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scales
Can you (testers/devs) tell us the effect of the luck/growth... scales in DOM-II. Or at least the main differences from DOM-I.
Also, can you explain the relation between high tax and population decrease? - can low tax give pop increase? Are there more cold "loving" nations? TIA |
Re: scales
Don't know about the rest of those, but a more relevant question would be if there are more heat-loving nations. Caelum, Jotunheim, Vanheim and Ermor are all cold lovers while only Abysia and C'tis like heat (and C'tis only at +1), which sort of makes cooperative games using heat dominions a bleeding headache (and I *like* Abysia too!).
Edi |
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So, in a nutshell:
You will no longer have to touch the tax scales, unless there is unrest somewhere. Am i correct? But i still want to know what Desert Sun gives you... |
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Desert sun will spread you required heat 3 outside of your dominion. It might be useful for Abysia or Machacka if they decide to go for heat 3. |
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Edit: Sorry, makes sense to me now.
[ October 01, 2003, 14:10: Message edited by: Nerfix ] |
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So, what is Production scales use if it doesn't give more cash ? Help in resources ?
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Ummm...
It does help with resources in Dom I, so i suppose that's it in Dom II... Edit: I also believe that there was a "Heart of Winter" theme in Dominions II, but it was apparently removed, and i suspect it had oppsite effects of Desert Sun, I.E spreading +3 Cold outside of your Dominion. [ October 01, 2003, 14:19: Message edited by: Nerfix ] |
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Well Last time I checked Marignon loved heat too. http://forum.shrapnelgames.com/images/icons/icon12.gif
Also Machaka likes heat (+2 scale I think) and Miticlan likes +1 heat scale. Tien Chi likes neutral. |
Re: scales
I believe that was a reference to Marignon's fire magic...
And yes, i somehow suspected that Machaka and Mictlan are Heat-"lurving" nations. Small voice inside my head whispers that Desert Sun Theme makes your nation Heat loving... Of course, it's just a small voice inside my head... |
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Desert sun and Heart of winter raises scales to +2 in border territories, not +3.
Production increases gold as well, I think. It was removed and inserted again (the beta folks might know better) http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Turns out both production and growth give +2% per step.
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And i was correct about the effects of HoF theme. Muhahahaaa, watered down Illwinter... |
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I know there's a lot of resistance to population-increasing effects... but perhaps, instead simply killing people, taxes could also cause immigration and emigration?
Thus, there would be 2 effects of taxes, which combine to make a more realistic system. Killing effect: Instead of each 10% of tax over 100% killing .5% of the population, perhaps it could kill .25% of the population, with each 10% tax decrease below 100% having no effect on life or death. Immigration effect: Each 10% tax difference between a province and an adjacent province causes min(.1% of bigger province or 2% of smaller province) population to flow from the high-tax province to the low-tax province. Thus, high taxes still kill population, you still can't quickly regrow dead people, and you still can't keep a high tax on your capitol city. But you can repopulate "dead" provinces by encouraging immigration, and you can fight opponents by luring their peasants away with promises of low taxes. I also think that the life/death scale should have a slight influence on immigration. As Dead Ermor spreads, wouldn't some people flee into adjacent provinces rather than just sitting and waiting to die? -Cherry |
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