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blood-hunting [2020/05/18 02:38] mandarbmax [Bootstrapping] |
blood-hunting [2022/03/30 21:31] (current) joste [Links] |
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====== Blood Hunting ====== | ====== Blood Hunting ====== | ||
Blood hunting is an action that a commander can do in an owned province where they attempt to collect [[blood slaves]] as the cost of population and unrest. | Blood hunting is an action that a commander can do in an owned province where they attempt to collect [[blood slaves]] as the cost of population and unrest. | ||
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+ | In general you should aim to blood hunt provinces with around 5k population (less gives fewer slaves, more causes larger losses in taxes) and keep the unrest in those provinces low. Give all blood hunters ??Sanguine Dousing Rod??s if available, an effective blood hunting level of 2 is significantly better than 1 and 3 is noticeably better than 2, but above 3 the benefit from additional levels of blood magic and dousing fall off. | ||
===== Chance of Success ===== | ===== Chance of Success ===== | ||
- | There are three factors which influence the chance of success when blood hunting, Blood hunter' | + | There are three factors which influence the chance of success when blood hunting: the blood hunter' |
- | Firstly the hunter' | + | Firstly, the hunter' |
- | Secondly if the province' | + | Secondly, if the province' |
Thirdly, [[unrest]] in a province can prevent a blood hunter from finding slaves. Percentage chance of failure = province unrest / 4. Thus the chance of failure rises linearly from 0% to 100% from 0 unrest to 400 unrest. Note that multiple blood hunters in a province create unrest so the first to hunt will have an better chance of success, cause unrest, and make a worse chance of success for those who follow even on the same turn. For more information see the [[# | Thirdly, [[unrest]] in a province can prevent a blood hunter from finding slaves. Percentage chance of failure = province unrest / 4. Thus the chance of failure rises linearly from 0% to 100% from 0 unrest to 400 unrest. Note that multiple blood hunters in a province create unrest so the first to hunt will have an better chance of success, cause unrest, and make a worse chance of success for those who follow even on the same turn. For more information see the [[# | ||
- | To find your final chance of successful blood hunting simply multiply the three factors together. For example a lvl 2 blood mage with no dowsing bonus in a 4,000 population province with 40 unrest would have a 70%*80%*90%=50.4% chance of success. | + | To find your final chance of successful blood hunting simply multiply the three factors together. For example a lvl 2 blood mage with no dowsing bonus in a 4,000 population province with 40 unrest would have a 90%×80%×90%=64.8% chance of success. |
===== Slaves Found ===== | ===== Slaves Found ===== | ||
Following a successful blood hunt you will get d6+blood hunting level+magic site frequency modifier slaves. As before, blood hunting level is blood magic level plus dowsing bonus. The magic site frequency modifier is 0.5 slaves per 5% the magic site frequency of the game deviates from 50. For example a ??Sanguine Anathemant?? | Following a successful blood hunt you will get d6+blood hunting level+magic site frequency modifier slaves. As before, blood hunting level is blood magic level plus dowsing bonus. The magic site frequency modifier is 0.5 slaves per 5% the magic site frequency of the game deviates from 50. For example a ??Sanguine Anathemant?? | ||
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+ | [[lanka-ea|Lanka]] gains an additional slave per Turmoil [[scales|scale]] in the province, or one less per Order scale((Analysis of the Dominions 5.51b executable)). | ||
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+ | The population loss from blood hunting is 10 × ((slaves + 4)/5, rounded down). | ||
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===== Unrest ===== | ===== Unrest ===== | ||
- | Succeed | + | Whether successful |
The reduction in unrest caused by units with [[reduces unrest]] tag can remove unrest before it impacts income unlike all other ways to reduce unrest. There are a limited number of units with this trait, notably [[ind-ma|Ind]]' | The reduction in unrest caused by units with [[reduces unrest]] tag can remove unrest before it impacts income unlike all other ways to reduce unrest. There are a limited number of units with this trait, notably [[ind-ma|Ind]]' | ||
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===== Bootstrapping ===== | ===== Bootstrapping ===== | ||
- | All magic paths can be "Bootstrapped" into, starting off without access to the path and [[empowering]], | + | All magic paths can be "bootstrapped" into, starting off without access to the path and [[empowering]], |
Initial bootstrapping into blood can be done through a myriad of ways: | Initial bootstrapping into blood can be done through a myriad of ways: | ||
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* Intensive use of unskilled hunters such as scouts. | * Intensive use of unskilled hunters such as scouts. | ||
* Purchase of blood slaves by which to empower a blood mage with. | * Purchase of blood slaves by which to empower a blood mage with. | ||
- | * Finding [[indies]] with small chances of blood, e.g. ?? | + | * Finding [[indies]] with small chances of blood, e.g. ?? |
* Finding indies with reliable blood access. The six sites in the game that allow reliable blood access but do not require blood to find are the Citadel of the Lore Masters ({{path> | * Finding indies with reliable blood access. The six sites in the game that allow reliable blood access but do not require blood to find are the Citadel of the Lore Masters ({{path> | ||
+ | * On the topic of [[indies]]: All Zotz have innate [[Blood Searcher]]. So even the non-mage version of them can be useful for increasing your blood income as empowering them in blood once gives you bigger returns on that investment for blood hunting purposes compared to scouts or regular commanders. | ||
* Recruting the [[mercenary]] Göte, and taking permanent ownership of him by having him cast [[twiceborn]]. | * Recruting the [[mercenary]] Göte, and taking permanent ownership of him by having him cast [[twiceborn]]. | ||
- | * Charming, or enslaving and using [[gift | + | * Charming, or enslaving and using ?? |
* Various [[events]] can provide commanders with blood magic. These events all require specific sites or sets of [[scales]], however. Specifically, | * Various [[events]] can provide commanders with blood magic. These events all require specific sites or sets of [[scales]], however. Specifically, | ||
* {{scales> | * {{scales> | ||
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* The Lower [[Throne]] | * The Lower [[Throne]] | ||
- | Regardless of the initial method, the goal is to produce at least one level 1 blood mage by which to gather more slaves | + | Regardless of the initial method, the goal is to produce at least one level 1 blood mage by which to gather more slaves |
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+ | =====Questions and Answers===== | ||
+ | |||
+ | * Can you blood-hunt underwater provinces? | ||
+ | * No. | ||
===== Links ===== | ===== Links ===== | ||
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[[http:// | [[http:// | ||
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+ | {{template> |