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  #11  
Old January 30th, 2007, 03:32 PM

Ewierl Ewierl is offline
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Default Converting gold into citizens

The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.

Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.

I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.
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  #12  
Old January 30th, 2007, 03:57 PM
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Default Re: Converting gold into citizens

yeah dude, just cause it would be cool and usefull doesn't mean its balanced. It would be nice if every nation had their own 9-conjuration titanic SC chassis - like the seraphs or mandahas... but that wouldn't be the right thing to do - it would not be something that any programmer will agree with, nor is your idea.
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  #13  
Old January 30th, 2007, 04:43 PM

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Default Re: Converting gold into citizens

I would not want to see the 1=100 ratio. I can imagine huge abuses, and lots more micromanagement.

Iwould be very happy with a simple disband feature, alas it seems we will have to wait until "Dominions 4, Rise of the Thingies"
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  #14  
Old January 30th, 2007, 04:46 PM

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Default Re: Disbanding army

Quote:
NTJedi said:

How come the population doesn't use food supplies within the province?

My understanding of this is that supplies is what is left over after the population eats.
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  #15  
Old January 30th, 2007, 10:05 PM
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Default Re: Converting gold into citizens

Quote:
Ewierl said:
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.

Game Balance?? You must be joking... no human player would buy 50 troops which even the cheapest would cost 350 gold to raise a province by 500 population. That's a terrible investment even a beginner would be wiser... and for the record currently recruiting units don't effect population.

Quote:
Ewierl said:
Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.
Do you have ANY frickin clue how 99.9% of all games including Dominions have many many many lists of traits which make no sense whatsoever in every aspect of story/world/realism! And any player not brain dead would know it's a terrible investment to buy units to slightly increase a provinces population.

Quote:
Ewierl said:
I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.
In case you haven't noticed there are LOTS and LOTS and LOTS of ways a population can decrease yet very very few ways a population can increase. My suggestion would provide a new MINOR way to increase population.
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  #16  
Old January 30th, 2007, 10:08 PM
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Default Re: Converting gold into citizens

Quote:
Cor said:
I would not want to see the 1=100 ratio. I can imagine huge abuses, and lots more micromanagement.
I agree... MY suggestion was a 1 per 10 ratio.
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  #17  
Old January 30th, 2007, 10:48 PM

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Default Re: Converting gold into citizens

I think NT Jedi is right about the balance. The worst case is probably using a few hundred Maenads for a few thousand population for a few tens of gold per turn. At 5 Maenads/turn a Pan could be covering its maintenance cost in *only* 46 turns.
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  #18  
Old January 31st, 2007, 12:39 AM

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Default Re: Converting gold into citizens

Calm down a little. It is indeed alot of micromanagement if such army-population conversion feature is to be added. Since this is not the civilization game, one unit is meant to represent one creature in Dom.

If you could work out a sensible equation for such conversion, why not make a mod? I'd download it. As for Illwinter, I will be content if they introduce a basic 'disband army' function.
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  #19  
Old January 31st, 2007, 01:34 AM
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Default Re: Converting gold into citizens

Quote:
Wick said:
I think NT Jedi is right about the balance. The worst case is probably using a few hundred Maenads for a few thousand population for a few tens of gold per turn. At 5 Maenads/turn a Pan could be covering its maintenance cost in *only* 46 turns.
What about Dreamlands freespawn?
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  #20  
Old January 31st, 2007, 05:45 PM
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Default Re: Converting gold into citizens

Quote:
Taqwus said:
What about Dreamlands freespawn?
Any units which appear from summoning or freespawn can be added to a 1 per 2 ratio instead of the 1 per 10 ratio.
Also to answer the next future question any undead should not work for any nation thus a 1 per 0(zero) ratio.
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