Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
dom6:scales [2024/06/05 17:28] fenrir [Temperature] |
dom6:scales [2024/06/28 14:26] (current) fenrir [Temperature] |
{{:misc:scales:cold.png?nolink }} **Cold** is not necessarily a negative, but it's an impediment to most units in terms of movement. It can be handy for crossing rivers, but very few are trained to [[snow-move|walk through snow]]. There's also the issue of going to work and farming normal crops in a snowstorm, of course. | {{:misc:scales:cold.png?nolink }} **Cold** is not necessarily a negative, but it's an impediment to most units in terms of movement. It can be handy for crossing rivers, but very few are trained to [[snow-move|walk through snow]]. There's also the issue of going to work and farming normal crops in a snowstorm, of course. |
| |
A point off from the temperature your nation is used to gives **-10% {{:misc:gui:supplies.png?15&nolink}}Supplies** and **-5% {{:misc:gui:income.png?15&nolink}}Income**; stacking in a multiplicative manner instead of an additive manner, as noted at the top of the section. Your Pretender's religion is a relatively new phenomenon, after all, compared to the centuries-old habits of your people. Some nations care a lot less than others, however; these may have a mix of peasant races (such as [[ragha-la|Ragha]]), or an aversion towards typical revenue collection that the temperature doesn't change much (such as [[yomi-ea|Yomi]]). The only "typical" interaction between Heat and Cold is that a point of Cold adds **15%** to the chance for **[[weather#snow|Snow]]** in local battles (0% at base), but Cold Scales also **prevent Rain**. | A point off from the temperature your nation is used to gives **-10% {{:misc:gui:supplies.png?15&nolink}}Supplies** and **-5% {{:misc:gui:income.png?15&nolink}}Income**; stacking in a multiplicative manner instead of an additive manner, as noted at the top of the section. Your Pretender's religion is a relatively new phenomenon, after all, compared to the centuries-old habits of your people. Some nations care a lot less than others, however; these may have a mix of peasant races (such as [[ragha-la|Ragha]]), or an aversion towards typical revenue collection that the temperature doesn't change much (such as [[yomi-ea|Yomi]]). The only "typical" interaction between Heat and Cold is that a point of **Cold** adds **15%** to the chance for **[[weather#snow|Snow]]** in local battles (0% at base), but Cold Scales also **prevent Rain**. |
| |
Temperatures hotter than {{scales>H1}} and colder than {{scales>C1}} also add to [[Encumbrance|Armor Encumbrance]]; the first point away from that "comfort zone" increases it by **0.5**, the second point increases it by another **1.5**, and so on. The final value is rounded down for Melee Encumbrance, or ignored on those with 0 Base Encumbrance. This occurs regardless of what the national temperature preference is; said preference is just for farming and everyday life. | Temperatures hotter than {{scales>H1}} and colder than {{scales>C1}} also add to [[Encumbrance|Base Encumbrance]]; the first point away from that "comfort zone" increases it by **0.5**, the second point increases it by another **1.5**, and so on. The final value is rounded down, or ignored on those with 0 Base Encumbrance. This occurs regardless of what the national temperature preference is; said preference is just for farming and everyday life. |
* Every 5 points of the matching [[Elemental Resistance]] ({{:abilities:resist_fire.png?15&nolink}}Fire or {{:abilities:resist_cold.png?15&nolink}}Cold) negates the effects of **one point of unsavory Heat/Cold** on the unit that has it. This works **from the bottom-up** instead of from the top-down; for example, a unit with 5 points of {{:abilities:resist_cold.png?15&nolink}}Cold Resistance in {{scales>C3}} has +1 Melee Encumbrance (1.5 rounded down), instead of +0 (0.5 rounded down). | * Every 5 points of the matching [[Elemental Resistance]] ({{:abilities:resist_fire.png?15&nolink}}Fire or {{:abilities:resist_cold.png?15&nolink}}Cold) negates the effects of **one point of unsavory Heat/Cold** on the unit that has it. This works **from the bottom-up** instead of from the top-down; for example, a unit with 5 points of {{:abilities:resist_cold.png?15&nolink}}Cold Resistance in {{scales>C3}} has +1 Base Encumbrance (1.5 rounded down), instead of +0 (0.5 rounded down). |
| |
During Summer, most provinces have an extra point of Heat. During Winter, most provinces have an extra point of Cold. This is only applied in the middle (or the "height") of the season in regular [[Underwater|Sea]] provinces; or not at all, in Deep Seas, [[Caves]], or the [[Void]]. | During Summer, most provinces have an extra point of Heat. During Winter, most provinces have an extra point of Cold. This is only applied in the middle (or the "height") of the season in regular [[Underwater|Sea]] provinces; or not at all, in Deep Seas, [[Caves]], or the [[Void]]. |
| |
A point of Growth gives **+10% {{:misc:gui:supplies.png?15&nolink}}Supplies**, **+1% {{:misc:gui:income.png?15&nolink}}Income**, and **+0.2% {{:misc:gui:population.png?12&nolink}}Population Growth**; the latter of these is added to the existing rate of Population Growth, fortunately. A point of Growth also adds **10%** to the chance of **[[Weather|Rain]]** in local battles, which is 10% at base. A point of Death is a negative point of Growth, of course. Notably, all aspects of **both of these** apply **regardless of Dominion**. | A point of Growth gives **+10% {{:misc:gui:supplies.png?15&nolink}}Supplies**, **+1% {{:misc:gui:income.png?15&nolink}}Income**, and **+0.2% {{:misc:gui:population.png?12&nolink}}Population Growth**; the latter of these is added to the existing rate of Population Growth, fortunately. A point of Growth also adds **10%** to the chance of **[[Weather|Rain]]** in local battles, which is 10% at base. A point of Death is a negative point of Growth, of course. Notably, all aspects of **both of these** apply **regardless of Dominion**. |
| |
