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January 29th, 2007, 08:20 PM
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Re: Disbanding army
well, I wanted this since dom 2 too, I'm surprised they didn't add such a basic function in d3. Wonder why...
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January 30th, 2007, 02:06 AM
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Re: Disbanding army
Quote:
Fal said:
well, I wanted this since dom 2 too, I'm surprised they didn't add such a basic function in d3. Wonder why...
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Ideally we should be able to select the units we want disbanded then right click an choose an option which then adds them to the province population.
Thus 50 of those weak scared militia could add 500 to a provinces population instead of the gamer wondering how to ditch or kill off these money and food hungry weaklings. If this actually existed then the event of those weak scared militia appearing would not be considered a bad event.
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January 30th, 2007, 04:39 AM
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Re: Disbanding army
h... how do 50 guys turn into 500 over the course of a month?
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January 30th, 2007, 05:05 AM
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Re: Disbanding army
Adding the disbanded units to local population is an excellent idea. But true 50 units shouldn't turn 500 population instantly. Also by adding such feature means recruiting army will also cost local population.
Adding 1 population to a province will not any make significant change though, but considering there are cooks, medics, blacksmiths, horse/monster breeder, and slaves accompanying the army, perhaps the unit number can be representative.
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January 30th, 2007, 01:35 PM
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Re: Disbanding army
Quote:
Fal said:
Adding the disbanded units to local population is an excellent idea. But true 50 units shouldn't turn 500 population instantly. Also by adding such feature means recruiting army will also cost local population.
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Having 50 units only equal 50 population will have the weak scared militia still a worthless event. If the 50 units are worth 500 then an otherwise low province can be made useful for blood hunting again after marching two or more groups of these worthless units into the province for disbanding.
Adding such a feature does not mean recruiting new army units will cost local population... any programmer will agree.
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January 30th, 2007, 03:32 PM
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Converting gold into citizens
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.
Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.
I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.
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January 30th, 2007, 03:57 PM
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Re: Converting gold into citizens
yeah dude, just cause it would be cool and usefull doesn't mean its balanced. It would be nice if every nation had their own 9-conjuration titanic SC chassis - like the seraphs or mandahas... but that wouldn't be the right thing to do - it would not be something that any programmer will agree with, nor is your idea.
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January 30th, 2007, 10:05 PM
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Re: Converting gold into citizens
Quote:
Ewierl said:
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.
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Game Balance?? You must be joking... no human player would buy 50 troops which even the cheapest would cost 350 gold to raise a province by 500 population. That's a terrible investment even a beginner would be wiser... and for the record currently recruiting units don't effect population.
Quote:
Ewierl said:
Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.
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Do you have ANY frickin clue how 99.9% of all games including Dominions have many many many lists of traits which make no sense whatsoever in every aspect of story/world/realism! And any player not brain dead would know it's a terrible investment to buy units to slightly increase a provinces population.
Quote:
Ewierl said:
I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.
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In case you haven't noticed there are LOTS and LOTS and LOTS of ways a population can decrease yet very very few ways a population can increase. My suggestion would provide a new MINOR way to increase population.
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January 30th, 2007, 01:29 PM
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Re: Disbanding army
Quote:
Wish_For_Blood_Slaves said:
h... how do 50 guys turn into 500 over the course of a month?
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How come the population doesn't use food supplies within the province?
Why is there no independent black market for trading items and gems?
How is population not effected when troops are being recruited?
... The point is all games have settings which don't match reality. My suggestion of 50 population turning into 500 population is a small yet useful game change. Having 50 troops just add 50 population would still make the weak scared milita event worthless.
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January 30th, 2007, 04:46 PM
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BANNED USER
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Re: Disbanding army
Quote:
NTJedi said:
How come the population doesn't use food supplies within the province?
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My understanding of this is that supplies is what is left over after the population eats.
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