Re: Luck/Order scales after 2.06 Patch
			 
             
			
		
		
		
		While I am a vey new player, I had a suggestion that might help this. 
 
Instead of luck affecting the % that a given event will be good or bad, could you perhaps make it so that good luck and/or bad luck has a chance of simply negating an event of the other type? 
 
E.g., 
 
Luck-1 30% chance of negating a bad event at the province 
Luck-2 60% chance 
Luck-3 90% chance 
 
Misfortune-1 30% chance of negating a good event at the province 
Misfortune-2 60% chance 
Misfortune-3 90% chance 
 
This would have the overall effect of reducing the number of events, as well as tilting their frequency. 
 
As an example, let's say you have 20 potential events in a province over 20 turns.  These events would have a 50/50 chance of being good or bad.  Under this system, 
 
Luck-1 would give 10 good events and 7 bad events. 
Luck-2 would give 10 good events and 4 bad events. 
Luck-3 would give 10 good events and 1 bad event. 
 
By contrast, currently it would be 
 
Luck-1 would give 12 good events and 8 bad events. 
Luck-2 would give 14 good events and 6 bad events. 
Luck-3 would give 16 good events and 4 bad events. 
 
I think this would streamline things a little. 
 
My other idea would be to basically tie the scale effects tighter to the dominion rating.  That is, Order would give +.75% income to a province per dominion point in that province, as an example.  This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events.  And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right? 
 
Anyway, just some ideas... 
 
Bayushi Tasogare 
		
	
		
		
		
		
		
		
			
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				Scott Hebert 
Gaming Aficionado 
Modding Beginner
			 
		
		
		
		
		
		
	
		
		
	
	
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