View Full Version : ? about population and gold
Cor2
August 3rd, 2007, 09:41 PM
In one game where i was playing growth 3 i noticed that while the population was rising, gold was dropping in my capitol. here is a note i took:
pop=36730 gold= 572
a few turns later : pop= 38530 gold = 569
there where no events,no dominion changes,no unrest and no tax changes.
Any idea on what could cause that?
thanks
cor
Wick
August 3rd, 2007, 10:02 PM
Are you sure that was the gold from your capital, not your kingdom? No scales with the default money multiplier will give that gold from that population.
Cor2
August 4th, 2007, 12:10 AM
Oh yeah,I am sure it was the Capitol. I guess i need to do another test, i just wanted to see if it was a known "bug" or what.
Endoperez
August 4th, 2007, 04:24 AM
The scales might have changed even though dominion didn't. Perhaps one of those "...have held a fertility festival. your dominion is decreased, but the crops seem to grow quicker" events had temporarily increased Growth, Production or something else. Also, the seasonal temperature variance might've had an effect.
Baneslave
August 4th, 2007, 06:23 AM
You had population growth of 2% (38530/36730 = 1.02391...) and you you lost 0.005% of your income (569/572 = 0.99476...) Could be Temperature Scales, I think.
lch
August 4th, 2007, 12:47 PM
Your capital has a fort, it gets income from adjacent provinces aswell through its admin value. Maybe something changed there.
Methel
August 4th, 2007, 01:32 PM
admin only affects income from the province with the fort.
Ballbarian
August 4th, 2007, 02:08 PM
Yes, but if income in an adjacent province changes due to population changes, dominion, events, etc, then does that not affect the fortified provinces overall income? I always thought that it did.
Jazzepi
August 4th, 2007, 02:12 PM
The only effect that a fort has is increasing the gold income IN THE TERRITORY IT IS BUILT IN. It increases it by a percentage = (Admin/2).
A 30 admin castle built in a 100 gold income province would provide 15 extra gold a turn.
Jazzepi
Ballbarian
August 4th, 2007, 02:29 PM
Ah. There I go assuming again. As you can see, I don't delve into the mechanics very deep. I tend to play more by feel than by the numbers. http://forum.shrapnelgames.com/images/smilies/happy.gif
Cor2
August 4th, 2007, 04:27 PM
I think it might have been heat scales. I tried tio recreate the problem and noticed heat scales changing.
Why do they fluxuate like that without random events?
In my test I noticed that groth is not equal. For example I set up pyhtium and ctis with all things being equal except ctis had heat 2. Both had awake fountain both had the same dominion with groth 3.
Here is the starting stats:
Pythium pop: 30110 income 414
Ctis pop 30240 income 402
second turn (no random events on either side, no scale changes)
Pyth pop: 30290 income 415
Ctis: pop 30420 income 406
Pyths growth and citis growth is the same 180 souls, but the income difference is 1 vs 4.
What caused that?
Jazzepi
August 4th, 2007, 04:40 PM
Probably temperature scales again. I believe C'Tis actually need it to be HOT in order to not get any negatives.
For example, there's a giant nation in early era that needs cold 3, so when the weather is normal they suffer -15% income in that province because it's three ticks of temperature away.
Jazzepi
Cor2
August 4th, 2007, 04:51 PM
No no, not temperature. I set ctis to heat two. Thats what they like. I was very careful to make sure there where no eventws and no scale changes. Besides Ctis got more monwy than pythium in this test.
Endoperez
August 4th, 2007, 05:04 PM
MA C'tis gets income bonus from its own dominion.
Temperature scales change with the seasons. Summer randomly increases Heat, and Winter randomly increases Cold. The effect is barely noticeable except when the temperature has an effect on the battlefield, e.g. the cold-blooded's penalty in cold areas or the general encumberance malus of extreme temperatures.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.