|
|
|
|
 |
|

April 25th, 2008, 04:31 PM
|
 |
Private
|
|
Join Date: Jun 2001
Location: Directly above the center of the Earth
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
That's a bummer.
I'm running LA Tien'chi, as opposed to stecal's LA ULM.
my battles have a certain WWI quality to them--I'm mowing down hundreds of undead with archery, banishment and wither bones, and they never get too far into my lines, and blessed celestial soldiers are ded 'ard and stompy, but it looks like from what you've said that I'm going to just make more wine bags and what not.
I have already dropped the taxes to 0, so maybe with my pretender's good luck, some good things will happen.
__________________
Now this really pisses me off to no end!
|

April 25th, 2008, 04:46 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Undoing Ermor\'s population kill
Lowering tax doesn't help increase population.
|

April 25th, 2008, 05:04 PM
|
 |
Major General
|
|
Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
|
|
Re: Undoing Ermor\'s population kill
I am not 100% sure about this but tax does indirectly effect population via random events, I believe. In that it stops some bad events from happening (pretty sure about this), it may (slightly) increase the chance of a good event like population growth.
Still, those La Ermor lands will probably only be of benefit if they have gem sites now. The populations probably a write off.
|

April 25th, 2008, 05:07 PM
|
|
Corporal
|
|
Join Date: Mar 2007
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
You could use wish, even though that is a pretty drastic and expensive measure to increase population with. There ought to be more population-growth spells...
|

April 25th, 2008, 05:22 PM
|
 |
Private
|
|
Join Date: Jun 2001
Location: Philadelphia, PA USA
Posts: 37
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
I thought population would migrate to provinces with lower taxes or lower unrest in this game. or am I thinking of Space Empires....?
|

April 25th, 2008, 07:59 PM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2008
Posts: 448
Thanks: 0
Thanked 4 Times in 4 Posts
|
|
Re: Undoing Ermor\'s population kill
Maybe having lots of extra supplies should result in population growth. After all, this is how things usually work in nature.
|

April 25th, 2008, 08:03 PM
|
|
Second Lieutenant
|
|
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
|
|
Re: Undoing Ermor\'s population kill
Moderation: Over the course of a month? Not in human beings, at any rate.  Maybe if you were Lord of the Flies... 
|

April 25th, 2008, 08:04 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Undoing Ermor\'s population kill
Quote:
Sombre said: Lowering tax doesn't help increase population.
|
But raising taxation above 100 does reduce population. (manual, p.38)
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

April 25th, 2008, 08:51 PM
|
|
Corporal
|
|
Join Date: Mar 2007
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
Maybe there could be a spell which gives you an extra 5000 people by transforming animals into humans...
|

April 25th, 2008, 09:06 PM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Undoing Ermor\'s population kill
Wishing for population is useless as it is. I'd like it to increase population in every province by ~500, have a 5% chance of adding a unit type[1] not normal to the poptype, and increase unrest ~10.
[1] Or just Opossum Warriors, roused to one step below GoR.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|