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Re: Luck/Turmoil versus Nothing.
Unless of course you get deep into game theory and everyone is planning on playing against you. The the optimum choice is to pick a sub-optimal build that maximizes a different style of play.
But, that wasn't the case. I agree that certain pretender choices are sub-optimal (Sleeping pretender on LA Ermor?), and that a given pretender may be optimal or nearly optimal in many to most situations, but I don't think this is a game where one can play like in a vacuum, you have to look at your opponents and the situation. I guess that's all pretty obvious stuff...I'm probably preaching to the choir, so to speak. |
Re: Luck/Turmoil versus Nothing.
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By the way, the same test also shown that total Fortuneteller 100 seems to prevent all bad events regardless of Misfortune. (Turm 3, Misf 3 - and only good events for 10-15 turns in several provinces). Of course, my thesis about Fortuneteller being useful with both Luck and Misfortune still stands. And, by the way, one current game where I have Misfortune 2 gave me 2 or 3 burned temples and 1 burned lab by the end of year 2. Are those who want to use Order/Misfortune strategy ready for such? ;) |
Re: Luck/Turmoil versus Nothing.
"By the way, the same test also shown that total Fortuneteller 100 seems to prevent all bad events...in several provinces "
That's interesting..Does it mean that your can have fortunetellers only in your capital and they work on all your territory? If it is so, it would be a revolution in my valuation of fortunetellers. |
Re: Luck/Turmoil versus Nothing.
Has anyone done any tests on whether fortune-telling can prevent bad events that were cast at you? Like Murdering Winter, or Volcanic eruption, or anything like that?
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Re: Luck/Turmoil versus Nothing.
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Re: Luck/Turmoil versus Nothing.
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Re: Luck/Turmoil versus Nothing.
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Re: Luck/Turmoil versus Nothing.
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Re: Luck/Turmoil versus Nothing.
To give up the scales of 3 order/2 misfortune that dominated mp when i used to play, I think the heroes should be pretty nifty/exciting when you actually get one. Not be old, and less useful than many commanders other nations can buy in their castles. Which is why i always play with Throne of heroes(Middle age only) or Worthy Heroes.
Aside from the heroes, nations that NEED gold for a good start to survive in mp can rarely rely take turmoil. the loss of income is just too much. While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales. If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points. |
Re: Luck/Turmoil versus Nothing.
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With the Sloth-3 Drain-2 that would indicate your going to be looking for a strong research nation with crappy national units and the non-awake pretender also means you have to be able to survive early game... which leaves very few possibilites... I would be looking at Bogarus with an early rush to Spined Devils and a sleeping Fountain of Blood or a similar build with Mictlan. |
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