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Re: What Are the Drawbacks of High Misfortune?
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Re: What Are the Drawbacks of High Misfortune?
Although events are less common overall if you take order misfortune, so perhaps bogus is less common.
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Re: What Are the Drawbacks of High Misfortune?
In Alpaca, i took 3 order and luck and it worked out well. Also in a 4 player game i did the same. Both games turned out with good results.
In both games i got heroes early and often, and got many gem producing events. Not so many great items though. |
Re: What Are the Drawbacks of High Misfortune?
Bogus can be considered a good event only if you've got nothing else to do. When I get this event I'm often waging a defensive war against 1+ AIs, and you really can't deal with him with a secondary army.
I often take misfortune now, so as to pay for my growth as I play factions that are crippled by old age. (Ah fire magic...)It is true it is a real pain to have your lab/temple wipped out early on. Barbarian attacks on the capitol have never been a threat for me(they get trashed by 25+ PD), but I never play the monkeys and their (censored so as not to cause a riot) PD. I think misf/order is a better bet than turmoil/luck, even if the best is to have all positive scales, which is possible if you don't need a strong bless. |
Re: What Are the Drawbacks of High Misfortune?
I started an order 3 luck 3 game recently and another thing that really hurts these scales is slow dominion spread. For instance, let's say you defeat an order 3 misfortune 2 player. You had 10 provinces and you took 5 more for a total of 15. The problem is that 33% of your territory has misfortune rather than luck, so when you get a random event there it still ends up being a bad one. I get a lot of barbarian events in newly conquered territory before I get a chance to convert the scales. Since you're limited to 3 events/turn, you really have to try to flip the scales quickly if you want to max out your positive events.
At least this is how it seems to me. Can anyone confirm that the game randomly chooses the province first, then the event based on the scales in that province? I think luck would be significantly better if random events were weighted towards lucky provinces first. |
Re: What Are the Drawbacks of High Misfortune?
I believe that at least in Dom2 it was thought that event frequency was based on Capital dominion score, but event kind into each province's dominion score. Don't know for sure, but at least I remember that while I liked playing turmoil/luck nations (TC Spring&Autumn <3), conquering order/misfortune nations was truly horror thanks to the bad events...
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Re: What Are the Drawbacks of High Misfortune?
Well, the same is true for any positive dominion. If 50% of your nation is out of your dominion, 50% isn't benefiting from your order scales and 50% of the random events will not benefit from your luck scales. The three event cap doesn't really impact this.
One non-obvious benefit of a luck scale is when your dominion pushes into somebody else's territory unlike other scales they don't merely not get the advantage of your good scales, they actually have a functionally negative luck scale for that province of whatever your positive scale is. I think the logic is good luck for player A is bad luck for player B. |
Re: What Are the Drawbacks of High Misfortune?
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Re: What Are the Drawbacks of High Misfortune?
I always thought your positive scales are ignored for enemies, e.g. Order 3/Misfortune 2 is Order 0/Misfortune 2. The manuals I checked (Dom:PPP and Dom3) didn't give any answers.
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Re: What Are the Drawbacks of High Misfortune?
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If the priest has several other paths, and you're planning to search for magic sites with him anyway, he'll be able to find more of those elusive H sites. A commander or scout with only H3 probably has more useful things to do than searching. |
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