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March 18th, 2008, 04:20 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Scales You Should Never Take?
I find that no negative scale is so terrible provided you match them well to your nation. I find Death isn't really that bad, particularly with nations like LA Ermor, LA R'lyeh, EA Agartha, and EA or LA Mictlan.
To be honest, I dislike Misfortune much more then Death. At least death can be compensated for. Misfortune on the other hand can serve up disasters that can't be seen ahead of time.
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March 18th, 2008, 04:38 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Scales You Should Never Take?
I often take death if I've got no old mages, but this does lock you into a fairly aggressive play style. So long as you're more or less constantly expanding I find the loss of income isn't very much...particularly if you conquer a neighbor who had growth scales. 
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
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March 18th, 2008, 04:43 PM
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Sergeant
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Join Date: Feb 2008
Posts: 235
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Re: Scales You Should Never Take?
Here's my take on the scales
Order: Sweet.
Turmoil: Passable with Luck 3, anything less is not hot.
Productivity/Sloth: I take sloth very often in order to get more design points.
Heat/Cold: I almost always take one scale more than the nation's preference.
Growth: I'm starting to think this is the most useless scale, it just doesn't give any tangible benefits soon enough.
Death: This, on the other hand, starts to feel like a no brainer. I think death is good choice for every nation except for those with heavy blood element but even blood nations can get away with it in small game.
Magic: If the nation I'm playing has cheap sacred researchers, I always aim for magic 3. Magic 3 also has a very significant effect on spellcasting fatigue. Magic 1 is my default setting for nations with no cheapo researchers.
Drain: I think this a very very bad choice, unless your mages are immune to the effect (MA Ulm, LA Man).
Luck: Good but it's hard to get points for it except by taking turmoil.
Misfortune: Is BAD. I never take it because I always seem to get some bad unrest event on turn 2, which slows my early game very seriously and therefore has long-reaching consequences (this happens even with order 3).
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