View Full Version : What Are the Drawbacks of High Misfortune?
AlgaeNymph
January 5th, 2008, 02:30 AM
I'm phobic of pretender builds that set the scales at 2 or 3 misfortune. I want to know how a high misfortune will bite me in the blubber.
lebarjack
January 5th, 2008, 03:03 AM
The first example coming to my mind is the loss of the temple/lab in the first months... Losing one third of the population in the capitole is an other example.
I think misfortune can make the beginning of the game a real disaster, if you are unlucky ^^
On the long run, it tends to deplete your population with all those disaster, but is largely attenuated by 3 scales of order.
Jazzepi
January 5th, 2008, 03:23 AM
I've never regretted taking Order3 Misfortune2 and I've done it every game that I've not taken Turmoil3 Luck 3.
Generally it's more annoying then actually bad for you. Barbarians attack, and then you have to send some troops out to mop them up. In the 300-400 turns I've played with O3M2 I've only had like 2 temples and 2 labs destroyed. More often then not you just deal with the barbarian attacks.
Jazzepi
Sombre
January 5th, 2008, 04:15 AM
Mostly with order misfortune you get waves of barbarian attacks. However these can be worse than 'annoying' because they can wipe out forts under construction, wreck paths of flat territory used by units with good mapmove, etc.
If you go misfortune 3, you can never get national heroes turning up.
OmikronWarrior
January 5th, 2008, 04:26 AM
Random events are actually dependent on more scales then just order/turmoil and luck/misfortune. For example, having death means getting plague events which will absolutely wreck your population. I was actually just in a game where somebody had two such events in their capitol within the first 12 turns. On the flipside, growth allows the "ancient presence" event, which reduces even the most populous populations to a couple hundred people and causes an attack. Luckily its pretty rare.
I usually go Order-3, Misfortune-2, and at least Growth-1. There is no comprehensive list of random events and whats required to precurse them, though. So, I recommend you play several SP games at different setting to get a feel of the differences. I do know some events seem to be worse at different levels of misfortune, such as barbarian attacks having more barbarians.
Jazzepi
January 5th, 2008, 04:34 AM
Sombre said:
Mostly with order misfortune you get waves of barbarian attacks. However these can be worse than 'annoying' because they can wipe out forts under construction, wreck paths of flat territory used by units with good mapmove, etc.
If you go misfortune 3, you can never get national heroes turning up.
This is very important. If you're building a fort, you should sit an army on that spot, or build enough PD to fend off 40-60 barbarians.
Jazzepi
NTJedi
January 5th, 2008, 05:22 AM
I've noticed independent Trolls attack way more frequently with Misfortune_3.
Tuidjy
January 5th, 2008, 05:30 AM
I believe Order 3, Life 1, Misfortune 2 is safe. When I need the points,
I even play with O3L1M3. It's not the end of the world... But Misfortune
and Death scales, in combination, are a disaster.
In any case, it very much depends on what kind of PD you have. A good
PD like Pythium, Tir-Na-Nog or Arco laughs at invaders. Niefelheim,
on the other hand is savaged by barbarians until turn 30ish, when they
become training dummies for your Jarls.
Randvek
January 5th, 2008, 07:09 AM
Main thing I experience is my temples dropping left and right. Man that gets annoying.
Meglobob
January 5th, 2008, 09:57 AM
What Are the Drawbacks of High Misfortune?
Annoyance mainly, will increase micromanagement because you need to have 1 or 2 mobile armies to take care of barbarian (most common), knight, vine men, troglodytes and troll(least common) attacks. Those attacks can occasionally really hurt, especially when you are at war.
Also, no heros with misfortune 3 and a remote chance with 2.
To be honest the chances of losing your lab on the 1st turn is very, very, very rare and remote. But I always buy a mage on the 1st turn just in case, as otherwise its virtually game over.
Other misfortune events like raising unrest, plagues and whatnot are not really that bad, just minor annoyances.
I usually play all my SP games with luck 3 as its far more fun but in MP to be competitive order 3 misfortune 3 is a must for alot of nations.
