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Old January 14th, 2004, 09:46 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by SurvivalistMerc:
I notice you reduced the base event frequency. That gives everyone a bit of intrinsic order effect even if they don't take order scales.

Do you think there are "too many" random events on the default game settings of "common" random events?
Actually, I changed the proportion of events that are "major". The total number of events is the same. The reason I did it is because major events are too frequent, and the bad major events are much more potent than the good major events. I would change it back to 15% if I could mod the events themselves, or (ideally) adjust the proportion of major good and major bad events for each scale setting.

Quote:
Looks great, I imagine I'll switch to the mod for my SP games. Having the mod won't screw up my MP games, will it?

~Aldin
I suggest using the mod only for single player games unless it is agreed ahead of time to use it for all players. I do not know if mod information is set when a game is created or not... so... personally, I am using that mod for single player, but I disable all mods before taking my multiplayer turns. However, I'll have to wait for a dev comment... it'd be nice if games were encoded with the mods used at creation.

Quote:
Um, growth 3 has no geometric benefit over growth 2? What's the advantage to growth2 that doesn't scale?
Rabe
Growth gives a bonus to supply and gold income as well. Sometimes I take growth 1 to get a 4th gold income multiplier (admin*growth*order*productivity), usually it is for increased supply if I take a negative heat/cold scale, but really... the points would be better spent elsewhere. Growth 3 sounds like it would make things grow like crazy, but in the vanilla game your nation can be eliminated before you even notice any effect. Now it is slightly better. The problem with growth 3 is that while neither growth 3 or growth 1 really help you, growth 3 costs 80 points more

-Cherry
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