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Re: Dominion effects
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[ October 18, 2003, 11:19: Message edited by: johan osterman ] |
Re: Dominion effects
You have to keep in mind that +growth will only get maximum influence at the capital and your core nation area. Out at the borders and inside post-enemy territory the effect won't get you as much, unless the ex-enemy also had +growth.
In comparison +order will pump taxes as soon as your dominion pushes the scales up. With the weakening of growths tax influence, the scale has lost a huge amount of it's potency. I suspect we will see many players taking +0, and possibly even -3. My gut feeling is that both growth and production scales have been diminished to the point that they aren't very important. I hope I'm wrong, and that it turns out to be better balanced than I'm guessing. |
Re: Dominion effects
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Re: Dominion effects
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Population growth in excess of 9% a year seems absurd to me.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">dunno, for me 30 turns @ 1.006 give 19% , perhaps there is a base 0.1% at growth 0 (thus giving 22%) ? higher pop growth would be absurd, but you need to balance scale cost with advantages given. oh well, minor point anyway, there is no that many way to increase economy. I just regret that you had to give growth a blend of pop increase and econ increase, and not only pop increase, just because you felt a too high growth rate would not be realistic. |
Re: Dominion effects
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Re: Dominion effects
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Re: Dominion effects
Originally posted by johan osterman:
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[ October 18, 2003, 18:24: Message edited by: Nerfix ] |
Re: Dominion effects
100% agreement with Saber on this. This is a fantasy game. Balance is more important that realism. Besides you can always explain growth as immigration or increased number of people now prosperous enough to pay taxes.
I understand the intention behind making Production +3 less needed, however my fear is that we will end with the exact opposite situation where competive players will almost always favor -3. Again I haven't seen the new game in action... but this is my concern. In Dom I, I would often take Prod +3, Drain +3. If that has now changed to Sloth +3, Magic +3, we have a shift, but there is still imbalance. The idea is to inspire the use of all scales, not to rotate problems. With the information at hand (which is limited) it appears that Order +3 is almost required. Production and Growth look watered down to the point that I'm not sure I care about them. Luck looks the same as always. Magic looks like the new place to toss the extra nation points. With less gold but lots of points to spend on magic and magic scale, my thought is that players are going to go crazy making super combatant pretenders. I'd like to hear from some of the beta testers, as you guys have much more experience in this matter than I. What scale choices have you been inspired to use? How does the balance between military and magic feel, in your opinion. We don't have a demo to examine yet, please throw us a bone. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Dominion effects
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Re: Dominion effects
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[ October 18, 2003, 19:48: Message edited by: johan osterman ] |
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