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  #1  
Old December 3rd, 2007, 12:53 PM

calmon calmon is offline
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Default Productive Scale needs some Enhancements

I played a good amount of MP games and i used a large range of different scales. But one scale is an autoset to me: Sloth 3 - whatever i play. Even with resource haevy nations i go rather to an Awe Combat Pretender/Bless Strategy than to use the productive scale.

The main problem with productive: Its ok (and not more) in early game but quite useless in mid/lategame. With a good amount of fortresses and conquered neighbored provinces gold is the limited factor and not resources. In addition mages becomes important and they don't need much out of your forges.

Well there were already a boost/nerf but i think its not enough. The productive scale should be further improved and the sloth scale further worsen.

Maybe with something like in productive dominion your armour/weapon is well maintained and oiled so you got a bonus. In sloth everyone is too lazy and there is a malus for armor/weapon.
Equal to the magic/drain scale and the MR malus/bonus.

Or in productive provinces your army is supported more effective and needs less upkeep (more in sloth)

Or maybe just some code friendly increased income bonus.
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  #2  
Old December 3rd, 2007, 01:27 PM

CUnknown CUnknown is offline
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Default Re: Productive Scale needs some Enhancements

I love your idea about armies needing decreased/increased support $ per turn if in a Productivity/Sloth dominion (maybe 10, 20, and 30%?) However, I don't think the code can handle this, especially if mages wouldn't be affected by it (and they shouldn't be).

Perhaps a simpler idea would be to just increase the amount of resources/cash it gives, like the last thing you said.

Another idea might be to increase/decrease castle construction time. If it was 1 turn per level (minimum 1 turn of course), that would be huge! A 3-production nation would be cranking out expensive castles instantly, whereas a 3-sloth nation would never be able to build castles anywhere near the front lines.. a 6-7 turn construction time would turn a risky move into basically something that is not worth even trying.

Or a 10% per level increase/decrease in all building (castle, temple, lab) costs? That would be a nice bonus as well.
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Old December 3rd, 2007, 02:02 PM

Sombre Sombre is offline
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Default Re: Productive Scale needs some Enhancements

If production scale helped with buildings, that would make it more useful, that's for sure.

It could also help with construction spells the same way that growth scale increases the potency of some spells. So in production 3 you get more mechanical men or whathaveyou.

I don't think it should run over into forging, because that's too hard to balance, but improving construction summons would be neat.
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Old December 3rd, 2007, 02:07 PM

llamabeast llamabeast is offline
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Default Re: Productive Scale needs some Enhancements

Hmm, I often take production. Almost always in fact. Interesting.
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Old December 3rd, 2007, 02:19 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Productive Scale needs some Enhancements

Play Late Era Atlantis, and tell me gold is still the limiting factor. The most expensive commander outside of capitals is sacred, 130 gold. All your ice infantry cost 10-16 gold, but lots of resources. You do have Mournful, but those are often neglected in favor of troops that have morale.

That said, I really do like the idea of having scales affect production. But 8 turns? That'll be brutal.
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Old December 3rd, 2007, 02:22 PM

Zeldor Zeldor is offline
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Default Re: Productive Scale needs some Enhancements

It would be 9 for C'tis biggest fort Gold reduction or defense/admin increase for forts would be nice.
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