| Growth and Death also modify the chance to suffer [[Afflictions]] from [[Age|aging]], for the local units. This is only a concern for those who are already old. The chance varies with the maximum age of the unit (15% for most humans and 1.5% for most [[Undead]], for example), but it also has a multiplier with a base of **1**; a point of Death **adds 0.1 to this multiplier**, while a point of Growth **subtracts 0.1**. |
==== Fortune and Misfortune ==== | ==== Fortune and Misfortune ==== |
| |
{{:misc:scales:luck.png?nolink }} **Fortune**, often called **Luck** even in-game, is the **positive** scale in this pairing. A fortunate land is where interesting things are more likely to happen, and where these things are more likely to be good for the land's god. \\ \\ {{:misc:scales:misfortune.png?nolink }} **Misfortune** is the **negative** scale in this pairing. An unfortunate land is where things left up to chance, such as whether or not the other person in an intersection is paying attention to the traffic lights, generally go wrong. Crazy things happen. | {{:misc:scales:luck.png?nolink }} **Fortune**, often called **Luck** even in-game, is the **positive** scale in this pairing. A fortunate land is where interesting things are more likely to happen, and where these things are more likely to be good for the land's god. \\ \\ {{:misc:scales:misfortune.png?nolink }} **Misfortune** is the **negative** scale in this pairing. An unfortunate land is where things left up to chance, such as whether or not the other person in an intersection is paying attention to the traffic lights, generally go wrong. Crazy things happen. |
| |
A point in Fortune/Luck makes random events **10% more likely to be good**, additively; this is a zero-sum game with bad events, so 5 points of Fortune/Luck in a province makes events considered "bad" by the world incapable of happening in that province. It also gives **+0.5%** to the monthly chance of a [[Hero]] submitting to your Pretender, if in the capital; for reference, the chance in neutral scales is **3%**. Neither of these effects apply in **hostile dominion**. | A point in Fortune/Luck makes random events **10% more likely to be good**, additively; this is a zero-sum game with bad events, so 5 points of Fortune/Luck in a province makes events considered "bad" by the world incapable of happening in that province. It also gives **+0.5%** to the monthly chance of a [[Hero]] submitting to your Pretender, if in the capital; for reference, the chance in neutral scales is **3%**. Neither of these effects apply in **hostile dominion**, if they're positive. |
| |
A point of Misfortune is a negative point of Fortune/Luck, except that **both Fortune/Luck and Misfortune** give **+5% events**, **regardless of dominion**. | A point of Misfortune is a negative point of Fortune/Luck, except that **both Fortune/Luck and Misfortune** give **+5% events**, **regardless of dominion**. |
{{:misc:scales:magic.png?nolink }} **Magic** is the **positive** scale in this pairing. A magical land has "oddities" in it that promote imagination. Perhaps the fish here have gold teeth. Perhaps the animals here chatter amongst themselves. The faithful do best at unraveling these mysteries. \\ \\ {{:misc:scales:drain.png?nolink }} **Drain** is the **negative** scale in this pairing. A "drained" land is, on a spiritual level, uninspiring. When the Sun is out, focus is drawn towards it, instead of the colors its light reveals. It gives fellows uninspiring dreams at night, and it makes then unused to fantastical dreams. | {{:misc:scales:magic.png?nolink }} **Magic** is the **positive** scale in this pairing. A magical land has "oddities" in it that promote imagination. Perhaps the fish here have gold teeth. Perhaps the animals here chatter amongst themselves. The faithful do best at unraveling these mysteries. \\ \\ {{:misc:scales:drain.png?nolink }} **Drain** is the **negative** scale in this pairing. A "drained" land is, on a spiritual level, uninspiring. When the Sun is out, focus is drawn towards it, instead of the colors its light reveals. It gives fellows uninspiring dreams at night, and it makes then unused to fantastical dreams. |
| |
A point of Magic gives locals **+1 {{:misc:gui:research.png?nolink}}[[Research]] Ability** and **-0.5 {{:abilities:twiceborn.png?15&nolink}}[[Magic Resistance]]**, with the latter rounded towards zero. Only those with [[Magic]] levels get the former bonus, and it doesn't apply in **hostile dominion**. Those who leave the province see their stats return to normal. A point of Magic also adds **50 Research Points** to the **150** that the Pretender God's religion starts with, though this only matters when designing the religion. Last but not least, a local point of Magic **deducts 10% from the [[Fatigue]] costs of [[Magic#how-to-cast-spells|Spells]]**, regardless of Dominion. | A point of Magic gives locals **+1 {{:misc:gui:research.png?nolink}}[[Research]] Ability** and **-0.5 {{:dom6:stats:mr.png?15&nolink}}[[Magic Resistance]]**, with the latter rounded towards zero. Only those with [[Magic]] levels get the former bonus, and it doesn't apply in **hostile dominion**. Those who leave the province see their stats return to normal. A point of Magic also adds **50 Research Points** to the **150** that the Pretender God's religion starts with, though this only matters when designing the religion. Last but not least, a local point of Magic **deducts 10% from the [[Fatigue]] costs of [[Magic#how-to-cast-spells|Spells]]**, regardless of Dominion. |
| |
A point of Drain is a negative point of Magic, though the research penalty //also// doesn't apply to the [[Magic]]-less and //also// applies **regardless of Dominion**. If there were a way to start with 4 points of Drain, that //wouldn't// bring your starting Research Points beneath zero. | A point of Drain is a negative point of Magic, though the research penalty //also// doesn't apply to the [[Magic]]-less and //also// applies **regardless of Dominion**. If there were a way to start with 4 points of Drain, that //wouldn't// bring your starting Research Points beneath zero. |