Growth
Code:
* effects the chance of getting afflictions from old age
NOTE: does not effect change of getting disease affliction from Miasma!
* effects events
- growth
- fertility/harvest (unrest decrease, extra gold)
- pop gain (pop gain)
- ancient presence (90% pop death, province taken over by `ancient presence')
- death
- dying prince, you get his money/items (1.5k gold 2-3 items)
- plagues (pop loss)
- plague + death gems (pop loss, but get death gems; requires magic scale)
* effects all `entangle' spells (they last longer/harder to escape)
* growth can be used to buffer tax pop loss, essentially capitalize into extra income early on without long term losses (any good numbers?)
* effects carrion woods (more undead produced?)
Growth3 Death2 (would be nice to have 3-3)
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0 Year - 30,000 / 30,000
1 Year - 32,232 / 28,591
2 Years - 34,631 / 27,248
3 Years - 37,209 / 25,969
4 Years - 39,978 / 24,749
5 Years - 42,953 / 23,587
Growth Scale with multiplication by Order?
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D 3 D 2 D 1 Neutral G 1 G 2 G 3
0 114% 116% 119% 121% 123% 126% 128%
6 112% 115% 118% 121% 124% 127% 131%
12 110% 113% 117% 121% 125% 129% 133%
18 108% 112% 116% 121% 126% 130% 135%
24 106% 111% 116% 121% 126% 132% 138%
30 104% 109% 115% 121% 127% 134% 141%
36 102% 108% 114% 121% 128% 135% 143%
42 101% 107% 114% 121% 129% 137% 146%
48 99% 106% 113% 121% 130% 139% 149%
54 97% 104% 112% 121% 130% 140% 151%
60 95% 103% 112% 121% 131% 142% 154%
66 94% 102% 111% 121% 132% 144% 157%
72 92% 101% 110% 121% 133% 146% 160%
78 91% 100% 110% 121% 134% 148% 163%
84 89% 99% 109% 121% 134% 150% 167%
90 88% 98% 109% 121% 135% 151% 170%
96 86% 96% 108% 121% 136% 153% 173%
102 85% 95% 107% 121% 137% 155% 177%
http://forum.shrapnelgames.com//showthread.php?t=32125
I noticed there is no general discussion on the Growth Scale, so I've decided to start one.
Why is there none? Are the dynamics of the scale simply uncontroversial? Or is there simply no strong opinion (or decisive determinants) one way or the other with it?
When is a Growth Scale good to take? I can edit this post with suggestions. perhaps:
1. when going for a blood economy?
2. to counter old age mages
3. just for extra income?
can growth be used as a sort of 'order' scale by simply exploiting it's population growth with extra taxes for an ultimately neutral growth? (doesn't order and dominion both reduce unrest, also canceling that out?)
is the extra supplies of growth really ever useful? Battles are generally at borderlands, where the effects of any scale is probably minimal.
What about the inverse? When can I get away with Death?
What if I don't Blood Hunt, have no old age, but do want extra income and am taking max order. When can I get away taking death?
And for interactions with other scales (notably Order and Luck)
Doesn't Growth effectively magnify Order since it will increase the population for order's income bonus to effect? I think there's already a math thread out there on this, but the conclusions where foggy. I don't think there are any really good plots of just how much Order and Growth interact to boost the effects of each other.
What Luck events does Growth/Death open up? I know Death will allow plagues to happen more often. Does Growth simply prevent them? Or does Growth actually boost the occurrence of some good events (perhaps makes Pop Growth events more likely. We all know to avoid Death/Misfortune. Are there reasons to think seriously about Growth/Luck?
Lastly, give us some comparisons to provide some datapoints here. When is dumping points in Growth more valuable than, say, opening another path on your pretender, having more dominion, not having an imprisoned pretender, or accessing an extra weak bless. Compared to other options, just how valuable is Growth?
I know it's all dependent on context, so feel free to provide some. (I think that's part of the problem, as I see much discussion on Growth in particular context, but almost none in general. I'm hoping there might be some general rules, or at least I'm hoping to gather all the different contexts under one thread to make indexing easier.)