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  #11  
Old February 5th, 2007, 06:40 PM
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Ygorl Ygorl is offline
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Default Re: Death scale domain.

Yes, but pillaging, unrest, death scale, magic, and plagues all reduce population anyway. In the absence of any of those, and in the presence of magical health care (Arcoscephalean priestesses? I want one!) and an actual real incarnate divinity, people might have more than two kids per woman. Just sayin'...
It's Ewierl's birthday.
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  #12  
Old February 9th, 2007, 01:05 AM

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Default Re: Death scale domain.

Quote:
Amhazair said:
Who's birthday is it? I want to join in the well-wishing.
*raises his hand sheepishly*

You missed it, though! But thanks for the thought
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  #13  
Old February 9th, 2007, 05:39 PM
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Default Re: Death scale domain.



/wave
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  #14  
Old February 14th, 2007, 07:16 PM

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Default Re: Death scale domain.

As a complete noob to Dom3, maybe someone can help me out here...more population means more income, right?...so the 2% income increase from Growth, along with the 0.2% increase in population...over enough time that 2% will exceed the 7% from Order...am I thinking correctly?
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  #15  
Old February 14th, 2007, 07:19 PM
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Default Re: Death scale domain.

Yeah, but over the short term the extra income will let you expand faster. So the shorter the game (like, small maps), the more important it will be to have an explosive start - on the short run, more income at the cost of death scales works better.

Me, I like to play long solo games in which growth scales work, but I think, in most MP games, they're typically not worth it unless you also get the other benefits (like influence over events and aging).
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