|
|
|
|
 |

May 14th, 2007, 10:37 PM
|
|
First Lieutenant
|
|
Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
|
|
Re: Income and Luck Scales for Megagame
A lot of people have also said death 3 is really really bad, hmm I guess I gotta rework this.
|

May 14th, 2007, 10:50 PM
|
 |
Colonel
|
|
Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Re: Income and Luck Scales for Megagame
I play with misfortune 3 / order 3 quite often. It is possible to be slammed early with events that cripple, but rather unlikely. Once you get out of the early game the vast majority of bad events are just annoying - hardly crippling.
|

May 14th, 2007, 11:02 PM
|
 |
General
|
|
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
|
|
Re: Income and Luck Scales for Megagame
Death 3 and Misfortune 2/3 == looking for trouble.
The worse your bad scales are the more bad events get unlocked that can hit you. And some of the Death 3 ones are really bad.
|

May 15th, 2007, 03:53 AM
|
|
Major
|
|
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Income and Luck Scales for Megagame
I never take death/misfortune combo anymore. In the games I have taken it I have been crippled by plagues.
|

May 15th, 2007, 04:13 AM
|
|
Captain
|
|
Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
Thanked 1 Time in 1 Post
|
|
Re: Income and Luck Scales for Megagame
In a large game like this death is not such a great idea. By turn 50+ or so you will be sitting with like 1/4 of the income of the nation that went with growth 3, that means a ton less mages/forts for you.
|

May 15th, 2007, 04:47 AM
|
|
Major
|
|
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Income and Luck Scales for Megagame
Evilhomer, you should learn to run your numbers. My calculations show that growth 3 gives 82% more income then death 3 by turn 50. This is in provinces with less then 10k pop. In provinces with more pop the difference is less.
|

May 15th, 2007, 01:33 PM
|
|
Captain
|
|
Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
Thanked 1 Time in 1 Post
|
|
Re: Income and Luck Scales for Megagame
Yeah i was just taking a bit of a stab in the dark, therefore i did say turn 50+, not turn 50 (I admit they were exaggerated by more then i thought, must be influenced by playing the cb mod so much). However your numbers are not correct either:
pop:10000 at start, assuming no fort and no other scale modifiers:
pop at 50 (growth 3): 10000*1.006^50=13486
income/turn=13486*0.01*1.06=143 gold
pop at 50 (death 3): 10000*0.994^50=7401
income/turn=7401*0.01*0.94=70 gold
gold increase due to growth = 104 %. I dunno what you mean by the percentage being less or more depending on population since the income is directly proportional to you population, so you end up with the same % in the end. 1/4 income was obviously a bit exaggerated but money after upkeep might be cut that way. Anyway i think the benefit of taking growth in a mega game like this is pretty clear.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|