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May 27th, 2010, 02:34 PM
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Corporal
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Join Date: Apr 2010
Location: Wichtia, KS
Posts: 96
Thanks: 8
Thanked 5 Times in 4 Posts
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Re: Luck/Turmoil versus Nothing.
Unless of course you get deep into game theory and everyone is planning on playing against you. The the optimum choice is to pick a sub-optimal build that maximizes a different style of play.
But, that wasn't the case. I agree that certain pretender choices are sub-optimal (Sleeping pretender on LA Ermor?), and that a given pretender may be optimal or nearly optimal in many to most situations, but I don't think this is a game where one can play like in a vacuum, you have to look at your opponents and the situation.
I guess that's all pretty obvious stuff...I'm probably preaching to the choir, so to speak.
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May 27th, 2010, 04:26 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Calahan
The fortune teller ability has already been proven to stack, and a total of 100 does indeed prevent all bad events from happening (as the attached save file, which I posted ~2 years ago shows).
Posting false information about how specific game mechanics work (without first testing) only serves to confuse new players (and seasoned players for that matter)
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It seems from today's independent test that you were right. Thank you for pointing out. I'm sorry but it was said to me by someone among old-timer players, so I assumed that it was true.
By the way, the same test also shown that total Fortuneteller 100 seems to prevent all bad events regardless of Misfortune. (Turm 3, Misf 3 - and only good events for 10-15 turns in several provinces).
Of course, my thesis about Fortuneteller being useful with both Luck and Misfortune still stands.
And, by the way, one current game where I have Misfortune 2 gave me 2 or 3 burned temples and 1 burned lab by the end of year 2. Are those who want to use Order/Misfortune strategy ready for such? 
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May 27th, 2010, 04:58 PM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
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Re: Luck/Turmoil versus Nothing.
"By the way, the same test also shown that total Fortuneteller 100 seems to prevent all bad events...in several provinces "
That's interesting..Does it mean that your can have fortunetellers only in your capital and they work on all your territory? If it is so, it would be a revolution in my valuation of fortunetellers.
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May 28th, 2010, 09:13 AM
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Corporal
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Join Date: Apr 2010
Location: Wichtia, KS
Posts: 96
Thanks: 8
Thanked 5 Times in 4 Posts
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Re: Luck/Turmoil versus Nothing.
Has anyone done any tests on whether fortune-telling can prevent bad events that were cast at you? Like Murdering Winter, or Volcanic eruption, or anything like that?
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May 28th, 2010, 10:52 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by militarist
"By the way, the same test also shown that total Fortuneteller 100 seems to prevent all bad events...in several provinces "
That's interesting..Does it mean that your can have fortunetellers only in your capital and they work on all your territory? If it is so, it would be a revolution in my valuation of fortunetellers.
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No, it just means that as soon as you have fortunetellers to a total of FT 100 in a province, it stops to get bad events regardless of Misft score. Several provinces just allow for better statistics (and make running hundreds of turns tests unnecessary).
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May 28th, 2010, 10:54 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by RadicalTurnip
Has anyone done any tests on whether fortune-telling can prevent bad events that were cast at you? Like Murdering Winter, or Volcanic eruption, or anything like that?
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Unlikely as they are generated by different mechanism. You may test it, though. I'd advice using Debug mod.
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May 28th, 2010, 11:31 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Wrana
Thank you for pointing out. I'm sorry but it was said to me by someone among old-timer players, so I assumed that it was true.
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Please give that old-timer player a slap from me 
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May 29th, 2010, 04:59 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Calahan
Quote:
Originally Posted by Wrana
Thank you for pointing out. I'm sorry but it was said to me by someone among old-timer players, so I assumed that it was true.
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Please give that old-timer player a slap from me 
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I'm afraid that would be physically impossible for some time. 
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May 30th, 2010, 09:44 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Luck/Turmoil versus Nothing.
To give up the scales of 3 order/2 misfortune that dominated mp when i used to play, I think the heroes should be pretty nifty/exciting when you actually get one. Not be old, and less useful than many commanders other nations can buy in their castles. Which is why i always play with Throne of heroes(Middle age only) or Worthy Heroes.
Aside from the heroes, nations that NEED gold for a good start to survive in mp can rarely rely take turmoil. the loss of income is just too much.
While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales.
If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 30th, 2010, 12:14 PM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
Posts: 445
Thanks: 13
Thanked 27 Times in 21 Posts
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Xietor
To give up the scales of 3 order/2 misfortune that dominated mp when i used to play, I think the heroes should be pretty nifty/exciting when you actually get one. Not be old, and less useful than many commanders other nations can buy in their castles. Which is why i always play with Throne of heroes(Middle age only) or Worthy Heroes.
Aside from the heroes, nations that NEED gold for a good start to survive in mp can rarely rely take turmoil. the loss of income is just too much.
While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales.
If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points.
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I've heard Order-3 Luck-3 is a good combination, but that costs 160 points all by itself which presumes that you're going to take a less powerful pretender. I'm assuming you go Rainbow or Fountain with that?
With the Sloth-3 Drain-2 that would indicate your going to be looking for a strong research nation with crappy national units and the non-awake pretender also means you have to be able to survive early game... which leaves very few possibilites... I would be looking at Bogarus with an early rush to Spined Devils and a sleeping Fountain of Blood or a similar build with Mictlan.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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