I am currently playing a game with scales of turmoil 1, sloth 3, heat 3, misfortune 2, drain 3 and doing fairly well. So its 'manageable'.
Zeldor
January 5th, 2008, 10:51 AM
Not annoyance. Misfortune, even 1-2 can eliminate you from the MP game. If you survive long enough with that scales you are fine. But you take HUGE RISK. You can get some nasty events during first 10 turns and you have no chance to win the war.
Examples:
- lab/temple lost without mages/priests
- huge unrest in capitol [you can get even over 100 in one turn], takes some time and money to get rid of
- Bogus, if you are unlucky he can attack your capitol, he beats 125 strong PD
- huge hordes of barbarians - you can get a group of almost 200 barbarians attacking at once
And if you mix it with Death 3 you will probably have population 10-15k in capitol after around 10-15 turns.
Twan
January 5th, 2008, 10:58 AM
All these events may happen with low misfortune and some even with luck 1 if as a player you are unlucky, so taking misfortune 2 or 3 has no real special drawback.
I like to play with luck scale because it's fun, but I don't think it's actually balanced at all.
I think the main problem of the luck scale is the cap on the number of events coupled with the fact you usually own some provinces where your scales aren't maxed. So if you play a big empire with luck 3 turmoil 3 and are conquering new lands at the fronteer of your dominion, you will often get bad events from provinces where you have only turmoil, and these events will count in the maximum of 3 events per turn in your national provinces, limiting the benefits of luck.
DrPraetorious
January 5th, 2008, 12:02 PM
The drawback to misfortune is that, on average it costs you a big pile of money and gems.
- You *don't* get a number of beneficial events (trade routes, so-and-so found a pile of gems, etc), which costs you money and gems.
- If you also take Drain, you get a lot of events where you lose gems.
- If you also take Death, you get a lot of events where you lose piles of population (as has been mentioned.)
- Regardless of what you take, you get a lot of events that raise unrest - hurricanes, that star that curses people, etc. These events can cause 40 unrest or more, which is (at least for a turn) a bigger income hit that 3 levels of Order.
Most of the effects of Misfortune are not, it is true, game-breakers.
However, as an income scale, in the short turn, Fortune is a better deal than Growth.
Ironhawk
January 5th, 2008, 02:47 PM
Misfortune has its drawbacks, but its not that bad when coupled with Order. I take Misf 2-3 in every MP game. Its a gamble for the first couple of turns, until you capture 1 or 2 provinces, because you could get slammed in your cap. But once you get those provs the chance of a bad event in your cap drops drastically - and the truth is that bad events in the majority of your empire really dont effect gold output that much. They are only a problem if they happen in capitals and awesome farmland provs.
So, on the whole, unless you have a strong reason to take luck, I think that Order + Misf is always the way to go.
Zeldor
January 5th, 2008, 02:50 PM
You are lucky if you are not severely punished for taking Misfortune.
Sir_Dr_D
January 5th, 2008, 02:52 PM
Zeldor. You have just been struck with extremely bad luck. Most of the time you can take misfortune 3, and not receive anything that unlucky.
DonCorazon
January 5th, 2008, 04:21 PM
I am playing an MP game with high luck and a lucky pretender. I receive gems, magic items and gold almost every turn, not to mention heroes begging to serve in my army. The downside is I get dregs of lame militia / arrow cushions who show up as well.
An interesting thought is that all these bonus events from high luck, such as merchants and tax surpluses, might generate more gold than the +x% you get from high order combined with misfortune. I haven't thought this out but just thinking that most provinces have pretty low income to start with, and then when you add on lost income from barbarian invasions and time to recapture, plus negative event income drains, High order may not be as lucrative as high luck.
Plus it is less aggravating and generates significant gem income as well.
Meglobob
January 5th, 2008, 05:03 PM
DonCorazon said:An interesting thought is that all these bonus events from high luck, such as merchants and tax surpluses, might generate more gold than the +x% you get from high order combined with misfortune. I haven't thought this out but just thinking that most provinces have pretty low income to start with, and then when you add on lost income from barbarian invasions and time to recapture, plus negative event income drains, High order may not be as lucrative as high luck.
