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-   -   Can you get the best random events w/o Luck +3? (http://forum.shrapnelgames.com/showthread.php?t=18466)

Tough Guy March 25th, 2004 07:57 PM

Can you get the best random events w/o Luck +3?
 
My bad events are as bad as anyone's but my good ones are usually pretty light.

I get a few gems(never many) and I once got 200 gold.

I did a search and people w/ luck+3 seem to get the best luck events(1000 gold, magic items, etc).

Has this been confirmed??

[ March 25, 2004, 18:04: Message edited by: Tough Guy ]

Teraswaerto March 25th, 2004 08:16 PM

Re: Can you get the best random events w/o Luck +3?
 
Luck is needed for some events, like the 1500 gold & magic items one.

Peter Ebbesen March 25th, 2004 08:17 PM

Re: Can you get the best random events w/o Luck +3?
 
Some good random events are only possible at +3 luck. This is confirmed.

DarkTears March 25th, 2004 11:14 PM

Re: Can you get the best random events w/o Luck +3?
 
I allways take Turmoil 3, and Luck 3.
This cost 0 design points, and you got a huge advantage. (More frequent and better random events.) In a multi game I'm only in 15th or something like that turn, and got a total of 1900 gold from random events. (Once 1000, once 500, once 200 gold, and two times 100 gold. And since I got magic 3, in every single turn I get some gems/pearls, so I got something to trade. (Means more money.)

The_Duke March 26th, 2004 07:46 AM

Re: Can you get the best random events w/o Luck +3?
 
Hmmm,

I really love random events, especially positive ones http://forum.shrapnelgames.com/images/icons/icon12.gif

BUT, I have played several games with +3 Turmoil +3 Luck and other with +3 Order, and I just cant make up my mind what is better, monetary wise.

Does the positive events really make up for the �21% in income? (I know it is not exactly 21%, it depends on a lot of things). Yeah, the +1500 pesos every now ant then is great, but a loss of income for every province you own every turn.

Secondly, does the +3 magic give you gems? Isn�t the gems just a positive event, nothing to do with your magic setting?

Peter Ebbesen March 26th, 2004 08:23 AM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

Originally posted by The_Duke:

BUT, I have played several games with +3 Turmoil +3 Luck and other with +3 Order, and I just cant make up my mind what is better, monetary wise.

Does the positive events really make up for the �21% in income? (I know it is not exactly 21%, it depends on a lot of things). Yeah, the +1500 pesos every now ant then is great, but a loss of income for every province you own every turn.

<font size="2" face="sans-serif, arial, verdana">The income difference is much, much, more than 21%. At +3 order you get +21% at -3 you get -21% for a span of 42%.

Assuming for a moment growth=0, production=0, the relative income factor between a +3 nation competing with a -3 nation is (1+.21)/(1-.21)~1.53, i.e. the +3 nation is earning, on a daily basis, 53% more than the -3 nation. This is the factor you will notice in the income-graph in the ledger.

Now, how does that compare with the extra income from luck? Well, for 42% of base income to exceed 1500g requires the base income to total 3571g. In other words, if your base income is, say, 500g, then you need a 1500g gift at least every 3571/500 ~7 days for the gifts to be worth more.

This is, of course, voodoo mathematics http://forum.shrapnelgames.com/images/icons/icon10.gif

I have not taken into account that +3 order costs 120 points while -3 order, +3 luck costs 0. Nor have I taken lesser gifts into account. Yet, even so, you can see that if gold is your yardstick then you need to earn a LOT of money from random events (by direct gold or gem events) in order for luck to be more profitable economically.

Going with the same 42% span as before and with the base income being the income at 0 order:

Daily base income 300g. Average daily luck-income needed 126g
Daily base income 500g. Average daily luck-income needed 210g
Daily base income 700g. Average daily luck-income needed 294g
Daily base income 1000g. Average daily luck-income needed 420g
Daily base income 1500g. Average daily luck-income needed 630g

Do YOU earn that kind of money on average from luck events - even if you alchemize all the gems? I sure do not. http://forum.shrapnelgames.com/images/icons/icon7.gif

[And remember, while you get a maximum of 3 random events per turn, your order/turmoil scale affects the income of each and every province]

You save on nation points and you get all sorts of interesting events, many good and many bad, and you gain an exceptional amount of gems if you also have a +3 magic environment, and you gain an occasional windfall of money but do not, for one single instance, believe that it pays off in the gold economy to go turmoil 3, luck 3.

It does not.

