Re: MA TC Fortune Teller Unit Ability
As a follow up to my previous test, I ran an additional 30 turn test. This time I sat in my capitol with Turmoil 3/Misfortune 3 and no fortune telling units.
The events I received were:
turn 6: 15 astral gems stolen
turn 7: 1/5 of the population left
turn 8: festival held (good event)
turn 8: ill omen
turn 9: 1/5 of the population left
turn 9: barbarian horde - 45 barbarians
turn 9: 1/5 of the population left
turn 10: extra 100 gold in taxes (good event)
turn 11: earthquake destroyed temple (rebuilt it the same turn)
turn 11: brigands
turn 14: fire destroys lab (remained destroyed due to lack of funds)
turn 17: ill omen
turn 17: barbarian horde - 72 barbarians
turn 17: hurricane
turn 17: blight
turn 19: earthquake destroyed temple (rebuilt it the same turn)
turn 20: brigands
turn 20: 1/5 of population left
turn 21: 13 water gems found (good event)
turn 21: brigand leader
turn 23: blight
turn 23: barbarian horde - 95 barbarians
turn 25: trolls eat travelers
turn 26: earthquake destroyed temple (remained destroyed due to lack of funds)
turn 26: ill omen
turn 27: ill omen
turn 28: 1/5 of population left
turn 28: 1/5 of population left
turn 29: barbarian horde – see below
turn 29: barbarian horde – see below
turn 29: barbarian horde - 184 barbarians in total
turn 29: people immigrated (good event)
turn 30: ill omen
In total 33 events with 4 good and 29 bad events. It appears that an average of ~1 bad event per turn is likely for 1 province under Turmoil 3/Misfortune 3. This average is likely something of an underestimation due to an apparent period of lenience during the first few turns (3-5 turns?) and any lab/temple destruction events unable to occur due to a lack of lab/temple.
In light of my previous 110 turn test under similar conditions, but with a summed 100 fortune telling, I would expect the absence of any bad events to be the result of summed fortune telling ability being used.
Last edited by WaltF4; January 19th, 2010 at 09:44 PM..
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