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.
Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
However, the first 30 turns of a game is the 'crucial' part of the game usually as it sets you up how you are going to do throughout the entire game.
This is why order 3 misfortune 3 is often viewed as the best option.
The scale you after really avoid taking (other then LA Ermor) is death 3. Death 3 is just eventual suicide in anything other than a blitz, very small game.
PyroStock
January 5th, 2008, 05:14 PM
Meglobob said:
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.
Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
Anyone have a link to the thread?
DonCorazon
January 5th, 2008, 05:22 PM
Interesting...I wonder how the tests were done and how you account for magic items, gems, heroes, no lab/temple burning risk, etc.
First part of the game is definitely critical but in my limited experience I have found I am often constrained by resources in the beginning of the game whereas later in the game it is $$$ I need.
Endoperez
January 5th, 2008, 05:48 PM
I'd think that Luck is weaker in the very early game, then goes drastically up as you get more provinces, and once you start getting the maximum amount of events (3 or 4) every turn the income bonus stays static.
I did some tests for DomII. I don't think I repeated them for Dom3.
Meglobob
January 5th, 2008, 06:40 PM
PyroStock said:
Meglobob said:
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.
Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
Anyone have a link to the thread?
Here is a link:-
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=470020&page=&view=&sb=5&o =&fpart=2&vc=1
I am sure there was a more in depth thread somewhere but I can't find it!
Xietor
January 5th, 2008, 07:03 PM
I refuse to take even 1 misfortune or 1 death. And I have fairly decent success in mp games.
In Alpaca when i needed negative scales for a double 9 bless i took 2 drain and 3 sloth. I prefer to get my worthy heroes,
and i prefer to not deal with bad events in the crucial expansion phase.
Things like sloth, cold, and drain can be planned for. Sloth does limit the types of troops you can build, so you take conjuration and summon troops. Drain means you need research boosters. I traded for several research boosters in Alpaca.
But I am someone that likes to plan things out. Others may welcome the unpredictable as the "spice."
PyroStock
January 5th, 2008, 08:23 PM
Meglobob said:
I am sure there was a more in depth thread somewhere but I can't find it!
Suuuuuuuure. http://forum.shrapnelgames.com/images/smilies/wink.gif
That thread does compare Order3 & Luck3 more than once, but never Order3/Misfortune3 & Luck3/Turmoil3.
I've always liked Order. I wonder how Misfortune1, 2 & 3 compares or if there is a sweet spot in Luck1, 2 or 3 (similiar to Drain2).
capnq
January 6th, 2008, 07:25 AM
Meglobob said: To be honest the chances of losing your lab on the 1st turn is very, very, very rare and remote. But I always buy a mage on the 1st turn just in case, as otherwise its virtually game over.
I always buy a priest first. There seem to be a lot more mercenary mages available than mercenary priests, and I've never used a pretender with no magic paths.
Endoperez
January 6th, 2008, 08:51 AM
You can always get a propet, though.
sector24
January 6th, 2008, 09:55 PM
My favorite part about misfortune is when you've besieged a fort and you get the lab/temple destroyed event, but it destroys your opponent's building.
capnq
January 7th, 2008, 07:51 AM
Endoperez said:
You can always get a propet, though.
Hmm, that's a good point. But I prefer to recruit the highest level priest I have available, then boost him further as my prophet.
Endoperez
January 7th, 2008, 10:17 AM
capnq said:
Endoperez said:
You can always get a propet, though.
Hmm, that's a good point. But I prefer to recruit the highest level priest I have available, then boost him further as my prophet.
That's a good point. Only works if you can recruit H3 priests, of course.
capnq
January 7th, 2008, 08:33 PM
Endoperez said:
capnq said:
Endoperez said:
You can always get a propet, though.
Hmm, that's a good point. But I prefer to recruit the highest level priest I have available, then boost him further as my prophet.
That's a good point. Only works if you can recruit H3 priests, of course.
Huh? Other than H3->4 getting you Divine Blessing, I don't see why it "only works" at that level.
