Assuming the random events are also based on how the game progresses, and not just from the starting seed (if they were, then at the start of the game you would be able to predict all random events for the entire game to come, which sounds implausible for a complex strategy game), then the seed won't help you much in predicting game events. Pseudorandom number generators are chaotic, otherwise they wouldn't be called pseudorandom. This means that if there is, say, an extra random number generated in the middle of your game, it would likely completely change the random events in the remainder of the game.
What would help is, instead of prioritizing seeds, looking at optimal distributions of random events that lead to fun gameplay. This might mean for instance making your next random event dependent on previous ones (e.g. to compensate previous bad events with more fortunate ones, and vice versa).
What would help is, instead of prioritizing seeds, looking at optimal distributions of random events that lead to fun gameplay. This might mean for instance making your next random event dependent on previous ones (e.g. to compensate previous bad events with more fortunate ones, and vice versa).