Re: Luck/Order scales after 2.06 Patch
While I am a vey new player, I had a suggestion that might help this.
Instead of luck affecting the % that a given event will be good or bad, could you perhaps make it so that good luck and/or bad luck has a chance of simply negating an event of the other type?
E.g.,
Luck-1 30% chance of negating a bad event at the province
Luck-2 60% chance
Luck-3 90% chance
Misfortune-1 30% chance of negating a good event at the province
Misfortune-2 60% chance
Misfortune-3 90% chance
This would have the overall effect of reducing the number of events, as well as tilting their frequency.
As an example, let's say you have 20 potential events in a province over 20 turns. These events would have a 50/50 chance of being good or bad. Under this system,
Luck-1 would give 10 good events and 7 bad events.
Luck-2 would give 10 good events and 4 bad events.
Luck-3 would give 10 good events and 1 bad event.
By contrast, currently it would be
Luck-1 would give 12 good events and 8 bad events.
Luck-2 would give 14 good events and 6 bad events.
Luck-3 would give 16 good events and 4 bad events.
I think this would streamline things a little.
My other idea would be to basically tie the scale effects tighter to the dominion rating. That is, Order would give +.75% income to a province per dominion point in that province, as an example. This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events. And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right?
Anyway, just some ideas...
Bayushi Tasogare
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Scott Hebert
Gaming Aficionado
Modding Beginner
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