|
|
|
 |

October 25th, 2006, 10:55 AM
|
 |
Second Lieutenant
|
|
Join Date: Aug 2004
Location: Argentina
Posts: 478
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conditions for events
Quote:
Yeah, I think there should be no bad events or no events at all until after 5 turns have passed.
|
that's pointless. If you want the extra points from misfortune you should suffer the consequences. If not it's 120 free picks.
__________________
" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
|

October 25th, 2006, 11:09 AM
|
 |
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Conditions for events
The problem is not the logical consequences of misfortune 3 (and other extreme bad scales) but bad events happening early in the game even with misfortune 0 or 1. I think many bad events I've seen in dom3 without misfortune >1 couldn't happen in dom2 without misfortune 3 or other extreme conditions.
As the worse things may always happen, the main effect is to make misfortune 3 more desirable than misfortune 1.
|

October 25th, 2006, 11:21 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Conditions for events
Twan is right. You can get bad events even with luck or neutral scales. Luck only increases chances of getting good events but you still can get bad ones and they are devastating so early in game (getting big unrest on turn 2 for example). Misfortune still has big effect later on, not only for frequency and type of events received but for severity of them as well. For example, barbarian hordes and knights that invade your provinces are significantly larger on higher misfortune scales. Master thief event is also dependant on misfortune scale, etc.
|

October 25th, 2006, 12:18 PM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conditions for events
Yeah - the _real_ ***** of it is having Luck 2 or 3, and _still_ getting a catastrophic event in the first few turns - knight attacks, plague, etc.
__________________
Wormwood and wine, and the bitter taste of ashes.
|

October 25th, 2006, 04:47 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Conditions for events
Im finding luck to be a playable strategy. Im wondering how it would work in MP games.
Particularly, nations that have pretenders which boost the luck in their domain or their province.
Also good if the nation can get along with very low order which goes well with high luck.
The final result seems to have me sailing along as if I had used some cheat code like other games have. Im definetly keeping it in mind for nations where some other scale/pretender tactics dont seem a better choice.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

October 25th, 2006, 05:21 PM
|
Sergeant
|
|
Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
|
|
Re: Conditions for events
Quote:
Gandalf Parker said:
Im finding luck to be a playable strategy. Im wondering how it would work in MP games.
Particularly, nations that have pretenders which boost the luck in their domain or their province.
Also good if the nation can get along with very low order which goes well with high luck.
The final result seems to have me sailing along as if I had used some cheat code like other games have. Im definetly keeping it in mind for nations where some other scale/pretender tactics dont seem a better choice.
|
I agree. The random $$$ events are usually often enough to make up for the lost income, and your gem income goes through the roof. It's also a really good strategy for nations that have mages with a lot of different paths available or nations that can forge Fever Fetishes (fire gems are nice if you're broke  )
My two cents on that.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|