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January 13th, 2004, 10:53 PM
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Join Date: Jan 2004
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Keir Maxwell:
Arryn I would suggest that you look how much gold and porduction you lose by having unrest at 80+. I play with 1 unrest as acceptable and lower tax to get rid of anythign else.
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Playing as Utgard, I've been running a gold surplus of 1500+/month, which I can only put to use by increasing province defenses. My 150+ provinces are all at 21, and quite a few are at 30-50. Gold just isn't that useful in this particular game (the one where I have provinces with high unrest in odd spots). I wouldn't dream of allowing such unrest playing, say, R'yleth, where I'm always desperate for gold. As for production losses, I haven't seen all that bad a hit there. I crank out Jotun Huskarls/Spearmen at a nice pace. Too bad you cannot buy gems, as this is my only limiting factor ...
Still, I've only been playing the game for a week and a half, so I have quite a bit yet to learn!
Cheers! 
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January 13th, 2004, 10:54 PM
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Keir Maxwell:
Having played turmoil3/luck3 races I bit I think there is something very wrong with peoples tests - I don't find my home province gets devestated. I suspect that a large part of the problem is doing the test with only one province so all events occur in that province. I think luck is just to complicated for a one province test to be that useful. To repeat I have been playing turmoil/luck races and they do alright. Sure they have not been up to the old order/misfortune standards but they don't destroy themselves with bad luck as some peoples tests would seem to indicate.
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I agree. I don't get hit that bad, as once you have alot of provinces, mostly of lesser value, the effect of such events is typically less. With Luck/Turmoil it really pays to expand quickly, and to have a strong dominion.
The biggest hit I see with Turmoil/Luck is the HUGE (gigantic! enormous!) base income loss, for which luck doesn't even come close to offering something of comeasurate value in return.
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January 13th, 2004, 10:56 PM
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Join Date: Sep 2003
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Arryn:
Playing as Utgard, I've been running a gold surplus of 1500+/month, which I can only put to use by increasing province defenses.
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Why not buy more forts and labs, so you can spend the extra gold on mages? This is what is typically done in multiplayer.
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January 13th, 2004, 10:57 PM
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Re: Luck/Order scales after 2.06 Patch
Hrm. I've tried always taking Turmoil 3 with Luck 3, but I just found I can't cope with the loss of income (I feel like the kid riding the short bus). That may just be my bias though. I've gone to taking the minimum of required Turmoil then it's not nearly so destructive to your economy (as most are Turmoil 1, though Barbarian Kings is Turmoil 2 and believe me, it's ugly).
I believe your suggestion of having Pangaea immune to the Turmoil scale is a fantastic one and they should implement it. Heres to hoping.
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January 13th, 2004, 10:57 PM
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Jasper:
Plus I always take Turmoil 3 when picking Luck 3.
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How do you deal with the unrest caused by this? I tried it once (as Jotunheim) and I had massive problems with crippled income due to having to reduce taxes so much. 
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January 13th, 2004, 10:58 PM
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Join Date: Aug 2003
Location: Sweden
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Re: Luck/Order scales after 2.06 Patch
Some events (ill omen and rain of toads) increase misfortune. This might increase the chance of future bad events.
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January 13th, 2004, 11:06 PM
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Re: Luck/Order scales after 2.06 Patch
Whether an event is good/bad seems to be determined by the Luck of the province having the event -- but who's Order and Luck determines the frequency of a nation's events in the first place? Is it the Preteder's scales? The capitols? Some sort of weighted average of provinces you control?
Just how important is it with Turmoil/Luck to push your dominion so that your provinces actually have Luck 3 in practice? Are perceptions about luck colored by the number of events during expansion being based on potential Turmoil/Luck, while newly conquered provinces still have low Luck?
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