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

stecal April 25th, 2008 04:03 PM

Undoing Ermor\'s population kill
 
Hi, looking for help in undoing Ermor's Death dominion and the people-less provinces I am taking from him. With no people and no gold gain and my armies starving it is a really tough fight.

Is there any way to accelerate population growth or migration once I take these provinces?

Spells? Items?

Lower taxes to zero?

I suppose a strong growth Dominion would help - if I had one....

Baalz April 25th, 2008 04:21 PM

Re: Undoing Ermor\'s population kill
 
Nope, population loss is fairly permanent in Dominons. Growth scale isn't really gonna help, a .02% growth rate isn't gonna help much at a population of 500 (not to mention 0). There are a couple random events which increase your population, but no real way to influence them (other than taking luck/growth scales which unlock those random events).

hunt11 April 25th, 2008 04:24 PM

Re: Undoing Ermor\'s population kill
 
you could forge items to give you supplies, nothing much more you could do

LoPan April 25th, 2008 04:31 PM

Re: Undoing Ermor\'s population kill
 
That's a bummer.

I'm running LA Tien'chi, as opposed to stecal's LA ULM.

my battles have a certain WWI quality to them--I'm mowing down hundreds of undead with archery, banishment and wither bones, and they never get too far into my lines, and blessed celestial soldiers are ded 'ard and stompy, but it looks like from what you've said that I'm going to just make more wine bags and what not.

I have already dropped the taxes to 0, so maybe with my pretender's good luck, some good things will happen.

Sombre April 25th, 2008 04:46 PM

Re: Undoing Ermor\'s population kill
 
Lowering tax doesn't help increase population.

Meglobob April 25th, 2008 05:04 PM

Re: Undoing Ermor\'s population kill
 
I am not 100% sure about this but tax does indirectly effect population via random events, I believe. In that it stops some bad events from happening (pretty sure about this), it may (slightly) increase the chance of a good event like population growth.

Still, those La Ermor lands will probably only be of benefit if they have gem sites now. The populations probably a write off.

noname April 25th, 2008 05:07 PM

Re: Undoing Ermor\'s population kill
 
You could use wish, even though that is a pretty drastic and expensive measure to increase population with. There ought to be more population-growth spells...

stecal April 25th, 2008 05:22 PM

Re: Undoing Ermor\'s population kill
 
I thought population would migrate to provinces with lower taxes or lower unrest in this game. or am I thinking of Space Empires....?

moderation April 25th, 2008 07:59 PM

Re: Undoing Ermor\'s population kill
 
Maybe having lots of extra supplies should result in population growth. After all, this is how things usually work in nature.

VedalkenBear April 25th, 2008 08:03 PM

Re: Undoing Ermor\'s population kill
 
Moderation: Over the course of a month? Not in human beings, at any rate. http://forum.shrapnelgames.com/images/smilies/wink.gif Maybe if you were Lord of the Flies... http://forum.shrapnelgames.com/images/smilies/wink.gif

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.

Wick April 27th, 2008 11:48 PM

Re: Undoing Ermor\'s population kill
 
The Lord of Fertility does not increase population, unless it has changed since the last time this came up.

Saulot April 28th, 2008 12:47 AM

Re: Undoing Ermor\'s population kill
 
Either of the Lords of Fertility (the Pretender) or the Unique Indep. Commander do not raise population, in fact, do not even raise growth. I believe all they do have is a sizeable supplybonus.


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