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Re: Luck/Order scales after 2.06 Patch
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Playing Order+3/Misfortune+3 in a common events PBEM right now. In the first 26 turns, Version 2.02, I had 2 bad events at the capital (brigands causing unrest - one was automatically cured by patrols, the other did cost me ~220 gold as I dropped the taxes to 0 to get rid of the problem), 1 bad event in a 2k province (again brigands), 1 mixed event (witch giving gems and cursing units - as I had no unit there it was actually good for me) and 1 good event (some extra gems). Turn 27, just before we patched, I had 1 more good event in a province in enemy dominion - castle popping out in an underwater province, the bug that was fixed in the new patch - doubly lucky! http://forum.shrapnelgames.com/images/icons/icon12.gif After the patch, I had one more good event (+50 gold, -20 unrest). So in 29 turns, the net result is: +1 castle worth 450 gold +9 gems -170 gold |
Re: Luck/Order scales after 2.06 Patch
Nagot Gick Fel,
Please keep us posted. I would love to discover what happens to you in the remainder of the game. |
Re: Luck/Order scales after 2.06 Patch
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Are you open to bribery? http://forum.shrapnelgames.com/images/icons/icon7.gif Keir |
Re: Luck/Order scales after 2.06 Patch
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Playing Order+3/Misfortune+3 in a common events PBEM right now. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">We might need more than two turns under the new patch to get a good feel for it. http://forum.shrapnelgames.com/images/icons/icon12.gif It also would be good to keep a seperate log of events for the two periods , pre patch, post patch. Combining the two undermines the basis for comparision. Normally I would sit down and play through the first 20 or so turns of half a dozen games but I must focus on my mod. If Order/Misfortune does prove to still be a reasonable option then we are going to hear no end of complaints about those floods. cheers Keir |
Re: Luck/Order scales after 2.06 Patch
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One thing to note with S&A though, you get quite a few free gems from luck, which a magically powerful nation could use. But turmoil cuts into your CM recruiting income. Quote:
You get the standard event frequency, but most events are bad. But you get +21% income from those provinces that haven't been overrun by barbarians or vinemen, flooded, stricken with the plague etc. I don't know whether this is a worthwhile tradeoff for 0 points - but some themes have to take order, and now one theme has to take misfortune, so in at least those cases it might work out. Quote:
I don't think that order 3 luck 0 will necessarily become a standard. The benefits of order are potent but 120 nation points is a lot, especially if your nation needs lots of supplies, or high dominion strength, or fast research, or you are playing a theme that costs points, or your nation relies on sacred troops and needs a good blessing, or... there are always more good ways to spend nation points than there are nation points to spend on them. Temperature is a no-brainer for certain nations. Any other scale you have to think about, unless your theme requires a +3 setting. I like this. Quote:
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Re: Luck/Order scales after 2.06 Patch
I don't have any particularly conclusive tests atm, but it feels to me that there was a slight (very slight) increase in events in Order3/Misfortune3 but Order0, Luck 0 there are less events than prepatch. I don't know if one of the hidden adjustments was to lower the overall chance of events in order to compensate some for the balancing of the scales.
If I have time I'll do some 50 turn tests with the basic land types unless someone else gets to it before I can while I struggle with making a good looking pdf. [ January 15, 2004, 04:44: Message edited by: Zen ] |
Re: Luck/Order scales after 2.06 Patch
I guess this would affect gameplay if it was changed to a great degree.
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Re: Luck/Order scales after 2.06 Patch
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Playing Order+3/Misfortune+3 in a common events PBEM right now. In the first 26 turns, Version 2.02, I had 2 bad events at the capital (brigands causing unrest - one was automatically cured by patrols, the other did cost me ~220 gold as I dropped the taxes to 0 to get rid of the problem), 1 bad event in a 2k province (again brigands), 1 mixed event (witch giving gems and cursing units - as I had no unit there it was actually good for me) and 1 good event (some extra gems). Turn 27, just before we patched, I had 1 more good event in a province in enemy dominion - castle popping out in an underwater province, the bug that was fixed in the new patch - doubly lucky! http://forum.shrapnelgames.com/images/icons/icon12.gif After the patch, I had one more good event (+50 gold, -20 unrest). So in 29 turns, the net result is: +1 castle worth 450 gold +9 gems -170 gold </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I wondered how you built "Hill Fortresses" underwater, you damn Pythium cheater, now I know... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/tongue.gif And you're damn lucky to get all this with Misf3, I didn't get so good event with Misf1, I did only get 2 Heroes (but lost one to a stray iny Xbow bolt http://forum.shrapnelgames.com/images/icons/icon9.gif ) http://forum.shrapnelgames.com/images/icons/icon10.gif PDF, aka Allgemeine Von Ulm http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Luck/Order scales after 2.06 Patch
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[Edit: typo] [ January 15, 2004, 15:15: Message edited by: Nagot Gick Fel ] |
Re: Luck/Order scales after 2.06 Patch
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However, Turmoil 3/Luck 3 and Order 3/Misfortune 3 should not really be compared in terms of gold produced alone. Turmoil 3 is for nations that are less gold-dependant. Luck 3 is a playing style (and does give you a nice boost, don't forget to play common events !). The Turmoil 3/ Luck 3 works well with some nations (Mictlan, Ulm, Ermor I suppose, ...). What was really sad pre-patch was that Order 3/Luck 3 was a useless combo. And that Order 3/Misfortune 3 cost nothing but had almost no downside (specially with rare events). No wonder it was taken by everybody ! And they never noticed they were losing some very nice events, awesome heroes, and so on. This seems to be fixed now. Not convinced ? Try it ! Take a nation that is not too gold dependant, for example Ulm. Take Turmoil 3 / Luck 3 and whatever other scale you feel good with. Play it. Expand. And look at the nice events. The bigger you grow, the more events. Free troops. Free castle. Free lab. Free gems. Free Gold. Free unrest reduction. Free magic sites. Free commanders. Free artifacts. Free permanent increase in taxes or in ressources. While you are at it, try casting crossbreeding. Watch the awesome results http://forum.shrapnelgames.com/images/icons/icon7.gif Remember you paid 0 design points for all thoses events http://forum.shrapnelgames.com/images/icons/icon7.gif Discover your nice national heroes (OK, Ulm's heroes suck, try it with someone else http://forum.shrapnelgames.com/images/icons/icon7.gif ). Hey, now that the scale are fixed, I believe I'll try a Order 3/ Luck 3 game. The gold AND the events ! http://forum.shrapnelgames.com/images/icons/icon7.gif Of course, I'll have to make sacrifices elsewhere. |
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