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Old June 7th, 2007, 02:01 PM
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Default Re: Luck : +1 => Turn 2 => lab destroyed event !!!

Quote:
Velusion said:
Quote:
Edi said:
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage.
This statement doesn't make any sense. How could recruiting a mage help prevent his lab from burning down?

On another note: While recruiting a mage is often an important first step for many nations, there are a few where expanding quickly is more important. In these cases limiting your early expansion because you are betting on your lab burning down in turn 2 with +1 luck scales is probably a bad idea.
If you have a not recruited a mage and your lab burns down with your god asleep or imprisoned, you are completely unable to build a lab until you have amassed enough gems to empower a commander to become a mage. Barring gem income from events or a mage mercenary, that's a minimum of 10 turns (more in late era and automatically more for nations with multitype gem income) without research or additional mages. So if you get shafted in MP by your lab burning down on turn 2 and have no mage, you will have no way of recovering that gap and will consequently die and nobody else will be to blame.
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