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  #1  
Old January 8th, 2008, 03:42 PM
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Baalz Baalz is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Drawbacks of high misfortune:
You never can take turmoil
You very rarely can take death
You get no (or very few) national heroes
It costs you gold/gems/population both directly and as a hidden cost (the positive events you never get)
It costs you labs/temples/castles, both directly and as a hidden cost
You regularly get attacked by indies
It can cripple you in the first few turns if you're unlucky
It increases your micro

Outside of (obviously) reversing the above, benefits of luck:
Increases your magic diversity, through random gem events and random mages joining you (your national heroes can often help with this as well)
Lumpy income can make it easier to fund larger projects (ie you just got a large gold event so can afford that castle you were having trouble saving for)
Possibility of getting items/boosters you can't forge
A significant portion of your income can't be hit by spies, pillaging, or unrest causing rituals. True, there are some spells which raise misfortune, but to significantly impact your overall income they'd have to hit a significant portion of your kingdom rather than a handful of your best provinces.


One choice that I think is overlooked by the "gold is king, I only take Order/Misfortune" crowd is Order/Luck. True, the synergy is against you, but as your nation grows you start hitting that 3 event limit anyway and have the best gold income possible. I haven't dug into it, but I'm assuming some really good events are tied to order/luck scales. I find order/luck/death to be a very competitive setup...
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Old January 8th, 2008, 06:49 PM

Ironhawk Ironhawk is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Thats a really interesting scale combination, baalz. Wouldnt have thought to use that - might give it a shot in my next game. How do you keep all your mages from dying?

In the past I've always used Order/Misfortune. Really you are only in danger for like the first 2-3 turns of the game and after that it pays off very well. And you get attacked by Bogus often which is, outside of the early game, a positive event since it nets you a lot of equipment.

Turmoil/Luck is nice in the early game when a big gold boost can almost double your economic power in a turn. But once your hit the event per turn limit, your bonus becomes static. This is a very serious flaw when playing in medium/large games because nations who took Order will have a strong relative advantage over you since thier income scales faster as thier empires grow!
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Old January 8th, 2008, 06:50 PM

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Default Re: What Are the Drawbacks of High Misfortune?

Ironhawk:

You can get attacked by Bogus even in Luck 2-3
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Old January 8th, 2008, 09:39 PM

Shovah32 Shovah32 is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Quote:
Zeldor said:
Ironhawk:

You can get attacked by Bogus even in Luck 2-3
Thought it is probably considered by the game to be a bad event, thus being much more rare in a luck 2-3 enviroment than under misfortune of a similar level.
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Old January 8th, 2008, 10:30 PM

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Default Re: What Are the Drawbacks of High Misfortune?

Although events are less common overall if you take order misfortune, so perhaps bogus is less common.
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Old January 8th, 2008, 11:05 PM

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Default Re: What Are the Drawbacks of High Misfortune?

In Alpaca, i took 3 order and luck and it worked out well. Also in a 4 player game i did the same. Both games turned out with good results.

In both games i got heroes early and often, and got many gem producing events. Not so many great items though.
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Old January 9th, 2008, 11:33 AM
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Default Re: What Are the Drawbacks of High Misfortune?

Bogus can be considered a good event only if you've got nothing else to do. When I get this event I'm often waging a defensive war against 1+ AIs, and you really can't deal with him with a secondary army.

I often take misfortune now, so as to pay for my growth as I play factions that are crippled by old age. (Ah fire magic...)It is true it is a real pain to have your lab/temple wipped out early on. Barbarian attacks on the capitol have never been a threat for me(they get trashed by 25+ PD), but I never play the monkeys and their (censored so as not to cause a riot) PD.

I think misf/order is a better bet than turmoil/luck, even if the best is to have all positive scales, which is possible if you don't need a strong bless.
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Old January 8th, 2008, 08:09 PM
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Baalz Baalz is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Quote:
Ironhawk said:
Thats a really interesting scale combination, baalz. Wouldnt have thought to use that - might give it a shot in my next game. How do you keep all your mages from dying?

In the past I've always used Order/Misfortune. Really you are only in danger for like the first 2-3 turns of the game and after that it pays off very well. And you get attacked by Bogus often which is, outside of the early game, a positive event since it nets you a lot of equipment.

Turmoil/Luck is nice in the early game when a big gold boost can almost double your economic power in a turn. But once your hit the event per turn limit, your bonus becomes static. This is a very serious flaw when playing in medium/large games because nations who took Order will have a strong relative advantage over you since thier income scales faster as thier empires grow!
To be sure, I don't always take those scales, I very seldom take death scales when old age is an issue. For many nations though it's not.

Order is nice, to be sure, I don't think anyone will argue that. I do think it's a bit misleading though to just look at the gold value and say luck's advantage is static. Whats the value of getting a necromancer who starts casting dark knowledge? Without trying to pick a value that's arguably an exponential advantage as your death income grows over time. What's the value of losing the lab at your capital? I'm not talking about during the first few turns, I'm talking about at the point you've got a bunch of researchers and rituals being cast - again this value grows over time even assuming you didn't miss out on critical support for your military. How valuable is it to be able to prime the pump on site searching spells without having to alchemize - potentially from non-astral gems? What's the value of a national hero?

Luck is definitely *not* the most efficient way to gain gold, but gold alone does not win a game.
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