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Re: refuting common wisdom on scales everybody kno
Great post. But then Im known for doubting the things everybody knows. One of the things I love about this game is that even in years of debate, no absolute winning strategy has been agreed on. I love to concentrate on the lost scales, the never used units, the worthless spells, and discover some tactic that makes them useful again
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Re: refuting common wisdom on scales everybody kno
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To reiterate, my point is that you can, in lots of situations end up with more gold in hand by taking ie. production scales rather than order. You can, in some situations have more gold in hand by taking a higher bless rather than order, or an awake pretender. |
Re: refuting common wisdom on scales everybody kno
Well written and insightful as usual Baalz.
I've got a couple games going with Turmoil 1, Growth 2 and Luck 3 atm, and i'm liking it. Virtually no bad events in one, a single burnt lab in the other, decent cash, plenty of heroes and volunteers and the occasional big cash prize. It's both fun and viable and will use it again. |
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Your own argument about reckless expansion seems to work against you here, taking order is the safe way to keep parity with fast expanding nations without spreading yourself too thin. And that is beside the fact, there are almost always something less important to dredge points from than order, given the large degree of diminishing returns where pouring more points into bless/pretender does not speed expanding. |
Re: refuting common wisdom on scales everybody kno
In alpaca I had 3 order and 3 luck, with 2 drain. With ma Pangaea no less. So yes unusual scales, with a plan, can prevail over traditional thinking.
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But to free up points for a bless or something and not take luck, I think you'd doom yourself to death by random events. |
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Re: refuting common wisdom on scales everybody kno
Interesting thought experiment Baalz, but the problem comes from QM's basic assertion that order scales are pretty much always worth taking. If you take this as a base assumption then a lot of your following analysis doesn't hold up.
For example, taking drain, even with 10RP mages, means you lose 10% research, as opposed to gaining 10% with magic 1 (your analysis also didn't include taking the obvious magic-1 pick, which is a bit disingenuous) So, a 20% swing in RP for 3 scales. If order isn't assumed to be maxed out then sure, you could get 21% more gold...seems even, aside from having to build a ton more forts and labs to pump out mages, but since you can't have order-6 you end up being forced to take growth or production instead. 6% more gold doesn't look nearly so hot all of a sudden. Nations with weaker researchers obviously have an even easier call to make there. Similarly O-3 blunts the effects of luck and misfortune, so taking some misfortune seems to be a good choice. That being said, you'll then want to avoid death, since that's when the really nasty events come in. Yes, I realize this is kind of a ridiculous chain of effects, but it's actually how things work out, for the most part, and why the common wisdom is the way it is. This leaves temp scales and production...sacrificing production to have an awake SC is pretty much always a good idea in terms of efficiency, and temperature scales aren't as important as they seem due to seasonal fluctuations, so I usually plunder them for points as well. The other problem with relying on production scales is that you could get a start with crappy neighbors...3 provinces, 2 plains and a woods isn't uncommon. Pulling in under 200 resources to your cap with high production is a pretty big hit. Perhaps a minor concern, but still, it's there. Anyhow, I will admit everything is situational, but there's a chain reaction from the order scale being so good, which is why a lot of the other scale choices get set how they are so often. |
Re: refuting common wisdom on scales everybody kno
One common case where Luck is a better choice than order is in provinces that you are blood hunting. If you are playing one of the Mictlans, and you have blood hunters on every province from 2000 to 10000 pop, then Order is almost useless. And in general, as the game wears on and more and more disasters, pillagers, and spells hit your provinces, the value of Order becomes less and less. Plus, Luck makes the various Cross Breeding spells potentially worthwhile.
I would also point out the player morale benefit of Luck. When your neighbors are declaring war on you left and right, it is good for your spirits when a random gift of 1000 lbs of gold arrives at your capital. |
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