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Old January 12th, 2004, 08:37 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Luck/Order scales after 2.06 Patch

I am a bit with apoger on this one, Kristoffer.

I wouldn't mind if the events were very bad, such as loss of half your tax revenues for the turn or something like that. Even a single-time loss of 500 (if you have 500 more than troop cost) would be ok with me. Because that corresponds to a good event. I think to some folks, "balancing" these scales would mean that for every bad event that can happen to you at luck-0, there is a corresponding good event that is equal in benefit to the detriment of the bad event and equal in permanence to the permanence of the bad event (and vice versa).

Maybe you lose 100 gp, some gems, and a magical item. Or you lose your best item in the lab.

All of my suggestions have one thing in common: they are very temporary. It's nothing you can't recover from. You haven't lost 1/4 your population in your home province due to flooding.

An alternate idea would be to let your luck scale affect where a bad event occurs or the extent of the bad event. Example: Unless you are -3 luck, you can't have a population loss event in the most populous 20% of your provinces. Unless you have -2 or worse luck, Bogus the Troll, if he comes, won't come on top of your largest army or in your most "valuable" 20% of provinces.

I think what has a lot of folks "turned off" to luck is that even with beneficial luck scales some really horrible events occur. And luck costs a lot of nation points. So you sort of figure you've bought some sort of "insurance" at a price and then something really bad happens and you get unhappy about it. On the other hand, if you took misfortune and got those 120 points from luck-0, you figure that you deserve for things like that to happen to you in your game. Or maybe that's just me.
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