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  #1  
Old December 21st, 2004, 06:48 PM

Turin Turin is offline
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Default Re: Conceptual Balance Series (Mod)

Growth seems to be far better compared to order.

I ran a test game, where I gave one god order 1 and the other growth 1, order started with 166 income growth with 163. I just ended the turns after checking incomes.
After the second turn growth income jumped to 165 and after the 6th turn he was already at 167.

I suggest removing the extra 2% gold bonus growth gets, it is already a very worthwile scale withe the increased population growth effect.
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Old December 21st, 2004, 08:27 PM

Ivan Pedroso Ivan Pedroso is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Turin said:
Growth seems to be far better compared to order.

I ran a test game, where I gave one god order 1 and the other growth 1, order started with 166 income growth with 163. I just ended the turns after checking incomes.
After the second turn growth income jumped to 165 and after the 6th turn he was already at 167.

I suggest removing the extra 2% gold bonus growth gets, it is already a very worthwile scale withe the increased population growth effect.
Nevermind the following - it's wrong

Couldn't help doing a bit of algebra:

Income from province with Order+1 (on the N'th turn):
population / 200 * 1,06

Accumulated income with Order+1:
population / 200 * 1,06 * N

Income from province with Growth+1 (on the N'th turn):
population / 200 * 1,04 * 1,0003^N

Accumulated income with Growth+1:
population / 200 * 1,04 * Sum(i=1 to N of)[1,0003^ i]

The Last term in the above is a geometric series which adds up to:
Sum(i=1 to N of)[1,0003^ i] = (1 - 1,0003^(N+1))/(1 - 1,0003) - 1
Sum(bla bla)[bla bla bla] = (1,0003^(N+1) - 1) / 0,0003

Equating the two different accumulated incomes (Order+1 = Growth+1) gives:
1,06 * N = 1,04 * (1,0003^(N+1) - 1) / 0,0003

Here are the values of the left- and right-hand sides of this equation for some values of N:

Code:

N Left(Order+1) Right(Growth+1)
1 1,06000 1,040312
50 53,00000 52,399756
100 106,00000 105,591314
125 132,50000 132,487750
126 133,56000 133,567808



All this (crap ) just to say that in terms of income Growth+1 overtakes Order+1 after 125 turns. If you choose +3, Growth will ovetake Order at turn 115.
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Old December 22nd, 2004, 08:39 AM

Turin Turin is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Ivan Pedroso said:

lots of math sutff here

All this (crap ) just to say that in terms of income Growth+1 overtakes Order+1 after 125 turns. If you choose +3, Growth will ovetake Order at turn 115.
playtesting suggests that you have 1 zero too many, growth rate is 1,003 not 1,0003.
Secondly you have to factor in the administration bonus from castles, which incresaes with growth. If you do the test game you will see that growth´s income in a province with a watchtower will overtake order after turn 6 or 7. And after turn 10-11 the total accumulated income will be better than order´s.
Now growth has several other nice side effects(like better resource income, convenient bloodhunting/patrolling)
and that makes growth a nobrainer compared to order with that mod.
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Old December 22nd, 2004, 12:52 PM

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Default Re: Conceptual Balance Series (Mod)

Quote:
Turin said:
playtesting suggests that you have 1 zero too many, growth rate is 1,003 not 1,0003.
Indeed, it would appear a province with 30 000 pop and growth3 dominion has an increase of 270 pop per turn - so growth would raise pop by 0.3% per scale. From the comments above, I assume it was meant to be only 0.03% increase per scale?
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Old December 22nd, 2004, 12:57 PM
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Default Re: Conceptual Balance Series (Mod)

The basic growth value was 0.2%, and so I believe the .02% and .03% were typos. It has been increased to make Growth more worthwhile and, above all, to make Death a less appealing choice.
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Old December 22nd, 2004, 01:01 PM

Ivan Pedroso Ivan Pedroso is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
atul said:
Quote:
Turin said:
playtesting suggests that you have 1 zero too many, growth rate is 1,003 not 1,0003.
Indeed, it would appear a province with 30 000 pop and growth3 dominion has an increase of 270 pop per turn - so growth would raise pop by 0.3% per scale. From the comments above, I assume it was meant to be only 0.03% increase per scale?
Yeah I used 1,0003 because Zen stated above that the growth rate was .03% - If he meant .3% then it should be 1,003. And also I wasn't aware of the admin/growth issue, I just thought that other castle stuff would be identical in the two situations. As is(almost) always the case, actual experiments beat dry calculations

@Turin: Could you tell me the connection between admin and growth ? (Is it in Liga's addendum ? or ?). And even without the added benefits of growth that you pointed out, I agree, that growth over order seems to be a no-brainer.
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Old December 22nd, 2004, 03:22 PM

Turin Turin is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Ivan Pedroso said:
[
@Turin: Could you tell me the connection between admin and growth ? (Is it in Liga's addendum ? or ?). And even without the added benefits of growth that you pointed out, I agree, that growth over order seems to be a no-brainer.
Well my calculations suggest that it is admin value/2 added as a multiplier. So with growth 3 and a watchtower you get pop/200 *(1,12 (growth multiplicator) + 0,05(admin multiplicator) )
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Old February 18th, 2005, 05:06 AM
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Default Re: Conceptual Balance Series (Mod)

Zen,

I'm playing around with your spell mod, and noticed that Treelords receive no bonus when summoning vine beings, in contrast to their description. On closer inspection... you put #clearspec in the Treelord mods, which probably is the reason.

One other note - you changed the AOE for fire breath, but the fire breath that was changed was the Dragon God firebreath, not the fire drake which is actually in the spell mod. The have the same name ("Fire Breath") but different numbers.
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Old December 22nd, 2004, 12:56 PM
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Default Re: Conceptual Balance Series (Mod)

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.

Those scales are:
order - effect on event freq is 3%
prod - 3% income, 25% resources
growth - 0.5% pop, 30% supply
luck - 15% event freq, 15% event good or bad

#turmoilevents 3

#deathsupply 30
#deathdeath 5

#slothincome 3
#slothresources 25

#misfortune 15
#luckevents 15
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  #10  
Old December 22nd, 2004, 02:17 PM
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Graeme Dice Graeme Dice is offline
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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.
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