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October 17th, 2003, 10:44 AM
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Sergeant
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Join Date: Oct 2003
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Dominion effects
AFAIK the new effects are:
Order +7% gold/lvl, -5% random events/lvl
Production +10% res/lvl, +2% gold/lvl
Heat (unc) -10% gold/lvl away from norm
Growth +2% pop/lvl, +xx? supply/lvl
Luck (unc) +20% event will be good/lvl, +5%random events/lvl away from norm
Magic (unc) +1 research/mage/lvl, -0.5 MR/lvl
It looks like Order has been relativly improved but, with patrolling being nerfed, less so then just leaving it alone would have. The lack of patrolling also makes Turmoil worse since you can't maintain your big provinces at the same level as everyone else any more. I can't see anyone not buying this.
Since Order also reduces the benefit of Luck, nations with important heroes, such as Pangea and Jotunheim, are likely to suffer. I worry about Pangea under the new regime.
Production looks better for Ulm but otherwise I usually had enough resources to spend my gold. Of course. Sloth looks better for C'tis -- who else now has good low resource troops that aren't sacred limited? Machaka and Mictlan?
Growth is dead. Since you're near your castles when defending and outside you domionion attacking the supplies are rarely a big deal. It's 10 turn ROI from population growth is 11%/turn but it comes so slow. I expect to see a lot of death dominions.
Anything else? Have Heat, Luck, and Magic changed?
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October 18th, 2003, 12:40 AM
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Second Lieutenant
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Re: Dominion effects
>Growth +2% pop/lvl, +xx? supply/lvl
Is that a one time 2% boost or 2% every turn?
>The lack of patrolling also makes Turmoil worse
What's the deal on patrol and unrest in Dom II?
>Since Order also reduces the benefit of Luck,
It did in Dom I as well. No change there.
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October 18th, 2003, 12:45 AM
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Captain
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Re: Dominion effects
Quote:
Originally posted by apoger:
>Growth +2% pop/lvl, +xx? supply/lvl
Is that a one time 2% boost or 2% every turn?
>The lack of patrolling also makes Turmoil worse
What's the deal on patrol and unrest in Dom II?
>Since Order also reduces the benefit of Luck,
It did in Dom I as well. No change there.
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Growth increases income by 2% per scale step, and growth by 0.2% per scale step. There is another thread on this somewhere.
Patrol reduces unrest in the same way as it did in dom 1, just that it is more punitive to raise taxes. The turmoil scale only affects income and not unrest.
Also I do not think anyone should be worried about Pangaea, if anything they have become significantly stronger by various changes in their unit rooster.
[ October 17, 2003, 23:50: Message edited by: johan osterman ]
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October 18th, 2003, 01:20 AM
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Sergeant
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Location: Austin, TX
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Re: Dominion effects
Pangea gets a unit rooster? I can't wait to get my hands on one of them...although you'd need some hens to get any troops out of that. Or maybe its like a fey boar but the chicken variety.
I predict we see lots of high order and production scales...just like before.
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October 18th, 2003, 03:31 AM
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Major General
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Re: Dominion effects
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October 18th, 2003, 07:51 AM
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Lieutenant Colonel
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Join Date: Apr 2003
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Re: Dominion effects
Quote:
Originally posted by johan osterman:
(...) and growth by 0.2% per scale step. There is another thread on this somewhere.
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you dont like the whole idea of population growing right? I wonder why. Having to invest 120 design points to get a +18% increase in the population of a province, after 30 turns, is not that interesting.
[ October 18, 2003, 06:51: Message edited by: Pocus ]
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