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Old January 12th, 2004, 09:44 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by apoger:
>So your solution to misfortune being a no brainer is making it better?

>I take it you would prefer to leave misfortune without effect so you could have high incomes and many events that are mainly good

No, but I see luck/misfortune differently than you guys.

Good Event: Gain a lab
Bad Event: Lose lab

On the surface these look equal and symetric.
However the lost lab will often happen at a protected location where mages are being produced and research is being done. The gained lab occurs at a random spot that is vastly less likey to be helpful. Effectively, losing a lab is much more hurtful than gaining a lab is helpful. The luck tables you are using don't account for this at all, and this skews things towards bad luck.

Furthermore there are events like losing 1/3 of a population or being attacked by powerful armies. These events are much worse and more common, than their opposite effects.

Honestly, we could agrue forever about this.
What I'll do is play with the mod tools and see if I can make a formula that make me happy. That way everyone wins.
The same can be said for the unlucky events though. Losing 1/4 of population in the mostly unpopulated mountain province is not significant neither. When your Kingdom get bigger, those population event is less likely to hit home.

But as you said, just have numbers that everybody agreed beforehand. They're now mostly modifiable now.
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