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Old March 20th, 2011, 08:55 PM
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Corinthian Corinthian is offline
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Default Re: Miniblood nations - rates

The problem with removing SDRs is that blood slaves for nations with only B1 hunters suddenly became twice as expensive. Why? Because a B2 mage will find 120% more bloodslaves on average (guesstimate) than a B1 will and now they cant boost them cheaply. EA Vanheim has expensive capitol only mages with a chance for B2. But you can hardly hope to build a blood economy on those alone.
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Old March 20th, 2011, 10:49 PM

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Default Re: Miniblood nations - rates

Strictly speaking, the price of blood saves is mainly determined by your scales, as you need to turn taxes to 0. The same 5000-population province can yield 40 to 80gpt. In the case of vanheim, it is usually higher (O3 scales).
If you hunt by four B1 Vans (cost again as much as 15 turns of lost income from blood hunting), the maintenance is around 37gpt.
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Old March 21st, 2011, 08:49 PM
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Default Re: Miniblood nations - rates

Quote:
Originally Posted by P3D View Post
Strictly speaking, the price of blood saves is mainly determined by your scales, as you need to turn taxes to 0. The same 5000-population province can yield 40 to 80gpt. In the case of vanheim, it is usually higher (O3 scales).
If you hunt by four B1 Vans (cost again as much as 15 turns of lost income from blood hunting), the maintenance is around 37gpt.
Not necessarily in EA Van's case seeing how they can easily get watchers. Combined with the right growth scales income loss would be minimal for a one time cost of air gems. Also consider with that application you can then leave the jarls in the fort they were recruited to blood hunt, thereby protecting your hunting grounds as well.
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Old March 22nd, 2011, 03:50 AM

P3D P3D is offline
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Default Re: Miniblood nations - rates

One extra hunter over the 'unrest neutral' case still results in a pop loss of ~100/turn from patrolling. Growth cannot even fully offset the pop loss from the average 0 unrest case (3xB2).

And patrolling cost is comparable to blood hunter maintenance, so the major cost is still the loss of taxes.

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Quote:
Originally Posted by P3D View Post
Strictly speaking, the price of blood saves is mainly determined by your scales, as you need to turn taxes to 0. The same 5000-population province can yield 40 to 80gpt. In the case of vanheim, it is usually higher (O3 scales).
If you hunt by four B1 Vans (cost again as much as 15 turns of lost income from blood hunting), the maintenance is around 37gpt.
Not necessarily in EA Van's case seeing how they can easily get watchers. Combined with the right growth scales income loss would be minimal for a one time cost of air gems. Also consider with that application you can then leave the jarls in the fort they were recruited to blood hunt, thereby protecting your hunting grounds as well.
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