Go turmoil 3, luck 3 should probably be reserved for maenad-Pangaea, AE/SG Ermor, and Michtlan. http://forum.shrapnelgames.com/images/icons/icon7.gif

[Waiting for counterexamples http://forum.shrapnelgames.com/images/icons/icon7.gif ]

Norfleet March 26th, 2004 08:36 AM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

Originally posted by Peter Ebbesen:
Go turmoil 3, luck 3 should probably be reserved for maenad-Pangaea, AE/SG Ermor, and Michtlan. http://forum.shrapnelgames.com/images/icons/icon7.gif

[Waiting for counterexamples http://forum.shrapnelgames.com/images/icons/icon7.gif ]

<font size="2" face="sans-serif, arial, verdana">CW Pangaea also benefits from Turmoil/Luck, for the same reasons as Dead Ermor: Bad events can only kill population....losing 1/4th of your zero population hurts! (Yeah, right). So you can shake loose a fair number of goodies from Turmoil/Luck as a dead nation. Craptastic events happen about as often in Turmoil/Luck as they do in Order/Misfortune: You get a lot of random goodies on the side, but the greatly increased event frequency will increase the frequency of crappy things, as well.

Mictlan, however, is not a natural turmoil candidate. While you can control the spread of your dominion somewhat, which can reduce the effect of harmful scales, it's not a no-brainer.

Peter Ebbesen March 26th, 2004 11:06 AM

Re: Can you get the best random events w/o Luck +3?
 
Good point on Carrion Woods. I did not think of that theme as I have never played it, but I thought that the Carrion Woods had a combined gold recruitment/undead recruitment basis?

Quote:

Originally posted by Norfleet:

Mictlan, however, is not a natural turmoil candidate. While you can control the spread of your dominion somewhat, which can reduce the effect of harmful scales, it's not a no-brainer.

<font size="2" face="sans-serif, arial, verdana">Well, none of the combinations are no-brainers - e.g. I prefer Ermor with turmoil 3, misfortune 3 over turmoil 3, luck 3, but both are certainly viable.

I find Mictlan a natural turmoil candidate - but perhaps that is because I focus on blood-summoned troops to the near exclusion of everything else and, more importantly, have not played them in MP yet (where the lower gold income might slow down initial expansion too much).

Wendigo March 26th, 2004 11:45 AM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

I prefer Ermor with turmoil 3, misfortune 3 over turmoil 3, luck 3, but both are certainly viable.
<font size="2" face="sans-serif, arial, verdana">Disagree, at least regarding competitive MP. Missfortune Ermor might be viable playing with rare events, but on standard event settings it's a poor choice IMO.

Without even considering the bad events (lab/temple losses, master thief...) you would be giving up on Money events, mine events, gem events & Etimmu.

While Ermor has lower monetary needs than live nations alchemy & pillaging can only take you so far to cover these...you have to pay for forts, temples, labs, indep wizards to expand your narrow magics & scouts. Which of those would you sacrifice? How can a few more magic levels on the pretender compensate for such sacrifice?

The pretender can still only search one province per turn, cast one ritual per turn, forge one item per turn or fight one battle per turn.

[ March 26, 2004, 09:45: Message edited by: Wendigo ]

Peter Ebbesen March 26th, 2004 12:10 PM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">I prefer Ermor with turmoil 3, misfortune 3 over turmoil 3, luck 3, but both are certainly viable.

<font size="2" face="sans-serif, arial, verdana">Disagree, at least regarding competitive MP. Missfortune Ermor might be viable playing with rare events, but on standard event settings it's a poor choice IMO.

Without even considering the bad events (lab/temple losses, master thief...) you would be giving up on Money events, mine events, gem events & Etimmu.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Etimmu's usefulness depends on whether you are playing Ermor AE or SG. For AE he is an enormously beneficial hero - for SG he is only slightly better than the standard Wraith leaders.

You would still be getting some gem events, e.g. the ones where the witch curses your troops (who cares)

I only play with standard event frequency and have not felt real pain with misfortune 3 as Ermor SG. It costs a few temples every now and then but that is certainly survivable, so long as you have a good alchemy based economy going.

Quote:


While Ermor has lower monetary needs than live nations alchemy & pillaging can only take you so far to cover these...you have to pay for forts, temples, labs, indep wizards to expand your narrow magics & scouts. Which of those would you sacrifice? How can a few more magic levels on the pretender compensate for such sacrifice?

