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  #11  
Old October 23rd, 2006, 08:00 AM

efelle efelle is offline
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Default Re: Conditions for events

For my part, I had the two consecutives events with order 1 and luck 0 :

At turn 2 :
A very ill omen was seen and rumors of it have spread through the entire province. (increases Misfortune)
Misfortune goes to 2

Then at turn 3 :
People here are suddenly very restless and one fifth of the population has left their homes in search of adventure and a better place to live.

Bad luck pursue me on this PEBM.
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  #12  
Old October 23rd, 2006, 09:39 AM
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Default Re: Conditions for events

Agrajag, I don't know if the two different events are balanced so that if some province gets the pop loss migration event, some other province on the map gets the pop increase migration event. It could be. After all, even indie provinces get random events just the same as everyone else.

Edi
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  #13  
Old October 25th, 2006, 10:20 AM

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Default Re: Conditions for events

Just got the Plague event on turn 2 of a SP game, on the capitol obviously .
I did just take O2/M1, no death scale..
Looking at the graphs, another IA nation also had it on turn 2 alos !!!

It's ridiculous, at that stage this event is a game-breaker.
I admit it could be "possible", but really should not happen before turn 6 and/or extreme Misf/Death scales are taken, here I saw it happen 3 times in 2 of my games just this week (I'm hosting the game Twan refers to in his post).

This is really wrong, and wasn't like that in Dom2 (at least Misf *and* death scales were required), it should really be fixed !!
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  #14  
Old October 25th, 2006, 10:48 AM
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Default Re: Conditions for events

Yeah, I think there should be no bad events or no events at all until after 5 turns have passed.
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  #15  
Old October 25th, 2006, 10:55 AM
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Default Re: Conditions for events

Quote:
Yeah, I think there should be no bad events or no events at all until after 5 turns have passed.
that's pointless. If you want the extra points from misfortune you should suffer the consequences. If not it's 120 free picks.
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  #16  
Old October 25th, 2006, 11:09 AM
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Default Re: Conditions for events

The problem is not the logical consequences of misfortune 3 (and other extreme bad scales) but bad events happening early in the game even with misfortune 0 or 1. I think many bad events I've seen in dom3 without misfortune >1 couldn't happen in dom2 without misfortune 3 or other extreme conditions.

As the worse things may always happen, the main effect is to make misfortune 3 more desirable than misfortune 1.
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  #17  
Old October 25th, 2006, 11:21 AM
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Default Re: Conditions for events

Twan is right. You can get bad events even with luck or neutral scales. Luck only increases chances of getting good events but you still can get bad ones and they are devastating so early in game (getting big unrest on turn 2 for example). Misfortune still has big effect later on, not only for frequency and type of events received but for severity of them as well. For example, barbarian hordes and knights that invade your provinces are significantly larger on higher misfortune scales. Master thief event is also dependant on misfortune scale, etc.
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  #18  
Old October 25th, 2006, 12:18 PM
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Default Re: Conditions for events

Yeah - the _real_ ***** of it is having Luck 2 or 3, and _still_ getting a catastrophic event in the first few turns - knight attacks, plague, etc.
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  #19  
Old October 25th, 2006, 04:47 PM
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Default Re: Conditions for events

Im finding luck to be a playable strategy. Im wondering how it would work in MP games.

Particularly, nations that have pretenders which boost the luck in their domain or their province.

Also good if the nation can get along with very low order which goes well with high luck.

The final result seems to have me sailing along as if I had used some cheat code like other games have. Im definetly keeping it in mind for nations where some other scale/pretender tactics dont seem a better choice.
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  #20  
Old October 25th, 2006, 05:21 PM

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Default Re: Conditions for events

Quote:
Gandalf Parker said:
Im finding luck to be a playable strategy. Im wondering how it would work in MP games.

Particularly, nations that have pretenders which boost the luck in their domain or their province.

Also good if the nation can get along with very low order which goes well with high luck.

The final result seems to have me sailing along as if I had used some cheat code like other games have. Im definetly keeping it in mind for nations where some other scale/pretender tactics dont seem a better choice.
I agree. The random $$$ events are usually often enough to make up for the lost income, and your gem income goes through the roof. It's also a really good strategy for nations that have mages with a lot of different paths available or nations that can forge Fever Fetishes (fire gems are nice if you're broke )

My two cents on that.
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