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scales [2021/08/12 11:20] naaira [Scale Effects] Added notes on how scales interact with events |
scales [2023/09/17 00:10] (current) 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%. | + | | {{order}} Order | Increases [[income]] by 3%. [[Resources]] +3%. [[Recruitment]] +10%. | None | |
- | | ::: | [[Unrest]] reduction +1. 2% fewer [[random events]].† | + | | ::: | [[Unrest]] reduction +1. 2% fewer [[random events]].† |
- | | {{turmoil}} Turmoil | + | | {{turmoil}} Turmoil |
- | | ::: | Unrest reduction -1. 2% more random events.† | + | | ::: | Unrest reduction -1. 2% more random events.† |
- | | {{productivity}} Productivity | + | | {{productivity}} Productivity |
- | | {{sloth}} Sloth | Decreases income by 3% and resources by 15%. | + | | {{sloth}} Sloth | Decreases income by 3% and resources by 15%. | Same | |
- | | {{heat}} Heat/Cold {{cold}} | + | | {{heat}} Heat/Cold {{cold}} |
- | | {{growth}} Growth | + | | {{growth}} Growth |
- | | ::: | Increases supplies by 15%. | + | | ::: | Increases supplies by 10%. | Same | |
- | | ::: | Increases income by 2%. | Same | | + | | ::: | Increases income by 2%. |
- | | {{death}} Death | Decreases population growth by 0.2% per month. | + | | {{death}} Death | Decreases population growth by 0.2% per month. |
- | | ::: | Decreases supplies by 15%. | + | | ::: | Decreases supplies by 10%. | Same | |
- | | ::: | Decreases income by 2%. | Same | | + | | ::: | Decreases income by 2%. |
- | | {{luck}} Luck | 5% more random events. | + | | {{luck}} Luck | 5% more random events. |
- | | ::: | Chance of a random event being good increased by 10%. | None | | + | | ::: | Chance of a random event being good increased by 10%. | None | |
- | | {{misfortune}} Misfortune | + | | ::: | 1% higher chance of receiving a hero (default is 3% each turn). |
- | | ::: | Chance of a random event being good decreased by 10%. | Same | | + | | {{misfortune}} Misfortune |
- | | {{magic}} Magic | Makes spells harder to resist (-0.5 [[Magic Resistance|MR]] per scale rounded down, to all units in a province). | + | | ::: | Chance of a random event being good decreased by 10%. |
- | | ::: | All spellcasting generates 10% less [[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. | + | | ::: | All spellcasting generates 10% less [[fatigue]] per scale. |
- | | {{drain}} Drain | Makes spells easier to resist (+0.5 MR per scale rounded down, to all units in a province). | + | | ::: | Gives all mages +1 research points per scale. |
- | | ::: | All spellcasting generates 10% more fatigue per scale. | + | | ::: | +50 points of starting research per scale. |
- | | ::: | Gives all mages -1 research points per scale. | + | | {{drain}} Drain | Makes spells easier to resist (+0.5 MR per scale rounded down, to all units in a province). |
- | | ::: | -50 points of starting research per scale. | + | | ::: | All spellcasting generates 10% more fatigue per scale. |
+ | | ::: | Gives all mages -1 research points per scale. | ||
+ | | ::: | -50 points of starting research per scale. | ||
==== Scales and Events ==== | ==== Scales and Events ==== | ||
The Event system interacts a lot with the scales. The following interactions have been observed so far: | 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 scales in a province |
* The **amount of random events** a nation gets (disregarding Bringers of Fortune/ | * 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. | + | * Luck from enemy dominion in one of your provinces |
- | * 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, | + | * //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 ===== | ===== Effects of Hostile Scales ===== | ||
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=====Season changes===== | =====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/ | + | [[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 | ^ Nation preference | ||
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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 govern which random events are available. | + | * The local scales in a province govern which random |
* 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. | ||
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* **How do multiple scales interact? | * **How do multiple scales interact? | ||
- | * This is false. | + | * This is false. |