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Old June 6th, 2010, 10:37 AM

Finalgenesis Finalgenesis is offline
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I noticed that I tend to always go for a Order/Misfortune for most cases, so I tend to take those that can use turmoil/luck with great glee. The only few so far i used a luck turmoil scale was for EA Mictlan, LA R'yeth and now I'm trying EA Pan.

And then it struck me that there's certain nuance to using luck and misfortune that isn't obvious. Was wondering what insight vets have on this. To start:

1) only 3 events (I think I've seen 4 sometimes ) can happen at the same turn.

-This seem to say that the impact of luck/Mis gets smaller the bigger the game. So luck would get a mark against in a large map.

2) You tend to get events for new provinces you capture (Or sometimes it just stays in a certain few provinces before moving onto different provinces...), the province selection mechanic is not randomized by my observation. Knowing how the game generates event will be very important...

that means on luck scale you're forced to push Dom hard which can be difficult and waste much opportunity cost(and not always possible, sometimes your STUCK with those new provinces in neutral-negative luck. Whereas for Misfortune this is a good thing, you get to either use the neutral or same ol' negative luck pushing your border out.

3) Luck dependent rolls: Breeding, Transformation and void gate. How chances for good spawn and transform is affected by them.

I particularly like this, I love the slot-machine effect of casting breeding and using Void gate summoning. It happens to tie in nicely to certain teams like LA R'yeth and EA Mictlan. I was wondering if there is a comprehensive list of what other things luck may effect? I'm almost certain there are a lot beyond turn events, breeding and void gate. Maybe transforming Pan could be fun, skip their damn 20+ gold upkeep...

4) For luck, it can be difficult to plan a stable strategy... Those in the first 3-5 turns can really define your initiate start.

More so then order/Mis, I feel that luck/turmoil/Sloth tend to be difficult early on to expand quickly from income issues. The events for Turn 2-5 when still focused on your capital is highly relevant. I've had starts of normal-poor luck and tend to fall in the hole early on, then there are starts when I get insane goodness on turn 2-3. Ex. A recent EA Pan T2 gave me 200 gold, 40 gold/turn silver mine at capital AND Rams head hero. I won't even count how the game turned for me in EA Mictlan when I got a 3000 gold event, finally allowing me to plop down 2 fortified position and a "surge".

From what little I played so far, Order/misfortune tend to be pretty stable in general and events gets less annoying as you expand. Whereas for Luck, the effect is diluted when you expand as events move to low dom - enemy dom provinces. It seems you get the most benefit on Turn 3-5.

So far I tried to play it with a higher Dom (LA R'yeth works nicely in that regards), but my expansion ultimate outruns my dom and I get stuck with bad luck on the outer provinces. I think I really need to figure out the event generating mechanics and what other things luck influence to have a well thought out strategy for this.

With that, anyone ran into the above problems and have insights into them (Or other combos with luck that isn't obvious)? To be fair, I love a healthy dose of randomness, I really do like luck (makes every turn start that much more to look forward to) and I figure out ways to mitigate its shortcoming .

Last edited by Finalgenesis; June 6th, 2010 at 12:01 PM..
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