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  #61  
Old October 24th, 2006, 07:09 PM
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Default Re: MP Game, Middle age

How big a disadvantage is it to essentially start with only 20000 people as opposed to 30000?
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  #62  
Old October 24th, 2006, 08:06 PM
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Default Re: MP Game, Middle age

Your starting income is 2/3rds of what it would be with 30000. It can be dealt with as long as you expand as fast as you can.
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  #63  
Old October 24th, 2006, 09:07 PM
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Default Re: MP Game, Middle age

Reasources are not affected by pop. are they? Abysia has low gold and high reasource cost, so I am more worried about indirect ramifications (especially with a 0 growth/death scale).
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  #64  
Old October 26th, 2006, 06:28 PM
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Default Re: MP Game, Middle age

I do wish the game had an option to disable random events for the first six months.
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  #65  
Old October 27th, 2006, 05:01 AM

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Default Re: MP Game, Middle age

That would throw off the balance even more making missfortune a complete nobrainer. At least now there is a risk involved with having missfortune.
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  #66  
Old October 27th, 2006, 11:37 AM
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Default Re: MP Game, Middle age

Okay - an option for turning off *bad* random events for spring and summer of year 1. Merely missing out on good random events would be problematic - and even order-3 misfortune-0 players such as myself experience a certain number of earthquakes and lab fires and such on turn 1.

And given how deleterious some of the bad random events can be, even in the late game (and given how useful many of the good random events are), I dispute that misfortune would ever be a no-brainer.
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  #67  
Old October 27th, 2006, 11:43 AM
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Default Re: MP Game, Middle age

I've gotten used to the horrid Misfortune element at game startup. After all, is it really that much worse than starting off two provinces away from Ermor as sometimes happens? You can generally find ways around the nasty Misfortune events, even losing your lab or temple turn 1 (which, admittedly, sucks, but if you're playing Misfortune 2 or 3, you should probably be buying a mage or a priest or, better, both on Turn 1 just in case.)

*shrug* I do think that turning it off would tend to give too great a swing to the already heavily-chosen Misfortune scale. But then, we allow so many other scales to be tampered with by game settings at the game startup phase that I think you could probably add some sort of toggle or slider for random events as well.
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  #68  
Old October 27th, 2006, 04:38 PM
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Default Re: MP Game, Middle age

You can set random events to rare, of course: but this greatly penalizes people with the turmoil/fortune combo (which is actually quite nice if rare events are common.)

Also, personally, I use a perl-script to ensure that start-sites are reasonably spread out on my random maps.

Obviously the game is going to be far from scrupulously fair - but I find it very irritating when someone is essentially swatted on the first turn, no matter what picks they took.
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  #69  
Old October 27th, 2006, 06:19 PM

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Default Re: MP Game, Middle age

I PM'd the game hoster this morning but I haven't heard back so I just wanted to let everyone know that I'll be out of town over the weekend and I won't be able to post a turn for around 48hrs from now.

Thanks,
Chris
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  #70  
Old October 31st, 2006, 10:29 PM
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Default Re: MP Game, Middle age

My internet connection apparently went down this morning after I left. I've restarted all the servers and set them back to their normal hosting schedule. Look for the email notification of new turns to hopefully start tomorrow.
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