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Old March 18th, 2008, 05:53 PM
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Default Re: Scales You Should Never Take?

Quote:
moderation said:
Also, I read somewhere that Death + Misfortune unlocks some nasty events. Do any other scale combinations unlock "special" events?
Death unlocks or makes more common: plague events (bad!), famine events (bad!), possibly undead attacks (Ermorian cultists or something, "one of your counts has revealed himself as a vampire" but that might also be Magic), a wealthy prince has died (few thousand gp and a magic item or something like that).

Growth unlocks: Ancient Presence attack (kills almost all population, very bad but very, very rare; also needs magic). Also rare immigration events and such.

Production unlocks/makes more common: all mines (permanent gold income or resource boost), genius prospector events (+200 or more gp), possibly the merchants' guild event (+income).

Sloth unlocks: ???

Order unlocks/makes more common: increased tax (200-1000 gp), probably prevents some bad events (unhappy peasants leaving, some barbarian attacks?). Castle events are very rare and probably require Luck and order and/or production, depending on the spesific event. "X has finished the construction of a ring wall" might be production, "one of your bailiffs has built a castle" might be order, but this is just guessing on my part.

Turmoil unlocks/makes more common several attack events that need unrest with other scales. These include barbarian and knight attacks. Some of these might also require misfortune scales.

Magic: allows for all kinds of attacks by magical creatures like Trolls and ancient presence Caspar of the Cave (troglodytes and mage attack, but also create +1 earth gem site) and such, sometimes with other scales; makes gem events much more common; allows for various mages to join your empire (may require other scales, such as Order or growth or death, for spesific mages).

Drain: can destroy a lab, lose gems
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