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  #1  
Old November 13th, 2006, 12:01 PM
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Default Luck test, v 1.00

Nations:
MA Agartha
awake Oracle with dominion 7
Growth 3, Prod 3, Luck 3, Drain 2

MA Jotunheim
awake Monolith with dominion 7
Order 3, Prod 1, Cold 2

amount of starting provinces: 9
No provinces conquered, no provinces lost, no magic researched, no units recruited.
In the end, Jotunheim had 51 010 gp, income 1024, upkeep 41, 273 gems on turn 50.
Agartha had 58 272 gp, income 1322, upkeep 176, +1 Earth gem from Caspar's Cave event, and 433 gems, 8 slaves (after subtracting income of one extra site they started with) on turn 50.

Agartha's income was 999 at some point. I think this test has proven that GROWTH can be good i multiplayer games as well!

Agartha:

Hurricane,
brigands,
brigands,
hailstorm, -80 gp, -3% pop,
hurricane,
superstition,
strange events,
Caspar of the Cave,
locusts (-100 gp)




Gifts from Shadow Seers (2 pearls, trinket, 200 gp),
Magic Item (trinket),
Witch's curse (5 nat),
Air gems (5),
Witch's curse (4 nat),
Fertility Festival (???) and Nat gems on same turn, +10 N,
air gems (6),
tax collection (200gp),
49 Flagellants,
pagan festival, dominion down, claims +growth but neutral growth
Astral gems (7),
Water gems (4),
2 x death gems, 18 altogether,
festival (+faith - in capital! dom ~7 to 9),
74 militia,
immigration (50 more income than few turns before),
73 militia,
46 flagellants,
mild winter, +150 gold
Astral gems (6)
nature gems (9?)
blood slaves (8)
air gems (13?)
+15 PD
nature gems (8) /53,
income +60 gp
Great Treasures! 3000 gp, Fire Sword, 5 Fire gems
Water gems (7 )
great treasures! 3000 gp, Fire sword, 5 Fire gems
Magic item (flesh eater)
Air gems (3 gems)
73 militia
laboratory (in Amazon province!),
Nature gems,
Water gems,
Air gems,
Water gems,
200 gold,
Magic item (Horror Helm),
tax collection (200 gp),
200 gp,
61 militia,
Air gems,
witch's curse,
tax collection (+1000 gp)


Jotunheim:

brigands,
severe cold, -5% pop
hailstorm, -80 gp, -3% pop,
-200 gp,
brigands,
-5% people (blizzard)


resources,
Pirate ship (600 gold),
PD +20,
witch's curse (4 nat),
Earth gems (5),
+100 gp,
celebrant of faith (30 militia)
water gems (8)




EDITed:
starting sites changed to starting provinces, added the lines explaining the nature of the test (just income compared, in other words).
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  #2  
Old November 13th, 2006, 12:29 PM
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Default Re: Luck test, v 1.00

Why such strange scales ? Scales enable and disable certain events. Why drain and productivity ?
Cold enables some events, too. Wouldn't it be better to test with two nations having similar scale preference ?

By the way, Agartha scales cost (9-2)*40 = 280.
Jotunheim scales cost (4-2)*40 = 80.
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Old November 13th, 2006, 12:53 PM
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Default Re: Luck test, v 1.00

The scales are strange, yes. That's because I had played with those scales earlier, in a blitz, and (as I thought then) didn't benefit from it. I wanted to test just WHAT kind of events Prod/Growth/Drain has. As you can see, there are quite few events for that spesific combination; most of the events were still Magic-based. All those gems... I was hoping for money (lots of it), resources, castles, temples etc. The other nation was randomly chosen, and I hoped the cold pref wouldn't make too big a difference.

Also, this was purely a TEST game. NO armies were moved at all! Starting provinces was changed to 9, but no units were recruited.

First post edited slightly.
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Old November 13th, 2006, 01:04 PM
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Default Re: Luck test, v 1.00

Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events.
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Old November 13th, 2006, 01:09 PM
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Default Re: Luck test, v 1.00

Quote:
B0rsuk said:
Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events.
I know for sure that Luck/Growth nation had worse income in the beginning. Under 1000 gp.

I also think lots of the better income events need Order. And some others need Death. On the other hand, some of those 200 gp income ones were about a genious prospector who found gold or some a gold vein just discovered or somesuch, and I think those are linked to Production.
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Old November 13th, 2006, 03:09 PM
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Default Re: Luck test, v 1.00

Quote:
B0rsuk said:
Hmm. Are you sure both nations initially had equal (in terms of income) provinces ?
Rumor has it that you need Order for castle events.
Definately untrue. For the fortified city you might need order (but can get that from hostile dominion, heh heh) but there's at least one other event that gives forts that doesn't require order, might actually require unrest.
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Old November 13th, 2006, 04:04 PM
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Default Re: Luck test, v 1.00

I'm pretty sure Luck will always lose to Order when it comes to money. What it can do is get you a Staff of Storms before turn 10, or something like that.
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Old November 13th, 2006, 04:08 PM

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Default Re: Luck test, v 1.00

I got ring of wizardry before turn 10 in a single player game.
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Old November 13th, 2006, 04:18 PM
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Default Re: Luck test, v 1.00

Quote:
Teraswaerto said:
I'm pretty sure Luck will always lose to Order when it comes to money. What it can do is get you a Staff of Storms before turn 10, or something like that.
I agree 100% with this.

I believe yr test shows how powerful order is, gold is always useful and u never have enough. Order 3 Prod 1 is virtually equaling Prod 3, Growth 3, Luck 3.

Growth/Prod/Luck need a slight boost to be on par with order. I hate game nerfing so I won't suggest order be made weaker.
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Old November 13th, 2006, 05:19 PM
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Default Re: Luck test, v 1.00

It's easier to make Order less important, though. Also, this is just one test. I'll test other combinations too, if I won't forget it. Luck/Death could be quite potent, as an example. All those events about princes dying and such.

Also, if Magic/Drain scales affects events, I presume higher Magic scale would give even more gems. Something like Tien Chi could benefit immensely from all those gems. And of course, then there'd be a chance for those better items. Most items given by luck are trinkets and lesser items.
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