease.
- Conditions: More than 50 citizens and no hospital at level 3 or higher.
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Crop Blight (
ENABLE_CROP_BLIGHT)- Effect: Crops fail across the colony. -25% tax and -0.5 happiness for 2 cycles. All citizens are reduced to near-starvation saturation.
- Conditions: 5 or more farms built.
One event only triggers during active wars.
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War Profiteering (
ENABLE_WAR_PROFITEERING)- Effect: War drives demand for colony goods at a moral cost. +35% tax but -0.5 happiness for 3 cycles.
- Conditions: Colony is on WAR_ECONOMY policy and is actively at war.
Several events go beyond modifiers and directly affect the game world or individual citizens.
| Event | What Happens | Restored on Expiry? |
|---|---|---|
| Labor Strike | 30-50% of employed citizens stop working (STUCK status) | Yes — citizens resume work |
| Plague Outbreak | 20-40% of citizens infected with disease | Yes — all citizens cured |
| Disease Outbreak | 10-15% of citizens infected with disease (lighter variant) | Yes — all citizens cured |
| Royal Feast | All citizens set to maximum saturation | No — normalizes naturally |
| Bountiful Harvest | All citizens set to maximum saturation | No — normalizes naturally |
| Food Shortage | All citizens reduced to low saturation (6/20) | No — normalizes naturally |
| Crop Blight | All citizens reduced to near-starvation saturation (3/20) | No — normalizes naturally |
| Bandit Harassment | 2-4 Pillagers spawn near the colony center | No — mobs despawn or are killed |
| Guard Desertion | The highest-experienced guard citizen permanently leaves the colony | No — desertion is permanent |
Event probability scales with colony population:
| Colony Population | Probability Modifier |
|---|---|
| Under 20 citizens | 0.5x (less likely) |
| 20-49 citizens | 1.0x (normal) |
| 50-99 citizens | 1.2x (more likely) |
| 100+ citizens | 1.3x (most likely) |
The colony's active tax policy shifts the odds of positive and negative events:
| Policy | Positive Events | Negative Events |
|---|---|---|
| LOW | +20% more likely | -20% less likely |
| NORMAL | No change | No change |
| HIGH | -10% less likely | +20% more likely |
| WAR_ECONOMY | -20% less likely | +40% more likely |
- During an active raid: No events fire at all.
- During an active war: All events are 50% less likely, except War Profiteering which fires at normal rate.
- Post-war recovery: While war exhaustion is active, negative events are 50% less likely.
The base probability for each event is scaled by BaseChanceMultiplier (configurable, range 0.5-2.0). A global cooldown prevents events from clustering, and each event type has its own cooldown to prevent repeats. MaxSimultaneousEvents caps how many events can be active at once per colony. ProtectNewColoniesHours provides a grace period before events can target a newly founded colony.
Every event can be individually disabled in minecolonytax.toml using the config keys listed above.
As a player, this isn't purely RNG. Investing in infrastructure (hospitals, guard towers, restaurants), maintaining high happiness, and choosing careful tax policies heavily skews the probability tables in your favor. A well-run colony ensures Plagues and Labor Strikes seek out your weaker neighbors instead of your thriving metropolis.
| Command | What it does |
|---|---|
/wnt events <colonyId> |
Lists all active events, remaining cycles, and effects. Requires officer rank or above. |
| Command | What it does |
|---|---|
/wnt triggerevent <colonyId> <EVENT_TYPE> |
Force-triggers a specific event immediately. Bypasses conditions, probability, and cooldowns. |
/wnt events reset <colonyId> |
Resets all event state for a colony: clears new-colony protection, all cooldowns, and active events. Use this to start a fresh testing session without waiting for the 24-hour protection window. |
All valid event type names for /wnt triggerevent:
MERCHANT_CARAVAN BOUNTIFUL_HARVEST CULTURAL_FESTIVAL SUCCESSFUL_RECRUITMENT
FOOD_SHORTAGE DISEASE_OUTBREAK BANDIT_HARASSMENT CORRUPT_OFFICIAL
WANDERING_TRADER_OFFER NEIGHBORING_ALLIANCE WAR_PROFITEERING
GUARD_DESERTION LABOR_STRIKE PLAGUE_OUTBREAK ROYAL_FEAST CROP_BLIGHT
Example testing workflow:
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/wnt events reset 1— clear protection and cooldowns for colony 1 -
/wnt triggerevent 1 BANDIT_HARASSMENT— immediately trigger a bandit raid -
/wnt events 1— verify the event is active and check remaining cycles