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Old March 25th, 2012, 01:24 PM

Shangrila00 Shangrila00 is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Nightfall View Post
And your wrong again, because of the way summer and winter work, a 0 preference nation that takes temperature 0 still loses between 1.5% and 3% average income per turn; higher dominion scores lose less.

Again, due to summer and winter, a 0 preference nation _actually_ loses between 12% and 13.5% average income per turn when they pick Heat or Cold 3; higher dominion scores lose more.

This makes the real income loss suffered between 9% and 12% for taking a temperature scale at 3.

So, in all cases other than dom 10, which is about equal, in the current CBM, picking sloth 3 is a worse hit to your income than taking a temperature 3 pick.

So yes, sloth is almost unpickable in CBM at the moment, and this is seriously hurting the low resource nations, since they still have to deal with the down side of being low resource, no decent armoured troops.
So I guess people never, ever take non-prefered, and nonextreme temp scales, right? Even extreme temp with its corresponding encumbrance issue is so close as to be no difference, yet somehow you think it's a crushing argument for sloth being unpickable, despite temp being picked all the time.

And I'm sorry, you don't get to turn an advantage on its head like that. Having decent low resource troops is an advantage. Some of them also have decent armored troops, which they can choose not to use to maximize that advantage. Again, needing to think before deciding is a good thing. Mictlan doesn't need to think, since its armored troops are crap. I'm trying to see the downside there, but it's just not hitting me.

Quote:
Originally Posted by Valerius View Post
As per kianduatha's point earlier I think it may be more of an issue in the opposite direction - turmoil/production/luck to get the benefits of luck but also have prod offset most of the income hit form turmoil (and the bonus to resources is nice because you can ramp up your forces quickly when needed). Kianduatha also mentioned growth in that comment, but I think even without growth this should work out favorably.
It doesn't, unless you 1)take a very high dom, and 2) don't take turmoil beyond 1. Unlike Order which gain you most of its benefits just on your cap, luck only works out if it's everywhere, besides the chance at heros. And you can't offset more than turmoil 1 with production because of all the awful poploss events opened up by turmoil 2. Unless you can fortuneteller all your high pop provinces at low cost, which would be a national advantage.

High turmoil is a still a viable build of course, more so than it was before, for nations with low gold requirements, but there's no sense in pretending it's viable with the boosted production for gold hungry nations. Certainly, Pan still has to think long and hard before taking turmoil.

Last edited by Shangrila00; March 25th, 2012 at 01:32 PM..
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