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Re: If it aint broke, don\'t fix it
As Johan stated; there is nothing obvious right now except for the fact that if you do pick one, more than likely you choose a scale of 3. Because for the negative effecs on most of the scales you discount/counter whatever the effect is to balance it.
If someone can show me a race that plays with Turmoil 3, Unluck 3 and can get away with it; that isn't Ermor I'd like to see it http://forum.shrapnelgames.com/images/icons/icon7.gif And be competitive. |
Re: If it aint broke, don\'t fix it
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Maybe the effect of order/turmoil on random event frequency should be diminished (perhaps simultaneously with bringing back the DomI effect of luck on event frequency). Order 3 misfortune 3 would still give you extra income for 0 nation points, but you'd actually have to worry about negative events. Turmoil 3 luck 3 would give you about as many events as it does now (assuming half the event frequency modifier is taken away from order and given to luck), the same bias toward good events, and the same income hit. (Therefore it would remain non-viable if very very bad events aren't prevented by sufficiently high luck.) But intermediate and/or mixed settings would have their good points too. Turmoil 1/luck 1 wouldn't give you as many events as turmoil 3/luck 3 (or as much of a bias toward good ones), but you'd have more steady income and not be so reliant on good events to keep the cash coming in. On the other hand, with temperature you generally want to take your race's preferred temperature (or occasionally a more extreme Version), there are valid reasons for any level of growth/death depending on race, theme and strategy, and we already discussed (on this or another thread) the low appeal of high magic. (I don't think the -1 MR is a benefit worth the points; it applies to both sides. I have no hard information about the effect on fatigue costs, but again, both sides benefit, so the benefit to the god spending points on it isn't that great.) |
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