|
|
|
|
|
April 25th, 2008, 08:04 PM
|
|
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Undoing Ermor\'s population kill
Quote:
Sombre said: Lowering tax doesn't help increase population.
|
But raising taxation above 100 does reduce population. (manual, p.38)
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
April 25th, 2008, 08:51 PM
|
Corporal
|
|
Join Date: Mar 2007
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
Maybe there could be a spell which gives you an extra 5000 people by transforming animals into humans...
|
April 25th, 2008, 09:06 PM
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
Wishing for population is useless as it is. I'd like it to increase population in every province by ~500, have a 5% chance of adding a unit type[1] not normal to the poptype, and increase unrest ~10.
[1] Or just Opossum Warriors, roused to one step below GoR.
|
April 26th, 2008, 02:42 PM
|
|
Private
|
|
Join Date: Jun 2001
Location: Philadelphia, PA USA
Posts: 37
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
I am thinking that if there are items & spells in the game that increase unrest & kill pop with disease, etc. that there should be the same to counter these. Some kind of statue of fertility that increases growth and pop? Maybe for Dom 4?
|
April 26th, 2008, 05:40 PM
|
|
Lieutenant Colonel
|
|
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
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.
|
April 27th, 2008, 06:31 AM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
|
|
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.
|
April 27th, 2008, 07:38 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
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.
|
April 27th, 2008, 07:55 AM
|
|
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
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.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|
April 27th, 2008, 06:05 PM
|
First Lieutenant
|
|
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
|
|
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.
|
April 27th, 2008, 11:03 PM
|
Corporal
|
|
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|