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

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #1  
Old December 22nd, 2004, 02:17 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Quote:
Turin said:
and that makes growth a nobrainer compared to order with that mod.
Unlike Growth, Order still effects event frequency, so it's not quite as clearcut as you suggest.
Reply With Quote
  #2  
Old December 22nd, 2004, 02:53 PM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Quote:

I like (the idea of) the scales in the faeron test mod used in some of Soapyfrogs games. I haven't played 3 turns with them yet, so I don't know how balanced they are, but they seem to keep the flavor of the scales more, rather than mostly smudging the lines in the income department.

The only one of those that I would change if I could go back in time would be

#deathsupply 30

the modifier is simply too high.
Reply With Quote
  #3  
Old December 22nd, 2004, 03:24 PM

Turin Turin is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 483
Thanks: 0
Thanked 0 Times in 0 Posts
Turin is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Quote:
Graeme Dice said:
Quote:
Turin said:
and that makes growth a nobrainer compared to order with that mod.
Unlike Growth, Order still effects event frequency, so it's not quite as clearcut as you suggest.
well with the changed luck scale that´s not necessarily a benefit and I even forgot the supply bonus growth gets you.
Reply With Quote
  #4  
Old December 22nd, 2004, 03:48 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Growth is a no brainer over Order?

Hrm. Actually with the adjusted scales getting points feels a little harder to accomplish. So, with Order you can safely take Misfortune 2 without as much detriment. Taking Growth not only limits your points because you no longer take Death. If you are playing outrageously large maps with Turns in the 100+ (or you give up because the micromanagment kills you) Growth will look very appealing, while if you are playing anything under 50 turns, Death is not quite so appealing because of the Gold hit.

Also the choice between Growth and Production is significant unless you Subscribe to the "National Armies are crap at all times and I am making a bunch of clams and bloodstones and whatever to remain competitive" strategy, then of course you might want to always choose Growth over Production.
Reply With Quote
  #5  
Old December 22nd, 2004, 04:58 PM

Turin Turin is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 483
Thanks: 0
Thanked 0 Times in 0 Posts
Turin is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Ok if you factor in free misfortune 2 points, then it makes sense to take order, however growth is by far the best choice if you are looking for huge amounts of cash.

For example if you play with growth3 order3 productivity 3 and a watchtower, your income will be ~50% higher after 30 turns, than someone´s who chooses only order 3 productivity3 .
Reply With Quote
  #6  
Old December 22nd, 2004, 05:41 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Quote:
Turin said:
Ok if you factor in free misfortune 2 points, then it makes sense to take order, however growth is by far the best choice if you are looking for huge amounts of cash.

For example if you play with growth3 order3 productivity 3 and a watchtower, your income will be ~50% higher after 30 turns, than someone´s who chooses only order 3 productivity3 .
Unless those 120 Points you spent on Growth allowed you to expand ~50% faster or take Indeps of a greater caliber.

Growth only surpasses Order after turn 25 *if* there are no population damaging events or spells tossed into the mix. Even one population damaging event/spell in the first 20 turns will push that back quite a bit.

I have always felt that it's important that all points have an impact on both your strategy as well as the timeframe you are playing in. And as such, I can see where I would still take Death not only in timeframe (under 50 turn games) but also in strategy as well as Growth. Previously I (and only me) felt there was no need to take Growth for any of it's effects (Population/Gold/Supply). Now it may be possible to circumvent one scale with two others (Turmoil).

If it can be shown that Growth outperforms order on a variable slate of games/settings that exceeds it's points I would consider changing it. However, I have yet to see it because of the simple fact that Death is very attractive in *any* sort of game and it's not only spending points, but losing out on the points you could gain from Death.
Reply With Quote
  #7  
Old December 23rd, 2004, 11:27 AM

Ivan Pedroso Ivan Pedroso is offline
Corporal
 
Join Date: Feb 2004
Location: Denmark
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
Ivan Pedroso is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

UPDATE: Look below for a newer Version of the mentioned Excel-sheet.

- - - - - - - - - - - - - - - - - - - - - - - - - - -

Well back again with some dry math. This time I have used the right 0.3% value for the growth effect (and 6% for order, and 4% for growth). I have tried to take into account the reduction in bad events when taking order. So Order+2 vs. Growth+2, fueled by taking Luck-2, can be compared.

I've also used different values for the gold and growth boosts from taking growth and order in the different calculations. And the "reduction in bad events" bonus from taking order has also been fiddled with.

My conclusion is that "Growth+2, Luck-2" vs. "Order+2, Luck-2" accumulates the same amount of gold after about 50-80 turns, depending on how much of an influence you feel that order has on bad events.

All in all I get the feeling that the values of Order(6%) and Growth(4%, 0.3%) are about right. Maybe Growth(4%, 0.25%) would be better if it is a legal value.

I've attached the Excel-document used to make these comparisons (with comments). It should be usable as a testing template, when horsing around with different values of the scale parameters
__________________
If I have seen further, it is by standing on the shoulders of Niefel Jarls
- Sir Ice-ac Newton
Reply With Quote
  #8  
Old December 23rd, 2004, 03:13 PM

atul atul is offline
Captain
 
Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
atul is on a distinguished road
Default Re: Conceptual Balance Series (Mod)

Very nice sheet. I especially liked the part where you have the huge formula and just note "we assume the situation's mostly identical, therefore". Sure sign of a pro.

Might it be beneficial for the sheet to have some graphs if it were to be used as a testing template? I played with some plots but didn't come up with anything I'd consider too useful (like, a scatter plot of accumulated incomes of order/growth with different values or something...). Might not be a worth the trouble, especially if you intend to use the sheet just to bash your point in.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 09:14 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.