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May 20th, 2007, 03:26 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 404
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Quote:
Eressil3 said:
Turn two => event : lab destroyed !
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Ouch.
I thought in dom3, there was some protection, that some really bad events couldn't happen on turh 2-3. lab loss could be among the worst... wonder what events are restricted... maybe attacks from the ancient precence, bogus or knights?
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May 20th, 2007, 01:52 PM
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First Lieutenant
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Join Date: Feb 2007
Posts: 773
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Thanked 31 Times in 28 Posts
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Attacks are probably restricted, as are the ones that drop your dominion (to prevent an auto-dominion kill on turn 3).
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May 20th, 2007, 02:37 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
I don't know that any events are restricted. I've had barbarian horde on turn 2. In Dom2 I once got knights on turn 2, which really shut my game down pretty damned effectively. Don't know that any of that has been toned down in Dom3.
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May 20th, 2007, 05:53 PM
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Sergeant
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Join Date: Oct 2006
Posts: 247
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
I thought that the whole point of the event restrictions was to stop people losing their labs right at the start. If you lost on on turn 2, then maybe there's an issue there
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May 20th, 2007, 05:59 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage. It also means you got pretty damned unlucky, but that's neither here nor there. Sometimes you really do roll the snake eyes three times in a row, as it were.
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June 7th, 2007, 05:40 AM
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Private
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Join Date: Jun 2007
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
had the same thing happen to me, turn 2 lab destroyed it was with -2 luck scales. then the next turn got brigand with 30 % unrest on capitol  about 750 gold down the drain in 2 turns unlucky scales are really dangerous 
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June 7th, 2007, 06:00 AM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
I already lost my lab in turn 2 with turmoil 3 - luck 3.
And I can't help to repeat that for my first mp game with dom 3, with order 2 or 3 and misf 1, I lost about half of my capitol's population on turn 2 because of a plague. 
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June 7th, 2007, 12:40 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Quote:
Edi said:
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage.
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This statement doesn't make any sense. How could recruiting a mage help prevent his lab from burning down?
On another note: While recruiting a mage is often an important first step for many nations, there are a few where expanding quickly is more important. In these cases limiting your early expansion because you are betting on your lab burning down in turn 2 with +1 luck scales is probably a bad idea.
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June 7th, 2007, 02:01 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Quote:
Velusion said:
Quote:
Edi said:
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage.
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This statement doesn't make any sense. How could recruiting a mage help prevent his lab from burning down?
On another note: While recruiting a mage is often an important first step for many nations, there are a few where expanding quickly is more important. In these cases limiting your early expansion because you are betting on your lab burning down in turn 2 with +1 luck scales is probably a bad idea.
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If you have a not recruited a mage and your lab burns down with your god asleep or imprisoned, you are completely unable to build a lab until you have amassed enough gems to empower a commander to become a mage. Barring gem income from events or a mage mercenary, that's a minimum of 10 turns (more in late era and automatically more for nations with multitype gem income) without research or additional mages. So if you get shafted in MP by your lab burning down on turn 2 and have no mage, you will have no way of recovering that gap and will consequently die and nobody else will be to blame.
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