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May 27th, 2010, 04:26 PM
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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
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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BANNED USER
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Join Date: Nov 2007
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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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May 30th, 2010, 09:44 AM
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Lieutenant General
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Join Date: Feb 2007
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Re: Luck/Turmoil versus Nothing.
To give up the scales of 3 order/2 misfortune that dominated mp when i used to play, I think the heroes should be pretty nifty/exciting when you actually get one. Not be old, and less useful than many commanders other nations can buy in their castles. Which is why i always play with Throne of heroes(Middle age only) or Worthy Heroes.
Aside from the heroes, nations that NEED gold for a good start to survive in mp can rarely rely take turmoil. the loss of income is just too much.
While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales.
If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points.
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May 30th, 2010, 12:14 PM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Xietor
To give up the scales of 3 order/2 misfortune that dominated mp when i used to play, I think the heroes should be pretty nifty/exciting when you actually get one. Not be old, and less useful than many commanders other nations can buy in their castles. Which is why i always play with Throne of heroes(Middle age only) or Worthy Heroes.
Aside from the heroes, nations that NEED gold for a good start to survive in mp can rarely rely take turmoil. the loss of income is just too much.
While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales.
If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points.
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I've heard Order-3 Luck-3 is a good combination, but that costs 160 points all by itself which presumes that you're going to take a less powerful pretender. I'm assuming you go Rainbow or Fountain with that?
With the Sloth-3 Drain-2 that would indicate your going to be looking for a strong research nation with crappy national units and the non-awake pretender also means you have to be able to survive early game... which leaves very few possibilites... I would be looking at Bogarus with an early rush to Spined Devils and a sleeping Fountain of Blood or a similar build with Mictlan.
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May 30th, 2010, 08:08 PM
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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 Xietor
While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales.
If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points.
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Yes, I've seen it preached by Baalz for some nations. AFAIU, though, such a build requires quite tough, costly units, mostly non-sacred. And this I'd say precludes taking Sloth in most cases. Though costly castles, which also require Sloth, would offset it somewhat...
Would you give an example of such a nation? I can think only of elephantes (and exclude LA Arcos) and maybe Vans/Tuatha here... Pythium is too resources-dependent...
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May 30th, 2010, 08:55 PM
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General
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Re: Luck/Turmoil versus Nothing.
Off the top of my head...
Any nation with skinshifters (including giant nations).
MA R'lyeh.
Yomi
Baalz shinuyama.
Mictlan
Monkeys
I could go on, but I think that's a good start  All of those should work with heavy sloth.
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May 30th, 2010, 11:00 PM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by rdonj
Off the top of my head...
Any nation with skinshifters (including giant nations).
MA R'lyeh.
Yomi
Baalz shinuyama.
Mictlan
Monkeys
I could go on, but I think that's a good start  All of those should work with heavy sloth.
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I would say that MA/LA Ermor could also handle it, but you probably just left them out because no one ever picks them. 
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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May 31st, 2010, 04:41 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by rdonj
Off the top of my head...
Any nation with skinshifters (including giant nations).
MA R'lyeh.
Yomi
Baalz shinuyama.
Mictlan
Monkeys
I could go on, but I think that's a good start  All of those should work with heavy sloth.
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Yes, forgot MA R'lyeh, thanks. Monkeys were covered under my elephant hypothesis. Mictlan maybe, but they use strong bless, so would probably be better with either Order or Luck (better with Luck, I think), especially as they usually use massed sacreds, so high Dominion is also good. Yomi - maybe, as their oni troops are resources-light.
About Baalz "antsy" Shinuyama I'll just point out that it uses CBM feature which would probably be removed in time (namely Size 1 for units which are both stronger and tougher than normal humans). And their other troops aren't light in resources at all.
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