
November 24th, 2003, 10:38 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: If it aint broke, don\'t fix it
Quote:
Originally posted by Saber Cherry:
quote: Originally posted by johan osterman:
*Edit: what I do think is a problem, is that the obvious choices are +3 -3 or -3 +3.
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I agree - well, except for Magic/Drain, where +-2 is probably better than +-3. But graduating the scale costs, the way high pretender magic costs are graduated, would help. I think it's only order/luck that this applies to, and only because of the way they interact: your order setting can greatly magnify or diminish the effect of your luck setting, but doesn't affect its cost. Since order 3 misfortune 3 doesn't cost any more than order 1 misfortune 1, and may actually have LESS bad events (I don't remember; although certainly less good events too, and no national heroes) in addition to higher income, there's no reason not to go all the way.
Maybe the effect of order/turmoil on random event frequency should be diminished (perhaps simultaneously with bringing back the DomI effect of luck on event frequency). Order 3 misfortune 3 would still give you extra income for 0 nation points, but you'd actually have to worry about negative events. Turmoil 3 luck 3 would give you about as many events as it does now (assuming half the event frequency modifier is taken away from order and given to luck), the same bias toward good events, and the same income hit. (Therefore it would remain non-viable if very very bad events aren't prevented by sufficiently high luck.)
But intermediate and/or mixed settings would have their good points too. Turmoil 1/luck 1 wouldn't give you as many events as turmoil 3/luck 3 (or as much of a bias toward good ones), but you'd have more steady income and not be so reliant on good events to keep the cash coming in.
On the other hand, with temperature you generally want to take your race's preferred temperature (or occasionally a more extreme Version), there are valid reasons for any level of growth/death depending on race, theme and strategy, and we already discussed (on this or another thread) the low appeal of high magic. (I don't think the -1 MR is a benefit worth the points; it applies to both sides. I have no hard information about the effect on fatigue costs, but again, both sides benefit, so the benefit to the god spending points on it isn't that great.)
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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