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March 24th, 2004, 06:51 PM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Big Problem - Unbalanced random events
Getting one's temple destroyed on the second turn of an MP with 3 order is not a pleasant experience. 
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March 24th, 2004, 06:52 PM
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Sergeant
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Join Date: Mar 2004
Location: London, UK
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Re: Big Problem - Unbalanced random events
Heh - when the temple in my capital got knocked down by an earthquake on about turn 10, I got pretty upset and wondered if it happened to anyone else (2.08, order 1, luck 0, events set to rare). Now I know.
I haven't given up, but by golly it's not easy. My prophet is my only remaining priest, and if he dies I will have real difficulty building any temples. At the moment my upkeep is preventing me having 200 to spare for a temple ...
I can appreciate the complexity of balancing the effects of the Order/Chaos and Luck/Misfortune scales ... but I fully support the idea of an Off switch for having no events at all.
CC
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There will be poor always, pathetically struggling - look at the good things you've got ...
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March 24th, 2004, 06:56 PM
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Corporal
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Join Date: Feb 2004
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Re: Big Problem - Unbalanced random events
Didn't even look at that, Peter
Part of the point, however, is if he is attempting to use the Order 3/Misfortune 3, and he's complaining about bad events, we have an issue. I did try to raise generally useful questions on the topic. I guess that was my main point.
Wyatt
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March 24th, 2004, 07:09 PM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Big Problem - Unbalanced random events
Quote:
Originally posted by Teraswaerto:
Getting one's temple destroyed on the second turn of an MP with 3 order is not a pleasant experience.
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Heh. In my Last MP game as Pangaea (based on the free Maenad principle ), I got no random events round 1 & 2, then
#3 Young rebels started creating unrest: My home province rose to 58 unrest from 0
#5 A flood wiped out 25% of the population of my second province conquered in turn 4
#7 Home temple destroyed by earthquake
As the map had independents 9, that set back my expansion by 5-8 rounds compared to the opposition as I had virtually no income.
The settings? Turmoil 3, Sloth 3, Heat 0, Growth 0, Luck 3, Magic 3..... I guess I was begging for it with the turmoil and sloth scales, but I sure as hell did not feel lucky - and I might have been luckier (i.e. fewer random events) with luck 0.
It took over 30 turns before I got a +gold event.
Remember the "luck" blurb in the dominion scales? Seldom has a description of an ability been so thoroughly misleading:
Quote:
Official description of lands with positive luck
A land of Fortune is a good place to visit. Good events are common, and no one seems to have any bad luck. On the other hand, a land of Misfortune is not a good place to visit. Nails find their way through the soles of your boots, and the fish let go of the bait. No matter how well a project is planned, trouble and ruin will undoubtedly strike. Lands of Misfortune are best avoided
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"Good events are common, and no one seems to have any bad luck"? Propaganda without ANY base in gameplay, I am sorry to say. 
[ March 24, 2004, 17:13: Message edited by: Peter Ebbesen ]
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March 24th, 2004, 08:15 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Big Problem - Unbalanced random events
*shrug* Just wait until you get the Ancient Presence event in your capital -- it kills pretty much everybody, turns them into plant beings, and provides (IIRC) an astral/death/nature undead plant-thingy to lead them. Even after you take it back, that province still is radically depopulated.
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March 24th, 2004, 09:47 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Big Problem - Unbalanced random events
I don't know if it's a combination of other scales causing it, or just my good luck or the complaining people's bad luck, but my positive-Luck games have been pretty lucky. No major bad events to my important provinces inside the luck aura, and nice positive events.
PvK
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March 24th, 2004, 09:56 PM
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Sergeant
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Re: Big Problem - Unbalanced random events
The imbalance with events as I see it is that the bad events are much more damaging than the good events are beneficial, so even if you have equal numbers of both, you're still much worse off.
In my current game with Turmoil -1, Luck 0, I usually see several events per turn. At best, the good events give me a few gems, some gold, or maybe a new temple or some militia somewhere. I've never seen anything better than those, at all. The bad events, on the other hand, regularly destroy a sizeable fraction of a province population (permanently!), attack a province with a sizeable independent force, or creates a brigand lair that permanently generates unrest in the province. I've seen all those things multiple times, sometimes more than once in the same turn.
Those good things just don't come close to balancing out the bad ones. That means that those who take order 3, misfortune -3 will get very few good events, but it will hardly matter: the good events just aren't that beneficial, and overall with order 3, Misfortune -1, they probably will *still* get less overall bad events than I do with turmoil -1, luck 0.
I liked Saber Cherry's idea of events getting categorized into major/minor classes. I would add a suggestion to that to make sure that the good major events were as good to have as the bad major events are bad to have. (ie: an event that doubles your population should be just as possible as the 1/2 population death event. (Note that to the the fair inverse of the 1/2 pop death, it needs to be a doubling, not a 50% pop gain.))
-LintMan
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