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  #1  
Old January 5th, 2008, 02:47 PM

Ironhawk Ironhawk is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Misfortune has its drawbacks, but its not that bad when coupled with Order. I take Misf 2-3 in every MP game. Its a gamble for the first couple of turns, until you capture 1 or 2 provinces, because you could get slammed in your cap. But once you get those provs the chance of a bad event in your cap drops drastically - and the truth is that bad events in the majority of your empire really dont effect gold output that much. They are only a problem if they happen in capitals and awesome farmland provs.

So, on the whole, unless you have a strong reason to take luck, I think that Order + Misf is always the way to go.
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Old January 5th, 2008, 02:50 PM

Zeldor Zeldor is offline
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Default Re: What Are the Drawbacks of High Misfortune?

You are lucky if you are not severely punished for taking Misfortune.
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  #3  
Old January 5th, 2008, 02:52 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Zeldor. You have just been struck with extremely bad luck. Most of the time you can take misfortune 3, and not receive anything that unlucky.
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Old January 5th, 2008, 04:21 PM
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Default Re: What Are the Drawbacks of High Misfortune?

I am playing an MP game with high luck and a lucky pretender. I receive gems, magic items and gold almost every turn, not to mention heroes begging to serve in my army. The downside is I get dregs of lame militia / arrow cushions who show up as well.

An interesting thought is that all these bonus events from high luck, such as merchants and tax surpluses, might generate more gold than the +x% you get from high order combined with misfortune. I haven't thought this out but just thinking that most provinces have pretty low income to start with, and then when you add on lost income from barbarian invasions and time to recapture, plus negative event income drains, High order may not be as lucrative as high luck.

Plus it is less aggravating and generates significant gem income as well.
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Old January 5th, 2008, 05:03 PM
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Meglobob Meglobob is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Quote:
DonCorazon said:An interesting thought is that all these bonus events from high luck, such as merchants and tax surpluses, might generate more gold than the +x% you get from high order combined with misfortune. I haven't thought this out but just thinking that most provinces have pretty low income to start with, and then when you add on lost income from barbarian invasions and time to recapture, plus negative event income drains, High order may not be as lucrative as high luck.
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.

Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.

However, the first 30 turns of a game is the 'crucial' part of the game usually as it sets you up how you are going to do throughout the entire game.

This is why order 3 misfortune 3 is often viewed as the best option.

The scale you after really avoid taking (other then LA Ermor) is death 3. Death 3 is just eventual suicide in anything other than a blitz, very small game.
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Old January 5th, 2008, 05:14 PM

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Default Re: What Are the Drawbacks of High Misfortune?

Quote:
Meglobob said:
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.

Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
Anyone have a link to the thread?
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Old January 5th, 2008, 06:40 PM
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Meglobob Meglobob is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Quote:
PyroStock said:
Quote:
Meglobob said:
A player ran some tests on this and basically the upshot is Order 3 Misfortune 3 results in more gold income for the first 30 - 40 turns.

Then turmoil 3 luck 3 equals and overtakes it, giving you more gold overall.
Anyone have a link to the thread?
Here is a link:-

http://www.shrapnelcommunity.com/thr...=&fpart=2&vc=1

I am sure there was a more in depth thread somewhere but I can't find it!
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Old January 5th, 2008, 07:03 PM

Xietor Xietor is offline
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Default Re: What Are the Drawbacks of High Misfortune?

I refuse to take even 1 misfortune or 1 death. And I have fairly decent success in mp games.

In Alpaca when i needed negative scales for a double 9 bless i took 2 drain and 3 sloth. I prefer to get my worthy heroes,
and i prefer to not deal with bad events in the crucial expansion phase.

Things like sloth, cold, and drain can be planned for. Sloth does limit the types of troops you can build, so you take conjuration and summon troops. Drain means you need research boosters. I traded for several research boosters in Alpaca.

But I am someone that likes to plan things out. Others may welcome the unpredictable as the "spice."
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Old January 5th, 2008, 08:23 PM

PyroStock PyroStock is offline
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Default Re: What Are the Drawbacks of High Misfortune?

Quote:
Meglobob said:
I am sure there was a more in depth thread somewhere but I can't find it!
Suuuuuuuure.

That thread does compare Order3 & Luck3 more than once, but never Order3/Misfortune3 & Luck3/Turmoil3.

I've always liked Order. I wonder how Misfortune1, 2 & 3 compares or if there is a sweet spot in Luck1, 2 or 3 (similiar to Drain2).
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Old January 5th, 2008, 05:22 PM
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Default Re: What Are the Drawbacks of High Misfortune?

Interesting...I wonder how the tests were done and how you account for magic items, gems, heroes, no lab/temple burning risk, etc.

First part of the game is definitely critical but in my limited experience I have found I am often constrained by resources in the beginning of the game whereas later in the game it is $$$ I need.
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