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  #21  
Old June 11th, 2008, 03:19 PM

Ironhawk Ironhawk is offline
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Default Re: What generates gems?

I can never tell how many gems I get from the gem events. I guess I dont keep good enough track of my gem totals.
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  #22  
Old June 11th, 2008, 03:21 PM
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Default Re: What generates gems?

Quote:
Meglobob said:
In a MP game, I had the lucky event for nature which give me +22N gems in one go, wow!
Water and Nature have better gem-producing events. "Some water gems have floated ashore" and some spesific nature event. When you get blood slaves, you also get quite a lot of them. If you have hunters the amount won't be significant, but if you DON'T, few good events may GIVE you a hunter!
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  #23  
Old June 11th, 2008, 03:30 PM
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Default Re: What generates gems?

Well it's easy to tell how many you get if you aren't generating any of that type, otherwise you may not be keeping such a close eye on it.

That's an interesting test Endo, I think I might do one as well, I'll brb with it.
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  #24  
Old June 11th, 2008, 04:15 PM
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Default Re: What generates gems?

Quote:
JimMorrison said:
Well it's easy to tell how many you get if you aren't generating any of that type, otherwise you may not be keeping such a close eye on it.

That's an interesting test Endo, I think I might do one as well, I'll brb with it.
Did you follow the link at the end? Those are the least detailed results out of three or four similar tests I made.

Terrain affects the results. Especially gold, because if you get 5 farmlands out of 9 provinces you'll have more money than those who have only one or two farms, even if they had better scales. Events are also affected, but except for coastal provinces I didn't notice anything spesific. Coasts are good: you can get sirens, heap of water gems, blood slaves from the slave vessels, etc.
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  #25  
Old June 11th, 2008, 04:21 PM
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Default Re: What generates gems?

I started all nations with even scales other than luck, putting all remaining points into Dominion with an awake pretender, most were 9-10 Dom. I did not look at them until the end, didn't make PD or build anything, and didn't recover lost provinces.

After 20 turns running, starting with 9 provinces -

Arcoscephale - 3 Luck
Provinces left - 9
Total gold - 22709
Total gems - 169
Heroes gained - 0

Ermor - 3 Luck
Provinces left - 7
Total gold - 19155
Total gems - 146
Heroes gained - 0

Ulm - 2 Luck
Provinces left - 9
Total gold - 24041
Total gems - 221
Heroes gained - 1

Marverni - 2 Luck
Provinces left - 9
Total gold - 18935
Total gems - 169
Heroes gained - 1

T'ien Chi - 1 Luck
Provinces left - 8
Total gold - 17026
Total gems - 175
Heroes gained - 2

Abysia - 1 Luck
Provinces left - 8
Total gold - 14653
Total gems - 174
Heroes gained - 0

Caelum - Even Scale
Provinces left - 8
Total gold - 19697
Total gems - 145
Heroes gained - 1

C'tis - Even Scale
Provinces left - 8
Total gold - 14789
Total gems - 170
Heroes gained - 0

Pangaea - 1 Misfortune
Provinces left - 9
Total gold - 14713
Total gems - 208
Heroes gained - 0

Agartha - 1 Misfortune
Provinces left - 8
Total gold - 21828
Total gems - 138
Heroes gained - 0

Tir' na n'Og - 2 Misfortune
Provinces left - 7
Total gold - 14998
Total gems - 185
Heroes gained - 0

Fomoria - 2 Misfortune
Provinces left - 6
Total gold - 20248
Total gems - 119
Heroes gained - 1

Niefelheim - 3 Misfortune
Provinces left - 8
Total gold - 16096
Total gems - 199
Heroes gained - 0

R'lyeh - 3 Misfortune
Provinces left - 6
Total gold - 14488
Total gems - 178
Heroes gained - 0


Totals -

Luck Group:
Provinces - 50
Gold - 116519
Gems - 1054 (Net 334 after 720 base income at capital)
Heroes - 4

Control Group:
Provinces - 16 (x3 = 48)
Gold - 34486 (x3 = 103458)
Gems - 315 (x3 = 945) (Net 75 after 240 base income)
Heroes - 1 (3)

Misfortune Group:
Provinces - 44
Gold - 102371
Gems - 927 (Net 207 after base income)
Heroes - 1

Disparity between Luck/Misf over 20 turns (per nation)=
Provinces Lost = 1 (5% greater chance)
Gold Income = 14148 (2358/nation, ~120/turn including territorial losses)
Gem Income = 127 (21/nation, ~1/turn including random lvl 0 sites in starting provinces)
Heroes = 3 (.5/nation, not statistically relevant to known formula due to small sample size)


I really think I might run more tests later, using all EA nations at each level of Luck/Misf, 1 at a time. I'll have to be bored to do it, but that happens plenty often enough.
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  #26  
Old June 11th, 2008, 04:30 PM
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Default Re: What generates gems?

Ah yes I see Endo, yurs was done more to test comparison between Luck and Order though it looks like? I'm trying to compare Luck and Misf.

And I see I neglected to consider magic items, I'll append that data here, and be sure to include it in my further tests (glad I hadn't quit out of that game yet!) -


Ulm - Black Laurel (Yay?)
T'ien Chi - Ring of the Warrior
(Luck = 2 items)
Control Group - No Items
Fomoria - Weightless Kite Shield, Crystal Matrix
(Misf = 2 items)


Definitely needs more testing, this first run doesn't make Luck look worth points really, I'd guess in most cases putting them in Growth would have been a better investment, in this game. More to come!
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  #27  
Old June 11th, 2008, 04:38 PM

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Default Re: What generates gems?

Jim,

Was this on Events = common or rare? It's interesting, it really does make Luck look pretty worthless.

-Max
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  #28  
Old June 11th, 2008, 04:56 PM
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Default Re: What generates gems?

Was set to default for event frequency. Everything in the game was default, save for Luck Scale, Dominion Strength, and # of Starting Provinces.
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  #29  
Old June 11th, 2008, 05:01 PM

Aezeal Aezeal is offline
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Default Re: What generates gems?

I'd like to see it with different magic scales too.. I think a high magic scale might give more gems too
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #30  
Old June 11th, 2008, 05:05 PM
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Default Re: What generates gems?

Well I was thinking about it, if I do full setups of 20+ nations at each level of Luck scale, I can give them a range of other scales as well, so the results can be micro-analyzed.

But still, if taking Luck + Drain ends up giving no clear benefit, in effect negating the effects of the luck, those points would be hands down better in a +income scale. I hardly see anyone saying "I consider my points in luck to be well spent if I get 1 hero in the first 20 turns of the game", you know?
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