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Event listing
1 Attachment(s)
Thanks to DrPraetorius extracting the event text from dominions, I've organized a file with (presumably) all the events currently in Dom3, for anyone interested. Be warned, much of it could be considered spoilers.
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Re: Event listing
wow. yay. thanks.
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Re: Event listing
Any chance we could get them correalated to the scales that cause them, if any?
Pretty please! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Event listing
If that's in the file somewhere, I don't see it.
Problem being, events don't have *names*, as such, just descriptions. So if there are some binary records that give scale requirements - and probably there are - how would I find them? Same deal with items - the array that has the items descriptions doesn't seem to have their stats. |
Re: Event listing
Wow. I need to play Sauromatia more. They have some hilarious events.
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Re: Event listing
Quote:
According to my tests order 2 / luck 3 may worth to be considered on really huge maps (you need a good number of provinces for 3 events a turn, but have the order income anyway before, and the good point is you'll never get all the very bad events a positive turmoil seems to trigger -invasions, migrations of your pop, etc...- + you get free cities, and lots of +20 garrison and big gold events). (of course in mp, spending 200pts for order + luck will be an handicap for most nations - may eventually be a viable choice for hum.... a nation with an high prefered temperature for the points, crappy sacred, good units for taking indies so an awake god is not that useful, and needing a lot of gold&gems as mages are the main endgame force, I see only Caelum in this situation) On the other hand I can't find anything positive for any nation in a luck 3 + drain 3 build. It would be good if instead of all the disabled +gems/items events you always get gold or income ones, but in fact you mostly have more crappy militia events and fewer gems/items. Of course I've just tested without other scales, and it may be better if you use the drain 3 points to buy high growth or prod (which seem to trigger many + income/month events, and merchants events). |
Re: Event listing
I have a tendency to play order/luck in SP. You get almost no bad events and generally a few (but not too few) really good ones. The times I tried production/luck I expected to be swimming in free buildings, but it didn't work out that way. Didn't seem to do much, actually.
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Re: Event listing
I played order/luck build in one mp game but never notice a special event for that. Its not as useless as people think especially if you're heavy invested in scales aynway (growth+magic). You got gold and a lot of gems. If your nation is big enough you always got the maximum number of events so the order restriction doesn't care much.
However back to the topic. Thanks for this list, the corresponding scales would be very nice http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Event listing
I have only had the 3,000 gold event when I took death 3 playing MA Ermor, in fact I got it 3-4 times over 60 turns or so. I also got alot of other gold events (several +1,000 gold) and 3 free lore masters, plus quite a few magic items.
My exact scales where turmoil 3, sloth 3, cold 3, death 3, luck 3, magic 3. |
Re: Event listing
I've only seen it with MA Ermor as well. I play them quite a bit, though.
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I had it with Marverni and TC, without death scales.
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Re: Event listing
I'm a big fan of Order/Luck..... mostly because I get bored easily with Order/Turmoil.
With Order/Misfortune, you are taking a gamble that you *won't* get hit with a high unrest event early on (those cost you a lot of money if you do the math!) With Order/Luck, you are taking a gamble that you *will* get hit with a bonus money event early on http://forum.shrapnelgames.com/images/smilies/happy.gif. I should do another round of tests, but when last I checked Order/Luck gave you the most money on average of any +3/+3 build. It's not *that* hard to afford it, either - although with most nations you are, admittedly, better off dropping the luck and taking an awake supercombatant. (edited to fix typos). |
Re: Event listing
DrPraetorious:
Is Luck 3/ Order 3 much better than Order 3/ Luck 2? For example worth taking one point of heat/cold? The problem with Misfortune in MP game is that it can mean life or death, you get something really nasty in first 3-4 turns and you can lose many turns to get back from that. Like getting 45 free unrest as R'lyeh with 2 provinces only and no army in capitol. You need to take taxes 0 and be forced to make no army for 2 turns, so no one to help patrolling and killing unrest. |
Re: Event listing
Luck is better than Growth (for sheer cash money), but not good enough to make up for Cold or Heat, certainly not in the short term. There are a lot of reasons to take temp scales, though - and if you're taking temp scales to help with cold bloodedness or for whatever reason, Luck can be a good idea. I never compared Luck 2 and Luck 3, so I can't say - but I think if you're going to take Luck at all, you should probably take 3 points so that you get as many random events as possible.
Chance does favor the bold - I think it's a bad idea to avoid Misfortune out of fear of being eliminated early, becuase in those games where you are *not* eliminated early, you will prosper. |
Re: Event listing
DrPraetorious:
I have tried misfortune with order 2 times and was beaten badly by it twice. |
Re: Event listing
There's been games where I was NOT eliminated early by Misfortune, but I still regretted being hit by at least 3 Earthquake w/Troglodyte events. Then there are Knights, but those are more of a misfortune two.
Misfortune can be crippling to an inflexible nation such as ME Agartha, but isn't so hostile to a more dynamic nation, such as Yomi or Tien Chi, with their variety of troop types. If you've got archers, or even slingers, maybe light infantry with javelins, you've got all you need to deal with Barbarians. If you don't have easily available chaff, combined with at least middling high damage (human with glaives/pikes are a starting point, certainly NOT shortswords), Knights will be a horrible pain. As well, Agartha needs temples and libraries for most of its commanders, often having very focused research goals. Even f it doesn't take you out early, Misfortune will cause you quite a few headaches. Yes, even with order 3, misfortune 2. Yomi, on the other hand, has sacred mages, priests, non-sacred mages, etc. I've had nice results with fortune and luck bringing in the death gems (I went from 20 to 100 over a few turns at 8 site income), but Yomi is more capable of handling the random events of Turmoil/Misfortune. |
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