Quote:
Cohen said:
I'd like to see something against raiding that is so damn strong.
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I think population in general dies too quick .
Iirc 0,3% pop / 10% tax above 100% are killed .
Putting taxes to 200% is imo a bit too strong . If it is done only 1 turn you need to run taxes after that 1 turn on 40% to reduce the unrest to zero again and more important 3% of your pop died .
This is especially severe with Caelum . They can reduce by this your goldincome easy 20-30% when they do it earlygame even if you can take back the provinces .
My suggestion : Reduce the poploss from 200% taxation 2/3 to 1% .
This still prevents abuse earlygame by putting taxes to 200% for a few turns but in 2 turns the poploss by 1 turn 200% tax is recovered this way .
You still kill population fast enough by pillage .
Or perhaps include a spell which requires Water or Nature or a combination of both to cast which gives positive growth in some variations :
A rather cheap one with small effect like +0,5 % growth for 5 turns which is low research .
A more expensive one where the effect is bigger , mid level research .
And high level research a global which gives you something like +0,2% growth / dominionlevel in all your provinces .
But at the moment if ermor is included normally at turn 30-40 i think the world population is probably about 50-60% from the starting one . This is a bit too severe imo .
Population is the only resource which normally declines during the game . With lots of luck with events and positive growth you can keep it constant or get a small increase but not a big one .