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December 3rd, 2007, 04:12 PM
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Corporal
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Join Date: Feb 2007
Location: Hannover, Germany
Posts: 198
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Thanked 7 Times in 7 Posts
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Re: Productive Scale needs some Enhancements
I think some new methods "exchanging" resources into gems can help a lot, since gems are definitely more valuable than gold in later game.
Like a special spell or command to force labors asssiting mages searching gems: the more productive, the more chance to collect extra gems later.
This can also be great trait for some limited nations (ulm be the first in my mind). As someone like me finds LA of too less content, why not employ some ideas alike to expand it (means new nations & new strategy)?
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December 3rd, 2007, 04:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Productive Scale needs some Enhancements
Cost reduction would be nice, no question.
But would that *ever* be enough to get you to take Productivity instead of order? I kinda doubt it, with rare exceptions - LA or EA Ermor, Abysia with some strats, it'd make Productivity worth considering as Pangaea, although still not worth it.
The key, I think, rather than nerfing Order, is to give positive scales a synergistic benefit.
So the population increase from Growth is multiplicative with the money bonus from Order. There are a set of really cool events that require Order - making Order/Fortune worth considering. If Productivity made forts faster to build, that would be very multiplicative with order and with order+growth, as you could then usefully spend all that cash you were raking in. If they're just cheaper or more expensive, you'd tend to take Order/Sloth since you have the money to afford the forts anyway.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 3rd, 2007, 04:42 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Productive Scale needs some Enhancements
One issue with the fort idea is that it's dominion dependent, so high-production nations with low dominion scores could have to go to a good deal of trouble to get their dominion in place to build an expansion fort, while bless-nations can avoid the sloth penalty the same way. Only Awe-based SCs with sloth are likely to feel the effects of the change, since they tend to have a ton of dominion spread. It would be nice for production to matter more beyond the first 10 turns though.
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December 3rd, 2007, 05:06 PM
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Captain
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Join Date: May 2004
Posts: 947
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Re: Productive Scale needs some Enhancements
I don't think we need Productivity to be competitive with Order. It is okay, imo, for some scales to be better than the others, it's just that the disparity in this case is a little extreme. Especially in the late game. As in, Productivity is a worthless waste of points once you reach endgame, and Order to recruit and maintain mages is very valuable.
So, a nice little benefit like decreased castle construction time and/or cost would go a long way to removing the problem here, I think.
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December 3rd, 2007, 05:30 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
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Re: Productive Scale needs some Enhancements
What if the pretender-point cost for prod/sloth were decreased, and its benefits kept the same?
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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December 3rd, 2007, 05:36 PM
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Corporal
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Join Date: Nov 2007
Posts: 132
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Re: Productive Scale needs some Enhancements
would increasing the resource %/level from 15 to something like 20, or 30 help at all?
I haven't gotten to late game MP to hvae experience, so i cna only hypothesize here.
Part of the issue is that mages and summons get better per cost over the game, but troops never do (aside from improved buff spells). Though i can't think of any good way in the code to make better troops available with research.
Are you guys pondering without any mods, or sometimes considering how it plays with conceptual balance mod?
cuz alot of the very heavy armor units suffer major defense and mobility penalties for it. and cutting down on those may make the production moer useful late game. or is it just that castle proliferation provides enough resources.
Have you tested how useful prod scales are if you adjust the base resource value so resources are simply less common?
i'll see if i can come up with any other ideas.
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December 3rd, 2007, 06:07 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: Productive Scale needs some Enhancements
Points cost for individual scales cannot be modded; I believe we've been told that this is not going to change.
The prod/scale level of sloth is already so high that if you raised it, sloth-3 would become unviable for any nation that even uses its troops. A nation with sloth-3 already has half the army of a nation with no sloth - making this penalty bigger just discourages people from fielding heavy infantry.
This would have the undesirable effect of making a choice unviable (which is not good), and also of encouraging strategies where you don't use troops at all, or don't use heavy infantry.
It would be nice if the positive productivity scales were bigger than the negative sloth scales.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 3rd, 2007, 06:59 PM
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Corporal
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Join Date: Nov 2007
Posts: 132
Thanks: 1
Thanked 20 Times in 7 Posts
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Re: Productive Scale needs some Enhancements
how about having some magic sites that allow recruitment of units made entirely out of resources? some sort of mechanical constructs or so. that way gold as a limiting factor wouldn't be an issue. pure upside for having production scales. at least if you find one of the sites.
what about putting in siege weapons to the game? like catapults and stuff, with very heavy resource costs.
just soem more ideas.
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December 3rd, 2007, 07:28 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Productive Scale needs some Enhancements
I've got a mod nation that has both of those things - it's late age Carthacia.
There are already a few specific nations that want productivity - LA Man, for exmaple, cares a *lot* - but that doesn't address the broader issue of not enough people taking Productivity-3.
People taking Sloth-3 a lot doesn't actually bother me, by the way - it's the lack of interest in Prod-3 outside of a few specialized nations that concerns me.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 3rd, 2007, 09:02 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Productive Scale needs some Enhancements
I agree that the construction time/cost of forts should be affected by the production scale.
I also think that growth/death should effect maintaince cost of troops. So with growth you can more easily afford larger armies.
The magic scale needs a boost as well. Right now in the long run you get more magic research from creating another fort and lab from your order income, then if you took turmoil/magic. If magic did something else like effect your gem income (silghtly), effect the cost of labs, or increased the chances of a recruitable mage getting a random path, it would make things more interesting.
With changes like the above it would no longer be a no brainer to take order 3 every time.
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