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Old October 4th, 2004, 01:28 AM
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Cainehill Cainehill is offline
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Default Re: Please advise: can misfortune change on its o

Quote:
Karacan said:
Depends. If one player suffers from barbarian hordes (or, even better, those evil knights), a temple and a lab burndown during the first four turns, I'd be all for a mulligan. That game is certainly over for him.

From everything else, even only two of those events, there's a comeback.

I usually take order 2 luck 3 or order 3 luck 2 to prevent these things from happening. No, really, I do.
Problem is that as the game stands, _any_ amount of luck or misfortune or turmoil is asking for those events. For that matter, arguably someone who didn't take Order 3 and Luck-0 (remember, both luck-1 and misfortune-1 increase likelihood of bad events) has earned those random events you list. In something like 1 of 287 games, they _will_ happen to you. No biggie in SP, as you simply restart.

But the way random events work currently, they will happen. Any amount of Luck/Misfortune/Turmoil is simply begging for them to happen, and yes - I play those scales. I've had the temple burn down, 50% population loss, and my province besieged, all in my capital in the first 5 turns. I didn't like it a bit. But - I took Turmoil and luck. And inside the first 10 turns, I got a magic item, 1500 gold, and "a lot of gems".

I'd still rather see the random events severely tweaked : less catastrophic events for Luck-pretenders in the first 5 turns, and events not capped at 3 per turn, which really benefits Misfortune nations and hurts Luck nations.

But that doesn't seem likely to happen. In the meantime, I really think that mulligans for anything other than map screwups are rewarding players for taking scales that are designed to hurt them sometimes.
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