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  #1  
Old March 5th, 2004, 05:31 AM

Nethog Nethog is offline
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Default Population, Income, Unrest and Supplies

I am playing my first game of D2 and am trying to better understand what affects the 4 game parameters: Population, Income, Unrest, and Supplies. I have put together a summary based upon the game manual, reading serveral older threads, and other misc sources (I think I have been doing more reading about D2 then playing the game )

Perhaps some of the D2 vets here could comment on its accuracy?

One conclusion I have come to is that population is extremely important since it fuels income and supplies, but it is hard to increase.

Summary:

** Population:
Effects:
- Higher Income
- Higher supplies (see supply section)

To increase population:
- Positive growth scale (+0.2%/level)

Things that decrease population:
- high taxes (0.3% pop lost for every 10% tax above 100%?)
- Pillaging (formula?)
- Patrolling to reduce unrest reduces population (10 per 1 successful unrest reduction)
- Negative growth scale (-0.2%/level)
- random events

** Income:
- 200 population generate one gold in taxes, modified by fortresses, scales, unrest, and spells

** Unrest:
Effects:
- lower income (formula?)
- if greater then 100, can not recruit units
- lowers population? (i.e. other than from patrolling) formula?

Things that increase unrest:
- taxes over 100%
- battles
- enemy spies
- Blood Hunting
- enemy spells
- Random Events

Things that decrease unrest:
- taxes less then 100% (formula?)
- Patrolling (formula?)

** Supplies:
A function of (1) population, and (2) fortress within 4 provinces distance. I got this from the thread:

Province Supply Formula

From this I conclude that the reason that say a mountain is low on supplies is because when the game was created, provinces with mountains receive lower population levels?
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  #2  
Old March 5th, 2004, 09:10 AM

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Default Re: Population, Income, Unrest and Supplies

Quote:
Originally posted by Nethog:
One conclusion I have come to is that population is extremely important since it fuels income and supplies, but it is hard to increase.

Summary:

** Population:
Effects:
- Higher Income
- Higher supplies (see supply section)
- Increased Chance and # of Blood Slaves per Blood Hunt
Quote:

To increase population:
- Positive growth scale (+0.2%/level)
Random Events

Quote:
Things that decrease population:
- high taxes (0.3% pop lost for every 10% tax above 100%?)
- Pillaging (formula?)
- Patrolling to reduce unrest reduces population (10 per 1 successful unrest reduction)
- Negative growth scale (-0.2%/level)
- random events
Disease, Offensive Spells (Plague, etc)

Quote:
* Income:
- 200 population generate one gold in taxes, modified by fortresses, scales, unrest, and spells
Magical Sites

Quote:

- lowers population? (i.e. other than from patrolling) formula?
False

Quote:
Things that increase unrest:
- taxes over 100%
- battles
- enemy spies
- Blood Hunting
- enemy spells
- Random Events
Enemy Domninion in Friendly owned Provinces.


Quote:
** Supplies:
A function of (1) population, and (2) fortress within 4 provinces distance. I got this from the thread:

Province Supply Formula

From this I conclude that the reason that say a mountain is low on supplies is because when the game was created, provinces with mountains receive lower population levels?
That is true. Also for Supply it should be noted that Magical Paths of Commanders and Magical Items impact it.
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Old March 5th, 2004, 09:54 AM
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Arryn Arryn is offline
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Default Re: Population, Income, Unrest and Supplies

Quote:
Originally posted by Zen:
Also for Supply it should be noted that Magical Paths of Commanders ...
Indeed. +5 supply per level of Nature path for each mage present in the province.
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Old March 5th, 2004, 12:13 PM
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Chazar Chazar is offline
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Default Re: Population, Income, Unrest and Supplies

Does population only increase with a positive growth scale? Is there really no base percentage for people multiplying?
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Old March 5th, 2004, 12:35 PM
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Default Re: Population, Income, Unrest and Supplies

Quote:
Originally posted by Chazar:
Does population only increase with a positive growth scale? Is there really no base percentage for people multiplying?
Yes, and correct.
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Old March 5th, 2004, 06:46 PM

Nethog Nethog is offline
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Default Re: Population, Income, Unrest and Supplies

Thanks for your feedback! I have updated the summary. Also I have some more questions:

Zen you mentioned "disease" when referring to things that reduce population. Were you referring to magic or a random event? or battle disease affliction somehow spreading to pop?!?

Does Population decrease after successful blood-hunting?

Are there any spells for increasing pop?

Are there any spells or random events that decrease Unrest?

Are there any spells or random events for increasing or decreasing supplies?

Are there any scales that directly increase/decrease unrest?

Updated Summary:

** Population:
- upon game creation province terrain type is used to "seed" map with an appropriate level of population

Effects:
- Higher Income
- Higher supplies (see supply section)
- Increased Chance of finding Blood Slaves and increased # of Blood Slaves

Population increased by:
- Positive growth scale (+0.2%/level)
- Random Events

Population decreased by:
- high taxes (0.3% pop lost for every 10% tax above 100%?)
- Pillaging
- Patrolling to reduce unrest reduces population (10 per 1 successful unrest reduction)
- Negative growth scale (-0.2%/level)
- Random events
- Spells

** Income:
- 200 population generate one gold
- Income = gold * tax rate
Income modifiers
- fortresses: add (admin/2)% extra gold
- scales
---- Order/Turmoil: +/-7% per scale level
---- Productivity/Sloth: +/- 2% per scale level
---- Heat/Cold: -5% per scale level
- Unrest
- Spells
- Magic sites
- Random events


** Unrest:
Effects:
- lower income
- if greater then 100, can not recruit units

Unrest increased by:
- taxes over 100%
- battles
- enemy spies
- enemy dominion
- Blood Hunting
- Enemy spells
- Random Events

Unrest decreased by:
- taxes less then 100%
- Patrolling (however some pop loss)

** Supplies:
Effect of no supplies:
- unsupplied units "starve" which effects Morale (-4)
- on second turn or later may get "diseased" affliction - i.e. loose 1HP per turn until dead

Supplies increased by:
- increasing population
- fortress in and within 4 provinces
---- same province = admin * 4
---- 1 provinces away = admin * 2
---- 2 provinces away = admin * 1.33
---- 3 provinces away = admin * 1
---- 4 provinces away = admin * 0.8
---- 5+ provinces away = 0
---- Growth Scale: +20% supplies per level
- Nature Mage: +5 supplies per level of Nature magic
- Pillage
- Magic Items (e.g. Cauldron of Broth, Bag of Wine)

Supplies decreased by:
- Heat/Cold Scale: -10% supplies per level
- Growth Scale: -20% supplies per level

See: Provincial Supply Formula
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Nethog
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