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March 7th, 2008, 03:54 PM
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Second Lieutenant
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Re: LA Ermor\'s Dominion Change in 3.15...
Hey, correct me if I'm wrong.
Growth scale gives +0.2% population per turn. This means +0.6% at Growth3 . I'm not sure, but I think there's no upper cap for province, no environment capacity. Some terrains just tend to start with more people than others, for example Swamp or Wasteland seems to have lower initial population. But from that point it's only affected by Death/Growth scale.
Apparently some nations (or their dominion) kills civilian population at alarming rate. There's pretty much no way of restoring that population reliably. That +0.6% from growth will take you nowhere. This is, I believe, consistent with the theme of the game (the end days, god wars, mortals die by thousands...). But there seems to be a consensus that Growth scale is unusually bad. There's an opportunity to make it better by simulating (simplified) laws of ecology.
How about this: Growth scale effect is 5x higher (or fixed at certain number) for provinces having population of 2000 or less. For provinces 2000-4000 , the multiplier would be 3x instead (3x of usual 0.6%). This is to simulate the fact that, in ecology (especially for animals, which are almost exlusively hunters and gatherers) population growth booms initially, and slows down as it reaches environment capacity.
What do you think about it ? This way, Growth scale could be used to at least partially regrow provinces devastated by Ermor dominion. It's not like Growth scale is very useful at the moment...
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March 9th, 2008, 11:39 AM
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Corporal
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Re: LA Ermor\'s Dominion Change in 3.15...
Quote:
B0rsuk said:
Hey, correct me if I'm wrong.
Growth scale gives +0.2% population per turn. This means +0.6% at Growth3 . I'm not sure, but I think there's no upper cap for province, no environment capacity. Some terrains just tend to start with more people than others, for example Swamp or Wasteland seems to have lower initial population. But from that point it's only affected by Death/Growth scale.
Apparently some nations (or their dominion) kills civilian population at alarming rate. There's pretty much no way of restoring that population reliably. That +0.6% from growth will take you nowhere. This is, I believe, consistent with the theme of the game (the end days, god wars, mortals die by thousands...). But there seems to be a consensus that Growth scale is unusually bad. There's an opportunity to make it better by simulating (simplified) laws of ecology.
How about this: Growth scale effect is 5x higher (or fixed at certain number) for provinces having population of 2000 or less. For provinces 2000-4000 , the multiplier would be 3x instead (3x of usual 0.6%). This is to simulate the fact that, in ecology (especially for animals, which are almost exlusively hunters and gatherers) population growth booms initially, and slows down as it reaches environment capacity.
What do you think about it ? This way, Growth scale could be used to at least partially regrow provinces devastated by Ermor dominion. It's not like Growth scale is very useful at the moment...
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I know this was mentioned a while back but I think it should get more attention. I agree that there should be a way to partially regrow devastated provinces and growth scale is probably the best choice. I believe that in nature, populations grow in a kind of "S" curve - the growth rate increasing exponentially before slowing down again and finally stopping when it reaches a ceiling determined by the environment. It would be interesting if there was a way to include this in dominions.
Now that I think of it though, games don't last very long, only a few years, so a model of long term growth like this might not be realistic after all. Just some thoughts.
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March 9th, 2008, 12:32 PM
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Lieutenant Colonel
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Re: LA Ermor\'s Dominion Change in 3.15...
Growth in dominions is exponential.
It's just that even with growth-3 it's just 1.006^n 
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March 9th, 2008, 12:58 PM
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General
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Re: LA Ermor\'s Dominion Change in 3.15...
It would be cool if different nations had different base growth. Humans would be pretty high, Heims would be bad, Abysia and Fomoria and Agartha would be dismal. Caelum and C'tis could get a surge of growth only in the spring.
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http://z7.invisionfree.com/Dom3mods/index.php?
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March 10th, 2008, 10:53 PM
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Sergeant
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Re: LA Ermor\'s Dominion Change in 3.15...
Quote:
Agrajag said:
Growth in dominions is exponential.
It's just that even with growth-3 it's just 1.006^n
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http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
The above link is where I ran the numbers on growth and death domains and calculated the aggregate money changes over so many turns. First off, the extra 2% per tick of growth of money you make per turn is not insignificant. Secondly, Growth in the long run will equal order for as a money maker, with the break even point being around turn 42 for growth-3. Third, the real strength of growth as a money maker is to combine it with order-3. Then all the multipliers (21% for order, 6% for growth, and exponential population growth) combine for the biggest pay out in Dom3.
Don't get me wrong, early expansion is important than late game bounties, but its not something to be dismissed either.
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March 11th, 2008, 03:35 AM
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Re: LA Ermor\'s Dominion Change in 3.15...
