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Old March 18th, 2008, 04:20 PM
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AreaOfEffect AreaOfEffect is offline
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Default 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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Old March 18th, 2008, 04:38 PM
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Default 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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Old March 18th, 2008, 04:43 PM

Zenzei Zenzei is offline
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Default 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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