Thread: Population
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Old December 16th, 2003, 01:47 AM

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Default Re: Population

Quote:
Originally posted by SurvivalistMerc:

A lot of the bad events are really bad (and permanent), whereas most good events, with the exception of finding resources or gold/silver, are usually temporary. The disparity between good and bad events is so marked in Dominions that folks had a petition to change the luck/order scales going around a while ago. Fortunately, that thread is now buried...but maybe not for long.

-SM
I didn't want to actually bring it up; as I still am not sure about my total feelings or suggestions I can provide that would give realistic or balanced feedback.

I believe Luck is not nearly as far out of whack as I had thought previously.

The reason for this is in part my perception of the game and my playstyle changing.

When I first started playing Dom2 I took the general "Resource creates Strategy". By this I mean, strategy and tactics when first playing a game are more focused on mass production of the best cost/effect ratio. In this light; I seldom went seriously for any design that did not utilize high income and Order 3, Misfortune 3 is the perfect vehicle for this. Gaining 21% income for a nominal chance of a bad event.

Hand in hand with that; anything that affected production or income was felt more keenly than any other type of event, good or bad.

I still do believe that early game floods and storms are overtly destructive when compared to early game good events (gems, decrease of unrest and income boost, rare mine production etc). The reason for this is that only one of the early 'good' events have a standing impact throughout the course of the game (mines) which are much more rare (even in mountain provinces) than floods on the negative scale. Also with that; a province can only have a certain # of sites and if you get unlucky on placement; you don't get your mine.

Take in with it the fact that we (as players) define and estimate our strength in game based on population, army strength, income, etc. It psychologically can be more important than it in reality is.

Fast forward to now. I've played every race, every theme on a array of different scales/pretenders and have been equally sucessful on both sides of the line. Where I think my own perspective changed was to get away from my reliance on income/production (Forced by playing certain styles) and in order to be successful had to adapt and change my thinking. Previously a gem income event would be glanced at, now I'm eager to see it's type. Previously a 100 gold event was seen without as much appeal as I do now.

I do still feel that Turmoil (not so much Order) and Misfortune scales need to be adjusted in some way in order to become "balanced" when using other scales to compensate for them. I do still feel and would like the change of the weighting of the luck scale and perhaps the events to allow a greater variety not only in the events but the scales and potentcy of them.
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