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May 14th, 2007, 10:50 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Income and Luck Scales for Megagame
I play with misfortune 3 / order 3 quite often. It is possible to be slammed early with events that cripple, but rather unlikely. Once you get out of the early game the vast majority of bad events are just annoying - hardly crippling.
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May 14th, 2007, 11:02 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Income and Luck Scales for Megagame
Death 3 and Misfortune 2/3 == looking for trouble.
The worse your bad scales are the more bad events get unlocked that can hit you. And some of the Death 3 ones are really bad.
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May 15th, 2007, 03:53 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
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Re: Income and Luck Scales for Megagame
I never take death/misfortune combo anymore. In the games I have taken it I have been crippled by plagues.
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May 15th, 2007, 04:13 AM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
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Re: Income and Luck Scales for Megagame
In a large game like this death is not such a great idea. By turn 50+ or so you will be sitting with like 1/4 of the income of the nation that went with growth 3, that means a ton less mages/forts for you.
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May 15th, 2007, 04:47 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
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Re: Income and Luck Scales for Megagame
Evilhomer, you should learn to run your numbers. My calculations show that growth 3 gives 82% more income then death 3 by turn 50. This is in provinces with less then 10k pop. In provinces with more pop the difference is less.
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May 15th, 2007, 01:33 PM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
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Re: Income and Luck Scales for Megagame
Yeah i was just taking a bit of a stab in the dark, therefore i did say turn 50+, not turn 50 (I admit they were exaggerated by more then i thought, must be influenced by playing the cb mod so much). However your numbers are not correct either:
pop:10000 at start, assuming no fort and no other scale modifiers:
pop at 50 (growth 3): 10000*1.006^50=13486
income/turn=13486*0.01*1.06=143 gold
pop at 50 (death 3): 10000*0.994^50=7401
income/turn=7401*0.01*0.94=70 gold
gold increase due to growth = 104 %. I dunno what you mean by the percentage being less or more depending on population since the income is directly proportional to you population, so you end up with the same % in the end. 1/4 income was obviously a bit exaggerated but money after upkeep might be cut that way. Anyway i think the benefit of taking growth in a mega game like this is pretty clear.
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May 15th, 2007, 02:15 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
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Re: Income and Luck Scales for Megagame
Ah yes, but a couple other considerations when you try to extrapolate these results out to your kingdom rather than a single province:
1) This calculation is 50 turns from when your full growth/death scale takes effect. Even by turn 60 or 70 its unlikely that many of your provinces will have had your full scales on them for 50 turns. Your overall kingdom growth/death rate is always going to average less than the maximum difference implied by full scales, usually significantly so.
2) This calculation, if extrapolated out to your kingdom rather than a single province assumes that the extra 240 design points for going with a death scale resulted in no extra territories being held. For reference, this is the difference between having an imprisoned pretender and an awake one. If having an awake pretender allows you to snag a couple extra provinces then that will reduce this difference.
3) There is a quasi inflation that goes on as the game progresses because of the decreasing effectiveness of gold recruitable troops. At the beginning gold is extremely important, by turn 50 almost always less so (significantly less so depending on your strategy). Kinda hard to quantify numerically, but 100% more gold on turn 50 isn't worth the same as 100% more gold turn 1.
On the flip side of the coin:
1) Death scales greatly increase your chance of getting population killing random events, and thus permanently affecting your income, perhaps cripplingly early. Particularly with misfortune.
2) Death scales will kill off your old mages much faster, replacements cost gold.
All in all, even from a strictly gold income point of view the growth/death question isn't very well modeled by a simple exponential multiplication.
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