| Both sides previous revision
Previous revision
|
|
dom6:power [2026/07/16 11:00] wigglefig |
dom6:power [2026/07/16 11:09] (current) wigglefig tone edits, clarification on scalar traits |
| ===== The Scalar Traits ===== | ===== The Scalar Traits ===== |
| |
| Fire Power, Cold Power, Chaos Power, and Magic Power are very "swingy"; this is because they work based on the local [[Scales]]. You take the trait's value, and you multiply it by the point value of the relevant scale; that modifies the stats governed by the trait. A negative point value results in a stat penalty instead of a bonus, of course. | Scalar traits provide a stat bonus equal to their listed value multiplied by the level of a certain scale in the unit's province. For example, the unit with Cold Power (2) in a province with {{scales>C2}} scales would gain +4 to the relevant stats. However, if local scales are in the opposite direction, these traits provide a stat malus instead. The same unit in a {{scales>H2}} province would have -4 to its stats. This means they can be very swingy, having a huge effect on the unit's combat effectiveness depending on the local scales. |
| | |
| | The scalar traits include Fire Power, Cold Power, Chaos Power, and Magic Power. |
| |
| ==== Special Examples ==== | ==== Special Examples ==== |
| ==== Philosopher ==== | ==== Philosopher ==== |
| |
| {{:abilities:philosopher.png?nolink }} **Philosopher** is //not// a Power Trait; it works in the exact same way, but it only affects **[[Research]] Skill**. It scales positively with **[[Scales#Productivity-and-Sloth|Sloth]]**, and negatively with Productivity, because Philosophers are lazy. | {{:abilities:philosopher.png?nolink }} **Philosopher** is //not// a Power Trait; it works in the exact same way, but it only affects **[[Research]] Skill**. It scales positively with **[[Scales#Productivity-and-Sloth|Sloth]]**, and negatively with Productivity. |
| |
| ===== The Binary Traits ===== | ===== The Binary Traits ===== |
| * Underground or in caves. | * Underground or in caves. |
| * Under the effects of the battlefield enchantments ??Darkness??, ??Nightfall?? or ??Solar Eclipse??. | * Under the effects of the battlefield enchantments ??Darkness??, ??Nightfall?? or ??Solar Eclipse??. |
| | |
| | Units with Dark Power also often have Darkvision, which further exacerbates the stat difference between them and other units that cannot see in the dark. |
| |
| ==== Storm Power ==== | ==== Storm Power ==== |
| ==== Power of the Turning Year ==== | ==== Power of the Turning Year ==== |
| |
| Power of the Turning Year is also binary, providing a bonus only in Midspring, Midsummer, Midfall, and Midwinter. Turn 1 is Midspring, Turn 4 is Midsummer, Turn 7 is Midfall, and Turn 10 is Midwinter. A year is 12 turns; you can extrapolate the rest. The game does not actually use this terminology, instead referring to each as "the height of their season"; in the user interface, these turns are merely referred to as Spring, Summer, Autumn, and Winter. | Power of the Turning Year provides its listed bonus on every third turn after turn 1, or any turn where the season is listed as just its name instead of "Early ____" or "Late ____"; in the user interface, these turns are merely referred to as Spring, Summer, Autumn, and Winter. |
| |
| Power of the Turning Year does **not** affect Combat Speed, for some reason. | Power of the Turning Year does **not** affect Combat Speed, for some reason. |
| |
| There's also a similar series of traits, "[[Strength of the Season]]", which take effect in certain seasons; these do not interact with any of the Power attributes, however, but rather [[Hit Points]]. | There's also a similar series of traits, "[[Strength of the Season]]", which take effect in certain seasons; these do not interact with any of the Power attributes, however, but rather [[Hit Points]]. |