There is NO mechanism that forces one player to experience a calamity within 4 turns after another player experiences one. However, there is a sophisticated balancing distribution system that makes it more likely (but not guaranteed) that calamities spread between players.
The OCCURRENCECLASS_CALAMITIES has bBalanceDistribution enabled (occurrenceClass.xml:20), which activates two balancing behaviors:
Source: occurrenceClass.xml:18 and Game.cs:9022-9047
- After a player experiences any calamity, they are blocked from receiving another calamity of the same class for at least 5 turns
- This is a protection, not a trigger for the other player
Source: Game.cs:9765-9768
if (infos().occurrenceClass(eClass).mbBalanceDistribution)
{
iValue += randomNext(50 + getTurnsSinceLastOccurrence(eOccurrence, eLoopPlayer));
}- When selecting who gets hit by a calamity, players who haven't experienced one recently get higher weight
- If Player A just had a drought 2 turns ago and Player B hasn't had one for 20 turns, Player B is significantly more likely to be targeted (but not guaranteed)
Source: Game.cs:8185-8188
iStartChance += getTurnsSinceLastOccurrence(eLoopOccurrence);- The longer since a specific calamity type occurred globally, the more likely it is to trigger
| Mechanic | Effect |
|---|---|
bBalanceDistribution |
Enables even distribution of calamities between players |
iMinRepeatPlayer = 5 |
Protects a player for 5 turns after receiving a calamity |
| Preferential targeting | Players who haven't had calamities recently are more likely targets |
| Random trigger | Calamities still trigger based on iStartChance per turn (not forced) |
The system distributes calamities more evenly between players over time, but:
- It does NOT force Player B to get a calamity after Player A gets one
- The calamity trigger is still random (based on
iStartChanceper turn) - Player A gets 5 turns of protection, making Player B more likely to be the next target if a calamity triggers during that window
Note: If you're experiencing what seems like synchronized calamities in duels, it's likely due to this balancing system making the other player a more probable target once one player has been hit—but it's probabilistic, not deterministic.