View Single Post
  #36  
Old March 24th, 2004, 09:56 PM
LintMan's Avatar

LintMan LintMan is offline
Sergeant
 
Join Date: Oct 2000
Posts: 295
Thanks: 0
Thanked 0 Times in 0 Posts
LintMan is on a distinguished road
Default Re: Big Problem - Unbalanced random events

The imbalance with events as I see it is that the bad events are much more damaging than the good events are beneficial, so even if you have equal numbers of both, you're still much worse off.

In my current game with Turmoil -1, Luck 0, I usually see several events per turn. At best, the good events give me a few gems, some gold, or maybe a new temple or some militia somewhere. I've never seen anything better than those, at all. The bad events, on the other hand, regularly destroy a sizeable fraction of a province population (permanently!), attack a province with a sizeable independent force, or creates a brigand lair that permanently generates unrest in the province. I've seen all those things multiple times, sometimes more than once in the same turn.

Those good things just don't come close to balancing out the bad ones. That means that those who take order 3, misfortune -3 will get very few good events, but it will hardly matter: the good events just aren't that beneficial, and overall with order 3, Misfortune -1, they probably will *still* get less overall bad events than I do with turmoil -1, luck 0.

I liked Saber Cherry's idea of events getting categorized into major/minor classes. I would add a suggestion to that to make sure that the good major events were as good to have as the bad major events are bad to have. (ie: an event that doubles your population should be just as possible as the 1/2 population death event. (Note that to the the fair inverse of the 1/2 pop death, it needs to be a doubling, not a 50% pop gain.))

-LintMan
Reply With Quote