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  #51  
Old January 13th, 2004, 10:38 PM

Keir Maxwell Keir Maxwell is offline
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Default Re: Luck/Order scales after 2.06 Patch

Arryn I would suggest that you look how much gold and porduction you lose by having unrest at 80+. I play with 1 unrest as acceptable and lower tax to get rid of anythign else.

Having played turmoil3/luck3 races I bit I think there is something very wrong with peoples tests - I don't find my home province gets devestated. I suspect that a large part of the problem is doing the test with only one province so all events occur in that province. I think luck is just to complicated for a one province test to be that useful. To repeat I have been playing turmoil/luck races and they do alright. Sure they have not been up to the old order/misfortune standards but they don't destroy themselves with bad luck as some peoples tests would seem to indicate.

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  #52  
Old January 13th, 2004, 10:41 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Luck/Order scales after 2.06 Patch

Events are tied to the land in which they appear.
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  #53  
Old January 13th, 2004, 10:46 PM

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Default Re: Luck/Order scales after 2.06 Patch

Hmm. Guess I haven't been hit by enough "Barbarian Hordes" How much do they pillage on average that you can see?

If it's a dramatic amount (say 1000+) I could see that as falling in line with a moderate population hit and if the pillaging could be changed (but maybe keep the unrest hit) unless they would be an acceptable solution.
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  #54  
Old January 13th, 2004, 10:48 PM

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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Kristoffer O:
Most events are limited by scale settings. The big barbarian horde requires misfortune 3. Knights misfortune 2. Barbarians unluck 1. If you get one of these events with a neutral or positive luck scale it is a bug.

Other attacks require magic scales or other special settings such as death for the necromancer, growth for the druid etc.

The plague is rare when you have death 1 and common if you have death 3. Famine likewise at 0 and 2 death.

Emmigration (pop moves to a neighboring province) needs turmoil 2 as a common event and 0 as a rare event.
This might explain why luck seems more fickle in Dom 2, as I tended to spend many more points on positve scales in Dom 1. Plus I always take Turmoil 3 when picking Luck 3.
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  #55  
Old January 13th, 2004, 10:53 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Keir Maxwell:
Arryn I would suggest that you look how much gold and porduction you lose by having unrest at 80+. I play with 1 unrest as acceptable and lower tax to get rid of anythign else.
Playing as Utgard, I've been running a gold surplus of 1500+/month, which I can only put to use by increasing province defenses. My 150+ provinces are all at 21, and quite a few are at 30-50. Gold just isn't that useful in this particular game (the one where I have provinces with high unrest in odd spots). I wouldn't dream of allowing such unrest playing, say, R'yleth, where I'm always desperate for gold. As for production losses, I haven't seen all that bad a hit there. I crank out Jotun Huskarls/Spearmen at a nice pace. Too bad you cannot buy gems, as this is my only limiting factor ...

Still, I've only been playing the game for a week and a half, so I have quite a bit yet to learn!


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  #56  
Old January 13th, 2004, 10:54 PM

Jasper Jasper is offline
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Keir Maxwell:
Having played turmoil3/luck3 races I bit I think there is something very wrong with peoples tests - I don't find my home province gets devestated. I suspect that a large part of the problem is doing the test with only one province so all events occur in that province. I think luck is just to complicated for a one province test to be that useful. To repeat I have been playing turmoil/luck races and they do alright. Sure they have not been up to the old order/misfortune standards but they don't destroy themselves with bad luck as some peoples tests would seem to indicate.
I agree. I don't get hit that bad, as once you have alot of provinces, mostly of lesser value, the effect of such events is typically less. With Luck/Turmoil it really pays to expand quickly, and to have a strong dominion.

The biggest hit I see with Turmoil/Luck is the HUGE (gigantic! enormous!) base income loss, for which luck doesn't even come close to offering something of comeasurate value in return.
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  #57  
Old January 13th, 2004, 10:56 PM

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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Arryn:
Playing as Utgard, I've been running a gold surplus of 1500+/month, which I can only put to use by increasing province defenses.
Why not buy more forts and labs, so you can spend the extra gold on mages? This is what is typically done in multiplayer.
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  #58  
Old January 13th, 2004, 10:57 PM

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Default Re: Luck/Order scales after 2.06 Patch

Hrm. I've tried always taking Turmoil 3 with Luck 3, but I just found I can't cope with the loss of income (I feel like the kid riding the short bus). That may just be my bias though. I've gone to taking the minimum of required Turmoil then it's not nearly so destructive to your economy (as most are Turmoil 1, though Barbarian Kings is Turmoil 2 and believe me, it's ugly).

I believe your suggestion of having Pangaea immune to the Turmoil scale is a fantastic one and they should implement it. Heres to hoping.
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  #59  
Old January 13th, 2004, 10:57 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Jasper:
Plus I always take Turmoil 3 when picking Luck 3.
How do you deal with the unrest caused by this? I tried it once (as Jotunheim) and I had massive problems with crippled income due to having to reduce taxes so much.
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  #60  
Old January 13th, 2004, 10:58 PM
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Default Re: Luck/Order scales after 2.06 Patch

Some events (ill omen and rain of toads) increase misfortune. This might increase the chance of future bad events.
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