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  #1  
Old January 12th, 2004, 08:50 PM

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

SaberCherry,

It may be that as an underwater nation Atlantis was immune to flooding.

The ancient presence event may require magic scales. I find that a number of unlucky events are averted by taking no magic or drain in your scales.

Of course, I'm still a relative novice at the game compared to most of you.
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  #2  
Old January 12th, 2004, 08:57 PM
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Default Re: Luck/Order scales after 2.06 Patch

>Can you tell me what you are doing to test it?

I make a set of pretenders, 3 with Order-3 luck-3, 3 with Order-3 Luck-0, 3 with Order-3 Misfortune-3, ect... all the combos.

Then I make a game with a bunch of these gods.
I set the starting army/pretender on patrol (undoes unrest, defends versus random attacks).
I name a prophet.
Then I host 15,30, and 60 turns.
At each stop I note the population, income, and treasury. On turn 60 I also check for items, and heros.

It's not conculsive, and yes having extra territory would help, but it gives me a good idea of what will happen.
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  #3  
Old January 12th, 2004, 09:04 PM
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Default Re: Luck/Order scales after 2.06 Patch

>So your solution to misfortune being a no brainer is making it better?

>I take it you would prefer to leave misfortune without effect so you could have high incomes and many events that are mainly good


No, but I see luck/misfortune differently than you guys.

Good Event: Gain a lab
Bad Event: Lose lab

On the surface these look equal and symetric.
However the lost lab will often happen at a protected location where mages are being produced and research is being done. The gained lab occurs at a random spot that is vastly less likey to be helpful. Effectively, losing a lab is much more hurtful than gaining a lab is helpful. The luck tables you are using don't account for this at all, and this skews things towards bad luck.

Furthermore there are events like losing 1/3 of a population or being attacked by powerful armies. These events are much worse and more common, than their opposite effects.


Honestly, we could agrue forever about this.
What I'll do is play with the mod tools and see if I can make a formula that make me happy. That way everyone wins.
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  #4  
Old January 12th, 2004, 09:11 PM

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

I agree, apoger. And it will be nice if the mod tools eventually let you decide how to limit the unlucky and lucky events.

And just in real estate, it's all about location, location, location with regard to luck and unluck events.

If you were really "lucky," that new lab would be discovered at a location where it will enable you to recruit a new type of mage that you don't already have access to. (Early in the game, it might be in a druid province.) Location is an element of luck that isn't affected by the scales. For instance, the Bogus event is supposed to be unlucky, but if it happens in the one border province you share with a mighty nation that just declared war on you, then maybe it's not such a bad event after all.
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Old January 12th, 2004, 09:23 PM

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

Has anyone gotten heroes with -2 luck? I don't seem to, even though folks say you are supposed to. I just figured I'd ask since folks are doing lots of tests right now.
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  #6  
Old January 12th, 2004, 09:27 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by SurvivalistMerc:
Has anyone gotten heroes with -2 luck? I don't seem to, even though folks say you are supposed to. I just figured I'd ask since folks are doing lots of tests right now.
In Dom 1, I heard that you don't get any below luck -1. Some people said luck -2 is the limit in Dom 2. I don't know.
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Old January 12th, 2004, 09:40 PM

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Default Re: Luck/Order scales after 2.06 Patch

Population loss events should kill a set number of people. Multiplied by Misfortune or divided by Fortune.
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