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Of course, some nations desperately need to take points from somewhere to afford an Awake Expander or monster to help them expand reliably and defend them from early enemies. But I've always viewed awakes as a crutch. Some nations need them early on, but you're ultimately better off without them. In any case, if you need that crutch, Misfortune is one of the easier places to get them, though I'd say that Turmoil is a safer bet for many nations, especially if you can afford a point or two of Luck in exchange.
The treatment of Misfortune as being essentially free points and Luck as being essentially wasted points has always struck me as armchair theory. My own experiences have never born this out.
And that's completely neglecting national heroes. Not all nations have any of those worth having, but a lot of them do.
- Order always fails to reduce event likelihood in a meaningful way compared to how much Misfortune increases it; hence, it's a REALLY bad idea to spend 120 points just for this;
- Order's effect on income is really low (which is part of the reason why Order is in itself a very bad scale);
- Bonus recruitment points are pretty much useless for many nations (which is part of the reason why Order is in itself a very bad scale).
Hence, "you can just take Order 3 to reduce the effect of Misfortune 3" is NEVER a good argument. The "combo" effect of Order + Misfortune is just a very small and circumstancial bonus if you happen to take high Order anyway. But neutral Order + neutral Luck is in almost every case better than Order 3 - Misfortune 3, for the same price.
I just started a game with Nazca and the very first province I captured had a fort event the next turn. So I had a second fort on turn 4. Turn 6 I got the First Couple national hero, has about 3 mages worth of research points, can summon 2 sacred supayas per turn and has great magic paths. Maybe not game winning but it feels like a significant boost for a nation I generally have trouble with in the expansion phase.
It seems extra lucky, but L3 has made me a happy mummy in this case :)
I have to agree with this. Protect the labs and therefore the gems (most of the times) and things hurt a lot less.
If you have a nation like Vanheim that can recruit (or summon easily) units that can roll into a barb revolt province and take it back, it hurts a lot less even.
But if you have to march a whole stinking expeditionary force out to deal with something like that (then move them back) it is a lot more of a PITA.
Luck is better when initial sitesearching will be poor.
Others have heroes that are game changing.
MA Ulm is totally cool with going Order 3/some Misfortune and never seeing their national heroes.
MA T'ien Ch'i or MA Agartha on the other hand have some serious heroes. Immortal, SC caliber, or add a significant amount of magic power/crafting.
Other than that I find luck to be pretty underwhelming. Sux to have invested points in luck and still have to fight thru negative events. When playing Tien chi and an immortal shows up on turn three, then it is worth it. (Especially with worthy heroes mod)