Quote:
kasnavada said:
I couldn't have said it myself any better... Now, I wish that 9 provinces times 30 turns meant the same amount of events that 270 provinces in a single turn does. For some reason, many people seem to believe there is a cap number of events... and that it doesn't scale because of this. Probably because there is a cap.
Just removing that cap would make turmoil / luck and order about equal.
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I'm sorry, but you don't know what you're talking about.
Think of it like this: Growth gives a static precentage bonus to population, every turn. To test Growth scale, you can run a test with 9 provinces for 30 turns, or a test with 270 provinces for 1 turn. The results will be different.
Growth/Death affect late game more than early game. Production's main effect, more resources, is static but importance of resources goes down as more magic is researched. Order is good, but Production or at least non--Sloth, non-Misfortune may be better in early game for some nations.
Why, then, should Luck's bonus be static? Luck is random, but it CAN give huge bonus in the early game, much bigger than Order, and the rare events where everything goes right that are game-changing (getting a single path-booster may enable you to forge more of them, especially for Air or Death, and sometimes you get Staff of Elemental Mastery or a Ring of Sorcery)... But Luck can also give militia, or a lab in an unimportant province or as many gems as you get from your capital every turn, and these are useless in early, middle AND late game.
If more events happened, you would get more actually good events, and more actually pretty useless events. It would be BORING to read through them, every turn. IMO, a better solution would be to directly increase the
quality of events in middle/late game, not their quantity.
Giving all nations some national troops and restricting labs to provinces with recruitable mages would help. Adding in events that are too good for early game would help a lot. Whether they are limited by the number of provinces you own, amount of research you have done, or the availability of a spesific unit (an ancient mage's soul being bound in one of your mechanical men, giving you air/fire/nature mage), it doesn't matter.