That’s some pretty good newbie advice you’ve been giving out there shatner and triqui, much credit to you both for that
(and indeed some well seasoned players would do well to listen to what is being said regarding the autotax as well, since while it cuts down the MM loads, it really is pretty inefficient at its job as triqui says)
But thought I’d correct a few points in passing (since one of my many faults is hating to see misinformation, even if it’s only slight in this case, but it's best to drill-in correct info from day 1 IMO, rather than aim to correct it later once the pupil becomes more educated)
Quote:
Originally Posted by shatner
Income
On turn 1, everyone's income is the same +/- their scales.
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(what follows are very minor points, but thought I'd mention them for those like myself who like to be anal about every minor detail
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1 – The starting income is highly influenced by scales as you say (and so again as you say, the turn 1 income graph is a great source of intel on the enemy scales in this regard), but it is not the only factor as you suggest. Since it has to be mentioned that the type of fort a nation has at their capital also affects that nations turn 1 income. i.e. if you start a test game with EA Ermor and EA Agartha, and take max positive income scales with both, then you will see a distinct difference in their incomes due to EA Ermor having a Great City of admin 60, and EA Agartha having a Cave City of admin 30. And those 30 admin points can make a noticeable difference in turn 1 incomes. (watch out for differing populations throwing the figures off though. See next)
Also the starting population is not exactly 30k for each nation, as it can be anything between 29500 and 30500 (or maybe 29501 and 30499). And while the 1k difference between the max and min values doesn’t make the biggest difference in the world over the long haul, 1k of population will probably add something like 15-20gp to the income if a nation has taken good scales
Quote:
Originally Posted by triqui
Unless the unrest is 6+, there's no drawback. So you can set all your provinces with unrest 0-4 to 110% taxes, and leave it to 100% taxes when it goes unrest 4-5, without any drawback.
Second, the AI overreact to unrest. You clean 1 unrest for each 2% taxes left.
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2 – Your unrest data is a bit off triqui. Firstly under-taxing reduces unrest by 1 for each 3% below 100%, and not for every 2% as quoted above. (this formula is given in the manual (and the Wiki -
http://dom3.servegame.com/wiki/Province), and it is correct on this one). So setting taxes to 90% reduces unrest by 3.3 (rounded down to 3) and not by 5. Although unrest can be reduced by more than 3 with 90% taxes due to the effect of positive dominion. As positive dominion can reduce unrest by between 0-2 each turn (which might be where you are getting your figure of 5 from). But note that there is no guarantee that positive dominion will reduce unrest, only a chance that it will. So 90% taxes is only guaranteed to reduce unrest by 3 and not 5 (excluding all other factors of course), but unrest can be reduced by 5 with 90% taxes if you get a good roll from a positive dominion unrest reduction.
Also any amount of unrest will affect income, as it is certainly not ignored until 6+ as you state. IIRC you lose something like 2% of income per unrest point. This is easy enough to test as well by starting a new game (take neutral growth), making note of the cap income for a few turns (although watch for variations due to temp scales changes), set 110% taxes for a turn or two to generate 1-2 points of unrest, then reset taxes to 100% and take note of the income figure. You should see that income is down by a few percentage points due to the unrest in the province (and by too much for it to be just the loss of a few tens of populiation caused by the overtaxing).
So running provinces with unrest until they hit 6+ before looking to reduce it is not likely to be very efficient IMO. (speaking as the MM loving freak that I am, I often run income provinces in positive dominion at 110% until they hit 2 unrest, and then reduce to 100% and let positive dominion reduce them to 0. Then rinse and repeat. Which it seems is roughly what you are suggesting, albeit a less efficient version IMO due to your figures being off, but the basis of your idea is good none the less IMO).
Although it should be noted that there are several events, both good and bad, that are triggered by having unrest in a province (As you indicated in regard to unrest reducing events). Not sure if this can really be factored into an “allowing unrest” strategy or not though. I wouldn’t completely rule it out, but I can’t imagine it ranking anywhere high on an efficiency scale. Those interested in the mechanics behind the random events should follow Edi’s signature links to the list of random events and their triggers for more info on the subject. (Edit - link to event list -
http://forum.shrapnelgames.com/showthread.php?t=45185)
And I hope you will all please excuse this intrusion, especially if it was unwanted (it's one of my many bad habits as I said), and hope you both keep up all the good newbie education that you are doing