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  #1  
Old February 17th, 2005, 10:26 AM

Oversway Oversway is offline
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Default Re: Balance: Some thoughts on Events and Scales


I like the idea of nation specific events (I guess only national heros are that now). I also like custom events tied to other scales.

But as far as making misfortune events really bad and really common, doesn't that just unbalance everything to the luck side of the scale? The trick is to make it so that you pay a penalty for misfortune, but not one that is so bad that nobody picks it.
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Old February 17th, 2005, 10:47 AM

Kuritza_Dru Kuritza_Dru is offline
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Default Re: Balance: Some thoughts on Events and Scales

I'd like some theme-specific heroes.
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Old February 17th, 2005, 12:11 PM
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Endoperez Endoperez is offline
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Default Re: Balance: Some thoughts on Events and Scales

Youcan already get assasins/Ice Druids/Wind Mages/Lore Masters/Necromancers etc. through luck, you already can get magic items (like Robe of the Archmagi ) and fortresses (Fortified Citadel with order, and some kind of a castle) through luck...

Events can also create new sites, including gold- and resource-producing mines. I don't think they currently add unit-producing sites, but I think that would be possible even in DomII.

I think the real reason is that you can only get 3 events/turn, max, whichever scales you choose.
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Old February 17th, 2005, 01:36 PM
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Default Re: Balance: Some thoughts on Events and Scales

100 random events per turn? Ack!!! No! Please, no, no, no!

In the later turns, even going through nonrandom events is a chore. The thing that makes it bearable is that these events are the outcomes of your actions (or other players' actions) in the previous turn. I don't want to be punished with information overload for scales I took at the beginning of the game. Information overload is as undesirable as a lot of micromanagement.

Of course, a few more than three random events per turn would be fine once in a while. For example, there could be a small chance (e.g., 1-7%, depending on order/turmoil) of having up to, say, ten random events. Having the probability influenced by the number of provinces is fine too. However, three is plenty for the typical turn.
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Old February 17th, 2005, 01:49 PM
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The_Tauren13 The_Tauren13 is offline
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Default Re: Balance: Some thoughts on Events and Scales

perhaps you should read the whole post before commenting on it, sushiboat.

Quote:
tinkthank said:
Of course this presupposes a type of UI overhaul as I suggested in previous posts on the Wishlist thread (mail window, events window, forge reports window, spell reports window, etc.) so that the "message" screen is not flooded.
The 3 event per turn limit is quite a silly, artificial limit. There is no RP reason for it, it hurts game balance, so why have it?
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Old February 17th, 2005, 03:57 PM
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Agrajag Agrajag is offline
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Default Re: Balance: Some thoughts on Events and Scales

Quote:
The_Tauren13 said:
perhaps you should read the whole post before commenting on it, sushiboat.

Quote:
tinkthank said:
Of course this presupposes a type of UI overhaul as I suggested in previous posts on the Wishlist thread (mail window, events window, forge reports window, spell reports window, etc.) so that the "message" screen is not flooded.
The 3 event per turn limit is quite a silly, artificial limit. There is no RP reason for it, it hurts game balance, so why have it?
*AHEM*
To avoid information overload, just like Sushiboat said.
Maybe you should have read his post...
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