
March 24th, 2004, 07:09 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Big Problem - Unbalanced random events
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Originally posted by Teraswaerto:
Getting one's temple destroyed on the second turn of an MP with 3 order is not a pleasant experience.
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Heh. In my Last MP game as Pangaea (based on the free Maenad principle ), I got no random events round 1 & 2, then
#3 Young rebels started creating unrest: My home province rose to 58 unrest from 0
#5 A flood wiped out 25% of the population of my second province conquered in turn 4
#7 Home temple destroyed by earthquake
As the map had independents 9, that set back my expansion by 5-8 rounds compared to the opposition as I had virtually no income.
The settings? Turmoil 3, Sloth 3, Heat 0, Growth 0, Luck 3, Magic 3..... I guess I was begging for it with the turmoil and sloth scales, but I sure as hell did not feel lucky - and I might have been luckier (i.e. fewer random events) with luck 0.
It took over 30 turns before I got a +gold event.
Remember the "luck" blurb in the dominion scales? Seldom has a description of an ability been so thoroughly misleading:
Quote:
Official description of lands with positive luck
A land of Fortune is a good place to visit. Good events are common, and no one seems to have any bad luck. On the other hand, a land of Misfortune is not a good place to visit. Nails find their way through the soles of your boots, and the fish let go of the bait. No matter how well a project is planned, trouble and ruin will undoubtedly strike. Lands of Misfortune are best avoided
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"Good events are common, and no one seems to have any bad luck"? Propaganda without ANY base in gameplay, I am sorry to say. 
[ March 24, 2004, 17:13: Message edited by: Peter Ebbesen ]
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