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Old January 11th, 2007, 06:50 PM

Micah Micah is offline
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Default Re: It\'d make a reasonable game configuration opti

I think a couple of the later posters missed the point of the OP's post, instead going by his questionable choice of thread titles (I think "early extreme events nerf" may have been more to the point, since the issue isn't with the scales).

The point isn't that the scales should be nerfed, just that if you don't take misfortune you shouldn't have to deal with a plague in your capital on turn 2. It's really not fun trying to play a game with half of your income gone. If you want to roll the dice by playing misfortune scales you're welcome to, that's part of your pretender design.

Then, to balance this change so that it isn't a one-way nerf to misfortune, other posters suggested that really good events be similarly restricted to those with luck scales, which maintains the parity between the two.

I'm in support of this idea, although I doubt it will get coded. There's plenty of randomness in the game already, especially regarding starting locations. Losing half your income early on to an event is basially an auto-loss. Being forced to take luck 3 to (more often) avoid horrible events is much less preferable to just restricting both ends of the spectrum to the appropriate scales. Your capital's starting income and resources are always the same (modified by scales), its events should be as well.

Twobits: I like the idea, but in order to maintain fairness the restriction should be in place for all of a player's provinces...I'd trade 10 plagues and 3000 unrest in the 500 pop swamp near my cap for one 1500 gold event there. Good events tend to be less province-specific (gold and magic items pass go and proceed directly to the treasury, for example) while the bad ones (especially the really nasty ones like Bogus and population decimation ones) mostly stay put in the province they happen in.
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