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  #301  
Old December 21st, 2004, 05:28 PM

jeffr jeffr is offline
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Default Re: Conceptual Balance Series (Mod)

Edi, great work on the readme!

And of course, thanks to Zen, as well.

thanks for including the original value. It really helps in determining how much something was strengthened/weakened.
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  #302  
Old December 21st, 2004, 05:30 PM

jeffr jeffr is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Zen said:
ScalesMod 1.1

Code:

Scale Stock Mod

Order/Turmoil Gold 7% Gold 6%
Productivity/Sloth Gold 2% Gold 4%
Resources 10% Resources 15%
Heat/Cold Gold 5% Gold 7%
Growth/Death Gold 2% Gold 4%
Population .02% Population .03%
Luck/Misfortune Event 10% Event 13%
RareEvent 15% RareEvent 20%


Doesn't Order/Turmoil currently have some effect on the Event frequency?
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  #303  
Old December 21st, 2004, 06:48 PM

Turin Turin is offline
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Default Re: Conceptual Balance Series (Mod)

Growth seems to be far better compared to order.

I ran a test game, where I gave one god order 1 and the other growth 1, order started with 166 income growth with 163. I just ended the turns after checking incomes.
After the second turn growth income jumped to 165 and after the 6th turn he was already at 167.

I suggest removing the extra 2% gold bonus growth gets, it is already a very worthwile scale withe the increased population growth effect.
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  #304  
Old December 21st, 2004, 07:14 PM
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Edi Edi is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
jeffr said:
Edi, great work on the readme!

And of course, thanks to Zen, as well.

thanks for including the original value. It really helps in determining how much something was strengthened/weakened.
It was the only smart way to do it, my mistake that I didn't do so earlier. This way I won't have to refer back to my other documentation to see the actual effects. Thanks for your compliments.

Edi
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  #305  
Old December 21st, 2004, 08:27 PM

Ivan Pedroso Ivan Pedroso is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Turin said:
Growth seems to be far better compared to order.

I ran a test game, where I gave one god order 1 and the other growth 1, order started with 166 income growth with 163. I just ended the turns after checking incomes.
After the second turn growth income jumped to 165 and after the 6th turn he was already at 167.

I suggest removing the extra 2% gold bonus growth gets, it is already a very worthwile scale withe the increased population growth effect.
Nevermind the following - it's wrong

Couldn't help doing a bit of algebra:

Income from province with Order+1 (on the N'th turn):
population / 200 * 1,06

Accumulated income with Order+1:
population / 200 * 1,06 * N

Income from province with Growth+1 (on the N'th turn):
population / 200 * 1,04 * 1,0003^N

Accumulated income with Growth+1:
population / 200 * 1,04 * Sum(i=1 to N of)[1,0003^ i]

The Last term in the above is a geometric series which adds up to:
Sum(i=1 to N of)[1,0003^ i] = (1 - 1,0003^(N+1))/(1 - 1,0003) - 1
Sum(bla bla)[bla bla bla] = (1,0003^(N+1) - 1) / 0,0003

Equating the two different accumulated incomes (Order+1 = Growth+1) gives:
1,06 * N = 1,04 * (1,0003^(N+1) - 1) / 0,0003

Here are the values of the left- and right-hand sides of this equation for some values of N:

Code:

N Left(Order+1) Right(Growth+1)
1 1,06000 1,040312
50 53,00000 52,399756
100 106,00000 105,591314
125 132,50000 132,487750
126 133,56000 133,567808



All this (crap ) just to say that in terms of income Growth+1 overtakes Order+1 after 125 turns. If you choose +3, Growth will ovetake Order at turn 115.
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  #306  
Old December 22nd, 2004, 06:48 AM

DeathDaemon DeathDaemon is offline
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Default Re: Conceptual Balance Series (Mod)

This mod is getting better and better! Thanks guys!

Edi, couple typos in readme:
-check the treelords' magic paths
(621) Treelord -> Vengeful Treelord
(980) Treelord -> Ageless Treelord

-missing parenthesis
(925) Tarrasque
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  #307  
Old December 22nd, 2004, 07:58 AM
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Default Re: Conceptual Balance Series (Mod)

Indeed, thanks. Looks like I'd mistakenly put E2 for the Vengeful Treelord when it was supposed to be B2. Just for the record, Zen's spell mod switches around the treelord magics so that the one that used to have earth now has blood and vice versa, which accounts for some of the strangeness.

I'll fix the typos for the readme for the next Version.

Edi
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  #308  
Old December 22nd, 2004, 08:39 AM

Turin Turin is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Ivan Pedroso said:

lots of math sutff here

All this (crap ) just to say that in terms of income Growth+1 overtakes Order+1 after 125 turns. If you choose +3, Growth will ovetake Order at turn 115.
playtesting suggests that you have 1 zero too many, growth rate is 1,003 not 1,0003.
Secondly you have to factor in the administration bonus from castles, which incresaes with growth. If you do the test game you will see that growth´s income in a province with a watchtower will overtake order after turn 6 or 7. And after turn 10-11 the total accumulated income will be better than order´s.
Now growth has several other nice side effects(like better resource income, convenient bloodhunting/patrolling)
and that makes growth a nobrainer compared to order with that mod.
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  #309  
Old December 22nd, 2004, 12:52 PM

atul atul is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Turin said:
playtesting suggests that you have 1 zero too many, growth rate is 1,003 not 1,0003.
Indeed, it would appear a province with 30 000 pop and growth3 dominion has an increase of 270 pop per turn - so growth would raise pop by 0.3% per scale. From the comments above, I assume it was meant to be only 0.03% increase per scale?
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  #310  
Old December 22nd, 2004, 12:56 PM
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Default Re: Conceptual Balance Series (Mod)

I like (the idea of) the scales in the faeron test mod used in some of Soapyfrogs games. I haven't played 3 turns with them yet, so I don't know how balanced they are, but they seem to keep the flavor of the scales more, rather than mostly smudging the lines in the income department.

Those scales are:
order - effect on event freq is 3%
prod - 3% income, 25% resources
growth - 0.5% pop, 30% supply
luck - 15% event freq, 15% event good or bad

#turmoilevents 3

#deathsupply 30
#deathdeath 5

#slothincome 3
#slothresources 25

#misfortune 15
#luckevents 15
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