View Single Post
  #8  
Old November 6th, 2003, 08:03 PM

johan osterman johan osterman is offline
Captain
 
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
johan osterman is on a distinguished road
Default Re: Random Events and Balance

Quote:
Originally posted by Nagot Gick Fel:
Yeah, I posted on the same topic in csipgs yesterday (thread: Luck = pure randomness?). I ran some "luck" tests, most of them with turmoil +3/luck +3, and my conclusion so far is under such conditions the bad and good events balance each other. So instead of lots of "neutral events", why not choose no events at all and get full benefits from order? BTW, so far in my Doms 2 experience order +3/misfortune +3 netted me only 1 event, and it was a good one! While I got destroyed buildings, vampire invasions and huge pop losses in luck +3 provinces (never seen that in Doms 1).

So either luck is broken (doesn't increase the chances for events being "good" enough, if at all) or turmoil increases the chances for events being "bad", thus cancelling luck.

I think I won't play anything but order +3/misfortune +3 in MP until this gets fixed. How sad, I really hoped we'd get more choices wrt dominion scales in Doms 2, but the more I play, the more I feel desillusioned about this.
Luck scales should tip badluck/goodluck 10% per scale step. So Luck +3 80/20 goodluck/badluck. Turmoil should not affect the goodluck/badluck percentage anymore, just the total frequency of events. There is however certain other factors that impacts on this, most notably other scale settings. If an event is generated in a province where the scales preclude it occuring the event will be discarded and a new generated until a possible event is generated. The 1500gp event is for example only possible in luck 3 provinces, plague exists both as a rare and as a common event, the common event has a death 3 scale as a requirment etc. After a certain number of attempts to generate a viable event the game stops trying. So it might be a possibility that you have stumbled on scale settings that will in effect change the ratio between badluck/goodluck simply because the game doesn't manage to generate events that fits your settings often enough to reflect the ratio suggested when considering the luck scale alone. Also note that events has a tendency to become more powerfull the higher/lower the luckscale.
Reply With Quote