Re: Why I Always Take Misfortune-3
While I appreciate the long-term advantages of Order 3 / Misf 2 and have used it in a number of games, the main issue I have with Misf is it can be devastating right out of the gates. Events like lab burning down, temple destruction, or losing a chunk of capital population mean it is a gamble that can really slow you down or even wipe you out in the early game. It seems like a huge gamble with your nation that you might not take if you were a real-life leader in a true struggle for survival, but one that players in MP take all the time since they can just start over in another MP game if the one they are in goes poorly.
The flipside of the coin (most likely if you take Luck scales) is having a huge income event early on can be a positive game changer since you can build a new fort immediately, which can snowball into a nice lead in expansion and research. In CB games, I have found Order and Luck to be a viable and potent combination. While they do not synergize as well, the combination of steady income, with bonus income/gems/heroes is nice. Obviously its point intensive and involves some big tradeoffs.
One thing I think I have confirmed though is I will never play Turmoil/Luck again, even as Pan. Sucks to be poor.
Oh, and one other thing learned from KM, high luck can be useful to have a source of income not dependent on provinces. When you get mass surprise raided and have to hole up in forts, luck income can keep you going. Or when a world-breaker starts spamming armageddon, wiping out population, or utterdark, luck income is suddenly quite helpful to buy you time to deal with the offenders.
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i crossed blades with the mightiest warriors of the golden age. i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
Last edited by DonCorazon; December 12th, 2008 at 02:45 PM..
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