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February 5th, 2007, 07:47 AM
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Private
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Join Date: Jan 2007
Location: Roma,Italy
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Death scale domain.
Is the text for the Growth/Death scale in the manual under the chapter on designing a pretender mistyped?
I have just taken a Death 1 scale, thinking it would only hamper my population growth.
The game states population growth is reduced by 0.2%.
But as the game goes on my popoluation keep dying even though by a slow rate...
It seems that it's not my population growth reduced: it is my pop being reduced!
Is the death scale an effective reduction of total population, not population growth?
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February 5th, 2007, 07:56 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: Death scale domain.
population growth is 0 with a neutral growth/death scale. So reducing the "population growth" by 0.2% means the same as reducing total population by 0.2%.
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February 5th, 2007, 08:02 AM
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Private
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Join Date: Jan 2007
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Re: Death scale domain.
Now I get it. Being a total newbie of the game I did not recognize population growth is null if you don't get a growth scale.
The text on the manual is a bit misleading...
Why not write Increases/Decreases population by 0.2% each turn?
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February 5th, 2007, 08:20 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: Death scale domain.
In dom2 there was a base population growth. They changed that for dom3 but they didn't/forgotTo change the growth/death description.
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February 5th, 2007, 12:02 PM
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General
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Join Date: Nov 2000
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Re: Death scale domain.
Quote:
calmon said:
In dom2 there was a base population growth.
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There was no base population growth in Dom2.
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February 5th, 2007, 12:30 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Death scale domain.
Yep i was wrong, for some weird reason i thought there was a small base rate. 
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February 5th, 2007, 02:11 PM
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Sergeant
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Join Date: Jan 2005
Location: Rhode Island, USA
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Re: Death scale domain.
Sometimes I feel like asking, "why aren't there more people over time? Aren't my 30,000 peasants having a few kids?" Then I remember that it's 12 turns per game year. Any realistic "base" growth rate would be far too slow to ever show up 
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February 5th, 2007, 03:19 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
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Re: Death scale domain.
Hey, it only takes 9 months to make a baby. Maybe a baby shouldn't count as population; but maybe a ten-year-old should? And whatever cutoff you use, there will be people passing it. It would be reasonable for there to be a small base rate of population increase (and it's on the edge of possibility, under maximal fertility and fecundity to see maybe even 1% growth per turn?). I wouldn't mind if base growth were .1% or .2%, and the scales played off that.
It is a truly small issue though.
And, happy birthday!
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February 5th, 2007, 03:43 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: Death scale domain.
Who's birthday is it? I want to join in the well-wishing. 
__________________
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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February 5th, 2007, 05:30 PM
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Sergeant
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Re: Death scale domain.
During a time of global religious war in a pseudo-mediaeval setting with presumably mediaeval concepts of warefare (ie civilians being fair game) and mediaeval levels of food supply and medical knowledge I don't think one can expect populations to tend to increase. As is, during this time of turmoil populations will tend to go down due to pillage, death scale, magic, plagues etc. This seems to me to be perfectly fitting. All it takes is for the death rate to exceed the birth rate and population will shrink. This has happened many times in history for periods of longer than my dom3 games last for, at least for areas stricken with war, famine and plague.
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