<font size="2" face="sans-serif, arial, verdana">We are talking about 240 points difference here. That is more than a "few" more magic levels. It is enough for an extra path to reach 9 - or, to my mind preferable, boost a few extra paths up to 4.

Quote:


The pretender can still only search one province per turn, cast one ritual per turn, forge one item per turn or fight one battle per turn.
[/qb]
<font size="2" face="sans-serif, arial, verdana">Completely true. However, the pretender with 4 in most any path will find all magic sites in the province he searches including the rare sites that reduce spell costs. The pretender with 2's and 3's will not.

And while the pretender is only able to do one thing at a time, the pretender is able to do very nearly anything. Summon any unit (including all the high-level spell-casting uniques) and cast any global (with the possible exception of astral if you chickened out of high astral). You are able to adapt to any magical situation on hand, assuming you have the magical gems. You are never in the "I have to boost my pretender two levels with items in order to summon a monster than with a mere three boosts from items is capable of performing the summon" situation.

With the pretender taking a province and searching it on alternating turns for the first many turns, the better magic pretender can create a huge initial advantage in gems and good sites.

The utility of this is highly dependent on map size and the expected game length and it goes without saying that turmoil 3, misfortune 3 is risky: turmoil 3, luck 3 is certainly safer.

...But try an SG Ermor with -3/-3/-3/-3/-3/+3 some day. It is an interesting experience http://forum.shrapnelgames.com/images/icons/icon7.gif

Wendigo March 26th, 2004 12:59 PM

Re: Can you get the best random events w/o Luck +3?
 
For SG Etimmu can summon ghosts, act as a SC with Soul Vortex & doesn't cost 35 gems...

There are very few lv4 sites and you have the death ones covered. Not worth it taking 4 just to be able to uncover them. 3 is indeed good, but you can already afford that without taking missfortune.

And regarding fighting you still only have 1 mage with only 5 scripted spells, regardless of his/her might...lv3 or 4 does not make that much a difference.
You would still be restricted to using your pretender for everything when you put all your eggs on one basket, while with a better economy you could just hire a few indep mages freeing a lot of your pretender's time: more battle mages, more ritual casters & more forgers are superior to taking a few skills from 3 to 4...you want to cast spells as if you were lv4 in the field? just hire a couple shamen & communion for better results.

You will have more, and better troops with a better economy also.

In my dead Ermor's experience (mostly from DomI admitedly) a great deal of your chances for success with Ermor rely on maximizing your Pretender's time...you do that through a luck scale that gives you coin for indeps early on, and through a non drain scale that allows you to research the magics to summon magic critters with magic skills later on. How far you go with each has obvious trade-offs, but definitely superior to missfortune & drain in my experience.

Wendigo March 26th, 2004 11:39 PM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

Originally posted by Peter Ebbesen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">And can arrive on turn 2, on turn 30, or not at all. I never build strategies around heroes, it is just too unpredictable when (or whether) they arrive.
<font size="2" face="sans-serif, arial, verdana">It will definitely be none at all with misf3. http://forum.shrapnelgames.com/images/icons/icon7.gif
Etimmu is one of the best heroes in the game, you shouldn't kill your chances of getting such a free boost. And the free U4 mound king is also good.

Quote:

Let us just say that I am a compulsive gem-gatherer. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Still, not cost effective.

Quote:

Additionally, the many L4 paths allows leaders with Shirts of the Battle Saint a large number of useful enhancements (I prefer slapping Rainbow Armour on just about every mage/priest leader but Shirt of the Battle Saint will do in a pinch. The host of minor blessings added to the major fear effect of death 9 [obligatory] also make Wraith Centurions or Bane Lords even nastier SCs)
<font size="2" face="sans-serif, arial, verdana">Shrouds are non removable & replace armor, resulting thus in a decrease in protection. I am not as convinced as you that they should be handed around liberally, even less for undead commanders that ignore encumbrance from armour when fighting.
Who would make all those rainbow armours for you? Only your pretender can & no summoned critter would help there unless you roll a N-A spectre (1/64 chance). With a good economy you just have to look for a jade sorc province.
If you are so fond of Fear, Etimmu is actually the best non pretender chasis to pile these bonuses in the game: with 3D+3U he gets a +6 fear bonus on top of his 'being a wraith' fear.

Quote:

Until reaching conjuration 5-7, at which point I could easily summon ANY mage to do the rest of the work within his branch of magic.
<font size="2" face="sans-serif, arial, verdana">This is really the only advantage of your set up, and that extra lv for ritual casting is just a matter of an extra booster item, not that expensive (and something that you can get in-game, as opposed to better scales).

