Changing how random events function

- 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
Changelog
Be free, scroll bar
Derp
But what if Engineering is kill
Events directly related to one department only fire at 2 members minimum
Fixing changelog naming
Merge pull request #1650 from dylanstrategie/Events

Changing how random events function