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  #1  
Old January 14th, 2004, 08:35 PM
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aldin aldin is offline
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Default Re: Luck/Order scales after 2.06 Patch

Looks great, I imagine I'll switch to the mod for my SP games. Having the mod won't screw up my MP games, will it?

~Aldin
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  #2  
Old January 14th, 2004, 08:36 PM

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

Catquiet,

I haven't tested it, but with current luck events, it seems less viable than 3 death. At least you get the heroes with death. And death doesn't cause you to lose provinces, only to lose population in a predictable manner.

I think the long-term problem of death dominion is why order has a 7% bonus to income now. I just about think they were balancing order relative to the death scale.

I don't ever take death with the nations I like to play. Because large armies are hard to move around in a death dominion. And Catquiet, I don't think the devs intended for most nations to take death 3. Though I could be wrong. I think select nations like Abyssia and the undead nations with dominion that will kill the population anyway were meant to take death. Death dominion is actually beneficial if you don't have living armies. For certain nations, death 3 is very viable. Ermor. Abyssia. Carrion Woods Pangea if they weren't required to take growth.

My real point is that 9% increase in income does not balance on the order side of the equation what your scales take on the misfortune side. I think most folks would agree with me. We could do a poll if you you'd like. I actually think just the economic effects of that much unluck in terms of tax loss, destruction of equipment, and the like will more than equal the 9% net income in your example. And that's not counting the heroes, population loss, getting Bogus the Troll, gem theft, etc.
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Old January 14th, 2004, 08:48 PM

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

Saber Cherry,

I think your banner is extremely cute.

I like the coupling of order to event frequency, though. For me, random things good or bad just seem inherently chaotic.

I notice you reduced the base event frequency. That gives everyone a bit of intrinsic order effect even if they don't take order scales.

Do you think there are "too many" random events on the default game settings of "common" random events? I know you can always just change that to "rare," but common events appears to be the default in MP.
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Old January 14th, 2004, 08:59 PM

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

Quote:
Originally posted by SurvivalistMerc:
My real point is that 9% increase in income does not balance on the order side of the equation what your scales take on the misfortune side. I think most folks would agree with me. We could do a poll if you you'd like. I actually think just the economic effects of that much unluck in terms of tax loss, destruction of equipment, and the like will more than equal the 9% net income in your example. And that's not counting the heroes, population loss, getting Bogus the Troll, gem theft, etc.
My point was that +3 Scales are not supposed to balance with -3 Scales. +3 Order, +3 Drain would be terrible for most nations. The same with Sloth, Turmoil, or Heat/Cold. Some nations are resistant to one or more negative scales, but that is built into their balance.

You shouldn't try to balance +3 Order with -3 Luck. It's like saying Sight is as important as Hearing, therefore making your vision 75% better is worth reducing your Hearing by 75%.
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  #5  
Old January 14th, 2004, 09:06 PM

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

Quote:
Originally posted by Saber Cherry:
Growth/death changed from 0.2% population change per scale to 0.3%. Before there was no reason to ever choose Growth 3.
Um, growth 3 has no geometric benefit over growth 2? What's the advantage to growth2 that doesn't scale?

Thanks,

Rabe
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  #6  
Old January 14th, 2004, 09:46 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by SurvivalistMerc:
I notice you reduced the base event frequency. That gives everyone a bit of intrinsic order effect even if they don't take order scales.

Do you think there are "too many" random events on the default game settings of "common" random events?
Actually, I changed the proportion of events that are "major". The total number of events is the same. The reason I did it is because major events are too frequent, and the bad major events are much more potent than the good major events. I would change it back to 15% if I could mod the events themselves, or (ideally) adjust the proportion of major good and major bad events for each scale setting.

Quote:
Looks great, I imagine I'll switch to the mod for my SP games. Having the mod won't screw up my MP games, will it?

~Aldin
I suggest using the mod only for single player games unless it is agreed ahead of time to use it for all players. I do not know if mod information is set when a game is created or not... so... personally, I am using that mod for single player, but I disable all mods before taking my multiplayer turns. However, I'll have to wait for a dev comment... it'd be nice if games were encoded with the mods used at creation.

Quote:
Um, growth 3 has no geometric benefit over growth 2? What's the advantage to growth2 that doesn't scale?
Rabe
Growth gives a bonus to supply and gold income as well. Sometimes I take growth 1 to get a 4th gold income multiplier (admin*growth*order*productivity), usually it is for increased supply if I take a negative heat/cold scale, but really... the points would be better spent elsewhere. Growth 3 sounds like it would make things grow like crazy, but in the vanilla game your nation can be eliminated before you even notice any effect. Now it is slightly better. The problem with growth 3 is that while neither growth 3 or growth 1 really help you, growth 3 costs 80 points more

-Cherry
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  #7  
Old January 14th, 2004, 10:12 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Saber Cherry:
However, I'll have to wait for a dev comment... it'd be nice if games were encoded with the mods used at creation.
They are, start a game with Trollheim, then turn the mod off. Start the game back up, turn the mod off, load the game again, and Trollheim will be re-enabled.
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