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May 18th, 2004, 03:46 AM
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Corporal
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Join Date: Mar 2004
Location: Eastern US Seaboard
Posts: 96
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Re: Order vs. Luck in End Game
There's definitely a disparity between Order and Luck in the endgame, but I don't think people are considering the disparity in the beginning of the game.
On turn 2, a +500 gp event can have a huge impact on how quickly your nation gets started, whereas the benefit of +3 Order is not that great.
On turn 2, your positive luck scale turning a random event from a lost temple to a handful of gems makes a huge impact.
The point is that Luck seems to have a larger impact on the beginning of the game, which in turn can help your nation get started faster, which has a trickle-down effect throughout the rest of the game.
__________________
"He clasps the crag with crooked hands;
Close to the sun in lonely lands,
Ringed with the azure world, he stands" - Alfred, Lord Tennyson
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May 18th, 2004, 05:29 AM
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Sergeant
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Join Date: Oct 2000
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Re: Order vs. Luck in End Game
Some ideas:
- Make the luck scale cost less points at pretender creation than the other scales. If it didn't cost so much, it might be more worthwhile to invest some points in it, and less lucrative to do the Order 3/Misfortune 3/rare events combo that minimizes the badness.
- Make the luck scale have some (fairly small) impact on combat dice rolls. Perhaps +/- 1-2% per scale? Or maybe randomly some of your units will receieve the luck spell effect in combat? Something like this seems like it would fit well with the idea of a lucky domain, and it would make Misfortune less of a no-brainer for the death-domain races/themes
- Make the luck scales affect province unrest. A lucky province is a happy province! A happy province can be taxed slightly higher or blood hunted slightly more easily...
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May 18th, 2004, 06:27 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Order vs. Luck in End Game
Quote:
Originally posted by LintMan:
Something like this seems like it would fit well with the idea of a lucky domain, and it would make Misfortune less of a no-brainer for the death-domain races/themes
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Misfortune is hardly a no-brainer for the population killing themes. Everytime you lose a temple, you lose 200 gold that's extremely difficult to replace.
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May 18th, 2004, 09:19 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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Re: Order vs. Luck in End Game
It comes as a surprise to me that a huge empire with many provinces does not have more random events than a 1-province fledgling empire. There should be a chance of random events for each province, not for each nation. If your dominion is strong and you have luck (if your empire is lucky), this will pay off; if not, your misfortune will also spread. It seems to make sense to me.
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May 19th, 2004, 01:03 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Order vs. Luck in End Game
Quote:
Originally posted by Schmoe:
There's definitely a disparity between Order and Luck in the endgame, but I don't think people are considering the disparity in the beginning of the game.
On turn 2, a +500 gp event can have a huge impact on how quickly your nation gets started, whereas the benefit of +3 Order is not that great.
On turn 2, your positive luck scale turning a random event from a lost temple to a handful of gems makes a huge impact.
The point is that Luck seems to have a larger impact on the beginning of the game, which in turn can help your nation get started faster, which has a trickle-down effect throughout the rest of the game.
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Unfortunately, even with Luck-3, you _still_ lose your temple on turn 2, have a tidal wave wipe out 40% population in your only big province, etc. If luck did something to eliminate the really bad events at least for the first 10 turns, I might agree with you.
__________________
Wormwood and wine, and the bitter taste of ashes.
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May 18th, 2004, 02:18 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Order vs. Luck in End Game
Quote:
Originally posted by tinkthank:
It comes as a surprise to me that a huge empire with many provinces does not have more random events than a 1-province fledgling empire.
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It does. The frequency increases, but there is a maximum of three events per turn.
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May 18th, 2004, 06:37 PM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
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Re: Order vs. Luck in End Game
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by tinkthank:
It comes as a surprise to me that a huge empire with many provinces does not have more random events than a 1-province fledgling empire.
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It does. The frequency increases, but there is a maximum of three events per turn. Make sense, I had the feeling that it max limit is about 3 indeed. Do you know at what size of dominion this limit is typically reached? (on normal random events settings)
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