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Re: LA Ermor\'s Dominion Change in 3.15...
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Now that I think of it though, games don't last very long, only a few years, so a model of long term growth like this might not be realistic after all. Just some thoughts. |
Re: LA Ermor\'s Dominion Change in 3.15...
Growth in dominions is exponential.
It's just that even with growth-3 it's just 1.006^n http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: LA Ermor\'s Dominion Change in 3.15...
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Why not realistic ? It's a matter of massaging the numbers until it's playable. Currently Growth scale is pretty much unplayable. Supply was nicely balanced in Dom2, I had to actually look before stepping into a mountain or wasteland. Now I rarely bother. |
Re: LA Ermor\'s Dominion Change in 3.15...
It would be cool if different nations had different base growth. Humans would be pretty high, Heims would be bad, Abysia and Fomoria and Agartha would be dismal. Caelum and C'tis could get a surge of growth only in the spring.
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Re: LA Ermor\'s Dominion Change in 3.15...
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The case he described does "contain" a bell curve, with "growth rate over time" following a bell-like curve. |
Re: LA Ermor\'s Dominion Change in 3.15...
Yep, the bell curve is the differential (gradient) of the s-curve. The s-curve is often called a sigmoidal curve, sigma being the greek s.
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Re: LA Ermor\'s Dominion Change in 3.15...
Wow, Your ideas (Saulot, llamabeast and Endoperez) sound promising. Maybe we can spawn a dedicated thread to brain storm a new *different* (probably modded) nation for dominions along the lines of one of the ideas you've suggested.
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Re: LA Ermor\'s Dominion Change in 3.15...
Undeath discussion:
That sounds fine WraithLord. I guess that would go in the mod forum. I confess I have no time to contribute actual work (outside of thinking/speculation) for a long while. Oh, also as a suggestion to just improve undead overall (which would also slightly tweak up Ermor), soulless should probably have a secondaryeffect disease on their weapon (fist / claw usually?). They are after all, a walking corpse. About the population discussion: Well, it's certainly true that the games don't last long enough to really show population changes into a different generation, and so vast differences in the populations doesn't make much sense. Furthermore, during a game of Dominions is the 'time of the Chaos War' as I like to call it, when a pretender rises to dominance, and there should be much turmoil, death, and destruction of the peoples. However, this is a game of magic, in a land with magic, and magic should provide an answer. There should probably be some sort of province enchantment which produces, let's say 50 to 500 more people per turn (probably a nature spell). As a province enchantment, this should prevent abuse or inbalance, and if priced correctly would likely only be used in situations which really warrant it. |
Re: LA Ermor\'s Dominion Change in 3.15...
What about a nation of dragons? Ranging from humanoid dragon-kin (I'm thinking AD&D Dragonlance draconions) all the way to full on ancient dragons (which would be SCs at or above the level of Niefel Jarls). In between you have the most powerful of the dragon-kin and the very youngest of the dragons, which can be your stock mages and your non-mage commanders. The whole thing can be summonable (x gems for 5 to 15 of the regular dragon-kin, which are your troops, x gems for 1 dragon-kin mage, and then LOTS of gems, and some research, for the full-on dragons). You can even make it multiple path based, and allow summoning of different kinds of dragons (like the dragon pretenders).
That'd be a non-gold based nation that I think would be pretty interesting, and different from anything out there. |
Re: LA Ermor\'s Dominion Change in 3.15...
Conquest of Elysiun uses the form of "few gems for troops, more gems for good commanders/special units, lots of gems for very good commander" extensively. The problem is that one good commander or small group of very good units is much better than lots of weak units.
Making gold-independent nation also has the problem that all nations will have money, and if they won't use it elsewhere they'll use independents a lot, castles a lot, can build temples everywhere and probably won't suffer from upkeep nearly as much as common nations. |
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