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Re: What Are the Drawbacks of High Misfortune?
I'd think that Luck is weaker in the very early game, then goes drastically up as you get more provinces, and once you start getting the maximum amount of events (3 or 4) every turn the income bonus stays static.
I did some tests for DomII. I don't think I repeated them for Dom3. |
Re: What Are the Drawbacks of High Misfortune?
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http://www.shrapnelcommunity.com/thr...art=2&vc=1 I am sure there was a more in depth thread somewhere but I can't find it! |
Re: What Are the Drawbacks of High Misfortune?
I refuse to take even 1 misfortune or 1 death. And I have fairly decent success in mp games.
In Alpaca when i needed negative scales for a double 9 bless i took 2 drain and 3 sloth. I prefer to get my worthy heroes, and i prefer to not deal with bad events in the crucial expansion phase. Things like sloth, cold, and drain can be planned for. Sloth does limit the types of troops you can build, so you take conjuration and summon troops. Drain means you need research boosters. I traded for several research boosters in Alpaca. But I am someone that likes to plan things out. Others may welcome the unpredictable as the "spice." |
Re: What Are the Drawbacks of High Misfortune?
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That thread does compare Order3 & Luck3 more than once, but never Order3/Misfortune3 & Luck3/Turmoil3. I've always liked Order. I wonder how Misfortune1, 2 & 3 compares or if there is a sweet spot in Luck1, 2 or 3 (similiar to Drain2). |
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Re: What Are the Drawbacks of High Misfortune?
You can always get a propet, though.
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Re: What Are the Drawbacks of High Misfortune?
My favorite part about misfortune is when you've besieged a fort and you get the lab/temple destroyed event, but it destroys your opponent's building.
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