Jazzepi
January 7th, 2008, 08:46 PM
capnq said:
Endoperez said:
capnq said:
Endoperez said:
You can always get a propet, though.
Hmm, that's a good point. But I prefer to recruit the highest level priest I have available, then boost him further as my prophet.
That's a good point. Only works if you can recruit H3 priests, of course.
Huh? Other than H3->4 getting you Divine Blessing, I don't see why it "only works" at that level.
Because turning a commander into a prophet who has H0-H2 raises him to H3. Turning a commander who is H3 into a prophet gives him H4, and the ever elusive fanaticism which is quite good in large battles.
Basically there's no reason to convert a H1-H2 priest into a prophet when you could just do it with a commander, or a scout, or some one else.
Jazzepi
Endoperez
January 8th, 2008, 03:07 AM
Yeah. As Ulm, for example, I could make either my starting commander (shield, armor) or my starting spy (good stealth) into my prophet. A priest-prophet is just worse than either.
Agrajag
January 8th, 2008, 07:08 AM
EDIT: Whoops, didn't notice the question was already answered (I failed to notice the existence of a third page :S)
So, you can just ignore what I already wrote earlier, which is:
Because "boosting him further as my prophet" is only a real boost if it is from H3 to H4. Since any prophet gets H3 anyway, it is completely pointless to make an H2 priest into a prophet, you might as well boost a mage or a good commander all the way to H3 by making him into a prophet.
capnq
January 8th, 2008, 07:23 AM
Endoperez said:
capnq said:
Endoperez said: That's a good point. Only works if you can recruit H3 priests, of course.
Huh? Other than H3->4 getting you Divine Blessing, I don't see why it "only works" at that level.
Because turning a commander into a prophet who has H0-H2 raises him to H3. Turning a commander who is H3 into a prophet gives him H4, and the ever elusive fanaticism which is quite good in large battles.
Basically there's no reason to convert a H1-H2 priest into a prophet when you could just do it with a commander, or a scout, or some one else.
OK, that makes sense. I never really looked that closely at it, and I'd assumed that making someone a prophet just increased H by 1.
I've only been playing the demo so far, and just ordered the full game yesterday. Once I have the manual to look at, I should know these things. http://forum.shrapnelgames.com/images/smilies/happy.gif
Wyatt Hebert
January 8th, 2008, 10:30 AM
It happens, capnq.
As for Endo's comment, I've actually seen the Ulmish Commanders knock themselves out if prophetized, simply due to the very high Spellcasting encumbrance of his gear. Otoh, he's very durable, and his only real job is to cast Sermon of Courage.
So it goes...
Wyatt
Micah
January 8th, 2008, 01:50 PM
Problem is that NOTHING is very durable at 100 fatigue. =)
Baalz
January 8th, 2008, 03:42 PM
Drawbacks of high misfortune:
You never can take turmoil
You very rarely can take death
You get no (or very few) national heroes
It costs you gold/gems/population both directly and as a hidden cost (the positive events you never get)
It costs you labs/temples/castles, both directly and as a hidden cost
You regularly get attacked by indies
It can cripple you in the first few turns if you're unlucky
It increases your micro
Outside of (obviously) reversing the above, benefits of luck:
Increases your magic diversity, through random gem events and random mages joining you (your national heroes can often help with this as well)
Lumpy income can make it easier to fund larger projects (ie you just got a large gold event so can afford that castle you were having trouble saving for)
Possibility of getting items/boosters you can't forge
A significant portion of your income can't be hit by spies, pillaging, or unrest causing rituals. True, there are some spells which raise misfortune, but to significantly impact your overall income they'd have to hit a significant portion of your kingdom rather than a handful of your best provinces.
One choice that I think is overlooked by the "gold is king, I only take Order/Misfortune" crowd is Order/Luck. True, the synergy is against you, but as your nation grows you start hitting that 3 event limit anyway and have the best gold income possible. I haven't dug into it, but I'm assuming some really good events are tied to order/luck scales. I find order/luck/death to be a very competitive setup...
