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  #21  
Old March 9th, 2012, 04:17 PM
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Default Re: Questions by a MP Newb

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Originally Posted by Shardphoenix View Post
Quote:
And the magic is fading events are the worst.
I think, fading magic comes with drain, not with misfortune.
Don't care.

I just HATE the event.

With the fury of a thousand suns!
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  #22  
Old March 9th, 2012, 05:22 PM
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Default Re: Questions by a MP Newb

Don`t take drain, and you`ll NEVER see it.
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  #23  
Old March 9th, 2012, 05:31 PM
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Default Re: Questions by a MP Newb

I happen to like drain! Don't you judge me!
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  #24  
Old March 9th, 2012, 06:19 PM
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Default Re: Questions by a MP Newb

You'll stop taking misfortune when your lab burns on the first turn...

Never again for me...
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  #25  
Old March 10th, 2012, 12:54 AM

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Default Re: Questions by a MP Newb

I actually take drain reasonably often too, and not just when I'm playing drain immune nations. If you have a nation with high rp/mage you can generally get away with it, especially if you have access to research boosters. It's when you try to take drain with efficiency-reliant nations that have cheap, low rp/mage researchers that it becomes a problem. In CBM, I almost NEVER take misfortune, because it can be pretty punitive. I tend to take misfortune only if I plan on having modest levels of PD in all my provinces and absolutely need the points for other things. The problem is less attacks though and more things like labs and temples burning down, magic is fading, gem thieves and plagues. Although that troglodyte attack is a real ***** too, burning down a temple AND attacking with a force that mundane armies normally struggle with.
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  #26  
Old March 10th, 2012, 01:48 AM

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Default Re: Questions by a MP Newb

I see misfortune points as being a national advantage much like drain immunity. Nations with lots of archers in their pd can stop barbarians reliably, and a few can even stop troglodytes (read late TC). There are also a few who have fortunetellers as their standard mage, for which I've taken misfortune 2 with order 3 and ended up getting mostly positive luck, since the nastier bad events either get blocked by Order, or like lab and temple destruction, by fortunetellers. I end up with lots of witches cursing nothing and giving me a few nature gems.
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  #27  
Old March 10th, 2012, 09:18 AM
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Default Re: Questions by a MP Newb

Biggest issue with barbs isn't the random attacks but the pop loss. Which is a permanent gold drain. That basically convinced me to never take misf again. I rather have drain3 than misf1
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  #28  
Old March 10th, 2012, 09:43 AM

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Default Re: Questions by a MP Newb

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Originally Posted by Soyweiser View Post
Biggest issue with barbs isn't the random attacks but the pop loss. Which is a permanent gold drain. That basically convinced me to never take misf again. I rather have drain3 than misf1
But for a D nation if the have The Sickle that is 30D gems per attack:P

Also it all about a point of view if you use that misf 2 to get 3-4 more provinces in your inital expansion the heck with the gold loss you got it covered + you get more gems that possible you just need to play carefully(script site-searching mages to retreat etc).
I think that the whole point of it.
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  #29  
Old March 10th, 2012, 10:12 AM
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Default Re: Questions by a MP Newb

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Quote:
Originally Posted by Soyweiser View Post
Biggest issue with barbs isn't the random attacks but the pop loss. Which is a permanent gold drain. That basically convinced me to never take misf again. I rather have drain3 than misf1
But for a D nation if the have The Sickle that is 30D gems per attack:P

Also it all about a point of view if you use that misf 2 to get 3-4 more provinces in your inital expansion the heck with the gold loss you got it covered + you get more gems that possible you just need to play carefully(script site-searching mages to retreat etc).
I think that the whole point of it.
I still think that in both cases (the ridiculous sickle farming example, and the bonus gold from having more provinces). Are not viable in the long run. As you lose 10/20% of one provinces population each turn, need a standing army to fight the barbarians, lose control of invaded provinces for a few turns. Get destroyed temples (And, if you are really lucky, a fort under construction gets trashed). And your enemies see barbarian invaded provinces not as yours, but as indie provinces.
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  #30  
Old March 10th, 2012, 10:17 AM

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Default Re: Questions by a MP Newb

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Originally Posted by Soyweiser View Post
And your enemies see barbarian invaded provinces not as yours, but as indie provinces.
No they don't if you already met them in a diplomacy game then if you haven't sent a message to arrange some sort of borther then you are doing something wrong.And if they still see it as an enemy province and invade then they don't care about you anyways and would have invaded you at the first place doesn't matter if its your province or indie(ex-yours).

Also 10-20% ? I never thought it would be that high (I think its 10 it cant be 20) and still having 3-4 provinces more = + 400% so thats 40 turns so you need quite a few turns for it to break even(not to mention that you have been gaining 400% more gold for 40 turns(decreasing ofc)).
About the temples yea its a bother to have to plan on how to build them and where but its doable (if you are at peace use armies and build forts in the same province to protect tehm).

Quote:
Originally Posted by Soyweiser View Post
I rather have drain3 than misf1.
I think you are exaggerating a bit about that. I can't see you ever taking drain 3 over misf 1 with Fomoria lets say

And about the comment with The sicle It was just a joke I wasn't serious giving it as an argument But the bonus gold is a valuable example.

Last edited by bbz; March 10th, 2012 at 10:47 AM..
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