11-23-2015, 08:09 PM
Nice! I calculate an average risk-adjusted influence gain of .1875 per order, which at 3,000 gold per is 16k gold per point of influence. Definitely worth trying!
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11-23-2015, 08:09 PM
Nice! I calculate an average risk-adjusted influence gain of .1875 per order, which at 3,000 gold per is 16k gold per point of influence. Definitely worth trying!
11-23-2015, 08:22 PM
(This post was last modified: 11-23-2015, 08:22 PM by Jumpingfist.)
(11-23-2015, 08:09 PM)HeadHoncho Wrote: Nice! I calculate an average risk-adjusted influence gain of .1875 per order, which at 3,000 gold per is 16k gold per point of influence. Definitely worth trying! I figured it was one roll with 25% of each. If it is separate roll that is pretty good. One roll would be .15 per turn average. Still I think a good value to beable to go over 20 influence. And add a bit more per turn for those non Mage types
11-23-2015, 09:23 PM
I agree an adjustment had to be made from the original when the concept of Fool (btw, that was the name for the court jester who often had the Ruler's ear and relayed secrets, while pretending to be a dunce) so that players are encouraged to use him. Now as well, there is more reason to try to capture them.
11-23-2015, 09:27 PM
Absolutely!
11-23-2015, 09:31 PM
I pity the fool who would mess with my Fool. HH, stay away from my Fool.
Ok, I will be trying out the new priestess sequence. Still really, really slow finding pop centers. Not sure if bad luck, or fewer pop centers, or just fewer neutral ones in 5.
11-23-2015, 09:54 PM
(11-23-2015, 09:31 PM)VballMichael Wrote: I pity the fool who would mess with my Fool. HH, stay away from my Fool. Make you feel better I have found a human, lizard, illusionist town in R10. I have found no neutral towns but have found a fair share of villages. I was already significant with only a town and village so I know it is a small region in a way.
11-23-2015, 10:24 PM
(This post was last modified: 11-23-2015, 10:24 PM by HeadHoncho.)
Idea: Since we're tracking morale and attrition by brigade, it would be neat to adjust the percentage threshold for brigade loss based on experience, so green is 50%, regular is 60%, veteran is 70%, and elite is 80%.
11-24-2015, 12:41 AM
(This post was last modified: 11-24-2015, 12:42 AM by Jumpingfist.)
(11-23-2015, 10:24 PM)HeadHoncho Wrote: Idea: Since we're tracking morale and attrition by brigade, it would be neat to adjust the percentage threshold for brigade loss based on experience, so green is 50%, regular is 60%, veteran is 70%, and elite is 80%. May have helped with my last battle. Seems when I lost 26% perhaps it took 26% from both my 2 NO brigades and 26% from my 2 ZA brigades. Would seem that it equals 52% of a single brigade for each of the two types since they were both of average defense. So I lost 1 of each brigade type when the final results were out. One thing I did not check though because I combined them to other groups was if my overall strength only went down by 26% even though I lost an extra brigade, in which case it would actually be making my army cheaper to maintain. I also like the idea because those elite brigades are really hard to come by. Nice to be able to maybe feed lesser brigades into the, to bring them back to full.
11-24-2015, 12:59 AM
I don't know why the NO lost 2 brigades in that battle. Clearly should have been one brigade lost and maybe 1% attrition average for the group.
Once more into the breach, my friends: combat losses are proportional to number of brigades, and inverse proportional to toughness. So if there were two Ogres brigades at 2.0 toughness/defense, and four Orc brigades at 1.0 defense, and two brigades were lost, both would be Orc.
11-24-2015, 01:05 AM
Not loosing any sleep just trying to figure things out. See if the attack was worth while this turn as I try to take the region. If not the human town was a factor
![]() I also sent a baron to a human village where normally a lower ranking Emmy would have been enough. No complaints just exploring what is new ![]() |
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