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  #51  
Old September 18th, 2004, 10:49 AM

Cohen Cohen is offline
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Default Re: Wishlist for September

I'd like to see something against raiding that is so damn strong.
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  #52  
Old September 18th, 2004, 11:58 AM
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Default Re: Wishlist for September

Quote:
Cohen said:
I'd like to see something against raiding that is so damn strong.
I think population in general dies too quick .
Iirc 0,3% pop / 10% tax above 100% are killed .

Putting taxes to 200% is imo a bit too strong . If it is done only 1 turn you need to run taxes after that 1 turn on 40% to reduce the unrest to zero again and more important 3% of your pop died .
This is especially severe with Caelum . They can reduce by this your goldincome easy 20-30% when they do it earlygame even if you can take back the provinces .


My suggestion : Reduce the poploss from 200% taxation 2/3 to 1% .
This still prevents abuse earlygame by putting taxes to 200% for a few turns but in 2 turns the poploss by 1 turn 200% tax is recovered this way .

You still kill population fast enough by pillage .


Or perhaps include a spell which requires Water or Nature or a combination of both to cast which gives positive growth in some variations :
A rather cheap one with small effect like +0,5 % growth for 5 turns which is low research .
A more expensive one where the effect is bigger , mid level research .
And high level research a global which gives you something like +0,2% growth / dominionlevel in all your provinces .

But at the moment if ermor is included normally at turn 30-40 i think the world population is probably about 50-60% from the starting one . This is a bit too severe imo .

Population is the only resource which normally declines during the game . With lots of luck with events and positive growth you can keep it constant or get a small increase but not a big one .
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  #53  
Old September 18th, 2004, 12:23 PM

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Default Re: Wishlist for September

The real problem is that you can never catch enemy raiders unless you bet on the province where the enemy will go (and this is damn difficult with Caelum ...) and send in troops.
Considering other raiders like Thuata and Vanheim sneaks in shadows too probably you can't catch them properly.

So how to defend except mad castling? Trapeze or teleport an SC there? But if you haven't an A2 or S3 SC ... ?
If they sneak I dunno if your guys teleporting in will catch them.

So on I'd like to see troops having some chances to move into before the enemy can move. And I'd use the Leadership rating to choose who move first, the higher the first you'll move (leadership could be seen too as how a commander could organize troops, lead them in forced marches and such).
This could be a boost too for items not so used like Crown of Command and such, that are usually never used.
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  #54  
Old September 18th, 2004, 12:33 PM
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Default Re: Wishlist for September

Quote:
Boron said:
My suggestion : Reduce the poploss from 200% taxation 2/3 to 1% .
This still prevents abuse earlygame by putting taxes to 200% for a few turns but in 2 turns the poploss by 1 turn 200% tax is recovered this way .
I don't think you quite understand the implications of what you've just suggested. Lowering the death for high taxes would simply lead to people starting to tax and patrol to get the most gold.

Quote:
But at the moment if ermor is included normally at turn 30-40 i think the world population is probably about 50-60% from the starting one . This is a bit too severe imo.
Everybody suffers the same. What's the problem?
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  #55  
Old September 18th, 2004, 12:38 PM

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Default Re: Wishlist for September

The problem is that Pop don't regrowth except for growth scale, that however has a minimal effect.

I believe IW should improve the growth scale to 0.4 or 0.5%% at scale point.
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  #56  
Old September 18th, 2004, 12:39 PM
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Default Re: Wishlist for September

Illwinter has also stated population was supposed to die because of the whole battle between gods; living in such a troubled era results in many deaths according to this logic. As such, you should not expect to gain much population, and I feel it is fine as it is currently.

My only wish is for more modding commands (magic items, or possibly even a way of making new summons; perhaps by copying an already existing spell, and changing the ID of the summoned creature?), but Illwinter already adds such commands with each patch, so it may be quite redudant to add it to a Wishlist.
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  #57  
Old September 18th, 2004, 04:29 PM
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Default Re: Wishlist for September

Quote:
Graeme Dice said:
Quote:
Boron said:
My suggestion : Reduce the poploss from 200% taxation 2/3 to 1% .
This still prevents abuse earlygame by putting taxes to 200% for a few turns but in 2 turns the poploss by 1 turn 200% tax is recovered this way .
I don't think you quite understand the implications of what you've just suggested. Lowering the death for high taxes would simply lead to people starting to tax and patrol to get the most gold.


That's why i said reduced to 1% .
200% taxes give doubled income but also +18-20 points unrest .
50 points unrest lower the income to 1/2 but i think it is a exponential scale or similiar .
However at 18-20 points you still lose income , i think something between 10-20% .

Now patrolling comes into account : 40 patrollers give 0-40 points of unrest reduction with equal chances which means that 50% of the time they reduce unrest to 0 while 50% of the time some unrest remains : 1-20 points .
Furthermore patrolling kills a bit population too and all earlygame patrollers cost upkeep .
Call of winds would be good but it costs 5 airgems + a black hawk still costs 0,3 upkeep .

So it would be only worth doing that with your capitol and other highincome provinces .

The 1% was just a suggestion . It maybe a bit too low and 1,5% or 2% maybe better .

At growth 0 :

If you do the taxing with 1% as suggested for 10 turns 9,6% of your population has died with the 1% and a bit more with patrolling so about 10% .
So after 10 turns your base income is already 10% lower .
With very good scales + castle you have about 200 income in your capitol .
Let's take machaka as example :
They could patrol earlygame .
Costs for 40 patrollers :
Eye of the lord + 25 archers = 50 + 25x8 gold buycosts
50/30 + 25x 8/15 upkeep .

That is 250 gold + 15 upkeep / turn .

In a quick test with these 40 patrollers i got after 5 turns unrest of 47 .
You need about 80 patrollers to have an average unrest of about 5-10 .

Even with my 1% poploss in 50 turns this way 39,9% of the population is killed and a bit more by patrolling .
Furthermore you can always get a peasants have left their homes event with unrest >20 .
So after 50 turns you earn about the same as the province where never was taxed + patrolled .
And you have to pay upkeep of course for your stuff so it maybe ok for about 10-20 turns .
But in the first 10 turns until call of the wilds you don't get too good + cheap patrollers anyway .


Cohen's idea about leadership determining if you can catch an enemy or not is better though .
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  #58  
Old September 18th, 2004, 04:58 PM
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Default Re: Wishlist for September

Quote:
Boron said:
That's why i said reduced to 1% .
200% taxes give doubled income but also +18-20 points unrest.
A person wouldn't need to go to 200% taxes to see the benefit. Even 120% taxes would benefit greatly, and 150% would be easily doable with growth 3. 200% would also be possible in very large provinces with growth 3.

Quote:
So it would be only worth doing that with your capitol and other highincome provinces .
Which is exactly what happened in Dominions I, where incomes ended up being more than what they are now. It's a bad idea because it increases the micromanagement of any given turn by a huge amount.
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  #59  
Old September 18th, 2004, 05:06 PM

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Default Re: Wishlist for September

The problem is that Nations like Vanheim, Thuata Man, Caelum, Abysya and Mictlan with Fiends or Devils, and every skilled raider could attack you with hit and run, but setting taxes to 200% so he'll kill your pop too even if you after retake the provinces.
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  #60  
Old September 18th, 2004, 05:25 PM
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Default Re: Wishlist for September

Maybe I should post my old "friendly area = friendly dominion" -idea. In short, change the first mover from the owner of the province to the one in his own dominion. Raiders would be caught unless they raided in their own dominion.
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