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April 26th, 2008, 05:40 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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Re: Undoing Ermor\'s population kill
I think a global enchantment that gave a high increase of population would be good. Rituals or summons that increase fertility could be abused way beyond ermor's death.
Rituals and summons that TAKE population from other provinces would actually be pretty sweet and wouldn't be abused.
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April 27th, 2008, 06:31 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
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Re: Undoing Ermor\'s population kill
I think that there should be some way to put back a bit of population. But considering the bonus of having just a few hundred compared to none (i.e. being able to build leaders if not armies in these provinces) and the 'end of days' theme to LA Ermor it should be both expensive and inefficent to do so.
Some sort of fairly high path (not high level) nature spell - so it's quite hard to cast but can be cast fairly soon - would be good. It could cost some gems and make it use population from elsewhere in your empire (possibly your capital or province where its being cast from) perhaps at an unfavourable ratio of some kind.
Or create a sort of preaching that can be done by nature mages that summons in population from surrounding lands. Again probably at a bad ratio but it's efficency based on nature paths.
Both are probably too difficult to do as they would need new game routines though.
But thematically, especially in a sp game, you sometimes want to heal the land. Even if it isn't very cost effective to do so.
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April 27th, 2008, 07:38 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Undoing Ermor\'s population kill
I agree it would be nice for SP roleplayers. I can't see it ever being used in MP though, unless it actually gave so much pop it could help with income and bloodhunting.
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April 27th, 2008, 07:55 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Undoing Ermor\'s population kill
It would be useful when scorch-earthed players kill every single last peasant in a province, preventing recruitment. Especially so if there's a nice indy mage site in the province.
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April 27th, 2008, 06:05 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Undoing Ermor\'s population kill
Yeah, I think nature mages would be the route to go.
Give them a preach option. It attracts 10 people per level, they come from adjoining lands. (Thus it can't be cast in the middle of a wasteland, you would have to bring people in from somewhere.) The rate would be modified by how desirable the province looked vs how desirable the place they were coming from looked. It would also be modified by the dominion--moving to a lower dominion would be undesirable, moving to a higher dominion would be desirable.
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April 27th, 2008, 11:03 PM
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Corporal
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Join Date: Aug 2007
Posts: 55
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Re: Undoing Ermor\'s population kill
I agree that Gift of Health and possibly Gift of Nature's Bounty should result in more population. However, I think that the Lord of Fertility pretender does increase population, although I'm not sure of that.
What would be realistic is for population to have some sort of an equilibrium value that depends on scales and province type, and that population will gravitate toward that equilibrium, be it to decrease or to increase.
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April 27th, 2008, 11:48 PM
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Sergeant
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Join Date: Oct 2003
Posts: 262
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Re: Undoing Ermor\'s population kill
The Lord of Fertility does not increase population, unless it has changed since the last time this came up.
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April 28th, 2008, 12:47 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Re: Undoing Ermor\'s population kill
Either of the Lords of Fertility (the Pretender) or the Unique Indep. Commander do not raise population, in fact, do not even raise growth. I believe all they do have is a sizeable supplybonus.
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