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  #1  
Old January 22nd, 2007, 11:40 AM

thejeff thejeff is offline
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Default Re: It\'d make a reasonable game configuration opti

Note that he also had trashed scales, so he probably had Turmoil 3, which boosts the chances of any events, and thus of bad ones.

I think, unless this can be shown to be a realistic problem for a viable strategy, the current system is fine. A couple of turns protection from the most catastrophic events in capitals is sufficient.

Everything else may hurt, especially if it comes at a crucial moment in a war, but can be dealt with.
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Old January 22nd, 2007, 03:25 PM
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Default Re: It\'d make a reasonable game configuration opti

It does happen from turn 2 though, even with Luck 0. You can lose your temple, your lab, half your population, your dominion, even your home province, from turn 2, I've had it happen. If you're not taking Misfortune, then bad luck should not have the ability to trash your nation, whether it's on turn 2 or turn 102.

Now, as the game goes longer, the amount of bad luck needed to trash a given nation increases, so bad luck events can also increase, but as it is, it's completely random, and I don't think scales-even scales dealing with luck and misfortune-should work in completely random ways.

You don't take Heat and get Cold 3 in your home province unless someone's casting some really nasty spell at you, when you take Growth, you expect your population to either remain the same or steadily increase without an outside factor, so why should you be getting terribly bad luck at any point in the game when you've got positive luck scales?
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Old January 22nd, 2007, 07:16 PM

LDiCesare LDiCesare is offline
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Default What about karma?

Here's another proposal. I've had a 1st year like this in a MP game, with Luck zero, order three (so few events normally):
Turn 1 game start.
2 nothing special.
3 Curse on capital, unrest increases to 28.
4 1/5th of capital population leaves, loss of 80 gold.
5,6,7 nothing.
8 1/5th of captial pop leaves, loss of 80 gold, curse: unrest to 68.
9 Neighboring province gets bandits for 35 unrest.
10-12 nothing special.
That's a total of 5 bad events in the first year versus zero good events. Four out of five occur in the capital. Individually, they are not that nasty, but put together the drops in gold income are very significant.

Since I have luck 0, I'd expect to get at least some good events to make up for the bad ones. Why not create a measure of luck, like good karma/bad karma that accumulates? If you get bad events in the first turns, you get more chances that the next event will be good, and vice versa. For instance, after 2 bad events in the first turns, your next event cannot be bad if you have luck 0 or more. I know this is less random, but it could be better than a total ban of events in the initial turns (which for me is between 3 and 12 turns).

Also, some event(s?) caused my capital luck scale to become misfortune (one), but I've got no idea which. Before, I was at luck 0, later I got back to 0 as my dominion brought it back up, but a random event increasing misfortune in the first turns can be a killer if you get Bogus because of it.
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Old January 22nd, 2007, 08:07 PM
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HoneyBadger HoneyBadger is offline
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Default Re: What about karma?

I really like that. Not sure how difficult it would be to execute from a programmer's standpoint, but definitely a decent and finite solution. Thanks LDiCesare!
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