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  #1  
Old March 18th, 2008, 06:02 PM

Randvek Randvek is offline
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Default Re: Scales You Should Never Take?

In my opinion, there's nothing wrong with a little misfortune in the base game. When you start playing with mods, though, especially something like Worthy Heroes, luck becomes more important.

On heat, I play like Zenzei: take one more than you need, and take one even if you don't need it.
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Old March 18th, 2008, 06:36 PM

CUnknown CUnknown is offline
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Default Re: Scales You Should Never Take?

I personally am scared of misfortune, although my fear is probably unfounded. I will take misfortune-1 if I have at least order-2 or -3, though. Sometimes misfortune-2, but I tremble reading my events each turn, fearful of that turn when the hammer falls. I know it's out there. Waiting to get me. I will never, ever take Misfortune-3. I don't care how many points it gives me.

Death I think is a great idea if you plan to rush. It's basically free points if you aren't thinking long-term. Then have such a big edge that you can win even when death bites you in the butt. Although I am not much of a rush player.

Drain is fine for me, it gives you magic resistance, right? Make sure to build your expensive mages for research purposes, drain affects them less than the cheap, low research mages (8 research -2 is still decent, 3-2 is not worth doing). And make research booster items.

Sloth is like almost always worth doing.

Heat/Cold is nation specific.

Turmoil is just about never worth it, unless you combine with luck, and even then it can be crippling. Although like with Pangea, if you are getting Menaeds from turmoil, then it suddenly becomes good.
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  #3  
Old March 18th, 2008, 06:39 PM

Xietor Xietor is offline
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Default Re: Scales You Should Never Take?

drain 2 is only -1 research, which is why it is a good deal for some races that do no not depend on magic for survival.
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  #4  
Old March 18th, 2008, 08:34 PM
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Tuidjy Tuidjy is offline
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Default Re: Scales You Should Never Take?

I play most of my games with Order3, Sloth2-3, Temp 1 off, Growth 1, Misfortune 3,
Drain 2 or Magic 1. I cannot complain of my results :-)

Right now I am subbing for someone who took growth 3. Late in the game, I am
enjoying the income, but I know that there is nothing I can do if someone
decides to hit me with population killing spells. I firmly believe that
growth and death should influence population killers in the same way that
temperature and magic influence other spells.
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Old March 18th, 2008, 11:47 PM

CUnknown CUnknown is offline
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Default Re: Scales You Should Never Take?

Wow, great idea Tuidjy. Growth should definitely lessen the effect of the black deaths, blights, etc. That would be awesome. Growth could use a boost too, and that one makes perfect sense.
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  #6  
Old March 19th, 2008, 12:39 AM
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OmikronWarrior OmikronWarrior is offline
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Default Re: Scales You Should Never Take?

Order-3, Growth-3, heat/cold-0 are the gold maximizing scales. Taking additional hot/cold nets you -5% gold, which ain't good. Especially considering Order usually accompanies Misfortune causing fixed income losses (200 gold to repair vital equipment!). Meaning, thinking in terms of margins, the felt effect is more than just 5%.

Combining Turmoil, Misfortune, and Death is suicide. I doubt you'll be able to go 6 turns with out recruiting becoming impossible at your home province. Death and Misfortune is pretty bad itself even with order, but the effects might be delayed longer to let you get set up.

As for magic and drain, yes the largest effect these scales will have on your game is on your research. However, keep in mind magic scales also effect MR and spell casting fatigue. If you're up against LA Ermor, it might be worthwhile to consider magic scales for the sole purpose of making his undead units easier to banish.
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Old March 19th, 2008, 01:35 AM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Scales You Should Never Take?

people say to always use order 3 misfortune 2, or else luck 3, turmoil 3. But I I am using order 3 and luck 3 in a current game, and have found the combination quite effective.
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Old March 19th, 2008, 10:20 PM

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Default Re: Scales You Should Never Take?

Quote:
OmikronWarrior said:
Taking additional hot/cold nets you -5% gold, which ain't good.
Remember summer, winter, and that the scale is capped at 3. Taking your base temperature is -2.5%, one scale adds -2.5%, subsequent but not capped scales are -5% each, and the capped scale is -3.75%, unless it's also the first in which case it's just -1.25%! Being one scale off is usually a good idea.
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