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Re: Luck/Order scales after 2.06 Patch
Hmmm, did 4 quick tests, just idling in the capital and generating turns. Settings were Growth+3, Turmoil+3, Luck+3, rest flat, events common.
After 40 turns I had between 11k and 18k pop left. So it seems if you're trying to maximize the frequency and quality of events, you have to accept a death scale like... +15? Cool! From now on, I think I'll stick with Death+3 with this kind of setup. At least I might get a huge number of death gems from events and from Raven Feast, and summon a bunch of Mound Fiends to raise the biggest army of soulless ever. http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Luck/Order scales after 2.06 Patch
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I have also the suspicision some other very nice event might also be luck related. For example, the deepest cave event that give you an additional gem site... |
Re: Luck/Order scales after 2.06 Patch
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Other attacks require magic scales or other special settings such as death for the necromancer, growth for the druid etc. The plague is rare when you have death 1 and common if you have death 3. Famine likewise at 0 and 2 death. Emmigration (pop moves to a neighboring province) needs turmoil 2 as a common event and 0 as a rare event. |
Re: Luck/Order scales after 2.06 Patch
An enormously wealthy prince dies in your land. Req death 3 luck 2. 1000 gold and magic items.
Fugitive from elludia order 2 magic 2. Oleg's alchemical device prod 2 magic 2. Caspar of the cave luck 2 magic 2. |
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Re: Luck/Order scales after 2.06 Patch
I don't know if it is limited to Luck 3, but I believe it is luck 2 (Don't quote me on it).
Kriss cleared up some of the requirements as you can see http://forum.shrapnelgames.com/images/icons/icon7.gif The Barbarian Horde is less of an issue to me for the most part, because if it happens to hit your Capital then 99% of the time you will fend it off (The Horde isn't too strong) and not lose too many patrollers. And if it hits a non-production province it's not really that much of an issue to go get it back. I would like the horde to get stronger as the game progresses http://forum.shrapnelgames.com/images/icons/icon12.gif Just to tell you how I feel about bad events, the same way I'd like the lucky ones to get stronger (Militia/Flags) to represent some of the power struggle and usefulness/detriment as the game progresses. |
Re: Luck/Order scales after 2.06 Patch
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Re: Luck/Order scales after 2.06 Patch
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Re: Luck/Order scales after 2.06 Patch
Kristoffer,
Thank you again for clearing up things like this. These things are very helpful to know. I think you folks have made an amazing game, and I don't want to seem petulent or like someone who is constantly complaining by continuing the luck/order discussion. I hope I'm not coming across that way. Zen, The barbarian pillage events pillage your province even if you win the battle. So they fall into the Category of permanent population loss. I have recently been tinkering with misfortune 2 instead of 3. I have yet to end up with a hero on misfortune 2. But fewer great barbarian hordes are a definite plus. It would be interesting for someone to calculate the death scale equivalent of the various luck/order settings. I think these tests will demonstrate that population loss luck events may well have more (generally negative) effect on your population than death scale does, regardless of your scales. The death scale effects can be calculated by multiplication. I agree with you, Zen, that the horde should get stronger as the game progresses. But it shouldn't materialize out of nowhere in the middle of your civilized empire. Of course, that's just my opinion. And it shouldn't get to pillage unless it wins. Which it will probably do if it's strong unless it lands on top of a large army. Arryn, I have gotten this event with order +3. But it may be that what is checked is the scale of the province, not the scale of the pretender. |
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