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-   -   Undoing Ermor's population kill (http://forum.shrapnelgames.com/showthread.php?t=38539)

capnq April 25th, 2008 08:04 PM

Re: Undoing Ermor\'s population kill
 
Quote:

Sombre said: Lowering tax doesn't help increase population.

But raising taxation above 100 does reduce population. (manual, p.38)

noname April 25th, 2008 08:51 PM

Re: Undoing Ermor\'s population kill
 
Maybe there could be a spell which gives you an extra 5000 people by transforming animals into humans...

Wick April 25th, 2008 09:06 PM

Re: Undoing Ermor\'s population kill
 
Wishing for population is useless as it is. I'd like it to increase population in every province by ~500, have a 5% chance of adding a unit type[1] not normal to the poptype, and increase unrest ~10.

[1] Or just Opossum Warriors, roused to one step below GoR.

stecal April 26th, 2008 02:42 PM

Re: Undoing Ermor\'s population kill
 
I am thinking that if there are items & spells in the game that increase unrest & kill pop with disease, etc. that there should be the same to counter these. Some kind of statue of fertility that increases growth and pop? Maybe for Dom 4?

Argitoth April 26th, 2008 05:40 PM

Re: Undoing Ermor\'s population kill
 
I think a global enchantment that gave a high increase of population would be good. Rituals or summons that increase fertility could be abused way beyond ermor's death.

Rituals and summons that TAKE population from other provinces would actually be pretty sweet and wouldn't be abused.

Hoplosternum April 27th, 2008 06:31 AM

Re: Undoing Ermor\'s population kill
 
I think that there should be some way to put back a bit of population. But considering the bonus of having just a few hundred compared to none (i.e. being able to build leaders if not armies in these provinces) and the 'end of days' theme to LA Ermor it should be both expensive and inefficent to do so.

Some sort of fairly high path (not high level) nature spell - so it's quite hard to cast but can be cast fairly soon - would be good. It could cost some gems and make it use population from elsewhere in your empire (possibly your capital or province where its being cast from) perhaps at an unfavourable ratio of some kind.

Or create a sort of preaching that can be done by nature mages that summons in population from surrounding lands. Again probably at a bad ratio but it's efficency based on nature paths.

Both are probably too difficult to do as they would need new game routines though.

But thematically, especially in a sp game, you sometimes want to heal the land. Even if it isn't very cost effective to do so.

Sombre April 27th, 2008 07:38 AM

Re: Undoing Ermor\'s population kill
 
I agree it would be nice for SP roleplayers. I can't see it ever being used in MP though, unless it actually gave so much pop it could help with income and bloodhunting.

vfb April 27th, 2008 07:55 AM

Re: Undoing Ermor\'s population kill
 
It would be useful when scorch-earthed players kill every single last peasant in a province, preventing recruitment. Especially so if there's a nice indy mage site in the province.

Loren April 27th, 2008 06:05 PM

Re: Undoing Ermor\'s population kill
 
Yeah, I think nature mages would be the route to go.

Give them a preach option. It attracts 10 people per level, they come from adjoining lands. (Thus it can't be cast in the middle of a wasteland, you would have to bring people in from somewhere.) The rate would be modified by how desirable the province looked vs how desirable the place they were coming from looked. It would also be modified by the dominion--moving to a lower dominion would be undesirable, moving to a higher dominion would be desirable.

Professor_Dyar April 27th, 2008 11:03 PM

Re: Undoing Ermor\'s population kill
 
I agree that Gift of Health and possibly Gift of Nature's Bounty should result in more population. However, I think that the Lord of Fertility pretender does increase population, although I'm not sure of that.

What would be realistic is for population to have some sort of an equilibrium value that depends on scales and province type, and that population will gravitate toward that equilibrium, be it to decrease or to increase.


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