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Old October 30th, 2006, 05:21 PM
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Teraswaerto Teraswaerto is offline
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Default Re: Conceptual Balance (Discussion)

I'm sure you are right in saying order is clearly better in most cases, but:

Have you actually done math on how powerful luck is? Seems it would be rather complicated to calculate a thing like that, especially since you get more than money with good events (magic items, etc.).
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Old October 30th, 2006, 05:26 PM
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Default Re: Conceptual Balance (Discussion)

Quote:
Teraswaerto said:
I'm sure you are right in saying order is clearly better in most cases, but:

Have you actually done math on how powerful luck is? Seems it would be rather complicated to calculate a thing like that, especially since you get more than money with good events (magic items, etc.).
It's true, you do get some really uber events with Luck. I had a lot of fun with my old max all positive scales but Turmoil 2 back in Dom II because everytime you get that 1500 gold event, you just want to jump out of your seat. But you've said it yourself, Order is clearly better in most cases. Luck's problem is, not all the extra events it adds are positive. Which is EXTREMELY LAME. In order words, you have actually a good chance of having a crappy event from those extra events you're getting from turmoil or luck! Even worse is some of the "positive" events aren't even positive! Oh look, you got 60 militia in the same province as your army who's now eating up the valuable food from your REAL troops. Yay =(

Balance wise, Luck needs a buff, Order needs a nerf. It's obviously not as simple as simply saying that but I'm actually pretty convinced that some of the current imbalances we're seeing is simply because of the Order scale's existence. I'd like to really play some test MP games where you ban the Order scale and ONLY the order scale and seeing where it goes.

Edit: Dom II. not III.
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Old October 30th, 2006, 06:01 PM

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Default Re: Conceptual Balance (Discussion)

The main difference between Luck and Order from Dom2 to Dom3, is that gold across the board was raised, and Order as a base % modifier was raised at the same rate as the general gold per population.

Luck's events, max number of events per turn (3) have not been scaled, like the gold per population or even resources. So bad events are a drop in the bucket of gold (what is 100 gold as a bad or good event in Dom3's rich gold world, gem events while nice, have less of an impact since Magic (especially summons) has less of a total gamewide impact as opposed to Dom2).

Also, Order not only gets you the gold you want, but allows at the very least a free 40 points (Misfortune 1, with order 3, is pretty standard when hunting for points as it's overall impact is very low).

Luck with a different eventlist would be as strong as in Dom2, if it scaled to the changes that were made between Dom2 to Dom3.
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Old October 30th, 2006, 07:22 PM

curtadams curtadams is offline
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Default Re: Conceptual Balance (Discussion)

I don't know the numbers but I certainly think the percentages for luck have been changed. My luck scale certainly seems to make way more of a difference than it used to. The number of bad events certainly decreases with luck - "is good" goes up faster than "% events". There's also some tweaking to the severity. I just had a 6000-gold event on Luck 3 and I've never seen that with less luck.

Luck becomes more useful over the long term. A significant number of the good and bad events involve permanent income changes - gaining mines, population, and occaisionally sites, versus losing population. Eventually a luck country would pass an order country.
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Old October 30th, 2006, 07:51 PM
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Default Re: Conceptual Balance (Discussion)

There's a maximum of three random events per turn. This means means that luck is luck can only be more useful than order in the long term if the number of provinces you control is at or below the point where you receive your three events per turn.
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