Changing up random event formulas
Created by: dylanstrategie
- Regular event time is now 10-20 minutes instead of 15-25 minutes
- Player count has a bit more influence and now accounts playercounts over 36 (technically up to INFINITY, but scaled up to 81 players)
- Events fire a bit faster as round goes on, capped at a 15 % increase after one hour and a half
- Clear up event_dymanic comments
- Cael's economic events no longer fire for now. They should likely be moved to their own "event roll"
- Event weighting has been changed. It's no longer all that predictable based on job counts, instead every event has its own occurence rate based on how peculiar or devastating it is
- Some events still require at least one active Security/Medical/AI/Engineering
- Full event recharge time brought down to one hour. You'd be lucky to have the same event fire twice anyways, except for the most mundane and common