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January 5th, 2008, 05:03 PM
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Major General
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Re: What Are the Drawbacks of High Misfortune?
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DonCorazon said:An interesting thought is that all these bonus events from high luck, such as merchants and tax surpluses, might generate more gold than the +x% you get from high order combined with misfortune. I haven't thought this out but just thinking that most provinces have pretty low income to start with, and then when you add on lost income from barbarian invasions and time to recapture, plus negative event income drains, High order may not be as lucrative as high luck.
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A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.
Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
However, the first 30 turns of a game is the 'crucial' part of the game usually as it sets you up how you are going to do throughout the entire game.
This is why order 3 misfortune 3 is often viewed as the best option.
The scale you after really avoid taking (other then LA Ermor) is death 3. Death 3 is just eventual suicide in anything other than a blitz, very small game.
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January 5th, 2008, 05:14 PM
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Corporal
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Re: What Are the Drawbacks of High Misfortune?
Quote:
Meglobob said:
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.
Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
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Anyone have a link to the thread?
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January 5th, 2008, 06:40 PM
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Major General
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Re: What Are the Drawbacks of High Misfortune?
Quote:
PyroStock said:
Quote:
Meglobob said:
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.
Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
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Anyone have a link to the thread?
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Here is a link:-
http://www.shrapnelcommunity.com/thr...=&fpart=2&vc=1
I am sure there was a more in depth thread somewhere but I can't find it!
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January 5th, 2008, 07:03 PM
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Lieutenant General
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Re: What Are the Drawbacks of High Misfortune?
I refuse to take even 1 misfortune or 1 death. And I have fairly decent success in mp games.
In Alpaca when i needed negative scales for a double 9 bless i took 2 drain and 3 sloth. I prefer to get my worthy heroes,
and i prefer to not deal with bad events in the crucial expansion phase.
Things like sloth, cold, and drain can be planned for. Sloth does limit the types of troops you can build, so you take conjuration and summon troops. Drain means you need research boosters. I traded for several research boosters in Alpaca.
But I am someone that likes to plan things out. Others may welcome the unpredictable as the "spice."
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January 5th, 2008, 08:23 PM
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Corporal
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Re: What Are the Drawbacks of High Misfortune?
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Meglobob said:
I am sure there was a more in depth thread somewhere but I can't find it!
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Suuuuuuuure.
That thread does compare Order3 & Luck3 more than once, but never Order3/Misfortune3 & Luck3/Turmoil3.
I've always liked Order. I wonder how Misfortune1, 2 & 3 compares or if there is a sweet spot in Luck1, 2 or 3 (similiar to Drain2).
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January 5th, 2008, 05:22 PM
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Colonel
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Re: What Are the Drawbacks of High Misfortune?
Interesting...I wonder how the tests were done and how you account for magic items, gems, heroes, no lab/temple burning risk, etc.
First part of the game is definitely critical but in my limited experience I have found I am often constrained by resources in the beginning of the game whereas later in the game it is $$$ I need.
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January 5th, 2008, 05:48 PM
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National Security Advisor
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Re: What Are the Drawbacks of High Misfortune?
I'd think that Luck is weaker in the very early game, then goes drastically up as you get more provinces, and once you start getting the maximum amount of events (3 or 4) every turn the income bonus stays static.
I did some tests for DomII. I don't think I repeated them for Dom3.
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