Ironhawk
January 8th, 2008, 06:49 PM
Thats a really interesting scale combination, baalz. Wouldnt have thought to use that - might give it a shot in my next game. How do you keep all your mages from dying?
In the past I've always used Order/Misfortune. Really you are only in danger for like the first 2-3 turns of the game and after that it pays off very well. And you get attacked by Bogus often which is, outside of the early game, a positive event since it nets you a lot of equipment.
Turmoil/Luck is nice in the early game when a big gold boost can almost double your economic power in a turn. But once your hit the event per turn limit, your bonus becomes static. This is a very serious flaw when playing in medium/large games because nations who took Order will have a strong relative advantage over you since thier income scales faster as thier empires grow!
Zeldor
January 8th, 2008, 06:50 PM
Ironhawk:
You can get attacked by Bogus even in Luck 2-3 http://forum.shrapnelgames.com/images/smilies/happy.gif
Baalz
January 8th, 2008, 08:09 PM
Ironhawk said:
Thats a really interesting scale combination, baalz. Wouldnt have thought to use that - might give it a shot in my next game. How do you keep all your mages from dying?
In the past I've always used Order/Misfortune. Really you are only in danger for like the first 2-3 turns of the game and after that it pays off very well. And you get attacked by Bogus often which is, outside of the early game, a positive event since it nets you a lot of equipment.
Turmoil/Luck is nice in the early game when a big gold boost can almost double your economic power in a turn. But once your hit the event per turn limit, your bonus becomes static. This is a very serious flaw when playing in medium/large games because nations who took Order will have a strong relative advantage over you since thier income scales faster as thier empires grow!
To be sure, I don't always take those scales, I very seldom take death scales when old age is an issue. For many nations though it's not.
Order is nice, to be sure, I don't think anyone will argue that. I do think it's a bit misleading though to just look at the gold value and say luck's advantage is static. Whats the value of getting a necromancer who starts casting dark knowledge? Without trying to pick a value that's arguably an exponential advantage as your death income grows over time. What's the value of losing the lab at your capital? I'm not talking about during the first few turns, I'm talking about at the point you've got a bunch of researchers and rituals being cast - again this value grows over time even assuming you didn't miss out on critical support for your military. How valuable is it to be able to prime the pump on site searching spells without having to alchemize - potentially from non-astral gems? What's the value of a national hero?
Luck is definitely *not* the most efficient way to gain gold, but gold alone does not win a game.
Shovah32
January 8th, 2008, 09:39 PM
Zeldor said:
Ironhawk:
You can get attacked by Bogus even in Luck 2-3 http://forum.shrapnelgames.com/images/smilies/happy.gif
Thought it is probably considered by the game to be a bad event, thus being much more rare in a luck 2-3 enviroment than under misfortune of a similar level.
Sombre
January 8th, 2008, 10:30 PM
Although events are less common overall if you take order misfortune, so perhaps bogus is less common.
Xietor
January 8th, 2008, 11:05 PM
In Alpaca, i took 3 order and luck and it worked out well. Also in a 4 player game i did the same. Both games turned out with good results.
In both games i got heroes early and often, and got many gem producing events. Not so many great items though.
Humakty
January 9th, 2008, 11:33 AM
Bogus can be considered a good event only if you've got nothing else to do. When I get this event I'm often waging a defensive war against 1+ AIs, and you really can't deal with him with a secondary army.
I often take misfortune now, so as to pay for my growth as I play factions that are crippled by old age. (Ah fire magic...)It is true it is a real pain to have your lab/temple wipped out early on. Barbarian attacks on the capitol have never been a threat for me(they get trashed by 25+ PD), but I never play the monkeys and their (censored so as not to cause a riot) PD.
I think misf/order is a better bet than turmoil/luck, even if the best is to have all positive scales, which is possible if you don't need a strong bless.
sector24
January 10th, 2008, 11:09 PM
I started an order 3 luck 3 game recently and another thing that really hurts these scales is slow dominion spread. For instance, let's say you defeat an order 3 misfortune 2 player. You had 10 provinces and you took 5 more for a total of 15. The problem is that 33% of your territory has misfortune rather than luck, so when you get a random event there it still ends up being a bad one. I get a lot of barbarian events in newly conquered territory before I get a chance to convert the scales. Since you're limited to 3 events/turn, you really have to try to flip the scales quickly if you want to max out your positive events.
