.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #11  
Old March 2nd, 2009, 08:40 PM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: The Growth Scale

Old age considerations and maintaining provs at >5k while blood hunting aside, I think growth scales are really a subjective trade-off between current and future gain. Can you grow fast enough from the extra points to justify a death scale? Are you confident of surviving long enough for growth 3 to pay off? It's just personal preference

Personally I like taking growth one quite often, for the old age benefit and because I just hate to see my income base declining - but I know that's a psychological comfort rather than a real advantage, as I am paying for it in design points and could probably be further ahead with another scale in order, luck or production.

Certainly one thing I've learnt is that if you take death 3 you'd better be primed to expand quickly, or you will fall behind.
Reply With Quote
  #12  
Old March 2nd, 2009, 08:52 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: The Growth Scale

Also, Abysia suffers a *little* less from death scales.
Reply With Quote
  #13  
Old March 2nd, 2009, 09:39 PM

Renojustin Renojustin is offline
First Lieutenant
 
Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
Renojustin is on a distinguished road
Default Re: The Growth Scale

Quote:
Originally Posted by chrispedersen View Post
Also, Abysia suffers a *little* less from death scales.
Why?
__________________
Sauromatia: Lawful Evil
Reply With Quote
  #14  
Old March 2nd, 2009, 09:52 PM
Tolkien's Avatar

Tolkien Tolkien is offline
Second Lieutenant
 
Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
Tolkien is on a distinguished road
Default Re: The Growth Scale

National trait: just like how MA Ulm isn't affected by the Drain scale.

That being said, you still generally don't want death on Abysia.
Reply With Quote
  #15  
Old March 2nd, 2009, 10:32 PM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: The Growth Scale

EA and MA abysia don’t suffer the income penalty for death, the population suffers as everyone else. LA cop it all
Reply With Quote
  #16  
Old March 2nd, 2009, 10:44 PM
Tolkien's Avatar

Tolkien Tolkien is offline
Second Lieutenant
 
Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
Tolkien is on a distinguished road
Default Re: The Growth Scale

Yep. Income and supplies won't decrease. The problem is, they're a blood nation, need high resources for their armies, and their mages suffer from a severe lack of youth. That being said, Growth is kind of necessary with Abysia.
Reply With Quote
  #17  
Old March 2nd, 2009, 10:50 PM
cleveland's Avatar

cleveland cleveland is offline
Captain
 
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
cleveland is on a distinguished road
Default Re: The Growth Scale

A nation with a Growth scale is kinda like a turkey.

Things are really great for a while...your armies are fat and your treasury is happy. Maybe you coughed up too many design points to fly, but heh, life's good, right?

Then someone drops a couple Thanksgiving Armageddons on your ***.

Edit: You censored ***? Really? What if it's used properly, like: The cart was hauled by the ***.

Edit2: I'll be damned.

Edit3: What?!?
Reply With Quote
The Following 4 Users Say Thank You to cleveland For This Useful Post:
  #18  
Old March 2nd, 2009, 11:35 PM

Illuminated One Illuminated One is offline
First Lieutenant
 
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
Illuminated One is on a distinguished road
Default Re: The Growth Scale

Has someone compared Growth with Order already?

The main point is that Growth based income bonus grows exponentially while Order stays the same.
So with CBM and assuming that the province has the scales all the time a province with Growth 3 should break even with a province with Order 3 on about turn 18.
100.6% ^ 18 * 109% = 121% (vs 121% gold income from O3)
On turn 37 the province should have generated more gold over the whole game than an order 3 province. That's hardly the point where gold gets useless or someone drops several Armageddons (and after that O3 is useless as well).

Also if you spread your dom into provinces you can't take already (knights, elephants) growth benefits you but order won't.

So I'd say if you want to take luck and need money G3Lx isn't a bad choice instead of OxLx.
Reply With Quote
  #19  
Old March 2nd, 2009, 11:51 PM
Tolkien's Avatar

Tolkien Tolkien is offline
Second Lieutenant
 
Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
Tolkien is on a distinguished road
Default Re: The Growth Scale

It really depends on the situation, doesn't it? If a nation is in desperate need of gold to fund an early expansion and to put up fortresses fast, Order would be a better choice in the short-run. If your nation doesn't need gold for expansion or doesn't have a need to build fortresses (*cough* MA Oceania *cough*), growth is more beneficial in the long run.

That being said, O3/G3 would give you the best result overall. But, you're going to have to look for the design points, after all.
Reply With Quote
  #20  
Old March 3rd, 2009, 12:58 AM

Fate Fate is offline
Sergeant
 
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
Fate is on a distinguished road
Default Re: The Growth Scale

FYI, the numbers you have for growth are compounded continuously (Dominions *should* compound on a per-turn basis, I believe). I ran up the numbers on a spread sheet (non-continuous and with 11 months in the first year) and here they are (a little less dramatic):
+Growth or -Death
Code:
      |  3   |  2   |  1   |  -1  |  -2  |  -3 |
Spring|30000 |30000 |30000 |30000 |30000 |30000|
Year 1|32036 |31340 |30662 |29342 |28700 |28075|
Year 2|34415 |32870 |31400 |28640 |27347 |26113|
Year 3|36970 |34478 |32156 |27953 |26057 |24288|
Year 4|39715 |36164 |32930 |27284 |24828 |22590|
Year 5|42664 |37932 |33723 |26630 |23656 |21011|
The point is still the same, double population after 5 years.

Now, as for Patrol & tax. According to the manual (which seems to be accurate here) every 3% above 100 results in -0.01% population directly. Every 5% results in 1 point of unrest. Each point of unrest eliminated by patrolling kills 10 population. So we get:

-0.01% per 3%
AND
-10(flat) per 5%

So at 110:
-0.03% (or -0.04%?) and another -20

At 120:
-0.06% (or -0.07%?) and another -40

At 130:
-0.1% and another -60

As is clear from this, only 110 can be sustained indefinitely at growth 3 (and, in my tests, still results in a small growth!). 120 seems to result in a slow decline, and 130 is a little faster decline (about -0.4% or less).

Disregarding the unrest (which has less effect the larger the province), here is the comparative total income in a province with 30000 population, full growth and no other scales, with the various tax rates (assuming adequate patrolling but discounting the cost):

Code:
100  |110  |120  |130  |
3937 |4261 |4572 |4847 |
So, depending on how cheaply an "adequate patrol" can be obtained (otherwise the ramping unrest will quickly kill your profits), any of these may be useful. Of course, Order would help with all of this, but it would help in an equal percentage so I think it is a moot point.

As an interesting side note, Temp3 (either will do), Order3, Growth 3 yield interesting results here:

-5% overall supply, +0.6% population, and +12% tax income. Combined with 110 (123.2% total) or 120 (134.4% total) and cheap patrolling the results can exceed order3.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:41 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.