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-   -   Population, Income, Unrest and Supplies (http://forum.shrapnelgames.com/showthread.php?t=18159)

Nethog March 5th, 2004 05:31 AM

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?

March 5th, 2004 09:10 AM

Re: Population, Income, Unrest and Supplies
 
Quote:

Originally posted by Nethog:
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)

<font size="2" face="sans-serif, arial, verdana">- Increased Chance and # of Blood Slaves per Blood Hunt
Quote:


To increase population:
- Positive growth scale (+0.2%/level)

<font size="2" face="sans-serif, arial, verdana">Random Events

Quote:

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

<font size="2" face="sans-serif, arial, verdana">Disease, Offensive Spells (Plague, etc)

Quote:

* Income:
- 200 population generate one gold in taxes, modified by fortresses, scales, unrest, and spells

<font size="2" face="sans-serif, arial, verdana">Magical Sites

Quote:


- lowers population? (i.e. other than from patrolling) formula?

<font size="2" face="sans-serif, arial, verdana">False

Quote:

Things that increase unrest:
- taxes over 100%
- battles
- enemy spies
- Blood Hunting
- enemy spells
- Random Events

<font size="2" face="sans-serif, arial, verdana">Enemy Domninion in Friendly owned Provinces.


Quote:

** 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?

<font size="2" face="sans-serif, arial, verdana">That is true. Also for Supply it should be noted that Magical Paths of Commanders and Magical Items impact it.

Arryn March 5th, 2004 09:54 AM

Re: Population, Income, Unrest and Supplies
 
Quote:

Originally posted by Zen:
Also for Supply it should be noted that Magical Paths of Commanders ...
<font size="2" face="sans-serif, arial, verdana">Indeed. +5 supply per level of Nature path for each mage present in the province.

Chazar March 5th, 2004 12:13 PM

Re: Population, Income, Unrest and Supplies
 
Does population only increase with a positive growth scale? Is there really no base percentage for people multiplying?

Arryn March 5th, 2004 12:35 PM

Re: Population, Income, Unrest and Supplies
 
Quote:

Originally posted by Chazar:
Does population only increase with a positive growth scale? Is there really no base percentage for people multiplying?
<font size="2" face="sans-serif, arial, verdana">Yes, and correct.

Nethog March 5th, 2004 06:46 PM

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

Wauthan March 5th, 2004 07:04 PM

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).

Nagot Gick Fel March 5th, 2004 07:07 PM

Re: Population, Income, Unrest and Supplies
 
Quote:

Originally posted by Nethog:
Zen you mentioned "disease" when referring to things that reduce population. Were you referring to magic or a random event?
<font size="2" face="sans-serif, arial, verdana">Can be both: magic (eg, the Black Death ritual) or events - there's one with exactly the same effect as Black Death, and you get no clue about the real cause when you're at the receiving end of it.

Quote:

Does Population decrease after successful blood-hunting?
<font size="2" face="sans-serif, arial, verdana">Yes.

Quote:

Are there any spells for increasing pop?
<font size="2" face="sans-serif, arial, verdana">There's a global enchantment that increases fertility, but I never tried it (Gift of Nature's Bounty).

Quote:

Are there any spells or random events that decrease Unrest?
<font size="2" face="sans-serif, arial, verdana">Yes (Fata Morgana) and yes (several).

Quote:

Are there any spells or random events for increasing or decreasing supplies?
<font size="2" face="sans-serif, arial, verdana">No. Maybe GoNB does that indirectly.

Quote:

Are there any scales that directly increase/decrease unrest?
<font size="2" face="sans-serif, arial, verdana">No.

March 5th, 2004 07:31 PM

Re: Population, Income, Unrest and Supplies
 
Quote:

Originally posted by Nethog:
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?!?
<font size="2" face="sans-serif, arial, verdana">I was referring to disease in general. There are events, spells, magic items (Bane Venom Charm), units (Harvester of Sorrow, Pazazu, Mabakiel).

Quote:

Are there any spells for increasing pop?
<font size="2" face="sans-serif, arial, verdana">As Nagot and others said. GoNB and Wish. If there are any other I am unfamiliar with them.

Quote:

Are there any spells or random events that decrease Unrest?
<font size="2" face="sans-serif, arial, verdana">Fata Morgana. Also Well of Misery increases Tax money when it's in effect.

Quote:

Are there any scales that directly increase/decrease unrest?
<font size="2" face="sans-serif, arial, verdana">No, it's important to note this, because it did in Dom1, but does not in Dom2 to reduce Micromanagment.

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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