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June 5th, 2006, 07:06 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Thanked 39 Times in 28 Posts
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Re: National Units and Summoned Units
Quote:
Sandman said:
I don't like number one. It's gamey and illogical.
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During wars in history soldiers are known to socialize with local females... only for nations like Ermor would this not be the scenario.
Currently the game has no method for restoring a population which has been almost dropped to zero, because the few events and one global spell only effect a percentage. Since the game has many spells, effects(pillaging), and events which lower population I felt this was an effective and needed method for increasing population.
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June 6th, 2006, 02:27 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
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Re: National Units and Summoned Units
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
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Why didn't anyone suggest population to naturally increase?
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June 6th, 2006, 03:27 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: National Units and Summoned Units
Just give a 'colonize' ability to a few units - Man's Forester, Ulm's Engineer, for example. They can add 200 (say) people to a province with a population of less than 4000 every turn.
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June 6th, 2006, 04:56 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: National Units and Summoned Units
Marignon gets the Don Juan hero, who seduces 100 women each month. Population increases by 1d10*10 after 9 months 
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June 6th, 2006, 05:12 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: National Units and Summoned Units
100 each month O=
That's more than 3 women a day!
And in a few years he will even break King Solomon's record! (Although unlike Solomon, they won't all be his wives)
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I'm in the IDF. (So any new reply by me is a very rare event.)
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June 6th, 2006, 06:20 PM
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Corporal
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Join Date: Mar 2006
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Re: National Units and Summoned Units
What is that guy? some kind of hive mind? Time paradox who lives each day thrice?
Mental note, exicute the mind controller. mind control is forbidden.
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June 6th, 2006, 06:53 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: National Units and Summoned Units
IIRC, one of the more famous and flamboyant basketball players (Wilt Chamberlain) of the pre-AIDS days supposedly did, mmm, 20,000 women? That'd be 3 a day for 18.26 years.
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Wormwood and wine, and the bitter taste of ashes.
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June 12th, 2006, 03:42 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: National Units and Summoned Units
Quote:
Argitoth said:
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
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Why didn't anyone suggest population to naturally increase?
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Well that's the intention of the growth scale however it only does a percentage thus even farmlands with 20 population can never recover.
A natural flat increase across the board might upset those playing Ermor which matches their theme.
Since nations like Mictlan can't have troops to match the quality/power/upkeep of summoned troops some benefit(s) outside the battlefield can be setup to make them needed for the majority of the game.
Quote:
Kristoffer O said:
Marignon gets the Don Juan hero, who seduces 100 women each month. Population increases by 1d10*10 after 9 months
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That's interesting... I'm eager to see what the other heroes can do.
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June 12th, 2006, 04:52 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: National Units and Summoned Units
Quote:
NTJedi said:
Quote:
Argitoth said:
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
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Why didn't anyone suggest population to naturally increase?
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Well that's the intention of the growth scale however it only does a percentage thus even farmlands with 20 population can never recover.
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I have suggested it repeated times:
Code:
P: current pop number of the province
B: 'theorectical' pop number the terrain starts with
S: number of growth scales
G: growth-%tage
T: new taxpayers you get per turn
Between 0 and 2*B and in positive or 0 growth dominion,
pop would grow as follows (death scale works as before):
|2*B |
T = |--- - 1| * G * (S+1) * P
| P |
Still not perfect, but would go a long way to make populated provinces something to actually protect and keep under your growth scale. And give some incentive to choose one, which no-one does with the current scales values and growth (die-off?) model:
It gives 1x growth at starting pop, cuts off the growth at 2x the starting pop and even results in declining pop if the province gets overcrowded for some reason.
But it gives reasonable growth if there's a big empty province, eg. 2000 pop in a big grassland which could accommodate 22000 pop without problem.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 1st, 2006, 05:07 PM
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Second Lieutenant
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Location: North Carolina, USA
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Re: National Units and Summoned Units
I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.
=$= Big J Money =$=
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