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  #61  
Old September 29th, 2008, 12:25 PM
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Default Re: Turmoil 3 / Luck 3?

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Originally Posted by Gandalf Parker View Post
Its one of the reason that the die-hard competitive MPers would like to see a game option to control random events. Some of them can have a very large impact on the game. An option to turn down the random events would allow games to be decided more by whose strategy and playing is better.

Im not at all against the idea since Im hoping that an option to turn it down might also include an option to turn it up.
I was under the impression that this was already in the game? Isn't there a random events option (defaulted to frequent) there? It even suggested making it more frequent for games where the turns are more infrequent (e.g. email games)?
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  #62  
Old September 29th, 2008, 12:33 PM

fungalreason fungalreason is offline
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Default Re: Turmoil 3 / Luck 3?

Not willing to post the turn file at the moment; it's an active MP game. However, you are right... two of the events were in the same place.

I think luck scales in the sense that an early 1000/3000 event can provide a huge boost to your early expansion. This can help you secure a strong mid-game and ultimately translate into control of more provinces late-game. Yes, you may get more money in the long run from order, but the ability to get a significant lead in research due to the free castles shouldn't be discounted. Also the gem income as others have mentioned is significant. I've easily averaged 10 gems a turn from events alone. Of course, I'm no expert... I've yet to even come close to winning any game yet
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  #63  
Old September 29th, 2008, 01:41 PM

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Default Re: Turmoil 3 / Luck 3?

Gems are the argument surely. They are worth a lot later, and for site searching. But there is no doubt you simply have less money. And it is harder to get forts up and researchers recruited. Free forts are smth you cannot count on [in one test game with misfortune 2 I got 2 free forts in 12 first turns, in other MP games where I had Luck3 I got 0 free forts].
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  #64  
Old September 29th, 2008, 02:12 PM

Calahan Calahan is offline
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Default Re: Turmoil 3 / Luck 3?

Here is a save file showing 4 events in 4 separate provinces, none of which are spells and none are in newly captured provinces.
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File Type: zip FourEvents.zip (126.0 KB, 125 views)
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  #65  
Old September 29th, 2008, 04:35 PM

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Default Re: Turmoil 3 / Luck 3?

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Originally Posted by Zeldor View Post
Gems are the argument surely. They are worth a lot later, and for site searching. But there is no doubt you simply have less money. And it is harder to get forts up and researchers recruited. Free forts are smth you cannot count on [in one test game with misfortune 2 I got 2 free forts in 12 first turns, in other MP games where I had Luck3 I got 0 free forts].
Well obviously T3 isn't for all national builds, but even excluding those whom benefit directly from T3, there are other builds which run just fine on lower gold amounts. I was trying out a build with neutral order (meh, just screwing around you know) and realized that unless I wanted to just sink 100s of gold into mostly useless PD there was really no reason to not to take T3 and spice it up with extra Luck.

I don't know how effective it would be on larger MP maps, but the effect has been that getting these bigger and better luck events early allows you to wind up with a significant edge into mid game such that the fact that you earn less money is mitigated by the fact that you simply own more territories and have more castles (because hitting a 3000 gold event lets you easilly put up 2 castles immediately with labs and temples).

Now that's not even getting castles for 'free', but having those extra castles early (if you have good recruits from them obviously) allows you to leverage the extra production more quickly.
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  #66  
Old September 29th, 2008, 05:56 PM
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Default Re: Turmoil 3 / Luck 3?

I've always considered luck 3 as part of a magic-priority-one strategy. I therefore always only use it in conjunction with magic scales, often magic 3. The magic scales offsets the need to build as many castles in order to get the same level of research.
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  #67  
Old September 29th, 2008, 06:02 PM
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Default Re: Turmoil 3 / Luck 3?

Turmoil 3 is something I tend to take with stealth nations in small map games. The units tend to be cheaper than usual, and the need for forts is less. I can also take sloth.

Thats one of the things that I love about this game. Any time that any one tries to say that there are automatic choices it tends to boil down to being automatic choices for the nations they play, in the type of games they play, on the map size they tend to play on. Be careful about such thinking of you can be caught off guard when you get into a different type of game than you are used to.
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  #68  
Old September 29th, 2008, 06:06 PM
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Default Re: Turmoil 3 / Luck 3?

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Originally Posted by Calahan View Post
Here is a save file showing 4 events in 4 separate provinces, none of which are spells and none are in newly captured provinces.
Excellent. Those are definitely 4 completely separate random events.

The events occur in two sets of two bordering provinces, the first 2 w/ dom 10 and the second 2 w/ dom 5; not too unlikely out of the 36 provinces you have, and I can't think of how this would be relevant, though strangely symmetrical.

OTOH, who knows what crazy coding lurks in the hearts of devs?

amazing events to have, as well. 4500gp in a turn...
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  #69  
Old September 29th, 2008, 09:42 PM
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Default Re: Turmoil 3 / Luck 3?

I had a game with 4 events to send but I realized that the god is passworded.
Too bad. 200 provinces, down to me and one other guy. And I have 3 seperate commander-snatching labs running. 7180 income
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