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June 10th, 2004, 08:20 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Rules Questions
Actually I've been curious about the taxes/unrest interaction as well. Does anyone know what that formula is? Seems like it might be like ~1% of income per 1 unrest?? Would love to know the specifics on this one.
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June 10th, 2004, 08:39 PM
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Major
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Re: Rules Questions
Quote:
Originally posted by Ironhawk:
Actually I've been curious about the taxes/unrest interaction as well. Does anyone know what that formula is? Seems like it might be like ~1% of income per 1 unrest?? Would love to know the specifics on this one.
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Income is halved at 50 unrest by default. It's a moddable parameter (see modding.pdf in the doc folder).
__________________
God does not play dice, He plays Dominions Albert von Ulm
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June 10th, 2004, 09:20 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
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Re: Rules Questions
Quote:
Originally posted by Sheap:
2) What is the exact relationship between Order scale, Unrest and Tax? I know Order/Turmoil affects the results of tax collection (7% per notch, right?) and Unrest also reduces tax collection. But I do not know exactly how Unrest does this. Also, I know Order scale doesn't influence Unrest directly, but I read that it influences the amount of unrest increase/decrease as a result of tax rate. Is that true? If so it could be viewed as influencing unrest directly unless taxes are very high or very low.
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back in Dom I order reduced unrest and turmoil increased it, and so the benefit of high order was that you could put your taxes to more than 100% without generating unrest. This led to competitive players taxing at 200% in their rich provinces, and patrolling to keep unrest down.
In Dom II order doesn't reduce unrest so much as give you more money for the same taxe rate. I think the devs did this to stop people from taxing so high. Accordingly, high tax kills population as well as increasing unrest (And of course patrolling also kills people) so you are damaging your tax base by setting your taxes high.
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June 11th, 2004, 08:34 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
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Re: Rules Questions
Quote:
Originally posted by Sheap:
2) What is the exact relationship between Order scale, Unrest and Tax? I know Order/Turmoil affects the results of tax collection (7% per notch, right?) and Unrest also reduces tax collection. But I do not know exactly how Unrest does this.
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there are basic game setting that you can change in a mod (or map)
10.4 #unresthalfinc
The amount of unrest that cuts income in half. Default is 50.
10.5 #unresthalfres
The amount of unrest that cuts resources in half. Default is 100.
... i don't know if it is a proportional things or something more complicated.
I also know that with unrest 100 or more you cannot recruit units!
good play
Liga
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June 11th, 2004, 10:37 AM
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Private
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Join Date: Nov 2003
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Re: Rules Questions
Regarding how Restless Worshippers work, try to do a forum search on "dominion.pdf". Download and read the whole thing (twice), or just search the document for the answer.
Basicly, Restless Worshippers are nice if you rely on dominion spread from non-preaching effects (pretender, prophet, temples, capital), and Ceremonial Faith is what you want if you are relying on preaching for dominion spread.
/Rainbow
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June 13th, 2004, 06:45 PM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
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Re: Rules Questions
Thank you to everyone for your good answers.
However I have another question, of course.
How much Earth magic is required to be immune to Wind Ride? If you don't have that much, are your chances of being affected less, or is it immune/not immune?
Similarly for unit size. How big do you need to be and does it help if you are big, but not quite that big?
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June 13th, 2004, 08:11 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: Rules Questions
From my own observations of unrest/income relationships, I believe the way they are related is logarithmic in nature, in an inverse relationship. That is, as unrest increases, income decreases, but the reduction differential always decreases (towards 0). I've noted that, after taking a rich province with high unrest, I still get a good proportion of the province's 'normal' income (income with no unrest). OTOH, even low amounts of unrest can reduce income significantly. These observations have led to the above hypothesis.
What the modding parameters would do, under this system, is move the point where income is halved, but the effects on either side would not be as affected.
It'd be much easier to describe this graphically, but I don't know exactly if I could do it here.
Anyway, I hope this helps. 
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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