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October 9th, 2004, 06:20 PM
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Sergeant
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Join Date: Mar 2004
Location: cali
Posts: 325
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Scales for forced turmoil...
I was just wondering what most people do with their scales when they are forced to take turmoil by the theme they want to use (Diabolic Faith, etc...). I find myself leaning towards maxing out luck and taking as little as possible turmoil, but I was wondering if it was statistically better to take max turmoil and max luck once you are forced down the turmoil path... not to mention the extra design points you can get from this. Opinions, experiences?
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October 10th, 2004, 01:04 AM
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Corporal
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Join Date: Jan 2004
Location: Canada
Posts: 104
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Re: Scales for forced turmoil...
I offen take the max turmoil, max luck - I think I read somewhere that turmoil causes more events, while the luck helps make more of them positive.
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October 10th, 2004, 01:06 AM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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Re: Scales for forced turmoil...
I go for minimal turmoil and for neutral luck scale. It works well in SP, but I've never tried it in MP.
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October 10th, 2004, 03:51 AM
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Sergeant
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Join Date: Mar 2004
Location: cali
Posts: 325
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Re: Scales for forced turmoil...
more turmoil does cause more events but it has been statistically demonstrated by people alot more dedicated than me that it is more beneficial to take 3 order and some amount of misfortune than visa versa. I was just wondering what the ideal scales were once the turmoil factor had already been introduced... i.e. is it best to take minimum turmoil and maximum luck, or minimum turmoil and minimum luck, or maximum turmoil and maximum luck... or whichever.
(this post may or may not be +/- alcohol)
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October 10th, 2004, 03:53 AM
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First Lieutenant
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Join Date: Sep 2004
Posts: 753
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Re: Scales for forced turmoil...
Alcohol 3 Enviroment.
Personally I take as little Turmoil as possible. Since the primary drawback of these Turmoil forced nations is their starting power. The need for gold is universal while some of the other scale effects (like Growth, Death, even Productivity) can be bypassed gold is always a looming factor since even blood mages cost money that you can try to supplement your income with blood.
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October 10th, 2004, 05:13 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Scales for forced turmoil...
I don't know if it has been calculated, but full order and some misfortune probably is better than turmoil/luck, in the long run at least. You can only ever get three events per turn, and with 50+ provinces getting more money from all of them is better than getting +100 - +500 pieces of gold every two or three turns. In the early game luck can be great, though, and even in the late game if you happen to get the 1500 gold + gems + item many times. The problem is, Order is *always* great in the late game. Less so in early game, but still good (you won't have enough money in the early game whatever scales you take, and order affects every province, so more provinces makes order better).
Luck can give you a nice boost every now and then, but order gives you a nice boost all the time. Order/turmoil has effect on all your provinces, but luck/misfortune only three provinces at maximum. Because of this, order gives you more money than luck.
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