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January 10th, 2004, 02:58 AM
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Sergeant
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Join Date: Oct 2003
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Re: Game balance suggestions.
Quote:
Originally posted by PrinzMegaherz:
I know I already mentioned this before, but please... some kind of special regeneration for pretenders that allow them to cure their battle afflictions (maybe an special order "heal wounds" that gives a 10% Chance to lose a battle affliction).
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Or allow pretenders a chance to heal afflictions whenever they are in their home province.
Or allow priests to use the Call God command to heal living pretenders of one affliction once 40 priest levels have accumulated.
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January 9th, 2004, 03:07 PM
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Sergeant
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Join Date: Oct 2003
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Re: Game balance suggestions.
Quote:
Originally posted by General Tacticus:
2) I think the Turmoil/Luck combo is also playable for nation that are not too dependant on gold, and quite fun. But those scales seem tilted in that it is better to go to a 3/-3 or -3/3 combo (for 0 points) than anything else (be it 0/0 or 3/3). In particular, the 3/3 order/luck combo is very expensive, and barely better than a 3/-3 order/misfortune. Perhaps the Gold bonus on the order scale need to be tuned, but I think the real problem is the events reduction power of that scale. 3 order is just too powerful at stopping random events, totally negating the effect of luck -3
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For a nation that produces 100 gold...
+3 Order / -3 Luck = 121 gold
-3 Order / +3 Luck = 79 gold
That is crippling to a turmoil/luck nation.
I would suggest reducing the gold effect of Order to +/- 4% and adding a +/- 2% to the Luck scale.
Maybe they should make Pangaea immune to turmoil tax reduction the way Ulm smiths are immune to drain.
[ January 09, 2004, 13:22: Message edited by: Catquiet ]
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January 9th, 2004, 03:57 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Game balance suggestions.
Well it might make sense that luck dominion adds to gold income. Even the taxcollector gets lucky I guess, but doesn't that make your citizens unlucky? But the present big "bonus" of a Turmoil/Luck combination is the chance of getting a very good streak of random events. I often use this combo and while it's a real gamble I often get a lot of good effects. Then earthquake/hurricane/vinemen invasion strikes my major production/gold province.
Perhaps it would be better to make the random events slightly less random so that only a very unlucky dominion often sees the major disasters and only a strong luck dominion gets the best advantages more than once or twice?
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January 9th, 2004, 04:04 PM
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Sergeant
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Join Date: Dec 2003
Posts: 201
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Re: Game balance suggestions.
Quote:
Originally posted by Catquiet:
quote: Originally posted by General Tacticus:
2) I think the Turmoil/Luck combo is also playable for nation that are not too dependant on gold, and quite fun. But those scales seem tilted in that it is better to go to a 3/-3 or -3/3 combo (for 0 points) than anything else (be it 0/0 or 3/3). In particular, the 3/3 order/luck combo is very expensive, and barely better than a 3/-3 order/misfortune. Perhaps the Gold bonus on the order scale need to be tuned, but I think the real problem is the events reduction power of that scale. 3 order is just too powerful at stopping random events, totally negating the effect of luck -3
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For a nation that produces 100 gold...
+3 Order / -3 Luck = 121 gold
-3 Order / +3 Luck = 79 gold
That is crippling to a turmoil/luck nation.
I would suggest reducing the gold effect of Order to +/- 4% and adding a +/- 2% to the Luck scale.
Maybe they should make Pangaea immune to turmoil tax reduction the way Ulm smiths are immune to drain. Some nations can get by with the 79 gold. -3 order / +3 luck gives some nice gold events (though not enough to compensate), and a very steady flow of magical gems (albeit of unpredictable type), which can compensate for less gold. What is more, the more provinces you have, the more random events you get (I think), so it does grows up with your empire.
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January 9th, 2004, 04:06 PM
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Sergeant
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Join Date: Dec 2003
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Re: Game balance suggestions.
Quote:
Originally posted by Wauthan:
Well it might make sense that luck dominion adds to gold income. Even the taxcollector gets lucky I guess, but doesn't that make your citizens unlucky? But the present big "bonus" of a Turmoil/Luck combination is the chance of getting a very good streak of random events. I often use this combo and while it's a real gamble I often get a lot of good effects. Then earthquake/hurricane/vinemen invasion strikes my major production/gold province.
Perhaps it would be better to make the random events slightly less random so that only a very unlucky dominion often sees the major disasters and only a strong luck dominion gets the best advantages more than once or twice?
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This is already the case. Your luck scale determines which subset of events you can experience...
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January 9th, 2004, 04:29 PM
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Private
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Join Date: Oct 2003
Location: Rovaniemi, Finland
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Re: Game balance suggestions.
Quote:
Originally posted by Catquiet:
Maybe they should make Pangaea immune to turmoil tax reduction the way Ulm smiths are immune to drain.
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That's the best suggestion for improving Pangaea, I've ever heard. It's weird how it never crossed my mind. In addition to adding strat move 2 for satyr hoplites would actually make the nation somewhere near competitive (it will prove to be hard to win with pan in dom2 as blood magic got nerfed).
[ January 09, 2004, 14:30: Message edited by: Windreaper ]
__________________
Veni Vidi Visa - I came, I saw, I did some shopping
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January 9th, 2004, 05:45 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Game balance suggestions.
Has anyone listed those events that are only available in certain luck scales?
I seem to recall getting hit by earthquakes and 1/4 population floods even when I took luck. These seem to me to be the worst events. I realize there are some major luck events that you can only have with extreme luck scale, but really I think reducing the number of very severe bad events with even luck-1 but especially at luck-2 or higher would go a long way to make luck more viable.
The barbarian pillage some of us think shouldn't have a pillage effect if you kill the barbarian invaders.
Knights are really just a nuisance unless they happen early in the game to a critical province.
In some ways, taking bad luck is like taking death dominion. You lose important parts of your empire over time, never to be regained, at a variable rate. Well...you will anyway with common random events...I guess bad luck just accelerates the process.
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