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  #11  
Old June 7th, 2006, 12:00 PM
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Cainehill Cainehill is offline
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Default Re: National Units and Summoned Units

Quote:
DominionsFAN said:
Quote:
Cainehill said:

IIRC, one of the more famous and flamboyant basketball players (Wilt Chamberlain) of the pre-AIDS days supposedly did, mmm, 20,000 women? That'd be 3 a day for 18.26 years.
lol and if you think that it is true, you are a tard.
Kid, considering that you and I have received warnings from the moderators for our previous discourse (personally I think they should have banned you for foul mouthed abusive personal messages), you probably ought to learn to just say "no" when you think about writing another insulting reply to something I write. For that matter, when you ever think about replying to something I write.
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  #12  
Old June 7th, 2006, 05:08 PM
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Default Re: National Units and Summoned Units

FIGHT FIGHT FIGHT FIGHT
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  #13  
Old June 12th, 2006, 03:42 PM
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Default Re: National Units and Summoned Units

Quote:
Argitoth said:
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
Why didn't anyone suggest population to naturally increase?
Well that's the intention of the growth scale however it only does a percentage thus even farmlands with 20 population can never recover.
A natural flat increase across the board might upset those playing Ermor which matches their theme.

Since nations like Mictlan can't have troops to match the quality/power/upkeep of summoned troops some benefit(s) outside the battlefield can be setup to make them needed for the majority of the game.

Quote:
Kristoffer O said:
Marignon gets the Don Juan hero, who seduces 100 women each month. Population increases by 1d10*10 after 9 months
That's interesting... I'm eager to see what the other heroes can do.
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  #14  
Old June 12th, 2006, 04:52 PM
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Default Re: National Units and Summoned Units

Quote:
NTJedi said:
Quote:
Argitoth said:
Quote:
NTJedi said:Currently the game has no method for restoring a population which has been almost dropped to zero
Why didn't anyone suggest population to naturally increase?
Well that's the intention of the growth scale however it only does a percentage thus even farmlands with 20 population can never recover.
I have suggested it repeated times:

Code:

P: current pop number of the province
B: 'theorectical' pop number the terrain starts with
S: number of growth scales
G: growth-%tage
T: new taxpayers you get per turn

Between 0 and 2*B and in positive or 0 growth dominion,
pop would grow as follows (death scale works as before):

|2*B |
T = |--- - 1| * G * (S+1) * P
| P |


Still not perfect, but would go a long way to make populated provinces something to actually protect and keep under your growth scale. And give some incentive to choose one, which no-one does with the current scales values and growth (die-off?) model:
It gives 1x growth at starting pop, cuts off the growth at 2x the starting pop and even results in declining pop if the province gets overcrowded for some reason.
But it gives reasonable growth if there's a big empty province, eg. 2000 pop in a big grassland which could accommodate 22000 pop without problem.
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  #15  
Old July 1st, 2006, 05:07 PM
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Default Re: National Units and Summoned Units

I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.

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  #16  
Old July 1st, 2006, 06:49 PM

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Default Re: National Units and Summoned Units

Quote:
BigJMoney said:
I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.

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Well, I guess the vanilla game wont have "strong" national units. Modding will be powerful enough to change this in a way, I will add summonable national troops to my TC mod with different levels. Well they will be summoned as well, but those wont be "monsters" but regular troops with better stats and equipment.
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  #17  
Old July 4th, 2006, 03:38 AM

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Default Re: National Units and Summoned Units

I think that the easiest way to do it would have some sort of minor bless effect based on the pretenders current path levels be added to national units. Being that the largest problem is that they do not scale well, this would help increase their power as the game goes on, hopefully increasing their longevity.
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  #18  
Old July 5th, 2006, 02:52 AM
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Default Re: National Units and Summoned Units

Quote:
BigJMoney said:I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.
Most of them do, but that's hardly a problem. Would you rather the game had useless magic like the Age of Wonders series?
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