OmikronWarrior:
But you need to control that province for so many turns. AND have your dominion [prbaobly at least str 3-5] all the time. So that 42 turns is for capitol only.
I wish growth effect was 2-5 times bigger but with no income boost. Just boost by population growth. It could maybe also make population destroying spells weaker.
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March 11th, 2008, 11:55 AM
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Sergeant
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Re: LA Ermor\'s Dominion Change in 3.15...
Quote:
Zeldor said:
But you need to control that province for so many turns. AND have your dominion [prbaobly at least str 3-5] all the time. So that 42 turns is for capitol only.
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42 turns is the length of time in which you need to hold a province (any province) for the money difference between order-3 and growth-3 to be a wash (not the actual turn number in which everything everywhere equals out), and after turn 42 growth looks a lot better (due to the nature of exponential growth). Your criticism is a bit misguided in that in order to benefit from Order-3 you need the same criteria, control of the province and a minimum dominion to move scales. Once this is achieved, 42 turns is a theoretical number in which money breaks even, with plenty of room for 'experimental deviation'. Obviously, not all provinces will be under you control for a full 40+ turns, and there is no easy way to calculate the exponential benefit of growth in the provinces you control for more than 40 turns (or 70 for that matter) averaged against those you'll hold much less. The bigger the game, the more advantageous growth becomes.
Of course, I pretty much went out and said if you need money for your early game than you want order-3, which may allow you to take more provinces and thus have more money over the course of the game (to say nothing of more magic gems). Yet, how often does pretender design end up as a 120 points to spend on either Order or Growth? Realistically certain nations require growth to keep their old age mages alive. My suggestion has always been to combine Order-3, Growth-3, and even temperature scales for maximum effect accross the board.
Quote:
I wish growth effect was 2-5 times bigger but with no income boost. Just boost by population growth. It could maybe also make population destroying spells weaker.
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A dangerous line of thought. Check out this graph on wikipedia: http://upload.wikimedia.org/wikipedi...xponential.png .
The green line represents exponential growth. It starts our relatively slow compared to other forms of growth, but towards the end skyrockets into the atmosphere. The danger with increasing the pop growth to much is it becomes simply overpowering. I set up another spread sheet on my PC to compare your suggestions: 2xs and 5xs the current population growth figures. Assumming Growth-3 (1.2% and 3%).
For 1.2%, the break even point (with out any income benefits) was turn 31. A population doubled after 58 turns, and tripled after 92. For 3%, the break even point was turn 13. Population doubled at turn 24, tripled at 38 turns, and after 100 turns, the population would be 20 times the original.
I do feel like growth should be strengthened, but playing with exponents can be dangerous. I'd like to see the income modifier changed to 3%/tick. That make positive scales strategies much more viable.
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March 11th, 2008, 12:02 PM
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Re: LA Ermor\'s Dominion Change in 3.15...
OmikronWarrior:
How many turns you need now to double population with growth 1,2 or 3?
You have admitted that it gets good later. So you need to control that provinces for at least 25-30 turns to see a real difference in income from growth. That's really a lot. It will affect provinces you got in early game but you won't benefit from new ones. And you will have Order bonus from newly acquired provinces when you spread your dominion there. Does order also increase income from gold mines etc?
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March 9th, 2008, 12:55 PM
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Second Lieutenant
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Re: LA Ermor\'s Dominion Change in 3.15...
Quote:
otthegreat said:
I believe that in nature, populations grow in a kind of "S" curve - the growth rate increasing exponentially before slowing down again and finally stopping when it reaches a ceiling determined by the environment. It would be interesting if there was a way to include this in dominions.
Now that I think of it though, games don't last very long, only a few years, so a model of long term growth like this might not be realistic after all. Just some thoughts.
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It's called 'bell curve' .
Why not realistic ? It's a matter of massaging the numbers until it's playable. Currently Growth scale is pretty much unplayable. Supply was nicely balanced in Dom2, I had to actually look before stepping into a mountain or wasteland. Now I rarely bother.
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March 9th, 2008, 02:09 PM
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Lieutenant Colonel
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Re: LA Ermor\'s Dominion Change in 3.15...
Quote:
B0rsuk said:
Quote:
otthegreat said:
I believe that in nature, populations grow in a kind of "S" curve - the growth rate increasing exponentially before slowing down again and finally stopping when it reaches a ceiling determined by the environment. It would be interesting if there was a way to include this in dominions.
Now that I think of it though, games don't last very long, only a few years, so a model of long term growth like this might not be realistic after all. Just some thoughts.
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It's called 'bell curve' .
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The "S" curve he mentioned was regarding the total population. Obviously, total population over time does not follow a bell curve.
The case he described does "contain" a bell curve, with "growth rate over time" following a bell-like curve.
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