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scales [2020/03/16 20:38] timotej screenshot |
scales [2023/09/17 00:09] frontispice [Frequently Asked Questions and Common Misunderstandings] |
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Dominion scales are the representation of the effect that the belief in one’s [[pretender]] god affects not | Dominion scales are the representation of the effect that the belief in one’s [[pretender]] god affects not | ||
only the populace but the very fabric of a province. When creating a pretender, you choose the way in | only the populace but the very fabric of a province. When creating a pretender, you choose the way in | ||
- | which your religious belief changes the cosmic forces in provinces where your dominion holds sway. | + | which your religious belief changes the cosmic forces in provinces where your [[dominion]] holds sway. |
{{ :: | {{ :: | ||
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=====Scale Effects==== | =====Scale Effects==== | ||
- | ^ Scale ^ Effect ^ | + | ^ Scale ^ Effect |
- | | {{order}} Order | Increases [[income]] by 3%. [[Resources]] +3%. [[Recruitment]] +10%. [[Unrest]] reduction +1. 2% fewer [[random events]]. | | + | | {{order}} Order | Increases [[income]] by 3%. [[Resources]] +3%. [[Recruitment]] +10%. | None | |
- | | {{turmoil}} Turmoil | Decreases income by 3%. Resources -3%. Recruitment -10%. Unrest reduction -1. 2% more random events. | | + | | ::: | [[Unrest]] reduction +1. 2% fewer [[random events]].† | Same | |
- | | {{productivity}} Productivity | Increases income by 3% and resources by 15%. | | + | | {{turmoil}} Turmoil |
- | | {{sloth}} Sloth | Decreases income by 3% and resources by 15%. | | + | | ::: | Unrest reduction -1. 2% more random events.† | Same | |
- | | {{heat}} Heat/Cold {{cold}} | Each step of heat/cold level away from a nation' | + | | {{productivity}} Productivity |
- | | {{growth}} Growth | Increases [[population]] growth by 0.2% per month. | | + | | {{sloth}} Sloth | Decreases income by 3% and resources by 15%. | Same | |
- | | | Increases supplies by 15%. | | + | | {{heat}} Heat/Cold {{cold}} |
- | | | Increases income by 2%. | | + | | {{growth}} Growth |
- | | {{death}} Death | Decreases population growth by 0.2% per month. | | + | | ::: |
- | | | Decreases supplies by 15%. | | + | | ::: |
- | | | Decreases income by 2%. | | + | | {{death}} Death | Decreases population growth by 0.2% per month. |
- | | {{luck}} Luck | 5% more random events. Chance of a random event being good increased by 10%. | | + | | ::: |
- | | {{misfortune}} Misfortune | 5% more random events. Chance of a random event being good decreased by 10%. | | + | | ::: |
- | | {{magic}} Magic | Makes spells harder to resist (-0.5 [[MR]] per scale rounded down, to all units in a province). | | + | | {{luck}} Luck | 5% more random events. |
- | | | All spellcasting generates 10% less [[fatigue]] per scale. | | + | | ::: | Chance of a random event being good increased by 10%. | None | |
- | | | Gives all friendly | + | | ::: | 1% higher chance of receiving a hero (default is 3% each turn). |
- | | | +50 points of starting research per scale. | | + | | {{misfortune}} Misfortune |
- | | {{drain}} Drain | Makes spells easier to resist (+0.5 MR per scale rounded down, to all units in a province). | | + | | ::: | Chance of a random event being good decreased by 10%. | Same | |
- | | | All spellcasting generates 10% more fatigue per scale.| | + | | ::: | 1% lower chance of receiving a hero (default is 3% each turn). |
- | | | Gives all mages -1 research points per scale. | | + | | {{magic}} Magic | Makes spells harder to resist (-0.5 [[Magic Resistance|MR]] per scale rounded down, to all units in a province). |
- | | | -50 points of starting research per scale.| | + | | ::: |
+ | | ::: | ||
+ | | ::: | ||
+ | | {{drain}} Drain | Makes spells easier to resist (+0.5 MR per scale rounded down, to all units in a province). | ||
+ | | ::: | ||
+ | | ::: | ||
