
January 15th, 2004, 04:48 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by Keir Maxwell:
2. Order3/turmoil3 may well prove suicidal.
As I understand it this combo is like it was in dom1 and in dom1 it was a killer and Alex warned us all away from anything like it. I would like to hear back from games people have played with this combo, what the events frequency was, and how bad it proved.
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OK, here's my report -
Playing Order+3/Misfortune+3 in a common events PBEM right now.
In the first 26 turns, Version 2.02, I had 2 bad events at the capital (brigands causing unrest - one was automatically cured by patrols, the other did cost me ~220 gold as I dropped the taxes to 0 to get rid of the problem), 1 bad event in a 2k province (again brigands), 1 mixed event (witch giving gems and cursing units - as I had no unit there it was actually good for me) and 1 good event (some extra gems). Turn 27, just before we patched, I had 1 more good event in a province in enemy dominion - castle popping out in an underwater province, the bug that was fixed in the new patch - doubly lucky!
After the patch, I had one more good event (+50 gold, -20 unrest). So in 29 turns, the net result is:
+1 castle worth 450 gold
+9 gems
-170 gold I wondered how you built "Hill Fortresses" underwater, you damn Pythium cheater, now I know...
And you're damn lucky to get all this with Misf3, I didn't get so good event with Misf1, I did only get 2 Heroes (but lost one to a stray iny Xbow bolt )
PDF, aka Allgemeine Von Ulm 
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