Quote:

Assuming that I get these good independent mages and shamen, which while likely on large maps, is not all that likely on small. As noted earlier, much depends on map size.
<font size="2" face="sans-serif, arial, verdana">Not really. I do not play MP monster maps but rather maps with 10-15 indep provinces/nation. Good chances of at least a couple exhotic mages avaliable in those, plus whatever mages you uncover from hidden sites on top of that pair.

[quote]
Quote:

You will have more, and better troops with a better economy also.
<font size="2" face="sans-serif, arial, verdana">No, I may have that, if I get lucky. A few 1,500g events in the early game, for instance, will vindicate your position completely. But that does not necessarily happen. You can still have your temples destroyed by earthquakes, have your labs on fire, &etc with luck +3.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You do not need the 1500 events, in fact, I'd rather have a couple gold mines...those are _permanent_ income (and x2 for Ermor).
More forts means more unholy knights & legionaries, & safer gem income...

Quote:

And you may very well be right, it is entirely possible that, on balance, it is better to take the luck 3 than misfortune 3 and the 240 extra points for magic skills, fortress, pretender, and dominion 10. I am just not convinced of it yet, based on my limited Ermor playing.
<font size="2" face="sans-serif, arial, verdana">I am not going as far as advocating 3luck over everyhting else (you will hate the 'good' militia events for example). But I am pretty convinced that luck is superior to misfortune for dead Ermor.

Peter Ebbesen March 27th, 2004 02:37 AM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

Originally posted by Wendigo:
For SG Etimmu can summon ghosts, act as a SC with Soul Vortex & doesn't cost 35 gems...
<font size="2" face="sans-serif, arial, verdana">And can arrive on turn 2, on turn 30, or not at all. I never build strategies around heroes, it is just too unpredictable when (or whether) they arrive.

Quote:

There are very few lv4 sites and you have the death ones covered. Not worth it taking 4 just to be able to uncover them. 3 is indeed good, but you can already afford that without taking missfortune.
<font size="2" face="sans-serif, arial, verdana">Let us just say that I am a compulsive gem-gatherer. http://forum.shrapnelgames.com/images/icons/icon10.gif Additionally, the many L4 paths allows leaders with Shirts of the Battle Saint a large number of useful enhancements (I prefer slapping Rainbow Armour on just about every mage/priest leader but Shirt of the Battle Saint will do in a pinch. The host of minor blessings added to the major fear effect of death 9 [obligatory] also make Wraith Centurions or Bane Lords even nastier SCs)

Quote:

And regarding fighting you still only have 1 mage with only 5 scripted spells, regardless of his/her might...lv3 or 4 does not make that much a difference.
<font size="2" face="sans-serif, arial, verdana">I completely agree that it does not make much difference in which spells you can cast in combat. You will remember that I specifically mentioned ritual spells for putting up globals or summoning mages (e.g. elemental kings, queens, &etc) to summon other mages. [It is usually much faster to reach spell level 5 from 4 than it is from 3]. That said 3 or 4 makes an enormous difference in fatigue for higher level spells in combat.

Quote:

You would still be restricted to using your pretender for everything when you put all your eggs on one basket,
<font size="2" face="sans-serif, arial, verdana">Until reaching conjuration 5-7, at which point I could easily summon ANY mage to do the rest of the work within his branch of magic.

Quote:

while with a better economy you could just hire a few indep mages freeing a lot of your pretender's time: more battle mages, more ritual casters & more forgers are superior to taking a few skills from 3 to 4...you want to cast spells as if you were lv4 in the field? just hire a couple shamen & communion for better results.
<font size="2" face="sans-serif, arial, verdana">Assuming that I get these good independent mages and shamen, which while likely on large maps, is not all that likely on small. As noted earlier, much depends on map size.

Quote:

You will have more, and better troops with a better economy also.
<font size="2" face="sans-serif, arial, verdana">No, I may have that, if I get lucky. A few 1,500g events in the early game, for instance, will vindicate your position completely. But that does not necessarily happen. You can still have your temples destroyed by earthquakes, have your labs on fire, &etc with luck +3.

