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January 26th, 2004, 02:27 AM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Luck/Order scales after 2.06 Patch
Folks have started another topic regarding luck/order and have asked the devs to comment. They already have in this thread.
So...I am bumping this thread to the top so that the folks who haven't read it may do so before asking the devs for further comment.
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January 25th, 2004, 05:42 PM
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Corporal
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Join Date: Jan 2004
Location: Vienna, Austria
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by johan osterman:
...you should think that militias are a good event.
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They are. Build a cheap leader to pick them up, take the Militias into your next large battle. Put them in front of your army, attack closest enemy. Let your Crossbows/Mages/whatever shoot into the melee.
Part of the opposition will get killed, others will get fatigued and you will win that battle easier/with fewer losses to your valuables. Also, you will have done some good, as befits a God, because the life of your Militias will have been meaningful, if short.
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February 8th, 2004, 04:55 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
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Re: Luck/Order scales after 2.06 Patch
Question about the positive money random events.
Been doing some luck vs. order revenue testing.
Through 900+ province/turns (event frequency is proportional to # of provinces, correct?) of turmoil-1/luck3 ....
I've gotten the +500 gold event MANY times, but never the +1000 gold or +1500 gold events. Do the latter require that one not take turmoil?
I noticed that turmoil3 significantly increased the number of pop destroying events... is this true or just a sample artifact?
In other words, turmoil doesn't affect the distribution, just the frequency as I currently understand it. (subject to event domain local contraints)
Did this change in the patch?
Rabe the Revenue Researcher
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February 8th, 2004, 10:57 AM
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Major General
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Join Date: Jan 2004
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by rabelais:
I noticed that turmoil3 significantly increased the number of pop destroying events... is this true or just a sample artifact?
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Well, certain events are altered in likelyhood based on the scales....and there ARE supposedly a number of population-destruction events that are keyed to Turmoil. Since Turmoil simultaneously promotes more random events, and unlocks some, obviously disorderly events, it stands to reason you'll see that much more of them, given that you're subjected to far more random events, of which some will surely be the unlocked pop-destroyers.
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February 8th, 2004, 08:31 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: Luck/Order scales after 2.06 Patch
While I am a vey new player, I had a suggestion that might help this.
Instead of luck affecting the % that a given event will be good or bad, could you perhaps make it so that good luck and/or bad luck has a chance of simply negating an event of the other type?
E.g.,
Luck-1 30% chance of negating a bad event at the province
Luck-2 60% chance
Luck-3 90% chance
Misfortune-1 30% chance of negating a good event at the province
Misfortune-2 60% chance
Misfortune-3 90% chance
This would have the overall effect of reducing the number of events, as well as tilting their frequency.
As an example, let's say you have 20 potential events in a province over 20 turns. These events would have a 50/50 chance of being good or bad. Under this system,
Luck-1 would give 10 good events and 7 bad events.
Luck-2 would give 10 good events and 4 bad events.
Luck-3 would give 10 good events and 1 bad event.
By contrast, currently it would be
Luck-1 would give 12 good events and 8 bad events.
Luck-2 would give 14 good events and 6 bad events.
Luck-3 would give 16 good events and 4 bad events.
I think this would streamline things a little.
My other idea would be to basically tie the scale effects tighter to the dominion rating. That is, Order would give +.75% income to a province per dominion point in that province, as an example. This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events. And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right?
Anyway, just some ideas...
Bayushi Tasogare
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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February 9th, 2004, 02:54 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Luck/Order scales after 2.06 Patch
Hmm . . . I rather like that idea!
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February 9th, 2004, 03:09 AM
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Major General
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Join Date: Jan 2004
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Bayushi Tasogare:
My other idea would be to basically tie the scale effects tighter to the dominion rating. That is, Order would give +.75% income to a province per dominion point in that province, as an example. This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events. And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right?
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The interesting effect of this is that tying scales to Dominion rating would give low Dominion a synergy with bad scales. If your scales are negative, AND you have low Dominion, you can shake loose even more points because you can greatly reduce the actual impact of scales through low dominion.
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