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  #1  
Old January 15th, 2004, 07:58 PM
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Nagot Gick Fel Nagot Gick Fel is offline
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Default Re: Two new MODs from me

Quote:
Originally posted by Pocus:
I wont play too, as of now, with these scales.
Well, to be fair to Alex and his work, I'll give them at least a few tries (starting with a "Maenads lead the way" Pangaea), but I must say my first impression is very negative. I fear this mod will effectively restricts the choice of scales (0->+3 instead of -3->+3), and that can't be good. That reminds me too much of the no-brainer choices we were offered in Doms 1. Plus, with that high growth, I fear we might see the a comeback of the high taxes/patrol routine that was overabused in Doms 1 - with the added benefit it now gives you extra corpses to reanimate.
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Old January 15th, 2004, 08:18 PM
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Default Re: Two new MODs from me

Alex's mods are now available at the illwinter site.
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Old January 15th, 2004, 08:20 PM
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Default Re: Two new MODs from me

>Plus, with that high growth, I fear we might see the a comeback of the high taxes/patrol routine that was overabused in Doms 1

That's an excellent point that I did not account for. I'll do some testing with that.
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Old January 15th, 2004, 08:30 PM
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Default Re: Two new MODs from me

>That's an excellent point that I did not account for. I'll do some testing with that.

That was an easy test.
Doesn't work, as the population loss easily overcomes the gains. Patrolling to supress unrest is really harsh!
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Old January 15th, 2004, 08:40 PM
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Default Re: Two new MODs from me

Quote:
Originally posted by apoger:
>That's an excellent point that I did not account for. I'll do some testing with that.

That was an easy test.
Doesn't work, as the population loss easily overcomes the gains. Patrolling to supress unrest is really harsh!
If it was that quick, I assume you checked only with 200% taxation?

I've heard (didn't checked it myself) that population losses are exponentially related to the tax rate (like, taxing at 150% you lose X pop/turn, and 4 times as much when taxing at 200%). So high taxes might still be an issue, if the 'sweet spot' isn't too low.

[Edit: typo]

[ January 15, 2004, 18:42: Message edited by: Nagot Gick Fel ]
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Old January 15th, 2004, 09:03 PM
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Default Re: Two new MODs from me

>So high taxes might still be an issue, if the 'sweet spot' isn't too low.


Easy enough to test for.
The sweet spot is 160% for not losing population.

Keep in mind:
This requires Growth+3, which you are negating with this strategy.
The bonus income looks to be about 110 gold per turn (with maxish exconmics).
However you must keep 40ish troops on patrol to supress the unrest, which cost approximately 400 gold and have an upkeep of about 60.
Thus the income bonus is about 50 gold.
Next account for the fact that sometimes the patrols miss and you take a hit from unrest, which intrudes heavily on tax income.

So for 120 nation points you'd squeeze out a few extra coins here and there. Not worthwhile compared to just allowing the growth scale to pump the popuation normally.

It's entirely possible that my scales may have issues, but I don't think growth/patrolling is one of them.
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Old January 15th, 2004, 09:20 PM

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Default Re: Two new MODs from me

Quote:
Originally posted by apoger:
>So high taxes might still be an issue, if the 'sweet spot' isn't too low.


Easy enough to test for.
The sweet spot is 160% for not losing population.

Keep in mind:
This requires Growth+3, which you are negating with this strategy.
The bonus income looks to be about 110 gold per turn (with maxish exconmics).
However you must keep 40ish troops on patrol to supress the unrest, which cost approximately 400 gold and have an upkeep of about 60.
Thus the income bonus is about 50 gold.
Next account for the fact that sometimes the patrols miss and you take a hit from unrest, which intrudes heavily on tax income.

So for 120 nation points you'd squeeze out a few extra coins here and there. Not worthwhile compared to just allowing the growth scale to pump the popuation normally.

It's entirely possible that my scales may have issues, but I don't think growth/patrolling is one of them.
I think your calculations are sligthly off, with a maxish economy the home province would be something like = 150*1.45*1.25= appr 270, 270*1.6 appr 430 resulting in a income boost of 160 from taxes, 40 patrollers cost more like 30 than 60 gold resulting in a net income gain of 130. I did the calculations in my head so they might be slightly off but I think they are more or less correct. Even with accounting for upkeep the 60% income boost from taxes will dominate the 45% income boost from order. You alo recieve the supply benefit. I think this will lead to people patrolling home provinces and other rich provinces, if the mod is used.
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