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-   -   Unrest=? (http://forum.shrapnelgames.com/showthread.php?t=17059)

aldin December 15th, 2003 07:09 PM

Unrest=?
 
So if I admit that I have a certain tendancy to micromanage will someone tell me how to fine-tune income generation? I notice I have a tendancy towards generating zero unrest 100% tax provinces without patrolling troops (I usually go with Order3). Zero unrest seems inefficient, like I could be getting more bang for the buck, but whenever I pump tax to even 110% I start generating unrest. Is there a happy medium? Should I be cranking it even higher and patrolling? How much of a growth scale boost would be needed to offset the population killed by the patrolling?

~Aldin

Saber Cherry December 15th, 2003 07:24 PM

Re: Unrest=?
 
100% tax and 0 unrest is always ideal in a normal province... unrest greatly reduces tax income.

I think taxing above 100% kills .3% population per 10% tax, and I know that growth generates .2% population per scale. Patrolling also kills pop. So I think 120% tax in a large province would probably be stable... you might need 20 patrollers (that's a guess).

Joonie73 December 15th, 2003 08:02 PM

Re: Unrest=?
 
Patrolling doesn't kill population unless there is unrest, does it?

aldin December 15th, 2003 08:34 PM

Re: Unrest=?
 
Hmmm, sounds like 100/0 may be my best bet then. And if I really want to tweak it make sure I have a few points in growth. Appreciate the responses!

~Aldin

NTJedi December 15th, 2003 09:16 PM

Re: Unrest=?
 
This is a related issue:

Currently playing a game where there is a territory which always has 10_Unrest... and that's with taxes sitting on 50%. I've even sent in a priest with 20_men for patrolling... never was able to kill any of the brigands, territory still has 10_Unrest. My domain influence for the territory is +2.

ANY IDEAS why this happens?

Taqwus December 15th, 2003 09:22 PM

Re: Unrest=?
 
Constant, uniform, otherwise unexplained unrest/turn => probably hidden blood site(s).

SurvivalistMerc December 15th, 2003 09:36 PM

Re: Unrest=?
 
I have had something similar happen in a villian's lair site also. You will like villains if you are playing ulm. Stealthy, shortbows....

NTJedi December 15th, 2003 09:56 PM

Re: Unrest=?
 
Quote:

Originally posted by Taqwus:
Constant, uniform, otherwise unexplained unrest/turn => probably hidden blood site(s).
<font size="2" face="sans-serif, arial, verdana">Thanks for the info

Great scotts... I better get searching!

Saber Cherry December 15th, 2003 10:30 PM

Re: Unrest=?
 
Quote:

Originally posted by aldin:
Hmmm, sounds like 100/0 may be my best bet then. And if I really want to tweak it make sure I have a few points in growth. Appreciate the responses!

~Aldin

<font size="2" face="sans-serif, arial, verdana">If you have +3 Growth, +3 Order, +3 Productivity, and a province with 22000 people and a Gold Mine (50 gold), that's 240 gold/turn income: 1.3*1.09*1.06*(22000/200+50)

Cranking up tax to 200% and patrolling would net you 480 gold per turn... and you'd only be wasting upkeep on patrollers for a single province. So as long as you can focus patrolling on a couple lucrative provinces, it can be quite nice - in the early game, anyway, when gold can fuel rapid expansion. It's just not a great long-term solution like in Dominions I.

December 16th, 2003 01:41 PM

Re: Unrest=?
 
Quote:

Originally posted by Saber Cherry:
I think taxing above 100% kills .3% population per 10% tax
<font size="2" face="sans-serif, arial, verdana">Its exponential. 130% kills less than 1% of the pop indeed, but 200% kills 8% of the pop every season!
Cheers

WraithLord December 16th, 2003 01:48 PM

Re: Unrest=?
 
So, if a medium duration game is supposed to take 200 turns.
What method will generate more money -
1. tax 100% let population grow and tax will grow as well over time.
2. tax 100+x% (30<=x<=100).

I want that magic number called optimum http://forum.shrapnelgames.com/images/icons/icon7.gif )

NTJedi December 17th, 2003 04:09 PM

Re: Unrest=?
 
Quote:

Originally posted by Taqwus:
Constant, uniform, otherwise unexplained unrest/turn => probably hidden blood site(s).
<font size="2" face="sans-serif, arial, verdana">Yes you were correct... I had to cast bowl of blood to find the place. The blood site brings me a fiend of darkness every turn. These flying terrors are strong and stealthy... still planning my attack with them.

atul December 18th, 2003 10:24 PM

Re: Unrest=?
 
Quote:

Originally posted by izaqyos:
So, if a medium duration game is supposed to take 200 turns.
What method will generate more money -
1. tax 100% let population grow and tax will grow as well over time.
2. tax 100+x% (30<=x<=100).

I want that magic number called optimum http://forum.shrapnelgames.com/images/icons/icon7.gif )

<font size="2" face="sans-serif, arial, verdana">Sorry, I know I shouldn't but I can't resist...

...well, if you assume no random events, order&turmoil affecting only income but not unrest as in Dom1, enough patrollers to keep the unrest at 0 all the time, a linear relationship between pop and income, growth being added and income collected before patrols, a constant death rate from patrols that are keeping the unrest at bay at certain tax level (does amount of dead vary from tot pop of a province or only of tax rate?), keeping that tax level at all times, no bloodhunting or instilled unrest...

...the formula for one turn's income after n turns of constant patrolling should be something like

Inc(n)= delta*(pop*growth^n - sum_i_from_0_to_n-1(Red*growth^i))*dis^n - pat_up*dis^n

where
delta = the relationship between population and income (modified by patrolling, scales, terrain, etc?) Inc=delta*pop
pop=population
growth=growth rate (as in 1,002)
Red=pop reduction from patrols
dis=discount value (describes how much interest your money should pay, if you play with slow-starters very near 1, if with rushers a bit less [like ~0,75-0,95}, if you're only interested in pure money not actual use this is 1)
pat_up=patrol upkeep
(sum-thing left out on n=0)

Not quite certain about growth part, tho... ...or anything else about that formula, wrote it on a piece of paper during a tv-show...

But if the formula above is valid for n:th turn it should be quite easy to write a code to compare total incomes at 200 turns for different tax rates when everything else is constant... should take only two (one, perhaps) for-loops with matlab, and one plotting routine, might write it at work some day if bored. IF the income goes like that.

Just a long way to say that there probably is no optimum, just dependencies.

Who, geek, me? Not alone here, it's just that my game has been on status 'shipped' for 'bout 10 days now and still no note from post office. All work, no game, you've seen the rest. =)


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