At least this is how it seems to me. Can anyone confirm that the game randomly chooses the province first, then the event based on the scales in that province? I think luck would be significantly better if random events were weighted towards lucky provinces first.
atul
January 11th, 2008, 03:43 AM
I believe that at least in Dom2 it was thought that event frequency was based on Capital dominion score, but event kind into each province's dominion score. Don't know for sure, but at least I remember that while I liked playing turmoil/luck nations (TC Spring&Autumn <3), conquering order/misfortune nations was truly horror thanks to the bad events...
Baalz
January 11th, 2008, 02:37 PM
Well, the same is true for any positive dominion. If 50% of your nation is out of your dominion, 50% isn't benefiting from your order scales and 50% of the random events will not benefit from your luck scales. The three event cap doesn't really impact this.
One non-obvious benefit of a luck scale is when your dominion pushes into somebody else's territory unlike other scales they don't merely not get the advantage of your good scales, they actually have a functionally negative luck scale for that province of whatever your positive scale is. I think the logic is good luck for player A is bad luck for player B.
Digress
January 11th, 2008, 10:53 PM
Baalz said:
One non-obvious benefit of a luck scale is when your dominion pushes into somebody else's territory unlike other scales they don't merely not get the advantage of your good scales, they actually have a functionally negative luck scale for that province of whatever your positive scale is. I think the logic is good luck for player A is bad luck for player B.
I didn't know that ... does the reverse hold ?
Endoperez
January 12th, 2008, 05:16 AM
I always thought your positive scales are ignored for enemies, e.g. Order 3/Misfortune 2 is Order 0/Misfortune 2. The manuals I checked (Dom:PPP and Dom3) didn't give any answers.
capnq
January 12th, 2008, 07:34 AM
Jazzepi said:
capnq said:
Huh? Other than H3->4 getting you Divine Blessing, I don't see why it "only works" at that level.
Because turning a commander into a prophet who has H0-H2 raises him to H3. Turning a commander who is H3 into a prophet gives him H4, and the ever elusive fanaticism which is quite good in large battles.
Basically there's no reason to convert a H1-H2 priest into a prophet when you could just do it with a commander, or a scout, or some one else.
Jazzepi
I've thought of a reason http://forum.shrapnelgames.com/images/smilies/happy.gif, but it's a very small benefit.
If the priest has several other paths, and you're planning to search for magic sites with him anyway, he'll be able to find more of those elusive H sites. A commander or scout with only H3 probably has more useful things to do than searching.
Baalz
January 12th, 2008, 11:10 AM
Endoperez said:
I always thought your positive scales are ignored for enemies, e.g. Order 3/Misfortune 2 is Order 0/Misfortune 2. The manuals I checked (Dom:PPP and Dom3) didn't give any answers.
That is true in general, but luck is the exception. KO explained it in a thread I'm too lazy to look up, I think its one of those undocumented features that maybe even got added as a patch. Not like it's possible to figure out from observation...:)
vfb
January 12th, 2008, 11:37 AM
KO's post is halfway down this thread:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=541672#Post541 672
He seems to be saying that if there is enemy Luck or Misfortune in your province, then both have the same effect on the chance of a random event (increasing the chance), and whether it is a bad event (both enemy Luck and enemy Misfortune increase the chance of bad events). But he also says though that the event scale requirement does not go away -- if you've got enemy Luck3 in your province, that's better than Misfortune3, since you can't get any bad events that require less than Luck3 to occur.
I think it's entirely possible I've failed to understand him properly though. So please read the thread for yourselves. http://forum.shrapnelgames.com/images/smilies/happy.gif
Just from experience, I always seem to get way more horrible events in my provinces under enemy dominion from enemy misfortune scales than from enemy luck scales.
Doc_Jones
January 13th, 2008, 07:29 AM
I think the problem is, what is the definition of beneficial when it comes to luck.
