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December 15th, 2003, 09:16 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Unrest=?
This is a related issue:
Currently playing a game where there is a territory which always has 10_Unrest... and that's with taxes sitting on 50%. I've even sent in a priest with 20_men for patrolling... never was able to kill any of the brigands, territory still has 10_Unrest. My domain influence for the territory is +2.
ANY IDEAS why this happens?
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December 15th, 2003, 09:22 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Unrest=?
Constant, uniform, otherwise unexplained unrest/turn => probably hidden blood site(s).
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December 15th, 2003, 09:36 PM
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Second Lieutenant
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Re: Unrest=?
I have had something similar happen in a villian's lair site also. You will like villains if you are playing ulm. Stealthy, shortbows....
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December 15th, 2003, 09:56 PM
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Join Date: Jun 2003
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Re: Unrest=?
Quote:
Originally posted by Taqwus:
Constant, uniform, otherwise unexplained unrest/turn => probably hidden blood site(s).
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Thanks for the info
Great scotts... I better get searching!
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December 15th, 2003, 10:30 PM
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Major General
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Re: Unrest=?
Quote:
Originally posted by aldin:
Hmmm, sounds like 100/0 may be my best bet then. And if I really want to tweak it make sure I have a few points in growth. Appreciate the responses!
~Aldin
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If you have +3 Growth, +3 Order, +3 Productivity, and a province with 22000 people and a Gold Mine (50 gold), that's 240 gold/turn income: 1.3*1.09*1.06*(22000/200+50)
Cranking up tax to 200% and patrolling would net you 480 gold per turn... and you'd only be wasting upkeep on patrollers for a single province. So as long as you can focus patrolling on a couple lucrative provinces, it can be quite nice - in the early game, anyway, when gold can fuel rapid expansion. It's just not a great long-term solution like in Dominions I.
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December 16th, 2003, 01:41 PM
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Re: Unrest=?
Quote:
Originally posted by Saber Cherry:
I think taxing above 100% kills .3% population per 10% tax
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Its exponential. 130% kills less than 1% of the pop indeed, but 200% kills 8% of the pop every season!
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December 16th, 2003, 01:48 PM
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Join Date: Sep 2003
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Re: Unrest=?
So, if a medium duration game is supposed to take 200 turns.
What method will generate more money -
1. tax 100% let population grow and tax will grow as well over time.
2. tax 100+x% (30<=x<=100).
I want that magic number called optimum  )
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