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January 5th, 2008, 04:15 AM
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Re: What Are the Drawbacks of High Misfortune?
Mostly with order misfortune you get waves of barbarian attacks. However these can be worse than 'annoying' because they can wipe out forts under construction, wreck paths of flat territory used by units with good mapmove, etc.
If you go misfortune 3, you can never get national heroes turning up.
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January 5th, 2008, 04:34 AM
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Re: What Are the Drawbacks of High Misfortune?
Quote:
Sombre said:
Mostly with order misfortune you get waves of barbarian attacks. However these can be worse than 'annoying' because they can wipe out forts under construction, wreck paths of flat territory used by units with good mapmove, etc.
If you go misfortune 3, you can never get national heroes turning up.
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This is very important. If you're building a fort, you should sit an army on that spot, or build enough PD to fend off 40-60 barbarians.
Jazzepi
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January 5th, 2008, 05:22 AM
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Re: What Are the Drawbacks of High Misfortune?
I've noticed independent Trolls attack way more frequently with Misfortune_3.
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January 5th, 2008, 05:30 AM
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Re: What Are the Drawbacks of High Misfortune?
I believe Order 3, Life 1, Misfortune 2 is safe. When I need the points,
I even play with O3L1M3. It's not the end of the world... But Misfortune
and Death scales, in combination, are a disaster.
In any case, it very much depends on what kind of PD you have. A good
PD like Pythium, Tir-Na-Nog or Arco laughs at invaders. Niefelheim,
on the other hand is savaged by barbarians until turn 30ish, when they
become training dummies for your Jarls.
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January 5th, 2008, 07:09 AM
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Re: What Are the Drawbacks of High Misfortune?
Main thing I experience is my temples dropping left and right. Man that gets annoying.
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January 5th, 2008, 09:57 AM
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Re: What Are the Drawbacks of High Misfortune?
What Are the Drawbacks of High Misfortune?
Annoyance mainly, will increase micromanagement because you need to have 1 or 2 mobile armies to take care of barbarian (most common), knight, vine men, troglodytes and troll(least common) attacks. Those attacks can occasionally really hurt, especially when you are at war.
Also, no heros with misfortune 3 and a remote chance with 2.
To be honest the chances of losing your lab on the 1st turn is very, very, very rare and remote. But I always buy a mage on the 1st turn just in case, as otherwise its virtually game over.
Other misfortune events like raising unrest, plagues and whatnot are not really that bad, just minor annoyances.
I usually play all my SP games with luck 3 as its far more fun but in MP to be competitive order 3 misfortune 3 is a must for alot of nations.
I am currently playing a game with scales of turmoil 1, sloth 3, heat 3, misfortune 2, drain 3 and doing fairly well. So its 'manageable'.
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January 5th, 2008, 10:51 AM
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Re: What Are the Drawbacks of High Misfortune?
Not annoyance. Misfortune, even 1-2 can eliminate you from the MP game. If you survive long enough with that scales you are fine. But you take HUGE RISK. You can get some nasty events during first 10 turns and you have no chance to win the war.
Examples:
- lab/temple lost without mages/priests
- huge unrest in capitol [you can get even over 100 in one turn], takes some time and money to get rid of
- Bogus, if you are unlucky he can attack your capitol, he beats 125 strong PD
- huge hordes of barbarians - you can get a group of almost 200 barbarians attacking at once
And if you mix it with Death 3 you will probably have population 10-15k in capitol after around 10-15 turns.
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January 6th, 2008, 07:25 AM
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Re: What Are the Drawbacks of High Misfortune?
Quote:
Meglobob said: To be honest the chances of losing your lab on the 1st turn is very, very, very rare and remote. But I always buy a mage on the 1st turn just in case, as otherwise its virtually game over.
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I always buy a priest first. There seem to be a lot more mercenary mages available than mercenary priests, and I've never used a pretender with no magic paths.
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