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March 7th, 2008, 08:12 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: LA Ermor\'s Dominion Change in 3.15...
Commanders consume supplies, but never starve, similar to various creatures that don't NEED to eat but have gluttony.
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March 7th, 2008, 01:50 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: LA Ermor\'s Dominion Change in 3.15...
Quote:
Agrajag said:
In dom2 I always took Turmoil-3,Sloth-3,Death-3,Cold-3,Luck-3 (and magic depending on strategy), so I don't see that as changing much
And besides, it is being multiplied by 10, yes, but from what number exactly?
My tests indicate that their death dominion now kills 5% of the population per candle (and that population death occurs after dominion spread)
IIRC that's the same number it was in dom2.
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Correct. Domkill is at dom2 levels again. Before the fix ermor had lower domkill than LA R'lyeh, which is silly. You could practically run Ermor as an ordinary gold based nation, which is quite unthematic.
Ermor is supposed to destroy civilizations, not build them. The lands of Ermor shall be barren and dead.
Scourge of the world, they shall have no friends.
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March 7th, 2008, 03:30 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: LA Ermor\'s Dominion Change in 3.15...
I haven't played Ermor yet, so I'm not sure about balance considerations. If it hits them to hard something might have to be done to compensate. But I've allways thought it silly that the nation that should have the least money was the one that had a fort and a temple in every province, so at least from that point of view I applaud the change.
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Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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March 7th, 2008, 03:54 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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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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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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March 7th, 2008, 04:08 PM
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BANNED USER
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Join Date: Feb 2007
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Re: LA Ermor\'s Dominion Change in 3.15...
Yeah I agree. If it weakens Ermor too much they should be improved in some other way, for example by getting stronger freespawn or a bigger starting army or something. Not more gold.
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March 7th, 2008, 04:29 PM
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Captain
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Re: LA Ermor\'s Dominion Change in 3.15...
I think the domkill is now finally where it should be. I agree with those saying that Ermor should be boosted in some other way if they are now too weak. But, they were one of the most powerful late age nations before, weren't they?
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March 7th, 2008, 04:44 PM
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Major General
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Join Date: Oct 2006
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Re: LA Ermor\'s Dominion Change in 3.15...
You guys really think LA Ermor should be boosted? o.O
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BLAH BLAH BLAH BLAH NEXT TURN.
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March 7th, 2008, 04:48 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: LA Ermor\'s Dominion Change in 3.15...
Noone has said they should be boosted Foodstamp. (and yes, they were considered one of the LA powerhouses) We're just saying that IF the domkill adjustment hurts them too much, so they become in fact underpowered, they should be boosted in some other way, but the domkill adjustment should stay.
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Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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March 7th, 2008, 05:00 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: LA Ermor\'s Dominion Change in 3.15...
This is from the victorious nations thread in the multiplayer forum.
Late (13)
Ermor: 4
R'lyeh: 2
Marignon: 2
Mictlan: 1
Argatha: 1
T'ien Chi: 1
Utgard: 1
Jomon: .5
Caelum: .5
Not to discount the player skill behind the nations, but the two freespawn nations make up almost 50% of the victories in MP LA games, Ermor accounts for almost 1/3rd of them alone.
Adjusting the domkill at the very least limits their diplomatic options and traditional gameplay options a little bit more. At the worst, it may bring them into line with other top tier nations. Chances are, they are still going to be the king of multiplayer and singleplayer LA play.
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BLAH BLAH BLAH BLAH NEXT TURN.
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March 7th, 2008, 09:24 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: LA Ermor\'s Dominion Change in 3.15...
I'm trying a game against a bunch of impossible AI's with LA Ermor right now.
If your dominion pushes beyond your empire you don't have enough gold to build temples to push your dominion out. When my fighting took my borders beyond my dominion for a while I actually started making enough money to temple reasonably.
My idea of a fix:
I would add two spells, one that creates a dark temple and one that creates a fortress and which need death gems. This would solve the basic problem of LA Ermor not being able to afford it's buildings without making it a gold-based nation.
I would also be inclined to prevent LA Ermor from getting random events that give troops that need upkeep.
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