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Old June 11th, 2008, 05:38 PM
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Default Re: What generates gems?

But with Dom 9 and an awake pretender, your temple checks, of which you will get quite a few, will nearly always succeed.

I should go through and give them each a prophet in the first turn.

Also, there was a recent thread where IIRC KO states that Luck scale only matters in your home province, and once it has determined what kind of events you will have for the turn, it selects what province they happen in, and determines which exact event happens.

(Edit: Here it is, it was JO - [url=http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=612131&Forum=)

It's a few posts down, I have no idea how to get a link to a specific post on the page.

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Old June 12th, 2008, 09:30 AM
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Endoperez Endoperez is offline
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Default Re: What generates gems?

Quote:
JimMorrison said:
Luck scale only matters in your home province, and once it has determined what kind of events you will have for the turn, it selects what province they happen in, and determines which exact event happens.

I see. Luck still affects what exact event you get. I'm not sure if the gem events are luck-neutral or if they require luck, because I don't play with Misfortune. Gem LOSS events definitely won't happen in provinces with Luck, and I don't think I've seen blood slave rebellions either.
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Old June 12th, 2008, 12:55 PM

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Default Re: What generates gems?

Gem events must be luck-neutral (in terms of scales required). I habitually play with Misfortune-3 and get lots of them even in Misfortune-3 provinces. Note that there is also a "witch cursed your troops" event that gives you gems which counts as neither a good nor a bad event.

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Old June 14th, 2008, 05:13 AM
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Default Re: What generates gems?

Attached is a map for testing scales. Up to 8 MA human nations start with ten provinces, one of which is cave and one of which is sea. They are temperature-independent and there's a temple in each non-underwater province. Capitals are cleared, so that there're no starting troops, no upkeep differences, no initial gem income etc etc.

It seems I also covered a bug. Your capital is in one of the 8 middle provinces, but not necessarily in the one #specstart gives you. The castle you should start with is in there. This may cause e.g. Arcoscephale to start where Agarthan Cave castle has been put, and with 1 candle of Agarthan dominion. It doesn't affect actual scale/event testing, but does slow initial dominion.
Attached Files
File Type: zip 615726-lucktestmap.zip (4.8 KB, 139 views)
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Old June 16th, 2008, 11:12 AM
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Default Re: What generates gems?

On the above test map, I did a test of 4 Order 3/Misfortune 1 nations against 4 Luck 3/Turmoil 1 nations. Every pretender was a Dom10 Oracle, all other scales were neutral.

Unfortunately all Order nations lost at least 2 provinces (from 10), so the results aren't easily comparable. Luck nations got so many more gems than the Order nations that I feel pretty confident with my earlier claim that Luck does, indeed, generate gems.

The four Order nations got 59, 23, 10 and 2 gems, while the four Luck nations got 135, 121, 112 and 25 gems during the 40 turns.

Turn 10: Order nations 4 gems total, Luck nations 51
Turn 20: Order 38 gems, Luck 186 gems
Turn 30: Order 76 gems, Luck 290 gems
Turn 40: Order 94 gems, Luck 393 gems

No one got Astral pearls or blood slaves. Death gems were a little less numerous than other gem types. Water and Earth were the most numerous, but not by much.
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Old June 16th, 2008, 01:25 PM
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Default Re: What generates gems?

Nice.

I'm still looking for a proper afternoon to run a thorough test. With the smaller map (nice setup for testing this btw, thank you!), I'll have to run 21 games to get the body of data that I want. So, obviously it'll take a few hours.
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Old June 16th, 2008, 01:59 PM
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Default Re: What generates gems?

Quote:
JimMorrison said:
Nice.

I'm still looking for a proper afternoon to run a thorough test. With the smaller map (nice setup for testing this btw, thank you!), I'll have to run 21 games to get the body of data that I want. So, obviously it'll take a few hours.
There's a small problem with the map. One of the provinces (second land province from the left) has double-sized white pixel in it, so it has become two provinces. I might widen that a bit if the map is used, so that it's easier to tell the two provinces there apart. I don't want to remove the provinces because it'd wreck the numbering.

Oh, and if anyone runs any tests on this, please pay attention to events in provinces 11, 22, 33 etc. Those are caves, and there are probably lots of events that should be restricted to not happen in caves.
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