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View Full Version : Luck : +1 => Turn 2 => lab destroyed event !!!


Eressil3
May 19th, 2007, 08:33 AM
I was testing a bless in SP. I took
order 0
prod 3
cold 3
growth 1
luck 1
magic 1.

Turn two => event : lab destroyed !

On turn 1, I did not recruit a mage. So no more mage to build another lab = unable to recruit even one mage until I empower some random guy or until my pretender free himself from his imprisonment !!! And since I got no mage, finding magic site is even harder LOL !

The game was early screwed with *positive* scales beside cold !!! I'm happy it didn't happen in MP !

I wonder what are the "chances" to be so unlucky ?
Did something similar happen to you with luck (not misfortune) ?

Edi
May 19th, 2007, 08:38 AM
Never had my lab burn down on turn 2, but this is the reason why the first commander you recruit should ALWAYS be a mage if you have a dormant or imprisoned pretender. It's easier to prophetize some ranodm schmuck than make a mage out of one.

Jazzepi
May 19th, 2007, 11:33 AM
Hilarious.

Jazzepi

MaxWilson
May 19th, 2007, 12:39 PM
You're actually not totally sunk if your lab burns down; you just need to buy a mercenary and have him build a lab.

-Max

Eressil3
May 19th, 2007, 06:32 PM
Edi said:
Never had my lab burn down on turn 2, but this is the reason why the first commander you recruit should ALWAYS be a mage if you have a dormant or imprisoned pretender. It's easier to prophetize some ranodm schmuck than make a mage out of one.



With my pretender imprisoned in MP, I did my best expansions by recruiting cheap commanders to ferry as most troops as I could to my independants neighbours - not by recruiting mages. Oviously it may vary depending the nation you're playing.
And since noone here seems to complain about such event so early, I think I'll take the risk again http://forum.shrapnelgames.com/images/smilies/stupid.gif

mivayan
May 20th, 2007, 03:26 AM
Eressil3 said:
Turn two => event : lab destroyed !


Ouch.

I thought in dom3, there was some protection, that some really bad events couldn't happen on turh 2-3. lab loss could be among the worst... wonder what events are restricted... maybe attacks from the ancient precence, bogus or knights?

K
May 20th, 2007, 01:52 PM
Attacks are probably restricted, as are the ones that drop your dominion (to prevent an auto-dominion kill on turn 3).

Edi
May 20th, 2007, 02:37 PM
I don't know that any events are restricted. I've had barbarian horde on turn 2. In Dom2 I once got knights on turn 2, which really shut my game down pretty damned effectively. Don't know that any of that has been toned down in Dom3.

Nick_K
May 20th, 2007, 05:53 PM
I thought that the whole point of the event restrictions was to stop people losing their labs right at the start. If you lost on on turn 2, then maybe there's an issue there

Edi
May 20th, 2007, 05:59 PM
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage. It also means you got pretty damned unlucky, but that's neither here nor there. Sometimes you really do roll the snake eyes three times in a row, as it were.

zakna
June 7th, 2007, 05:40 AM
had the same thing happen to me, turn 2 lab destroyed it was with -2 luck scales. then the next turn got brigand with 30 % unrest on capitol http://forum.shrapnelgames.com/images/smilies/happy.gif about 750 gold down the drain in 2 turns unlucky scales are really dangerous http://forum.shrapnelgames.com/images/smilies/wink.gif

Olive
June 7th, 2007, 06:00 AM
I already lost my lab in turn 2 with turmoil 3 - luck 3.

And I can't help to repeat that for my first mp game with dom 3, with order 2 or 3 and misf 1, I lost about half of my capitol's population on turn 2 because of a plague. http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Velusion
June 7th, 2007, 12:40 PM
Edi said:
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage.



This statement doesn't make any sense. How could recruiting a mage help prevent his lab from burning down?

On another note: While recruiting a mage is often an important first step for many nations, there are a few where expanding quickly is more important. In these cases limiting your early expansion because you are betting on your lab burning down in turn 2 with +1 luck scales is probably a bad idea.

Edi
June 7th, 2007, 02:01 PM
Velusion said:

Edi said:
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage.



This statement doesn't make any sense. How could recruiting a mage help prevent his lab from burning down?

On another note: While recruiting a mage is often an important first step for many nations, there are a few where expanding quickly is more important. In these cases limiting your early expansion because you are betting on your lab burning down in turn 2 with +1 luck scales is probably a bad idea.


If you have a not recruited a mage and your lab burns down with your god asleep or imprisoned, you are completely unable to build a lab until you have amassed enough gems to empower a commander to become a mage. Barring gem income from events or a mage mercenary, that's a minimum of 10 turns (more in late era and automatically more for nations with multitype gem income) without research or additional mages. So if you get shafted in MP by your lab burning down on turn 2 and have no mage, you will have no way of recovering that gap and will consequently die and nobody else will be to blame.

thejeff
June 7th, 2007, 02:37 PM
Yeah, we get that it's really bad when it happens.

But it should also be really unlikely, especially with positive luck scales. So in some cases if you can expand faster by not building mages, it's worth the risk.

And hardly a major blunder worthy of the "what a stupid thing to do" attitude.

More interesting the question originally asked: What are the chances? Does anyone have even a rough estimate? I suppose you could run a few hundred first turns to see. If it's one in 10 games, worth planning for. One in a hundred probably not a major concern.


Also worthy of note that some nations have mages recruitable without a lab: Vaetti hags, Magisters and Judges, anyone with only random paths.

Ygorl
June 8th, 2007, 06:32 PM
It is really unlikely. It's just (obviously) not impossible. Taking luck+1 doesn't mean bad things never happen to you...
I played a game with luck 0 in which I lost half my population the first turn, and a third of it the next turn; I basically started the game with a heavy-unrest 10000-population capital. Kind of stank, but bad things happen to good people sometimes. http://forum.shrapnelgames.com/images/smilies/happy.gif

Kristoffer O
June 8th, 2007, 07:11 PM
> I played a game with luck 0 in which I lost half my population the first turn, and a third of it the next turn

That was harsh. I suppose you had a death scale. Plagues are a lot more common with a death scale, especially with death 3.

Some events are restricted and will not happen the first couple of turns. Mainly barbarian hordes and stuff that makes you loose your only province. I think the destroyed temple waits for some turns as well, but I'm not sure. Best way not to have these kinds of events are to have positive scales all over, and Order 3 to get few events.