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  #61  
Old January 13th, 2004, 11:06 PM

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Default Re: Luck/Order scales after 2.06 Patch

Whether an event is good/bad seems to be determined by the Luck of the province having the event -- but who's Order and Luck determines the frequency of a nation's events in the first place? Is it the Preteder's scales? The capitols? Some sort of weighted average of provinces you control?

Just how important is it with Turmoil/Luck to push your dominion so that your provinces actually have Luck 3 in practice? Are perceptions about luck colored by the number of events during expansion being based on potential Turmoil/Luck, while newly conquered provinces still have low Luck?
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  #62  
Old January 13th, 2004, 11:07 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Jasper:
quote:
Originally posted by Arryn:
Playing as Utgard, I've been running a gold surplus of 1500+/month, which I can only put to use by increasing province defenses.
Why not buy more forts and labs, so you can spend the extra gold on mages? This is what is typically done in multiplayer.
I already have over a dozen mages. More just aren't worth the bother as they don't survive combat, I have a 3:1 margin of research on the #2 AI, and I'm limited by my gem income. I've been spending some on temples, but I get the gold faster than I can move my priests to build more temples where they'll do some good. Such is the "price" of expanding rapidly via conquest. hehe
Guess I may have to just start building temples everywhere.

By the way, many of the strategies people are fond of for multiplayer aren't significant for those of us playing solo ...
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  #63  
Old January 13th, 2004, 11:07 PM

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Default Re: Luck/Order scales after 2.06 Patch

Zen,

The population loss tends to vary with the size of the attacking barbarian horde. But I have definitely lost over 1000 at times. That's a permanent loss and it hurts.

Barbarians appear to get a "bonus" to pillaging. Oh joy. And I think you can get the amounts on Sunraybe's site.

Unfortunately, I don't have exact numbers to offer you here. That is because the game doesn't let you go back and see what the population was the previous turn and doesn't tell you how much was killed in the pillage. So I only know when my home province or another major castle province gets hit, if that makes sense.
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  #64  
Old January 13th, 2004, 11:12 PM

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Default Re: Luck/Order scales after 2.06 Patch

Yes

I understand I don't like bad events any more than the rest, I just don't see the early (Under Turn 10) mass population killers being central to the 'Luck/Misfortune' balance.

If it's turn 11 and a Horde hits me I'm not crippled beyond repair, but if I'm hit by a Flood, Storm or Earthquake on turn 2, 3, or 4. My initial progress is suddenly put in a very real lurch. That's where my main problem with bad events are.
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  #65  
Old January 13th, 2004, 11:13 PM

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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Zen:
Hrm. I've tried always taking Turmoil 3 with Luck 3, but I just found I can't cope with the loss of income (I feel like the kid riding the short bus). That may just be my bias though. I've gone to taking the minimum of required Turmoil then it's not nearly so destructive to your economy (as most are Turmoil 1, though Barbarian Kings is Turmoil 2 and believe me, it's ugly).
Mostly I've done it when playing Pangaea, where in theory you get extra benefit and it's thematic. This worked ok in Dom 1 where you could massively patrol with harpies to deal with it, but is simply suicide now.

IMHO taking anything less than Order 3 is a handicap. Taking Luck with such a high Order is obviously self defeating, thereby greatly reducing the value of Luck, and making Misfortune more attractive.
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  #66  
Old January 13th, 2004, 11:16 PM

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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Arryn:
quote:
Originally posted by Jasper:
Plus I always take Turmoil 3 when picking Luck 3.
How do you deal with the unrest caused by this? I tried it once (as Jotunheim) and I had massive problems with crippled income due to having to reduce taxes so much.
In dom 2 Turmoil doesn't cause unrest, it just lowers income -- dramatically. In dom 1 the unrest wasn't a big deal for Pangaea, as you could alleviate it by patrolling with Harpies. In dom 2 you really can't deal with the income loss.
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  #67  
Old January 13th, 2004, 11:18 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Jasper:
Whether an event is good/bad seems to be determined by the Luck of the province having the event -- but who's Order and Luck determines the frequency of a nation's events in the first place? Is it the Preteder's scales? The capitols? Some sort of weighted average of provinces you control?

Just how important is it with Turmoil/Luck to push your dominion so that your provinces actually have Luck 3 in practice? Are perceptions about luck colored by the number of events during expansion being based on potential Turmoil/Luck, while newly conquered provinces still have low Luck?
Home province Luck determines number of events and good/bad effect IIRC. Scales of the province restricts event effects.
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  #68  
Old January 13th, 2004, 11:26 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Luck/Order scales after 2.06 Patch

Zen,

I agree with you here. Of course, if you are hit by a huge horde or trolls in your home province early on (as happened to one AI in a SP game I played), you might never get started. I have never had bogus and crew attack my home province. That would be a nightmare.

I would love to be able to compare statistically the effects of luck events vs. death scale over an entire empire. Because I think that even with good luck the predominance of the bad events will cost you population.

I sometimes toy with the idea of limiting major disasters (flood, earthquake) to once a year in the entire world. And checking independent provinces to see whether it happens there also.
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  #69  
Old January 13th, 2004, 11:29 PM

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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by Kristoffer O:
Home province Luck determines number of events and good/bad effect IIRC. Scales of the province restricts event effects.
Ok, so the prevalance and +/- of events is pretty stable then.

Looks like a good way to screw with someone is to cast misfortune events on their capitol, or rather on their entire empire! Ouch! As if taking Turmoil wasn't painfull enough already...

Hmmm, are there any spells that cause Turmoil?
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  #70  
Old January 13th, 2004, 11:32 PM

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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by SurvivalistMerc:
I sometimes toy with the idea of limiting major disasters (flood, earthquake) to once a year in the entire world. And checking independent provinces to see whether it happens there also.
Interesting idea! You could generate a random sequence of events, and then distribute them based upon everyone's Luck and Turmoil scales...

Not really an option for dominions, but perhaps some other game...
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