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May 24th, 2010, 02:57 PM
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Major General
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Re: Luck/Turmoil versus Nothing.
When I talk about absolutely tanked scales like T3S3H/C3D3L3M1+, the L3 is mostly to mitigate how bad the other scales are. D3 without L3 is a death sentence. And you take scales that bad precisely so you can afford triple blessed sacreds or other crazy nonsense, not because you want luck scales.
Ideally I vastly prefer O3L3 combinations to T3L3 combinations. Even O3S3H/C3D3L3M1+ is vastly better from just a scales consideration. But it costs 240 more points. You're not getting triple blessed jags that way.
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May 24th, 2010, 03:11 PM
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Re: Luck/Turmoil versus Nothing.
A few comments:
I prefer an order3, Mis2 approach. However, on some nations, a
Luck3, turmoil3, death3 (magic3) approach is equally viable.
Specifically, nations that have fortunetellers, or have chosen a fortune teller divinity.
If you build nothing but Fortuneteller (5) units in your capital, you will have %badevent = -100 by the time turn 10 winds around. (Which to my mind is when a lot of bad events get enabled).
I do not recall ever getting a plague event in such circumstances (ie., where the luck + fortuneteller >=100%).
As I recommended in the Mictlan thread, I don't recommend D3 scales for gold so much. I like them it will eventually open up the death path for you by the appearance of necromancers.
The Luck scale has the highest effects on Death and after that on magic. So if you are going to maximize your luck scale, you want to carefully manage these two scales to determine the type and quality of events you will get.
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May 24th, 2010, 04:36 PM
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Major
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Re: Luck/Turmoil versus Nothing.
While agreeing with chrispedersen in many respects,
Quote:
Originally Posted by chrispedersen
If you build nothing but Fortuneteller (5) units in your capital, you will have %badevent = -100 by the time turn 10 winds around. (Which to my mind is when a lot of bad events get enabled).
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- is clearly wrong. Each Fortuneteller has his/her own, independent chance to prevent bad events. So, even 10 (or 100) Fortunetellers won't prevent all bad events. But they'll prevent enough to make difference. Also, this reasoning works equally in case of Misfortune. Actually, I think that Luck vs. Order choice (when you don't have points for both, of course!) more depends on whether your nation is more gold- or gem-dependent. And this, in turn, on presence of good non-sacred units and on fortress types. Some also argue for Turmoil/Luck when you would bloodhunt extensively.
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May 24th, 2010, 04:56 PM
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Wrana
Quote:
Originally Posted by chrispedersen
If you build nothing but Fortuneteller (5) units in your capital, you will have %badevent = -100 by the time turn 10 winds around. (Which to my mind is when a lot of bad events get enabled).
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- is clearly wrong. Each Fortuneteller has his/her own, independent chance to prevent bad events. So, even 10 (or 100) Fortunetellers won't prevent all bad events. But they'll prevent enough to make difference.
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@ Wrana - Please do not post absolutes about the game mechanics based on your own beliefs or theories without first testing to back them up. Since it is you who is clearly wrong on this occasion, and Chris Pedersen is correct (although his maths skills are a bit worrrying  )
The fortune teller ability has already been proven to stack, and a total of 100 does indeed prevent all bad events from happening (as the attached save file, which I posted ~2 years ago shows).
Posting false information about how specific game mechanics work (without first testing) only serves to confuse new players (and seasoned players for that matter)
Last edited by Calahan; May 24th, 2010 at 05:00 PM..
Reason: Forgot to attach the file
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May 24th, 2010, 08:06 PM
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Re: Luck/Turmoil versus Nothing.
Nice to see you posting again Cal. You wanna test item bonuses on global dispels btw?
As for math ability.. accurate within the handwave precision I was talking about... Some events activate on turn 7, others earlier and later. 10% here or there is a quibble.
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May 27th, 2010, 04:26 PM
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Major
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Calahan
The fortune teller ability has already been proven to stack, and a total of 100 does indeed prevent all bad events from happening (as the attached save file, which I posted ~2 years ago shows).
Posting false information about how specific game mechanics work (without first testing) only serves to confuse new players (and seasoned players for that matter)
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It seems from today's independent test that you were right. Thank you for pointing out. I'm sorry but it was said to me by someone among old-timer players, so I assumed that it was true.
By the way, the same test also shown that total Fortuneteller 100 seems to prevent all bad events regardless of Misfortune. (Turm 3, Misf 3 - and only good events for 10-15 turns in several provinces).
Of course, my thesis about Fortuneteller being useful with both Luck and Misfortune still stands.
And, by the way, one current game where I have Misfortune 2 gave me 2 or 3 burned temples and 1 burned lab by the end of year 2. Are those who want to use Order/Misfortune strategy ready for such? 
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May 28th, 2010, 11:31 AM
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Wrana
Thank you for pointing out. I'm sorry but it was said to me by someone among old-timer players, so I assumed that it was true.
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Please give that old-timer player a slap from me 
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May 29th, 2010, 04:59 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Calahan
Quote:
Originally Posted by Wrana
Thank you for pointing out. I'm sorry but it was said to me by someone among old-timer players, so I assumed that it was true.
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Please give that old-timer player a slap from me 
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I'm afraid that would be physically impossible for some time. 
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