+ | | ::: | ||
- | ====Other Effects==== | + | ==== Scales and Events ==== |
+ | The Event system interacts a lot with the scales. The following interactions have been observed so far: | ||
+ | * The scales in a province **determine which events** can fire in said province. Once the game has determined that a province will experience an event, all events that meet minimum scales requirements (if any) will be added to a pool of events that the game then selects from. | ||
+ | * The **amount of random events** a nation gets (disregarding Bringers of Fortune/ | ||
+ | * Luck from enemy dominion in one of your provinces **does not** increase your chance of getting positive events (just like most other positive scales). However enemy scales in your provinces **do** change the event pool available to you. | ||
+ | * //E.g. you took Misfortune 2 and conquer an enemy province with Luck 3 Magic 3. Because of your scales you get 10% more events and those events are 20% less likely to be good. If an event fires in your newly conquered province the event pool will include the events that have Luck 3 Magic 3 as requirement, | ||
+ | ===== Effects of Hostile Scales ===== | ||
+ | |||
+ | {{ :: | ||
+ | |||
+ | Your opponents' | ||
+ | |||
+ | A general rule of thumb is that you only get negative effects from scales in hostile dominion. The growth scale is the exception to this rule. | ||
+ | |||
+ | |||
+ | =====Season changes===== | ||
+ | [[Temperature]] fluctuates according to the season. In general winter will reduce temperature by 1 and summer will increase it by 1. In midwinter and midsummer temperature will decrease/ | ||
+ | |||
+ | ^ Nation preference | ||
+ | ^ Base income loss | 1.67% | 2.92% | 3.33% | 3.33% | 3.33% | 2.92% | 1.67% | | ||
+ | |||
+ | These seasonal changes also causes the amount of income you lose per scale taken to be inconsistent. You can find the approximate amount of income you lose by inspecting the table below. If you choose the column that corresponds to your nation' | ||
+ | | || Nation Preference | ||
+ | | ::: | ::: ^ {{cold}}3 | ||
+ | | Scale ^ {{cold}}3 | ||
+ | | ::: ^ {{cold}}2 | ||
+ | | ::: ^ {{cold}}1 | ||
+ | | ::: ^ {{heat}}0 | ||
+ | | ::: ^ {{heat}}1 | ||
+ | | ::: ^ {{heat}}2 | ||
+ | | ::: ^ {{heat}}3 | ||
+ | |||
+ | Note that because scales are multiplicative, | ||
+ | |||
+ | =====Other Effects===== | ||
The chosen scales also affect the game in a few other ways: | The chosen scales also affect the game in a few other ways: | ||
- | * The local scales in a province | + | * The local scales in a province |
* The local temperature governs whether [[rivers]] and [[mountain passes]] can be crossed. Provinces with cold scales suffer [[snow]], which increases movement costs. | * The local temperature governs whether [[rivers]] and [[mountain passes]] can be crossed. Provinces with cold scales suffer [[snow]], which increases movement costs. | ||
* Some [[blesses]] require certain scale choices. | * Some [[blesses]] require certain scale choices. | ||
- | * The chosen Luck/ | + | * The chosen Luck/ |
+ | * Some [[unit-abilities|units have abilities]] that mean they are stronger and fight better | ||
=====Tipping Scales===== | =====Tipping Scales===== | ||
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Likewise, having a strong dominion in a province makes the provincial scales change faster (but this is | Likewise, having a strong dominion in a province makes the provincial scales change faster (but this is | ||
only half as important as the difference in scales is). | only half as important as the difference in scales is). | ||
+ | |||
+ | =====Frequently Asked Questions and Common Misunderstandings===== | ||
+ | |||
+ | * **Do you get the income boost from Growth if there are black candles in your province?** | ||
+ | * Yes! You don't get the income boosts from Order or Productivity scales, though. | ||
+ | |||
+ | * **How do multiple scales interact? | ||
+ | * This is false. |