June 9th, 2016, 18:27
(This post was last modified: June 9th, 2016, 18:28 by namad.)
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I trust your math. Sounds about right.
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(June 9th, 2016, 10:12)Seravy Wrote: Anyway, let's look at the data, I'm going to assume 1 unrest reduction is worth 1 resource. 1 point of unrest reduction is worth +(tax rate x income multiplier) gold and +(2 x production multiplier) hammers; I'm not sure what you're classing as a 'resource', but I generally consider it significantly better than +1 mana.
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(June 9th, 2016, 18:42)Anthony Wrote: (June 9th, 2016, 10:12)Seravy Wrote: Anyway, let's look at the data, I'm going to assume 1 unrest reduction is worth 1 resource. 1 point of unrest reduction is worth +(tax rate x income multiplier) gold and +(2 x production multiplier) hammers; I'm not sure what you're classing as a 'resource', but I generally consider it significantly better than +1 mana. both of these only apply if the city would have had nonzero unrest without the building which is not always the case - cities of various sizes, garrisons and races tend to have very different amount of rebels. So I went with the assumption that it's worth more but only about half the time so it can be approximated by 1 power. Power is more valuable than gold or hammers anyway, usually.
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After I build a forester's guild sawmill is listed when I click on my production as "(replaced)"... but as far as I can tell I still benefit from the hammers?
Is this right? is this a display issue from the original MoM?
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(June 9th, 2016, 19:06)Seravy Wrote: both of these only apply if the city would have had nonzero unrest without the building which is not always the case Religious buildings tend to be poor investments if you don't have unrest, so you probably don't build them unless you have or expect to soon have unrest.
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(June 10th, 2016, 16:52)namad Wrote: After I build a forester's guild sawmill is listed when I click on my production as "(replaced)"... but as far as I can tell I still benefit from the hammers?
Is this right? is this a display issue from the original MoM?
"Replaced" always worked that way, your new building had its own effect and the effect of everything it replaced.
For example if you had a Cathedral replacing a Parthenon replacing a Temple replacing a shrine then you got 4+3+2+1=10 power and 4 unrest reduction.
Works the same way in the mod, replacing is basically just for visuals - fewer buildings so they can be shown in the city without lag, but you still have the effect of the old ones too.
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(June 10th, 2016, 17:07)Anthony Wrote: (June 9th, 2016, 19:06)Seravy Wrote: both of these only apply if the city would have had nonzero unrest without the building which is not always the case Religious buildings tend to be poor investments if you don't have unrest, so you probably don't build them unless you have or expect to soon have unrest. Unrest varies a lot through an empire since it's a % of population. Max. pop 10 cities of halflings will have way less unrest than 25 pop high men cities, but the extra 12 power from the religious builds is good to have everywhere so unless something more important is not yet built, I want them everywhere. I only consider unrest in the early game - and then it's often better to get some units or an Oracle.
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can dwarfs double coal? do dwarfs double mithril/adamantium weapons at all?
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In the first post the Temple is still listed as one of the pre-requisites for Oracle.
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(June 11th, 2016, 02:45)Al_Al Wrote: In the first post the Temple is still listed as one of the pre-requisites for Oracle.
fixed, thx
Quote:can dwarfs double coal? do dwarfs double mithril/adamantium weapons at all?
Yes they double iron and coal.
They double the power from mithril and adamantium ore (and also the new orihalcon).
They do not double the unit stats added.
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