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Re: Balance issue: order-luck, a no brainer?
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Maybe some of the really bad events (like anything that causes massive population loss) should require 0 or less luck (the same way the vine men attack requires growth/magic, etc.) As Saber pointed out on another thread, if you focus mainly on preventing bad events, order is better for this than luck (which seems wrong to me, especially since order has other benefits). And given the far larger magnitude of the bad events, it makes sense to focus on preventing them. Either luck needs to provide a stronger bias at least against the seriously crippling events, or misfortune needs to negate the event-reducing effect of order (as it did in Dom I), or both. Or perhaps there should be some major good events - those 6000 people who emigrated from my home province had to move somewhere, right? Why doesn't a province ever randomly get 5000 immigrants? Turmoil 3 luck 3 should get more good events and less bad events than order 3 misfortune 3 - both cost 0 points and the former has much less steady income. Currently it gets more good events, but also more bad events, which still dominate the good events and yield a net loss - on top of the steady income loss. The only reasons to even consider turmoil are special themes that require it (which is very costly at the moment), or maybe maenads. I don't have any major problems with order/luck not working together well, although I wouldn't mind seeing positive and negative luck raise event frequency as in Dom I. I haven't tried turmoil/misfortune but I expect it would be at least as catastrophic as in Dom I (due to the generally higher frequency of crippling events in Dom II). |
Re: Balance issue: order-luck, a no brainer?
For reference, here's how JK explained luck in Doms 1 when I asked him 2 years ago:
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