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January 6th, 2006, 04:21 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Earthquakes
Let me guess... You took misfortune?
Used to be (before the scale mod) that order/misfortune was automatic. These days, misfortune is a real risk and order does not protect you from events near as well.
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January 6th, 2006, 04:33 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Earthquakes
Eh, I always take luck, and even with Luck-3 I've had labratories or temples destroyed on the first turn. Imagine having to wait to hire a mercenary mage to rebuild the lab, because you took a pretender with no magic? ( As per several Wyrms in Council of Wyrms. )
Even if that isn't the case, having to spend 200 gold on turn 2 to build a new temple or lab is hardly very "lucky" - I'd hope that in Dom3 levels of luck would protect you from a bad event for the first turns. (IE : Luck 1, no bad event on turn 1. Luck 3, no bad events until after turn 3.)
__________________
Wormwood and wine, and the bitter taste of ashes.
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January 6th, 2006, 05:00 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Earthquakes
I thought one measly pick in Misfortune would be okay with three in Order. Told y'all I was a n00b. Maybe I was just "unlucky" or do I have to expect an earthquake every other turn?
I hope the C'tis god is immortal. He/she/it was apparently way more unfortunate in his/her/its first-turn attack.
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January 6th, 2006, 06:14 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Luck / Misfortune
Quote:
Cainehill said:
Eh, I always take luck, and even with Luck-3 I've had labratories or temples destroyed on the first turn.
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Come to think of it, I've also lost 40% of my population in a province on turn 1 or turn 2. So, many of the very worst events can happen on turn 1, regardless of luck.
But - I don't think I've ever seen one of the top-tier events happen on turn one - never the 1000/1500 gold events that bring magic items, and I'm pretty sure I've never even gotten the random mages or whatnot on turn 1.
So - it actually seems to me that the game is coded to prevent the best events from happening right away, but not to prevent the worst events, regardless of luck / misfortune.
Curious if anyone can definately recall getting the uber-events on turn 1, disproving my theory.
__________________
Wormwood and wine, and the bitter taste of ashes.
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January 6th, 2006, 10:00 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Luck / Misfortune
I used to take mist 2 always, but not any more. I did get my share of temples & labs burning, as well as hurricanes and immigrations in the furst couple of turns. And now that I have taken a luck scale a few times, the best event I have ever got on Turn 1 is a National Hero.
Those uber 500 or 1000 gold events seem far more rare than the uber bad events, regardless of your luck setting. Order 3 in a province used to mean you rarely got a random event, but that is no longer true with the new scale mods.
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January 6th, 2006, 10:32 PM
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Sergeant
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Join Date: Nov 2003
Posts: 356
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Re: Luck / Misfortune
new turn is up
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January 8th, 2006, 09:33 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Luck / Misfortune
new turn
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January 11th, 2006, 10:58 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Luck / Misfortune
new turn (again)
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January 12th, 2006, 05:46 PM
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Sergeant
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Join Date: Nov 2003
Posts: 356
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Victory point graphs are on.
I noticed the Victory Point graphs were not turned off. They are usually turned off in the game I have played. No bluffing in this game, I guess (Not that I was ever any good at it).
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January 12th, 2006, 07:21 PM
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Second Lieutenant
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Join Date: Sep 2004
Location: Zürich, Switzerland
Posts: 418
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Re: Victory point graphs are on.
Naa - in a game like this, the score graph is all the fun. Otherwise it would be too easy for one party to win.
__________________
There are roads which must not be followed, towns which must not be besieged, positions which must not be contested, commands of the sovereign which must not be obeyed. (Sun Tsu "The Art of War", ca. 500 BC)
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