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November 13th, 2006, 12:29 PM
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Second Lieutenant
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Join Date: Mar 2004
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Re: Luck test, v 1.00
Why such strange scales ? Scales enable and disable certain events. Why drain and productivity ?
Cold enables some events, too. Wouldn't it be better to test with two nations having similar scale preference ?
By the way, Agartha scales cost (9-2)*40 = 280.
Jotunheim scales cost (4-2)*40 = 80.
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November 13th, 2006, 12:53 PM
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National Security Advisor
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Re: Luck test, v 1.00
The scales are strange, yes. That's because I had played with those scales earlier, in a blitz, and (as I thought then) didn't benefit from it. I wanted to test just WHAT kind of events Prod/Growth/Drain has. As you can see, there are quite few events for that spesific combination; most of the events were still Magic-based. All those gems... I was hoping for money (lots of it), resources, castles, temples etc. The other nation was randomly chosen, and I hoped the cold pref wouldn't make too big a difference.
Also, this was purely a TEST game. NO armies were moved at all! Starting provinces was changed to 9, but no units were recruited.
First post edited slightly.
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November 13th, 2006, 01:04 PM
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Second Lieutenant
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Re: Luck test, v 1.00
Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events.
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November 13th, 2006, 01:09 PM
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National Security Advisor
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Re: Luck test, v 1.00
Quote:
B0rsuk said:
Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events.
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I know for sure that Luck/Growth nation had worse income in the beginning. Under 1000 gp.
I also think lots of the better income events need Order. And some others need Death. On the other hand, some of those 200 gp income ones were about a genious prospector who found gold or some a gold vein just discovered or somesuch, and I think those are linked to Production.
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November 13th, 2006, 03:09 PM
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Lieutenant General
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Re: Luck test, v 1.00
Quote:
B0rsuk said:
Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events.
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Definately untrue. For the fortified city you might need order (but can get that from hostile dominion, heh heh) but there's at least one other event that gives forts that doesn't require order, might actually require unrest.
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November 13th, 2006, 04:04 PM
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Major
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Re: Luck test, v 1.00
I'm pretty sure Luck will always lose to Order when it comes to money. What it can do is get you a Staff of Storms before turn 10, or something like that.
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November 13th, 2006, 04:08 PM
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Corporal
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Re: Luck test, v 1.00
I got ring of wizardry before turn 10 in a single player game.
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November 13th, 2006, 04:18 PM
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Major General
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Re: Luck test, v 1.00
Quote:
Teraswaerto said:
I'm pretty sure Luck will always lose to Order when it comes to money. What it can do is get you a Staff of Storms before turn 10, or something like that.
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I agree 100% with this.
I believe yr test shows how powerful order is, gold is always useful and u never have enough. Order 3 Prod 1 is virtually equaling Prod 3, Growth 3, Luck 3.
Growth/Prod/Luck need a slight boost to be on par with order. I hate game nerfing so I won't suggest order be made weaker.
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November 13th, 2006, 05:19 PM
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National Security Advisor
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Re: Luck test, v 1.00
It's easier to make Order less important, though. Also, this is just one test. I'll test other combinations too, if I won't forget it. Luck/Death could be quite potent, as an example. All those events about princes dying and such.
Also, if Magic/Drain scales affects events, I presume higher Magic scale would give even more gems. Something like Tien Chi could benefit immensely from all those gems. And of course, then there'd be a chance for those better items. Most items given by luck are trinkets and lesser items.
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November 13th, 2006, 06:11 PM
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Corporal
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Re: Luck test, v 1.00
Quote:
Teraswaerto said:
I'm pretty sure Luck will always lose to Order when it comes to money. What it can do is get you a Staff of Storms before turn 10, or something like that.
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Well- in this test Luck got 8000 gp in bonuses on an income of about 55000. That's a 15% bonus, which is almost as much as Order gives. Add in the income boost and Luck came out ahead this time, even ignoring all the bonus gems.
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