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Originally Posted by konming
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Originally Posted by Loren
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Originally Posted by chrispedersen
Not true honey. Losing a lab first turn, with an imprisoned pretender, and no mage build is a disaster, especially for nations that *have* to build commanders that require the lab.
I really think that some events should not occur in the first 3 turns. Sure, I realize that people take bad luck - but... you go to a lot of effort to setup a game - and then someone drops due to getting truly horrendous random events in the first turn.
There are just 5-6 events that shouldn't happen in the first year.
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I think what's needed is most bad events shouldn't be able to happen in the capital, period.
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Misfortune is already good for points, basically every guide you read out there points to misfortune. I do not see how removing one thing misfortune can possibly harm will help balance the game, or do anything else useful.
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The problem is that as it stands it's a big risk-taking. Maybe you get knocked out by a bad event early, if not you gain from having the points. You get imbalanced games when a player is taken out. The player who loses the gamble doesn't lose much because they quickly see they are dead, the player who wins the gamble has a better chance of winning.
I believe this sort of thing is harmful to the game. Remove bad events from the capital but make luck/misfortune have more of an effect elsewhere--perhaps raise the maximum number of events per turn, add some nastier events--Bogus II, just like the original except every turn he attacks what he thinks is the weakest adjacent province.