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Population, Income, Unrest and Supplies
I am playing my first game of D2 and am trying to better understand what affects the 4 game parameters: Population, Income, Unrest, and Supplies. I have put together a summary based upon the game manual, reading serveral older threads, and other misc sources (I think I have been doing more reading about D2 then playing the game http://forum.shrapnelgames.com/images/icons/icon7.gif )
Perhaps some of the D2 vets here could comment on its accuracy? One conclusion I have come to is that population is extremely important since it fuels income and supplies, but it is hard to increase. Summary: ** Population: Effects: - Higher Income - Higher supplies (see supply section) To increase population: - Positive growth scale (+0.2%/level) Things that decrease population: - high taxes (0.3% pop lost for every 10% tax above 100%?) - Pillaging (formula?) - Patrolling to reduce unrest reduces population (10 per 1 successful unrest reduction) - Negative growth scale (-0.2%/level) - random events ** Income: - 200 population generate one gold in taxes, modified by fortresses, scales, unrest, and spells ** Unrest: Effects: - lower income (formula?) - if greater then 100, can not recruit units - lowers population? (i.e. other than from patrolling) formula? Things that increase unrest: - taxes over 100% - battles - enemy spies - Blood Hunting - enemy spells - Random Events Things that decrease unrest: - taxes less then 100% (formula?) - Patrolling (formula?) ** Supplies: A function of (1) population, and (2) fortress within 4 provinces distance. I got this from the thread: Province Supply Formula From this I conclude that the reason that say a mountain is low on supplies is because when the game was created, provinces with mountains receive lower population levels? |
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Re: Population, Income, Unrest and Supplies
Does population only increase with a positive growth scale? Is there really no base percentage for people multiplying?
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Re: Population, Income, Unrest and Supplies
Thanks for your feedback! I have updated the summary. Also I have some more questions:
Zen you mentioned "disease" when referring to things that reduce population. Were you referring to magic or a random event? or battle disease affliction somehow spreading to pop?!? Does Population decrease after successful blood-hunting? Are there any spells for increasing pop? Are there any spells or random events that decrease Unrest? Are there any spells or random events for increasing or decreasing supplies? Are there any scales that directly increase/decrease unrest? Updated Summary: ** Population: - upon game creation province terrain type is used to "seed" map with an appropriate level of population Effects: - Higher Income - Higher supplies (see supply section) - Increased Chance of finding Blood Slaves and increased # of Blood Slaves Population increased by: - Positive growth scale (+0.2%/level) - Random Events Population decreased by: - high taxes (0.3% pop lost for every 10% tax above 100%?) - Pillaging - Patrolling to reduce unrest reduces population (10 per 1 successful unrest reduction) - Negative growth scale (-0.2%/level) - Random events - Spells ** Income: - 200 population generate one gold - Income = gold * tax rate Income modifiers - fortresses: add (admin/2)% extra gold - scales ---- Order/Turmoil: +/-7% per scale level ---- Productivity/Sloth: +/- 2% per scale level ---- Heat/Cold: -5% per scale level - Unrest - Spells - Magic sites - Random events ** Unrest: Effects: - lower income - if greater then 100, can not recruit units Unrest increased by: - taxes over 100% - battles - enemy spies - enemy dominion - Blood Hunting - Enemy spells - Random Events Unrest decreased by: - taxes less then 100% - Patrolling (however some pop loss) ** Supplies: Effect of no supplies: - unsupplied units "starve" which effects Morale (-4) - on second turn or later may get "diseased" affliction - i.e. loose 1HP per turn until dead Supplies increased by: - increasing population - fortress in and within 4 provinces ---- same province = admin * 4 ---- 1 provinces away = admin * 2 ---- 2 provinces away = admin * 1.33 ---- 3 provinces away = admin * 1 ---- 4 provinces away = admin * 0.8 ---- 5+ provinces away = 0 ---- Growth Scale: +20% supplies per level - Nature Mage: +5 supplies per level of Nature magic - Pillage - Magic Items (e.g. Cauldron of Broth, Bag of Wine) Supplies decreased by: - Heat/Cold Scale: -10% supplies per level - Growth Scale: -20% supplies per level See: Provincial Supply Formula |
Re: Population, Income, Unrest and Supplies
Disease that reduces population is not the same as the affliction. As far as I know it is only one particularly nasty summoned creature that causes this kind of "plauge".
Population does not decrease because of bloodhunting, it just causes unrest. There are a quite a few lucky events that reduces unrest. Only a Wish spell can increase population. The Order/Turmoil scale is just that. A decrease/increase in unrest (as well as economic and event bonuses/penalties). |
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Edit: You might also want to put on your "Starving to Diseased" portion that Disease not only makes them lose 1 hp a turn, but it dramatically increases the chance of afflictions and every point of damage taken from Disease (and in combat) has a greater chance of inflicting an Affliction. [ March 05, 2004, 19:37: Message edited by: Zen ] |
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