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  #691  
Old May 26th, 2007, 03:14 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

Here's something I've always wondered: what happens when a given population reaches 0?
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  #692  
Old May 26th, 2007, 03:28 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

I thought things always dropped by percentages, so you could never actually get to zero?
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  #693  
Old May 26th, 2007, 03:41 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

In a province?

It's actually not that hard for a large enough force to pillage a province to a point that the population reaches zero. Once it is zero, it never grows back. I've done it many times as LA Ermor in another MP game. In that game it took me about two turns to completely liquidate the population of a medium sized province with a very large undead army.

The province will always have a minimum supply of 10 and the resources (if I remember correctly) also get reduced to almost nothing.
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  #694  
Old May 26th, 2007, 03:46 PM

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Default Re: Perpetuality - 62 Player MegaGame (Started)

Also a province with 0 pop will never have unrest as far as I know. So there is actually an idea to pillage your province to death (if it has low pop to start with) if it contains a site that gives a lot of gold. That way you can have the province at 200% tax without getting unrest (tax doubles that income from the mine as well).
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  #695  
Old May 26th, 2007, 04:18 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

Quote:
DrPraetorious said:
Growth is also of great use to blood hunting nations - you're not going to get that much money out of it, necesarrily, but it'll keep your provinces above the magic number (5000) while you kill all those people one way or another.
Does anyone have the numbers on how many people patrolling kills per point of unrest? And how many people blood hunting kills?

Jazzepi
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  #696  
Old May 26th, 2007, 04:40 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

Quote:
Evilhomer said:
Also a province with 0 pop will never have unrest as far as I know. So there is actually an idea to pillage your province to death (if it has low pop to start with) if it contains a site that gives a lot of gold. That way you can have the province at 200% tax without getting unrest (tax doubles that income from the mine as well).
Eh? No wonder there's no unrest, but how can it give you any tax? Am I the only one who wonders how an empty barren land can give you any revenue in tax?
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  #697  
Old May 26th, 2007, 05:51 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

Quote:
lch said:
Quote:
Evilhomer said:
Also a province with 0 pop will never have unrest as far as I know. So there is actually an idea to pillage your province to death (if it has low pop to start with) if it contains a site that gives a lot of gold. That way you can have the province at 200% tax without getting unrest (tax doubles that income from the mine as well).
Eh? No wonder there's no unrest, but how can it give you any tax? Am I the only one who wonders how an empty barren land can give you any revenue in tax?
Well assuming its a special site like a mine - all you would need is a few miners to make the money - general population is not required. Now why the special sites are affected by what your tax rate is... that's another question.
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  #698  
Old May 26th, 2007, 05:53 PM
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Default Re: Perpetuality - 62 Player MegaGame (Started)

I never knew that. Now I know what provinces to slam some extra tax on when I'm desperate for a little extra cash.
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  #699  
Old May 26th, 2007, 07:01 PM
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Default Re: Perpetuality - A quick idea.

You could make a case for the tax rate representing the amount of surplus food that's produced and sold on a land beyond that required to feed the people actually living there.
You could then ask the Devs to arrange the tax percentage scale to give you more supplies-based on the arability of the particular province, and with a high limit-if you lower taxes.
I also think it would be nice (and wise) to represent lower taxes (lower than 100%) increasing growth-again, based on the arability of a particular province.
90%=1% growth
75%=2% growth
50%=3% growth
25%=4% groth
10%=5% growth
0% means that every surrounding province that's being taxed at 100% or more loses 1% of it's growth per month, which migrates to your 0% tax province, *PROVIDING* that you're defending that particular province with a PD of atleast 40, OR have opposing scales from the province the population is migrating from, starting with Order. Example: Order scales migrate to Turmoil, Turmoil migrates to Order. 0 Order moves down the list to heat, growth, luck, etc, until a positive or negative scale attribute is found. No positive or negative scales means no population movement.


It would also be nice if you could have a similar resource-scale that you could lower to increase gold income (representing exported, outgoing trade) or raise, lowering the gold income (representing importation of goods). Either raising or lowering this resource scale should affect growth in a random way, either increasing or decreasing it by a maximum of 10%, to represent moving populations in and out.

Leaving the new resource scale at 100% would represent no trade, and actually reduce unrest over time, since your people would have much less contact with corrupting outside influences. Growth would be unaffected.
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  #700  
Old May 26th, 2007, 07:25 PM
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Default Re: Perpetuality - A quick idea.

Shouldn't this gowth discussion be done on the main forum thread?

With 62 players this game is going to create the biggest game thread ever, no need to bloat it more than necessary.

Got to say this big map seems awefully small, as the 'blessed' are normally peaceful in nature I am trying hard to avoid stepping on anyone and squashing them. But its hard work...

Good fun being surrounded by nations from all ages and the banners are cool and make the map vividly colourful.

Anyone been eliminated yet or near to it btw? I see Ashen empire is busy crushing the first of his neighbours...all seem a peaceful bunch where I am, which is a nice change.
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