.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old March 29th, 2004, 01:49 PM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Suggestions for Unrest > 1000 or so

Unless I am mistaken (please tell me!!), unrest above 200 or so really has no large impact.
Once unrest goes above 100, you can't recruit troops. Good. Your income is quartered (I think). Sounds reasonable.
But once unrest goes up more, the "diminishing returns" effect kicks in and nothing really bad happens.
If you conquer an Indy nation which looks tasty (big pile of coins) but which has a Brigand Lair or other unpleasant unrest-causation site mid-to-late-gamish, you will often start out with 300-600 unrest. This basically means, no matter how high the coin stack is, you get no money (and of course can't recruit).
BUT (and here is where I would like to start the suggestion) nothing bad seems to happen by keeping it up there. Sure, you will never get any money, but if that big stack of coins comes from a huge population instead of 16 Arenas or goldmines or whatever, you might as well send in all your useless commanders and just blood hunt away -- or invest a lot of effort to get that unrest down. But if you dont get it down, it skyrockets -- but who cares?

Suggestion: It would seem logical to me (from both a fictional sense and a game-play mechanics sense) to have a greatly increased chance of that "misfortune" event "A group of XXX has tried to wrest this province from your unjust rule" when Unrest > very large (500? 1000?).
Reply With Quote
  #2  
Old March 29th, 2004, 03:47 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Suggestions for Unrest > 1000 or so

I support the idea of having revolts when unrest is high. In fact I'd even prefer to have a small chance (say 15%) of a (small) revolt occuring when unrest goes above say 50, then the probabilty should rise up to a serious chance (65%) when Unrest reaches 100, with bigger revolts if it's above that... A 500 Unrest province should have all its able population take arms against such an awful ruler
This would give player a good reason to keep unrest low (other than maximizing gold income) .
Reply With Quote
  #3  
Old March 29th, 2004, 04:49 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Suggestions for Unrest > 1000 or so

I thought something like that was already in?
Well if not then I also support it. Id like to see abit more use in stealthy activities.

I wouldnt mind seeing a chance for a province to choose a new owner also. There are some of those attack events which will cause Ermor or Pangaea to suddenly own a new province clear across the map. Im not sure if its equally fair to all nations though. I think it would make sense if extreme unrest causes a province to randomly select another nation to be their protector.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #4  
Old March 29th, 2004, 05:18 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Suggestions for Unrest > 1000 or so

Revolts are random events that can only happen when the unrest is high enough.
__________________
www.illwinter.com
Reply With Quote
  #5  
Old March 29th, 2004, 05:43 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Suggestions for Unrest > 1000 or so

Blood hunting doesn't work very well in high-unrest areas, and in any event unrest appears to be capped at 500.
Revolts occur, if there are no units there (and province defense does NOT count as units for this purpose).
Barbarian attacks, Vampire Count attacks also may be more likely with heavy unrest.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:35 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.