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October 1st, 2003, 03:08 PM
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Lieutenant General
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Re: scales
Edit: Sorry, makes sense to me now.
[ October 01, 2003, 14:10: Message edited by: Nerfix ]
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October 1st, 2003, 03:12 PM
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Colonel
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Re: scales
So, what is Production scales use if it doesn't give more cash ? Help in resources ?
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October 1st, 2003, 03:14 PM
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Lieutenant General
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Re: scales
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 ]
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 2nd, 2003, 05:42 PM
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General
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Re: scales
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) 
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October 2nd, 2003, 05:48 PM
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Captain
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Re: scales
Turns out both production and growth give +2% per step.
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October 2nd, 2003, 05:55 PM
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Lieutenant General
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Re: scales
Quote:
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)
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Aha, so HoF is still in the game!
And i was correct about the effects of HoF theme.
Muhahahaaa, watered down Illwinter...
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
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October 2nd, 2003, 08:59 PM
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Major General
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Re: scales
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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