Quote:

In my dead Ermor's experience (mostly from DomI admitedly) a great deal of your chances for success with Ermor rely on maximizing your Pretender's time...you do that through a luck scale that gives you coin for indeps early on, and through a non drain scale that allows you to research the magics to summon magic critters with magic skills later on. How far you go with each has obvious trade-offs, but definitely superior to missfortune & drain in my experience. [/QB]
<font size="2" face="sans-serif, arial, verdana">I never advocated drain. I suggested misfortune and magic, not drain. (In fact, drain is impossible in the Soul Gate theme)

And you may very well be right, it is entirely possible that, on balance, it is better to take the luck 3 than misfortune 3 and the 240 extra points for magic skills, fortress, pretender, and dominion 10. I am just not convinced of it yet, based on my limited Ermor playing.

I am convinced that your suggestion is safer on average, so if your strategy is based on risk-minimizing (which is not a bad default strategy), that is the way to go.

I just suggest you do not write off Ermor with misfortune/magic immediately. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wyatt Hebert March 27th, 2004 03:40 AM

Re: Can you get the best random events w/o Luck +3?
 
Just a thought, Wendigo.

Rainbow Armor has another great side effect. It only requires 1A/1N, which means that Forge of the Ancients lets _all_ of your mages forge it... and the cost is reduced... and, a Rainbow Mage with 4E only needs Earth Boots to cast Forge. All in all, I like Rainbow Armor's low path requirements, personally, _because_ Forge lets everyone make it.

Just a thought on that particular point.

Wyatt

March 27th, 2004 04:28 AM

Re: Can you get the best random events w/o Luck +3?
 
In MP it's rare you can count on Forge of the Ancients as something you are going to get and have for any reasonable amount of time.

Wyatt Hebert March 27th, 2004 05:05 AM

Re: Can you get the best random events w/o Luck +3?
 
Well, haven't played MP yet at all, so I wouldn't really know about that. I bow to your superior wisdom, oh newest of the forum mods! http://forum.shrapnelgames.com/images/icons/icon12.gif
(If I read that all correctly)

Wyatt

Peter Ebbesen March 27th, 2004 07:09 PM

Re: Can you get the best random events w/o Luck +3?
 
Quote:

Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Peter Ebbesen:
And can arrive on turn 2, on turn 30, or not at all. I never build strategies around heroes, it is just too unpredictable when (or whether) they arrive.

<font size="2" face="sans-serif, arial, verdana">It will definitely be none at all with misf3. http://forum.shrapnelgames.com/images/icons/icon7.gif
Etimmu is one of the best heroes in the game, you shouldn't kill your chances of getting such a free boost. And the free U4 mound king is also good.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Etimmu is extremely good - for Ashen Ermor. For Soul Gate he is just a Consul with death magic thrown in, and, as you are fond of saying, he can only do one thing at a time. As SG you will never get the Arch Censor or the 4U mound king - the other national hero is a 2U shade that generates a few shades. BIG DEAL - so do all your provinces. http://forum.shrapnelgames.com/images/icons/icon10.gif

Quote:

Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Peter Ebbesen:
Additionally, the many L4 paths allows leaders with Shirts of the Battle Saint a large number of useful enhancements (I prefer slapping Rainbow Armour on just about every mage/priest leader but Shirt of the Battle Saint will do in a pinch. The host of minor blessings added to the major fear effect of death 9 [obligatory] also make Wraith Centurions or Bane Lords even nastier SCs)

<font size="2" face="sans-serif, arial, verdana">Shrouds are non removable & replace armor, resulting thus in a decrease in protection. I am not as convinced as you that they should be handed around liberally, even less for undead commanders that ignore encumbrance from armour when fighting.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It is the sight of a frontline of Wraith Centurions or Bane Lords with FEAR(18) from the Shroud + Horror Helmet, that does it, really. It does not work against the fearless, of course, but enemies need really high morale not to be cowed into fleeing.

Quote:

Who would make all those rainbow armours for you?
<font size="2" face="sans-serif, arial, verdana">I was being facetious. While I prefer slabbing Rainbow Armours on mage/priest leaders (as stated) I cannot count on doing so unless I get a site that allows me to recruit such leaders (so Shirts will do in a pinch). I did not intend to imply that my pretender should spend his time slaving away at making Rainbow Armours.

Okay, I will stop here. Apart from suspecting that you are right on average (in the sense that it is the safer strategy you are advocating), it seems that your experience and reasoning is mainly based on ASHEN EMPIRE while mine is on SOUL GATE. In my limited experience they play very differently.

For instance, Ashen Empire cannot afford to risk its leaders, really, while Soul Gate can afford to take much greater risks with all the Wraith leaders so long as it is within the Soul Gate's dominion, and, additionally, the Soul Gate's leaders are much tougher than the Ashen Empire's.


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