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Luck test, v 1.00
Nations:
MA Agartha awake Oracle with dominion 7 Growth 3, Prod 3, Luck 3, Drain 2 MA Jotunheim awake Monolith with dominion 7 Order 3, Prod 1, Cold 2 amount of starting provinces: 9 No provinces conquered, no provinces lost, no magic researched, no units recruited. In the end, Jotunheim had 51 010 gp, income 1024, upkeep 41, 273 gems on turn 50. Agartha had 58 272 gp, income 1322, upkeep 176, +1 Earth gem from Caspar's Cave event, and 433 gems, 8 slaves (after subtracting income of one extra site they started with) on turn 50. Agartha's income was 999 at some point. I think this test has proven that GROWTH can be good i multiplayer games as well! http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif Agartha: Hurricane, brigands, brigands, hailstorm, -80 gp, -3% pop, hurricane, superstition, strange events, Caspar of the Cave, locusts (-100 gp) Gifts from Shadow Seers (2 pearls, trinket, 200 gp), Magic Item (trinket), Witch's curse (5 nat), Air gems (5), Witch's curse (4 nat), Fertility Festival (???) and Nat gems on same turn, +10 N, air gems (6), tax collection (200gp), 49 Flagellants, pagan festival, dominion down, claims +growth but neutral growth Astral gems (7), Water gems (4), 2 x death gems, 18 altogether, festival (+faith - in capital! dom ~7 to 9), 74 militia, immigration (50 more income than few turns before), 73 militia, 46 flagellants, mild winter, +150 gold Astral gems (6) nature gems (9?) blood slaves (8) air gems (13?) +15 PD nature gems (8) /53, income +60 gp Great Treasures! 3000 gp, Fire Sword, 5 Fire gems Water gems (7 ) great treasures! 3000 gp, Fire sword, 5 Fire gems Magic item (flesh eater) Air gems (3 gems) 73 militia laboratory (in Amazon province!), Nature gems, Water gems, Air gems, Water gems, 200 gold, Magic item (Horror Helm), tax collection (200 gp), 200 gp, 61 militia, Air gems, witch's curse, tax collection (+1000 gp) Jotunheim: brigands, severe cold, -5% pop hailstorm, -80 gp, -3% pop, -200 gp, brigands, -5% people (blizzard) resources, Pirate ship (600 gold), PD +20, witch's curse (4 nat), Earth gems (5), +100 gp, celebrant of faith (30 militia) water gems (8) EDITed: starting sites changed to starting provinces, added the lines explaining the nature of the test (just income compared, in other words). |
Re: Luck test, v 1.00
Why such strange scales ? Scales enable and disable certain events. Why drain and productivity ?
Cold enables some events, too. Wouldn't it be better to test with two nations having similar scale preference ? By the way, Agartha scales cost (9-2)*40 = 280. Jotunheim scales cost (4-2)*40 = 80. |
Re: Luck test, v 1.00
The scales are strange, yes. That's because I had played with those scales earlier, in a blitz, and (as I thought then) didn't benefit from it. I wanted to test just WHAT kind of events Prod/Growth/Drain has. As you can see, there are quite few events for that spesific combination; most of the events were still Magic-based. All those gems... I was hoping for money (lots of it), resources, castles, temples etc. The other nation was randomly chosen, and I hoped the cold pref wouldn't make too big a difference.
Also, this was purely a TEST game. NO armies were moved at all! Starting provinces was changed to 9, but no units were recruited. First post edited slightly. |
Re: Luck test, v 1.00
Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events. |
Re: Luck test, v 1.00
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I also think lots of the better income events need Order. And some others need Death. On the other hand, some of those 200 gp income ones were about a genious prospector who found gold or some a gold vein just discovered or somesuch, and I think those are linked to Production. |
Re: Luck test, v 1.00
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Re: Luck test, v 1.00
I'm pretty sure Luck will always lose to Order when it comes to money. What it can do is get you a Staff of Storms before turn 10, or something like that.
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Re: Luck test, v 1.00
I got ring of wizardry before turn 10 in a single player game.
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Re: Luck test, v 1.00
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I believe yr test shows how powerful order is, gold is always useful and u never have enough. Order 3 Prod 1 is virtually equaling Prod 3, Growth 3, Luck 3. Growth/Prod/Luck need a slight boost to be on par with order. I hate game nerfing so I won't suggest order be made weaker. |
Re: Luck test, v 1.00
It's easier to make Order less important, though. Also, this is just one test. I'll test other combinations too, if I won't forget it. Luck/Death could be quite potent, as an example. All those events about princes dying and such.
Also, if Magic/Drain scales affects events, I presume higher Magic scale would give even more gems. Something like Tien Chi could benefit immensely from all those gems. And of course, then there'd be a chance for those better items. Most items given by luck are trinkets and lesser items. |
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