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To SurvivalistMerc
SurvivalistMerc wrote:
>Nagot Gick Fel, > >Please keep us posted. I would love to discover what happens to you in the remainder of the game. Nation with Order+3/Misfortune+3 in a common events game. Patched to 2.06 after submitting turn 27 or 28. Random events so far: Turn 29: +50 gold, -20 unrest in an Order+3/Misf+2 province. Turn 30: +5 air gems in an Order+3/Misf+1 province in enemy dominion. |
Re: To SurvivalistMerc
Not bad. http://forum.shrapnelgames.com/images/icons/icon7.gif
This has caused several of us to wonder if other changes have been made to the events besides making order and turmoil +/- 5% and all luck scale imbalances +5% in either direction with regard to the number of events. I'm playing that game with order 3, misfortune 2, and I got "a large number of water gems" from a province in someone else's lucky dominion. I had never gotten a large number of gems before when taking unluck 3. |
Re: To SurvivalistMerc
Quote:
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Re: To SurvivalistMerc
Thank you, Kristoffer. I hope folks have told you how wonderful it is to have the devs join our discussions on this board.
I played a few games on order zero or 1 using a luck scale until I realized what I could do to events and income with order3, misfortune3. That combination seemed to drastically reduce events. And now when we take order3, misfortune3, we are supposed to have the baseline level of events because the -15% from order cancels the +15% events from turmoil. But it seems as if the events don't dramatically increase. Of course, I have very limited experience with the new scales. I would have imagined a normal number of events with 80% of them bad would be disastrous, though. It just hasn't proven this way. |
Re: To SurvivalistMerc
Turn 32: +4 death gems (Order+1/Luck+0 province)
(No bad event so far in 2.06! http://forum.shrapnelgames.com/images/icons/icon6.gif ) |
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