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  #1  
Old January 12th, 2004, 06:43 PM

Catquiet Catquiet is offline
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Default Luck/Order scales after 2.06 Patch

(Mis)fortune affects event frequency with 5% per step.
Order/Turmoil affects event frequency with 5% per step.

+3 Luck / 0 Order is more viable since you get an increased frequency of events without taking Turmoil

+3 Order / -3 Luck is now dangerous to take

However, the Order scale is still too powerful compared to all the others.

It should be reduced to +/- 5% gold.
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Old January 12th, 2004, 06:54 PM

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

Catquiet,

The order scale does have a built-in negative. But only folks inclined to take luck will experience it....

It reduces the benefit of positive luck! The lower overall event frequency is the price you pay for taking order.
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Old January 12th, 2004, 07:27 PM
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Default Re: Luck/Order scales after 2.06 Patch

Just ran a few hundred rounds of luck testing.

Results look very similar to Last Version.
Turmoil-3 is a killer.
Order-3 Misfortune-3 provides slightly less income than O-3 L-3 but nets you a ton of nation points.


I don't think this adjustment does much to address the issues.

A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
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Old January 12th, 2004, 07:56 PM

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

Apoger,

Can you tell me what you are doing to test it?

Are you playing with common or rare events?

And how much territory do you control. I never seem to have much problem with unluck until I get a decent sized empire, then it becomes like a death scale with all the horrible random disasters.
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  #5  
Old January 12th, 2004, 07:57 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by apoger:
A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
No, they could just be restricted to -2 and -3 luck provinces. No reason to eliminate them. -2 and -3 luck need to be made worse or I'll keep choosing them every time for every nation.
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Old January 12th, 2004, 08:04 PM

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

Quote:
Originally posted by apoger:
Just ran a few hundred rounds of luck testing.

Results look very similar to Last Version.
Turmoil-3 is a killer.
Order-3 Misfortune-3 provides slightly less income than O-3 L-3 but nets you a ton of nation points.


I don't think this adjustment does much to address the issues.

A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
So your solution to misfortune being a no brainer is making it better?
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  #7  
Old January 12th, 2004, 08:05 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by apoger:
Just ran a few hundred rounds of luck testing.

Results look very similar to Last Version.
Turmoil-3 is a killer.
Order-3 Misfortune-3 provides slightly less income than O-3 L-3 but nets you a ton of nation points.


I don't think this adjustment does much to address the issues.

A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
I take it you would prefer to leave misfortune without effect so you could have high incomes and many events that are mainly good
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  #8  
Old January 12th, 2004, 08:05 PM
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Truper Truper is offline
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Default Re: Luck/Order scales after 2.06 Patch

IMHO luck is now a beautiful thing. I have run 10 turns of a test using Order 1, Luck 3. In those 10 turns I have had: The province defense of my capital increased by 10. A 100 gold event. A 500 gold event. A set of militia join. A group of immigrants increase the pop of one of my provinces by 25%. No negative events yet.

Quote:
I don't think this adjustment does much to address the issues.

A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
I don't understand this. There *are* corresponding good events. And removing the dire events would increase the incentive to take misfortune 3, further unbalancing the luck/order scales, not helping to balance them.
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Old January 12th, 2004, 08:11 PM
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Default Re: Luck/Order scales after 2.06 Patch

I tested for only 20 turns, both Order+3/Luck-3 and Chao-3/Luck+3 were killers. I have only the capital and the population in both case was decrease to 20k by random events. Two babarians (in one turn!) for the Order, one emigration and one plague for the Luck.

I didn't do any recruiting and let the gold accumulate (the upkeep is similar for both). Overall, the Luck nation has more gold left in the treasury, some random gems and a minor items.

In this case, Order might give you comfort for having a larger income - but I'm not totally sure it has the edge.
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  #10  
Old January 12th, 2004, 08:22 PM
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Default Re: Luck/Order scales after 2.06 Patch

Wow, I was testing luck 3, chaos 3 with Abysia... 2 good events until turn 6, then on turn 7 I got a magic item, hero, celebrant, AND... 1/4 of my population died from rain. So far, not good at all.

..then a witch cursed some units, then a quake destroyed the temple (by turn 19).

[ January 12, 2004, 18:25: Message edited by: Saber Cherry ]
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