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January 30th, 2007, 01:35 PM
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Re: Disbanding army
Quote:
Fal said:
Adding the disbanded units to local population is an excellent idea. But true 50 units shouldn't turn 500 population instantly. Also by adding such feature means recruiting army will also cost local population.
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Having 50 units only equal 50 population will have the weak scared militia still a worthless event. If the 50 units are worth 500 then an otherwise low province can be made useful for blood hunting again after marching two or more groups of these worthless units into the province for disbanding.
Adding such a feature does not mean recruiting new army units will cost local population... any programmer will agree.
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January 30th, 2007, 03:32 PM
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Converting gold into citizens
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.
Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.
I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.
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January 30th, 2007, 03:57 PM
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Re: Converting gold into citizens
yeah dude, just cause it would be cool and usefull doesn't mean its balanced. It would be nice if every nation had their own 9-conjuration titanic SC chassis - like the seraphs or mandahas... but that wouldn't be the right thing to do - it would not be something that any programmer will agree with, nor is your idea.
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January 30th, 2007, 04:43 PM
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BANNED USER
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Re: Converting gold into citizens
I would not want to see the 1=100 ratio. I can imagine huge abuses, and lots more micromanagement.
Iwould be very happy with a simple disband feature, alas it seems we will have to wait until "Dominions 4, Rise of the Thingies"
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January 30th, 2007, 10:08 PM
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Re: Converting gold into citizens
Quote:
Cor said:
I would not want to see the 1=100 ratio. I can imagine huge abuses, and lots more micromanagement.
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I agree... MY suggestion was a 1 per 10 ratio.
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January 30th, 2007, 10:48 PM
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Re: Converting gold into citizens
I think NT Jedi is right about the balance. The worst case is probably using a few hundred Maenads for a few thousand population for a few tens of gold per turn. At 5 Maenads/turn a Pan could be covering its maintenance cost in *only* 46 turns.
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January 31st, 2007, 12:39 AM
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Re: Converting gold into citizens
Calm down a little. It is indeed alot of micromanagement if such army-population conversion feature is to be added. Since this is not the civilization game, one unit is meant to represent one creature in Dom.
If you could work out a sensible equation for such conversion, why not make a mod? I'd download it. As for Illwinter, I will be content if they introduce a basic 'disband army' function.
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January 31st, 2007, 01:34 AM
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Re: Converting gold into citizens
Quote:
Wick said:
I think NT Jedi is right about the balance. The worst case is probably using a few hundred Maenads for a few thousand population for a few tens of gold per turn. At 5 Maenads/turn a Pan could be covering its maintenance cost in *only* 46 turns.
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What about Dreamlands freespawn?
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January 30th, 2007, 10:05 PM
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Re: Converting gold into citizens
Quote:
Ewierl said:
The 50>500 idea would be terrible for game balance and in-game "story" consistency. I'd like a disband function to exist, but it would be obviously and seriously absurd for it to add more population than got deducted during recruitment.
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Game Balance?? You must be joking... no human player would buy 50 troops which even the cheapest would cost 350 gold to raise a province by 500 population. That's a terrible investment even a beginner would be wiser... and for the record currently recruiting units don't effect population.
Quote:
Ewierl said:
Think about it: then you could spend money on recruit/disband cycles to increase population. This makes no sense whatsoever in story/world/realism terms.
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Do you have ANY frickin clue how 99.9% of all games including Dominions have many many many lists of traits which make no sense whatsoever in every aspect of story/world/realism! And any player not brain dead would know it's a terrible investment to buy units to slightly increase a provinces population.
Quote:
Ewierl said:
I do think there should be a disband function, but it should only be a convenience for unnecessary troops, not a bonus. IMO, you should have to keep paying upkeep for the disbanded unit for another 1-3 months after the disband (retirement package!). And certainly no population gain, unless there's going to be population loss with recruiting.
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In case you haven't noticed there are LOTS and LOTS and LOTS of ways a population can decrease yet very very few ways a population can increase. My suggestion would provide a new MINOR way to increase population.
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