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

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







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, 02:53 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
  #2  
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
  #3  
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
  #4  
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
Reply

Bookmarks


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 02:03 AM.


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