Re: The most dreadful (random) event?
Tho I highly doubt this will ever get implemented, the way to make Luck/Misf scales really work is this:
Include the turn number as a variable to the severity of the events.
So you take every positive or negative effect that an event has and multiply it by some amount of the turn. This would prevent Misfortune from being such a point-mine as bad events in the late game would be REALLY BAD. Imagine a gold loss event of 500gp or so! On the other side of the coin it would also provide a boost to Luck in that it would provide more benefit to a large nation once the events-per-turn limit was reached.
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