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October 18th, 2003, 03:31 AM
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Re: Dominion effects
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October 18th, 2003, 07:51 AM
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Lieutenant Colonel
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Re: Dominion effects
Quote:
Originally posted by johan osterman:
(...) and growth by 0.2% per scale step. There is another thread on this somewhere.
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you dont like the whole idea of population growing right? I wonder why. Having to invest 120 design points to get a +18% increase in the population of a province, after 30 turns, is not that interesting.
[ October 18, 2003, 06:51: Message edited by: Pocus ]
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 18th, 2003, 08:42 AM
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Lieutenant General
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Re: Dominion effects
Quote:
Originally posted by Pocus:
quote: Originally posted by johan osterman:
(...) and growth by 0.2% per scale step. There is another thread on this somewhere.
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you dont like the whole idea of population growing right? I wonder why. Having to invest 120 design points to get a +18% increase in the population of a province, after 30 turns, is not that interesting. It is 18% more people that pay taxes. Now, when patrolling+200% taxes combo has been nerfed (thank god), this migth even be viable.
However, i do agree that the bonus could be bit higher, perhaps 0.4% or 0.5%.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
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October 18th, 2003, 11:12 AM
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Re: Dominion effects
Quote:
Originally posted by Pocus:
quote: Originally posted by johan osterman:
(...) and growth by 0.2% per scale step. There is another thread on this somewhere.
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you dont like the whole idea of population growing right? I wonder why. Having to invest 120 design points to get a +18% increase in the population of a province, after 30 turns, is not that interesting. It is appr 23% after 30 turns. And you get the 6% flat income increase, and the supply bonus, and are not eligeble for certain bad luck events. Growth scales were by many considered one of the no brainers in dom 1, now its effectiveness is reduced by giving it 3% less of an income increase per step, I still think it is a useful scale.
Population growth in excess of 9% a year seems absurd to me.
[ October 18, 2003, 10:15: Message edited by: johan osterman ]
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October 18th, 2003, 11:37 AM
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Lieutenant General
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Re: Dominion effects
Quote:
Originally posted by johan osterman:
quote: Originally posted by Pocus:
quote: Originally posted by johan osterman:
(...) and growth by 0.2% per scale step. There is another thread on this somewhere.
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you dont like the whole idea of population growing right? I wonder why. Having to invest 120 design points to get a +18% increase in the population of a province, after 30 turns, is not that interesting. It is appr 23% after 30 turns. Almost 25%? Well, that's not shabby at all.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 18th, 2003, 12:04 PM
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Re: Dominion effects
"It is appr 23% after 30 turns. And you get the 6% flat income increase, and the supply bonus, and are not eligeble for certain bad luck events. Growth scales were by many considered one of the no brainers in dom 1, now its effectiveness is reduced by giving it 3% less of an income increase per step, I still think it is a useful scale.
Population growth in excess of 9% a year seems absurd to me."
Inspired by the Astral Clam and Fever Fetish, I generally try to normalize investment calculations over 10 turns. During that time, IICC, the pop bonus averages 1% per level, add the direct +2% and that's +3% gold/lvl/turn. With Order giving +7%, your troops need to be real hungry to make up the difference. As for 9% being excessive, no argument. The cost/lvl could be adjusted downward instead or something. Are the starting gold and population numbers untouchable?
You did raise another interesting point though: which scales influence particular events? Magic I know does (and I'm pretty sure effects Crossbreeding too), and you've just said Growth. Is Productivity/Sloth or Heat/Cold required for any events? I imagine that Order & Luck only effect the chance?
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October 18th, 2003, 12:14 PM
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Re: Dominion effects
Quote:
Originally posted by Wick:
You did raise another interesting point though: which scales influence particular events? Magic I know does (and I'm pretty sure effects Crossbreeding too), and you've just said Growth. Is Productivity/Sloth or Heat/Cold required for any events? I imagine that Order & Luck only effect the chance?
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All the scales influences the events in some way. For example you need a death scale to get death gems or the plague. I do not remember for certain but you probably need at least growth 0 for exceptional harvest etc. I do not remember most of them but there are many events that requires a specified scale or some other circumstance. There are even more of these types of events in dom 2 where there are events that only take place if a certain unit is present in the province or if the terrain is of a specified terrain etc.
[ October 18, 2003, 11:19: Message edited by: johan osterman ]
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