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January 13th, 2004, 09:23 PM
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Sergeant
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Join Date: Sep 2003
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Kristoffer O:
Fugitive from elludia order 2 magic 2.
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I think I saw this when my god was Order 3, Magic 0. I didn't check the scale of the land though...
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January 13th, 2004, 10:38 PM
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Sergeant
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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.
Cheers
Keir
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January 13th, 2004, 10:41 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Luck/Order scales after 2.06 Patch
Events are tied to the land in which they appear.
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January 13th, 2004, 10:46 PM
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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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January 13th, 2004, 10:48 PM
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Major
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Join Date: Sep 2003
Location: Oregon
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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.
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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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January 13th, 2004, 10:53 PM
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Major General
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Join Date: Jan 2004
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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.
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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!
Cheers! 
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January 13th, 2004, 10:54 PM
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Major
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Location: Oregon
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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.
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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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