
May 15th, 2007, 02:15 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Income and Luck Scales for Megagame
Ah yes, but a couple other considerations when you try to extrapolate these results out to your kingdom rather than a single province:
1) This calculation is 50 turns from when your full growth/death scale takes effect. Even by turn 60 or 70 its unlikely that many of your provinces will have had your full scales on them for 50 turns. Your overall kingdom growth/death rate is always going to average less than the maximum difference implied by full scales, usually significantly so.
2) This calculation, if extrapolated out to your kingdom rather than a single province assumes that the extra 240 design points for going with a death scale resulted in no extra territories being held. For reference, this is the difference between having an imprisoned pretender and an awake one. If having an awake pretender allows you to snag a couple extra provinces then that will reduce this difference.
3) There is a quasi inflation that goes on as the game progresses because of the decreasing effectiveness of gold recruitable troops. At the beginning gold is extremely important, by turn 50 almost always less so (significantly less so depending on your strategy). Kinda hard to quantify numerically, but 100% more gold on turn 50 isn't worth the same as 100% more gold turn 1.
On the flip side of the coin:
1) Death scales greatly increase your chance of getting population killing random events, and thus permanently affecting your income, perhaps cripplingly early. Particularly with misfortune.
2) Death scales will kill off your old mages much faster, replacements cost gold.
All in all, even from a strictly gold income point of view the growth/death question isn't very well modeled by a simple exponential multiplication.
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