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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


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