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Author Topic: Age of Calamity and Regrowth: Discussion Thread - End  (Read 11978 times)

Nirur Torir

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #120 on: March 25, 2023, 07:14:31 pm »

How does the flat morale boost from a governor interact with the diminishing returns of luxury morale boosts?
Governor boosts are separate, and don't interact with the diminishing returns of luxury goods.

How does the "population soft cap" that the town hall mentions work?
-1% growth after you hit 12,000 or 16,000 population, with an additional -1% growth for every 1000 people. You'll get your full growth from the turn you started before that, even if it's 11,999.
Which means that the Town Hall is another case where a "just in time" building makes a decent amount of sense.
I'm going to label buildings that take effect immediately with a * in the reference post.
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #121 on: March 25, 2023, 07:46:34 pm »

You think it makes sense for me to prioritize clothes and spirituality over spears and research halls?

Also, will revolts from low morale be different due to my democratic nature? I'd think it would lower chances of active rebellion but lowering morale might quickly remove or replace leaders. Assuming that most people can participate in the democracy, which is currently the case but may evolve as the city grows.
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Stirk

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #122 on: March 25, 2023, 07:48:12 pm »

You think it makes sense for me to prioritize clothes and spirituality over spears and research halls?

Spears help you meet god faster but you need labcoats to do any real research so it is a tossup.
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Toaster

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #123 on: March 25, 2023, 08:22:09 pm »

I agree with the consensus of "Do it when it sounds Fun and Exciting."

You think it makes sense for me to prioritize clothes and spirituality over spears and research halls?

I really wanted to get rolling on research first, but getting safer on food just makes much more sense.
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #124 on: March 25, 2023, 08:46:59 pm »

True. One more irrigation would let me get 10 food from 3 labor, but maybe I should invest in irrigating everything I can. Being able to get 11 food from 3 labor will be also useful soon.

Sort of annoying that I'll be getting 1 spirituality per turn but needing 1.1. :p
I guess I can use food as a luxury instead for a turn and stock up on spirituality.
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IronyOwl

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #125 on: March 25, 2023, 09:08:52 pm »

You think it makes sense for me to prioritize clothes and spirituality over spears and research halls?
No, but that doesn't mean you shouldn't do it anyway.


Sort of annoying that I'll be getting 1 spirituality per turn but needing 1.1. :p
Presumably this does allow you to use another 0.1 clothes to get that +1, instead of needing 1.1 clothes.
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #126 on: March 25, 2023, 09:11:07 pm »

I'm not sure if this is still possible, but in the previous game we were allowed to fulfill needs for the population partially with one resource and partially with another. IE: In the case of having 1 spirituality and 1 clothing but needing 1.1 of each, we also used a food, which provides .2 luxuries. To make up for the stop gap (9/11 gets spirituality+clothing 1/11 gets spirituality+food 1/11 gets clothing+food), I was going to ask if this was still allowed next turn, since I'll be in the same boat as you then :P.
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #127 on: March 25, 2023, 09:15:22 pm »

Sort of annoying that I'll be getting 1 spirituality per turn but needing 1.1. :p
Presumably this does allow you to use another 0.1 clothes to get that +1, instead of needing 1.1 clothes.

Nah, for a full +2 morale you need your population worth in two separate luxuries. Not sure if +1 can be gotten half and half, like 5 clothes and 6 luxury, but I'd like to shoot for the nice +2.

Bah, but I guess if beggars can't be choosers, I can live with the +1 for a while. It's just a difference of 1% growth. Need 4 luxuries or some outside interference for the good stuff.

At least assuming that the bonus from luxuries resets every turn. I don't remember if that was stated. And I don't think it's stated what our morale starts at either. Maybe we start with 1 morale but luxuries raise it permanently?
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #128 on: March 25, 2023, 09:16:46 pm »

I'm not sure if this is still possible, but in the previous game we were allowed to fulfill needs for the population partially with one resource and partially with another. IE: In the case of having 1 spirituality and 1 clothing but needing 1.1 of each, we also used a food, which provides .2 luxuries. To make up for the stop gap (9/11 gets spirituality+clothing 1/11 gets spirituality+food 1/11 gets clothing+food), I was going to ask if this was still allowed next turn, since I'll be in the same boat as you then :P.

Oh, yeah. Using an extra 1 or 2 food for that would make sense.
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Stirk

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #129 on: March 25, 2023, 09:18:54 pm »

Completely relevantly what goes into attacking a City?
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #130 on: March 25, 2023, 09:19:08 pm »

Moral is stated in the moral spoiler in post 2 to start at 5. And although you're right its not technically stated anywhere that it decays I think it's a safe bet that it does :P
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crazyabe

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #131 on: March 25, 2023, 09:21:49 pm »

Completely relevantly what goes into attacking a City?
Soldiers and Raiders go in a'takin' a city.
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #132 on: March 25, 2023, 09:25:55 pm »

Bah, but I guess if beggars can't be choosers, I can live with the +1 for a while. It's just a difference of 1% growth.

Yeah. I'm also not sure how much that 1% is really worth. When I first made my turn I thought that the shrine would take effect immediately, which meant I'd be hitting the +10% production mark. Which is certainly worth the effort I put into it. Now that I'm not, and just going to get +1% growth, I am wondering If should be doing things differently. Saving the clothing perhaps? Or attempting to make a clothiers workshop first? On the other hand, next turn I'll be able to hit that 10% mark, which will kick in on turn 3... Hmm. I'm not sure. But frankly it's probably too late too make any changes.

Although when writing this I did notice one thing, short of a event I don't think anyone but me will be hitting the 1.1 requirement next turn. Since everyone started at 10,000 population and the most you can gain on turn one is, afaik, 7%, so the most people can have next turn is 10,700. So at least you should, if I did that logic right, not have to worry about it next turn?
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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #133 on: March 25, 2023, 09:38:48 pm »

More pop growth is always nice, sure, but there's also that looming softcap at 12k.  I'm not sure how that works (maybe we can get some clarification) but it'll slow growth somehow.  The big boost is that 10% production which needs +3 morale off base, needing four luxuries.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Stirk

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #134 on: March 25, 2023, 09:45:51 pm »

More pop growth is always nice, sure, but there's also that looming softcap at 12k.  I'm not sure how that works (maybe we can get some clarification) but it'll slow growth somehow.  The big boost is that 10% production which needs +3 morale off base, needing four luxuries.

-1% growth after you hit 12,000 or 16,000 population, with an additional -1% growth for every 1000 people. You'll get your full growth from the turn you started before that, even if it's 11,999.
Which means that the Town Hall is another case where a "just in time" building makes a decent amount of sense.
I'm going to label buildings that take effect immediately with a * in the reference post.
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