Re: Two new MODs from me
>I did the calculations in my head so they might be slightly off but I think they are more or less correct.
I used +3 order, prod, and growth in all tests.
The only modifier that I didn't use is forts, I used the default one. Forts choice isn't a scale and players seem to have wildly different ideas on their values, so I felt fine leaving that out.
Assuming the max fort admin value your numbers are right.
>60% income boost from taxes will dominate the 45% income boost from order
130 gold (with start-up cost, unrest bursts, and loss of population growth) versus 80 gold.
I'd say that's not such a bad comparison. Keep in mind this is an absolute maximization and that I'm looking to make the scales comparable.
As for everyone going for such a strategy, I'm not so certain. The maximum nonsense generated by all of this combined is a gold income of 430, which is about 400 after upkeep. Also keep in mind that it's a bit less, due to bursts of unrest. The maximum punch possible from Dom1 was 594. So when all is said and done we are still falling far short of the days of Dom1. Most players still used plenty of magic on their gods back then even with the potent economics and without the useful bless effects. Why would that change with less money and better effects?
I don't understand the panic that this mod seems to produce. Even when pushed to extremes we aren't coming close to Dom1 levels of economy, and the current game has given us stronger gods by virture of their blessings.
My goal is to make both the gods and the scales seem like critical options, so there are no obvious choices. In Dom1 the game was a bit scale heavy. In Dom2 I feel it's a bit god heavy. Hence this patch which is an attempt to bridge the gap.
The potential for patrolling doen't bother me. I'll keep an eye on it, and if it seems to become an issue I'll gladly make adjustments.
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