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July 10th, 2009, 09:20 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Nox. MA+LA. Started.
I can tell you that it was quite long ago when I had such an unlucky start. Not only my starting army that won in all tests ran from militia and lost 19 units but I also lost early mercs to Pythium who bid exactly the same amount for them. Add unlucky events on top and all this makes a perfect start. Thanks god, no plague in my capital by now.. 
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July 10th, 2009, 09:24 AM
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Sergeant
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Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
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Re: Nox. MA+LA. Started.
Ano im in a game right now where I had two half pop plague events in my cap on turns 2 and 3 with luck 3. Anything better than that now seems like a great start
But you are not alone as my luck in this game could also be called relatively bad.
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July 10th, 2009, 09:26 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Nox. MA+LA. Started.
I'd probably leave immediately after that
IMO, plaguelike events should be prohibited for the capitals for the first, say, ten turns.
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July 10th, 2009, 09:30 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Quote:
Originally Posted by ano
I'd probably leave immediately after that
IMO, plaguelike events should be prohibited for the capitals for the first, say, ten turns.
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All events should be prohibited from the capitol for like the first year. The good events for balance reasons (no risk, no reward). The bad events because too many of them are just reamful. Even getting a brigands event turn 2 horribly destroys your opening.
.................
I might have a chance this game if we were on easy research. But even getting a research engine to the point it'll do anything is going to take forever...
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July 10th, 2009, 09:32 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Nox. MA+LA. Started.
If all events are prohibited in the first year it will make misfortune even more attractive and luck will be nearly never taken.
But plaguelike events are just too crippling.
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July 10th, 2009, 10:09 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Quote:
Originally Posted by ano
If all events are prohibited in the first year it will make misfortune even more attractive and luck will be nearly never taken.
But plaguelike events are just too crippling.
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Just prohibited in the capitol for the first year. No restrictions elsewhere.
Also, I know conventional wisdom is that misfortune is free points, but the increased frequency of lost provinces to indie attacks is really annoying, and tends to disrupt military operations. I'm starting to think of misfortune as a worse disadvantage than death scales - at least I can predict lost revenue from death scales, and am not going to lose soldier hours taking provinces back or gem income while provinces are occupied.
(And it takes an amazing amount of PD for most nations to repel knight attacks, and even large barbarian attacks, and that's money that's not being spent productively).
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July 10th, 2009, 06:19 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Sigh, no edits:
Also, i'm reasonably sure while my standard attack is no strength it also ignores armor. Protection is irrelevant.
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July 10th, 2009, 06:56 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Nox. MA+LA. Started.
Not irrelevent...
No strength means buffs like giant strength dont work. Things like trolls high hp/ + regen are slow to kill.
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July 10th, 2009, 07:47 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Kills are irrelevant. Making them run away is. I've got a GK in one game who has personally conquered 9 provinces with a grand total of 14 kills. If they run away the all die. You only need to deal damage to cause a morale check, after all.
And how long do you think a GK is intended to solo indies for? Giant Strength? Seriously? By the end of year one he's a forger/researcher/battle caster/site searcher. He's not intended to melee other players' armies.
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July 11th, 2009, 09:18 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
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Re: Nox. MA+LA. Started.
Well it isn't looking good for either of the water powers. I never received a turn 5 so have just staled out....
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