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Thread: Growing towns

  1. #1

    Default Growing towns

    ive been enslaving roman citizens so that my towns grew larger in population. however, although it says that the town has grown into a larger town i cannot build the next tier city. there is no governors palace icon in the buildings list at all

  2. #2
    gaunty14's Avatar Vicarius
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    Default Re: growing towns

    barbarian factions can only build to a certain tier

    apart from that I don't know friend

    "will help build battle station for food" - or rep

  3. #3
    EyebrowsMulligan's Avatar Civis
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    Default Re: growing towns

    Quote Originally Posted by aznflea View Post
    ive been enslaving roman citizens so that my towns grew larger in population. however, although it says that the town has grown into a larger town i cannot build the next tier city. there is no governors palace icon in the buildings list at all

    Have you built the pre-requisite structure? In XGMD you need (for example) to build a market before the governor's building for a large town/city (can't remember exactly which) can be constructed.

  4. #4
    RedFox's Avatar When it's done.™
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    Default Re: growing towns

    governors_house requires nothing
    governors_villa requires market trader - lvl 1
    governors_palace requires market market - lvl 2
    proconsuls_palace requires market forum - lvl 3
    imperial_palace requires market great_forum - lvl 4
    It is to keep the player and AI developing too fast. The market buildings also have certain negative bonuses to manage settlement growth.

  5. #5

    Default Re: Growing towns

    oh you need to build markets?

  6. #6
    RedFox's Avatar When it's done.™
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    Default Re: Growing towns

    Yes, the idea being that, without a proper economic infrastructure, you can't really expand your city.

  7. #7
    Balikedes's Avatar Time to Rock
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    Default Re: Growing towns

    Quote Originally Posted by RedFox View Post
    Yes, the idea being that, without a proper economic infrastructure, you can't really expand your city.
    That makes sense...:hmmm:.
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  8. #8
    Lurker's Avatar Miles
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    Default Re: Growing towns

    Ahha! I've been wondering how to upgrade towns, so I kept on building colonies >.>

  9. #9
    RedFox's Avatar When it's done.™
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    Default Re: Growing towns

    That makes sense...:hmmm:.
    Indeed it does. It is rather effective at limiting player/AI expansion. Since they won't be able to expand the city before they 'accidentally' build a market.. It might sound idiotic, but it helps to keep the Zergling rush in check.

  10. #10

    Default Re: Growing towns

    wont that stunt AI growth a bit too much?

    do the ai get any bonuses excluding the campaign bonuses in xgmD?

  11. #11
    RedFox's Avatar When it's done.™
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    Default Re: Growing towns

    All AI units get +2exp by default, regardless of any difficulty setting. Each faction also gets certain boost to their economy, usually it is not above +40% income. The last trick to keep the AI alive is a money feeder system that constantly gives a money boost if they are running fast into deficit.

    I am sure the AI is quite capable in expanding its buildings. Thanks to the refined barracks system, they do quite well.

  12. #12

    Default Re: Growing towns

    the experience makes the campaign much more annoying without making it stupid like the romans and scythians in xgm

    the ai develops quite nicely too. its nice to see the scythians tamed somewhat

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