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  #11  
Old November 2nd, 2003, 12:13 AM
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Default Re: gold output

Quote:
Originally posted by PvK:
I know some people don't care about realism, but just incidentally, real-world castles often took generations to build.

PvK
So what are you suggesting? That to build a castle in three turns, you should have to put more than just one commander to work?

[ November 01, 2003, 22:19: Message edited by: Saber Cherry ]
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  #12  
Old November 2nd, 2003, 12:26 AM
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Default Re: gold output

>I know some people don't care about realism, but just incidentally, real-world castles often took generations to build.

Roman armies put up rather impressive fortifictations *every night* while the army was in the field.

Dominions is a limited game in a world of high fantasy. You can't expect "realism". However we can try for FUN.
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  #13  
Old November 2nd, 2003, 12:29 AM
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Default Re: gold output

> Hehehe. Just wait until you will meet with Ermor. your economy will be non existent very fast.

Insult to injury.
I am aware of this and it's part of what I don't like about the new system.
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  #14  
Old November 2nd, 2003, 12:32 AM
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Default Re: gold output

Yeah, I always assumed the castles were already mostly built, and just didn't have a front door or complete paperwork for tax reasons. In fact, I can think of ten good reasons why castles are so quickly built. Another one might be that they aren't real castles, just miniature models, like Camelot in the Holy Grail. Or that it costs 300lbs of gold to send a message back in time several generations to start building a castle. PvK, I like realism as much as you, but you're a little uncreative sometimes. Maybe you should go back to MOO and play Klackons.
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  #15  
Old November 2nd, 2003, 12:42 AM

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Default Re: gold output

Quote:
Originally posted by apoger:
Time for a fort to pay for itself using even scales when placed on a 20K population province:

Watch Tower = 60 turns
Dark Citadel = 60 turns
Wizards Tower = 20 turns
Citadel = 30 Turns
Fortified City = 30 turns [/QB]
Ermorian citadel = infinite turns (same as in Dom I)...there are many other benefits from castling apart from income boosts.

Anyway, there's a simple fix for those that want to play with more of everything: just play with rich settings.
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  #16  
Old November 2nd, 2003, 01:00 AM
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Default Re: gold output

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Originally posted by Wendigo:
Anyway, there's a simple fix for those that want to play with more of everything: just play with rich settings.
That would be a valid and perfectly good solution, if gold and resource levels could be manipulated independently. Which I had originally assumed would be the case. As it stands, going "rich" really screws up the resource levels and thus game balance.
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  #17  
Old November 2nd, 2003, 04:28 AM

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Default Re: gold output

Quote:
Originally posted by apoger:
> Hehehe. Just wait until you will meet with Ermor. your economy will be non existent very fast.

Insult to injury.
I am aware of this and it's part of what I don't like about the new system.
In what way is Ermor worse under the new system? Their relative effect is the same, a province long under its influence in dom 1 gave 0 income it will in dom 2 as well.
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  #18  
Old November 2nd, 2003, 05:34 AM
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Default Re: gold output

If you knew me better, Saber Cherry, I really don't think you'd think of me as un-creative. Although I do appreciate realism, what I enjoy even more are games where things have consistent cause & effect, and relative values that make sense. Balance and intersting and meaningful decisions are also important. I find it interesting that it takes at least a few turns and some gold to build a castle. I don't really want it to take hundreds or thousands of turns to build a castle. I don't think it makes me unimaginitive to remember that that was the historical reality, however. Also, sometimes restraint in abilities leads is a form of imagination, and can lead to more interesting situations.

As for the actual topic at hand, it would be a nice and simple addition to allow both gold and resources to be independently adjusted during game setup. This would handle the concern some players have about the gold levels, without affecting the resource levels.

PvK
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  #19  
Old November 2nd, 2003, 06:20 AM
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Default Re: gold output

Quote:
Originally posted by PvK:
If you knew me better, Saber Cherry, I really don't think you'd think of me as un-creative.
I'm kidding, just so you know=) I like Proportions and think it is very creative!
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  #20  
Old November 2nd, 2003, 06:32 AM
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Default Re: gold output

Thanks!
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