View Full Version : scales
WraithLord
October 1st, 2003, 11:50 AM
Can you (testers/devs) tell us the effect of the luck/growth... scales in DOM-II. Or at least the main differences from DOM-I.
Also, can you explain the relation between high tax and population decrease? - can low tax give pop increase?
Are there more cold "loving" nations?
TIA
Edi
October 1st, 2003, 11:57 AM
Don't know about the rest of those, but a more relevant question would be if there are more heat-loving nations. Caelum, Jotunheim, Vanheim and Ermor are all cold lovers while only Abysia and C'tis like heat (and C'tis only at +1), which sort of makes cooperative games using heat dominions a bleeding headache (and I *like* Abysia too!).
Edi
johan osterman
October 1st, 2003, 02:54 PM
Originally posted by izaqyos:
Can you (testers/devs) tell us the effect of the luck/growth... scales in DOM-II. Or at least the main differences from DOM-I.
Also, can you explain the relation between high tax and population decrease? - can low tax give pop increase?
Are there more cold "loving" nations?
TIA<font size="2" face="sans-serif, arial, verdana">The luck scale has not changed that much, there is a greater chance for events not matching the luck scale to occur though, bad luck events in good luck dominions and vice versa. Growth scales do not add income anymore, neither do production scales. Pop death is somethin along the lines of .5% per 10 taxation over 100, meaning that the growth scale is not really viable as a method to increase taxation. Lowering taxes do not increase pop growh, there is more on this in the depopulation thread elswhere in the forum.
Nerfix
October 1st, 2003, 02:59 PM
So, in a nutshell:
You will no longer have to touch the tax scales, unless there is unrest somewhere.
Am i correct?
But i still want to know what Desert Sun gives you...
johan osterman
October 1st, 2003, 03:03 PM
Originally posted by Nerfix:
So, in a nutshell:
You will no longer have to touch the tax scales, unless there is unrest somewhere.
Am i correct?
But i still want to know what Desert Sun gives you...<font size="2" face="sans-serif, arial, verdana">Raising taxes is more intended as a way to raise cash in dire situations under the new system, the unrest effect of raisning taxes has also been toned down somewhat, so there still might be times where you want to raise taxes, but as a rule of thumb you should stick with 100 unless you need to get rid of unrest.
Desert sun will spread you required heat 3 outside of your dominion. It might be useful for Abysia or Machacka if they decide to go for heat 3.
Nerfix
October 1st, 2003, 03:08 PM
Edit: Sorry, makes sense to me now.
[ October 01, 2003, 14:10: Message edited by: Nerfix ]
PDF
October 1st, 2003, 03:12 PM
So, what is Production scales use if it doesn't give more cash ? Help in resources ?
Nerfix
October 1st, 2003, 03:14 PM
Ummm...
It does help with resources in Dom I, so i suppose that's it in Dom II...
Edit: I also believe that there was a "Heart of Winter" theme in Dominions II, but it was apparently removed, and i suspect it had oppsite effects of Desert Sun, I.E spreading +3 Cold outside of your Dominion.
[ October 01, 2003, 14:19: Message edited by: Nerfix ]
Daynarr
October 2nd, 2003, 01:42 AM
Well Last time I checked Marignon loved heat too. http://forum.shrapnelgames.com/images/icons/icon12.gif
Also Machaka likes heat (+2 scale I think) and Miticlan likes +1 heat scale. Tien Chi likes neutral.
Nerfix
October 2nd, 2003, 01:44 AM
I believe that was a reference to Marignon's fire magic...
And yes, i somehow suspected that Machaka and Mictlan are Heat-"lurving" nations.
Small voice inside my head whispers that Desert Sun Theme makes your nation Heat loving...
Of course, it's just a small voice inside my head...
Kristoffer O
October 2nd, 2003, 05:42 PM
Desert sun and Heart of winter raises scales to +2 in border territories, not +3.
Production increases gold as well, I think. It was removed and inserted again (the beta folks might know better) http://forum.shrapnelgames.com/images/icons/icon7.gif
johan osterman
October 2nd, 2003, 05:48 PM
Turns out both production and growth give +2% per step.
Nerfix
October 2nd, 2003, 05:55 PM
Originally posted by Kristoffer O:
Desert sun and Heart of winter raises scales to +2 in border territories, not +3.
Production increases gold as well, I think. It was removed and inserted again (the beta folks might know better) http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Aha, so HoF is still in the game!
And i was correct about the effects of HoF theme.
Muhahahaaa, watered down Illwinter...
Saber Cherry
October 2nd, 2003, 08:59 PM
I know there's a lot of resistance to population-increasing effects... but perhaps, instead simply killing people, taxes could also cause immigration and emigration?
Thus, there would be 2 effects of taxes, which combine to make a more realistic system.
Killing effect:
Instead of each 10% of tax over 100% killing .5% of the population, perhaps it could kill .25% of the population, with each 10% tax decrease below 100% having no effect on life or death.
Immigration effect:
Each 10% tax difference between a province and an adjacent province causes min(.1% of bigger province or 2% of smaller province) population to flow from the high-tax province to the low-tax province.
Thus, high taxes still kill population, you still can't quickly regrow dead people, and you still can't keep a high tax on your capitol city. But you can repopulate "dead" provinces by encouraging immigration, and you can fight opponents by luring their peasants away with promises of low taxes.
I also think that the life/death scale should have a slight influence on immigration. As Dead Ermor spreads, wouldn't some people flee into adjacent provinces rather than just sitting and waiting to die?
-Cherry
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