What about karma?
Here's another proposal. I've had a 1st year like this in a MP game, with Luck zero, order three (so few events normally):
Turn 1 game start.
2 nothing special.
3 Curse on capital, unrest increases to 28.
4 1/5th of capital population leaves, loss of 80 gold.
5,6,7 nothing.
8 1/5th of captial pop leaves, loss of 80 gold, curse: unrest to 68.
9 Neighboring province gets bandits for 35 unrest.
10-12 nothing special.
That's a total of 5 bad events in the first year versus zero good events. Four out of five occur in the capital. Individually, they are not that nasty, but put together the drops in gold income are very significant.
Since I have luck 0, I'd expect to get at least some good events to make up for the bad ones. Why not create a measure of luck, like good karma/bad karma that accumulates? If you get bad events in the first turns, you get more chances that the next event will be good, and vice versa. For instance, after 2 bad events in the first turns, your next event cannot be bad if you have luck 0 or more. I know this is less random, but it could be better than a total ban of events in the initial turns (which for me is between 3 and 12 turns).
Also, some event(s?) caused my capital luck scale to become misfortune (one), but I've got no idea which. Before, I was at luck 0, later I got back to 0 as my dominion brought it back up, but a random event increasing misfortune in the first turns can be a killer if you get Bogus because of it.
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