This is how I read what he said
Your territory:
%chance of random events is 15% for all (which means, by design +/- random events is not good or bad and therefore it doesn't matter who's dominion is the source)
Scales - enemy LK 3
Result - -39% good event, LK 3 type events (good or bad)
Scales - enemy MF 3
Result - -39% good event, MF 3 type events
Scales - Your MF 3
Result - -39% good event, MF 3 type events
Scales - Your LK 3
Result - +39% good event, LK 3 type events
Which seems to make sense. Your LK3 dominion spreading makes goofy things happen where ever it lands. Just in you lands it makes neat stuff happen, in their lands...random goofy stuff happens too. BUT, it's likely to be bad...just not horrible.
And on a side note: I could care less if my units being cursed in a territory was a random event or not. I'm blaming it on someone.
"PANGAEA, I'm coming for you!" http://forum.shrapnelgames.com/images/smilies/evil.gif
Sombre
January 14th, 2008, 12:32 PM
I've heard a few people mention that you can only get 3 events per turn.
But I just got 5.
I'm confused. See attached screenie.
thejeff
January 14th, 2008, 12:37 PM
You can only get 5 random events per turn.
There are spells that produce 'random' events. Hurricanes and the like.
Most likely, you're being targeted.
Endoperez
January 14th, 2008, 12:44 PM
You can get maximum of three random events per turn, AFAIK. Some spells duplicate effects of spesific events and are reported as events. Some pretenders (Lady of Fortune, Jade Emperor) cause additional, positive events. Some uniques (Doom Horrors) may cause additional, negative events.
I've sometimes heard mentions of four basic events, but I think in that case someone's been hit by one of those mentioned above without realizing it.
Sombre
January 14th, 2008, 12:51 PM
Unfortunately I don't remember the exact events, but I do remember that 2 of them were about ill omens and at least 2 were positive - one resource increase and one castle built iirc.
Is there a spell which causes an ill omen in a province? That baleful star one perhaps?
Zeldor
January 14th, 2008, 01:22 PM
I think you can get more than 3 if you get new provinces. It makes events before provinces are conquered, so you get 3 on your own land and you may also conquer others that had random event, including indies.
Endoperez
January 14th, 2008, 01:26 PM
That's a pretty good explanation, actually. Congrats on that.
vfb
January 14th, 2008, 01:43 PM
I've had 5 events occur quite a few times (over a number of games). So, I thought it was that 3 was average for lots of provinces, 4 was rare, and 5 was very rare.
Unfortunately I don't have any saved games at the moment like that, because I've got Order3 in all my most recent games.
When events occur in your 'newly-conquered' provinces, I think you might not benefit from those events. I think I remember having provinces of mine conquered, and my ex-province had a gem event on that turn, and I got the gems into my gem inventory.
IndyPendant
January 14th, 2008, 01:46 PM
I don't have it with me, but I'm reasonably certain the manual says that certain spells that target provinces are anonymous, and so they show up as random events. That would cause more than three in a turn.
Zeldor
January 14th, 2008, 01:50 PM
vfb:
But I think you can get the negative ones http://forum.shrapnelgames.com/images/smilies/happy.gif Like barbarian attack.
vfb
January 14th, 2008, 01:51 PM
http://i175.photobucket.com/albums/w148/vfb_dominions/events.jpg
Events are:
Kheledor: Priest, faith+300 gold
Hoburgia: Priest, faith+300 gold
Nireithal Bay: Air gems
Far Kheled: Festival, faith
Four events, none of them from a ritual, none of them in provinces where there was a battle.
Scales in this game were:
Turmoil 3, Growth 1, Luck 3, Drain 2.
At this point I had about half the provinces on a 157-province map.
Doc_Jones
January 15th, 2008, 12:16 PM
Any possibility any of these are hidden site events? Not familiar with the sites.
vfb
January 15th, 2008, 07:19 PM
There are hidden site side effects, but no hidden site events that I know of.
I've seen 4 true random events per turn quite frequently, and on rare occasion 5. Maybe you need +% to random events to get this, like Turmoil 3 Luck 3 scales?
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