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View Full Version : Gold Income Prob? Pffsha


SnallTrippin
November 2nd, 2003, 10:47 PM
I just got the demo yesterday and played it since Last night for about...10 hours...lol. I am preordering by tmrw. I tried the demo in alot of different configurations and I have never had a prob with gold income, other things perhaps..but gold I always have more then enough...now resources...lol. I love this game though, although I have never even HEARD of the first one and I only got this on some freeware site i was browsing, but I am damn glad I did. I love it.

Chris Byler
November 3rd, 2003, 12:41 AM
Originally posted by SnallTrippin:
I just got the demo yesterday and played it since Last night for about...10 hours...lol. I am preordering by tmrw. I tried the demo in alot of different configurations and I have never had a prob with gold income, other things perhaps..but gold I always have more then enough...now resources...lol. I love this game though, although I have never even HEARD of the first one and I only got this on some freeware site i was browsing, but I am damn glad I did. I love it. <font size="2" face="sans-serif, arial, verdana">That's because you don't know about the old patrol trick in Dom I (and some scales in Dom I gave huge income boosts). Those things have been fixed now, but players who are used to playing the old way are having a hard time adjusting.

It seems that the new economic paradigm places more importance on the God as a directly involved component of early game expansion (because it's harder to raise other forces, but you start with your God for free).

Saber Cherry
November 3rd, 2003, 12:52 AM
Maybe people should just start with more money...

-Storm-
November 3rd, 2003, 12:57 AM
Originally posted by Saber Cherry:
Maybe people should just start with more money... <font size="2" face="sans-serif, arial, verdana">Uh... http://forum.shrapnelgames.com/images/icons/shock.gif

I love this eco system.

Chris Byler
November 3rd, 2003, 01:58 AM
Originally posted by Saber Cherry:
Maybe people should just start with more money... <font size="2" face="sans-serif, arial, verdana">I think starting with more troops might be better. More starting money would be hard to use for nations with a resource pinch (like Ulm). (Although they might be able to use it on mercenaries; IMO there should be at least 2-3 mercenary companies available on the first turn.)

Machaka should start with some hoplites, for example; Machaka Warriors and archers really don't mix.

More starting funds and/or troops could also reduce the impact of early game solo-conquering gods.

Jasper
November 3rd, 2003, 10:14 AM
Originally posted by Chris Byler:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Saber Cherry:
Maybe people should just start with more money... <font size="2" face="sans-serif, arial, verdana">I think starting with more troops might be better. More starting money would be hard to use for nations with a resource pinch (like Ulm). (Although they might be able to use it on mercenaries; IMO there should be at least 2-3 mercenary companies available on the first turn.)
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I agree. It's silly for the standing army of a nation to be roughly what one could recruit in one or two months. Plus, some of the nations starting forces really seem much better than others.

Another thought is to tie the size of the opening army to the strength of independents.

Leif_-
November 3rd, 2003, 12:12 PM
Originally posted by Chris Byler:
]I think starting with more troops might be better. More starting money would be hard to use for nations with a resource pinch (like Ulm).<font size="2" face="sans-serif, arial, verdana">Even better, have an option to choose the starting level of both gold and soldiers when setting up the game.

PhilD
November 3rd, 2003, 08:59 PM
Originally posted by Jasper:
I agree. It's silly for the standing army of a nation to be roughly what one could recruit in one or two months. Plus, some of the nations starting forces really seem much better than others.

Another thought is to tie the size of the opening army to the strength of independents. <font size="2" face="sans-serif, arial, verdana">The way I see the story, each Province is a little like a small nation, all of them having their relatively small standing armies. Then all of a sudden, 17 nations are taken over by these upstart Pretender Gods, and all hell breaks loose as they start conquering the world in an attempt to kill the others (and, in many cases, destroy the whole thing as they ascend).

In this light, it would indeed make sense for each nation's initial force to be tied to the strength of indeps.

PvK
November 5th, 2003, 01:05 AM
Originally posted by Jasper:
...
I agree. It's silly for the standing army of a nation to be roughly what one could recruit in one or two months. Plus, some of the nations starting forces really seem much better than others.
...<font size="2" face="sans-serif, arial, verdana">Just on that one academic point of realism [edit: or "consistency"], it seems to me it would make sense if the pretender god has just taken over - they may represent the men who are loyal and available to do the pretender's bidding after the coup (or whatever) that just brought the pretender to power.

Just a thought,

PvK

[ November 04, 2003, 23:06: Message edited by: PvK ]

Keir Maxwell
November 5th, 2003, 04:49 AM
Originally posted by Leif_-:
Even better, have an option to choose the starting level of both gold and soldiers when setting up the game. <font size="2" face="sans-serif, arial, verdana">I vote for this!

Don't worry, be happy . . .

Keir