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December 17th, 2003, 05:02 PM
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Sergeant
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Join Date: Sep 2003
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Re: Is growth scale must in a long game?
Quote:
Originally posted by Jasper:
quote: Originally posted by ywl:
quote: Originally posted by Jasper:
Growth +3 is certainly no where near as mandatory as Order +3 and Misfortune +3, which is both more powerfull and cheaper.
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I don't use this combo. I'll see how bad I'll do in my game. I'm curious to hear the outcome, but there are so many other factors involved in multiplayer (e.g. opponent skill, faction mathup, multiplayer dynamics, etc.) that it will be difficult to tell what effect anyone particular thing has had on how well you do, especially since you can't easily try the same scenario with a different Pretender.
IMHO the relative benefits of scales are much more easily compared in single player games, where you can more carefully control the environment.
For me it was as simple as comparing Order 3 + Misfortune 3 Pangaea, vs. the same Pretender with Turmoil 3 + Luck 3. This should be biased towards T+L, as Pangaea gets extra beneft from both, but for my test O+M was far more effective.
L+T in my experience can keep up with O+M, but only if you get extraordinarily lucky. I don't like negative scales in general. So, I don't usually go with Turmoil and it's more a choice of O-0/L+3 or O+3/L-0. I think the rational choice should be the order+3.
But, I like the randomness of luck events - just love feeling lucky . When fancy striked me or when the nation doesn't need too much gold, I would go with Luck+3. Sometimes, a random animist (got two as Tien Chi the other day ) or air-mage could go a long way for your game. Not to mention a few lucky positioning of castles or temples...
Who knows? In Dom 1, I once got a "Ring of Sorcery" from a luck event! And I've heard of a story getting a "Soul Contract" from another player! These items worth more than the loss of a thousand gold income for non-astral or non-blood nation.
But, the bottom line remains: it's just a game. I don't mind playing against "conventional wisdom" for the fun of it .
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December 17th, 2003, 09:12 PM
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Corporal
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Join Date: Sep 2003
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Re: Is growth scale must in a long game?
Quote:
Originally posted by Graeme Dice:
quote: I can't say one single event I haven't seen in both luck 3 and unluck 3 dominion (but a lot are dependent on your other scales).
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The 1500 gold event is for luck 3 provinces only for example. Okay, I should have said bad events
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December 17th, 2003, 11:28 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
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Re: Is growth scale must in a long game?
Quote:
Originally posted by Chris Byler:
Or every woman in the province gives birth to twins, or something fantastic like that.
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Babies cannot pay tax. Lets say population starts paying tax when they are 20. 20 years is 240 turns. Not gunna happen.
Population growth through magical means IS realistic to Dominions standards. Every game is based on realism. There isn't one game in the world made totally off realism. There's not a book, game, movie, or ANYTHING without realism. There are standard rules in every fantasy and standard rules in every "non-realistic" thing.
[ December 17, 2003, 21:31: Message edited by: Argitoth ]
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December 17th, 2003, 11:50 PM
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Corporal
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Join Date: Dec 2003
Location: Land of the Setting Sun
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Re: Is growth scale must in a long game?
Quote:
Originally posted by Argitoth:
quote: Originally posted by Chris Byler:
Or every woman in the province gives birth to twins, or something fantastic like that.
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Babies cannot pay tax. Lets say population starts paying tax when they are 20. 20 years is 240 turns. Not gunna happen. Mebbe, and I think 20 is an awfully high taxpayer age for a medievalish time-frame, but it'd be easy enough for the event to reflect something that happened in the past:
"Under the influence of the stars, fourteen years ago every woman in this province gave birth to twins."
Frankly, I like the other way better. You can imply either:
a) The effect is felt today from the event being reported.
-or-
b) There's some sort of 'baby tax' that parents pay.
The idea remains valid however you put it though.
~Aldin
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
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December 18th, 2003, 01:00 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Is growth scale must in a long game?
Quote:
Immigration - either from someone else's provinces or from nowhere - would be nice, but it never actually happens.
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Not so. I've had it happen - once.
The message read that a huge number of people had immigrated to the province. It was not a very populous province to start with, and it was hard to tell how many a "huge number" was. I'm guessing 25%.
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December 19th, 2003, 11:36 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
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Re: Is growth scale must in a long game?
Quote:
Originally posted by aldin:
Mebbe, and I think 20 is an awfully high taxpayer age for a medievalish time-frame, but it'd be easy enough for the event to reflect something that happened in the past:
"Under the influence of the stars, fourteen years ago every woman in this province gave birth to twins."
Frankly, I like the other way better. You can imply either:
a) The effect is felt today from the event being reported.
-or-
b) There's some sort of 'baby tax' that parents pay.
The idea remains valid however you put it though.
~Aldin
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Those are good ideas, although an event being recorded and then reported 14 years after... thats kinda..
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December 19th, 2003, 07:25 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Is growth scale must in a long game?
Should we really care about those things? This is only a game, after all. More cattle born would do for most nations, though.
And weren't there many plague-events, and the worst could only come up with negative luck? I can't find the thread where I read that, but I think IW-team said something like that somewhere in this forum.
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