Originally Posted by
The Norseman
If that is how much the city Dale is earning each turn then Frogs must have done some changes from the 3.2 version,
Dale has a Market, Port, Dirt Roads, and Crop Rotation, so the city infrastructure isn't that well developed. Population = 9383. Taxes on Very High, bringing in 2553 gold/turn on turn 42, breakdown as follows:1504 from Taxes
420 from Farming (with a poor harvest)
485 from Trade
144 from Admin
King Bard is governing. He has 6 Obedience (adds to admin income).
Revenue increasing traits are:Obediently Minded : +2 Obedience
Skilled Bureaucrat : +5% Trade, +2 Law
Trader : +20% Trade
Rural Expert : +2 Farming Level
Cruelly Exacting Taxman : +30% Taxes
Revenue increasing ancillaries are:Chain of the Mayor of Dale : +5% Tax, +1 Law
Overseer : +1 Farming (and other irrelevant stuff)
Elven Friend : +1 Farming
Tutor : +1 Obedience, +5% Trade
Total trait/ancillary bonuses: +3 Obedience,
+3 Law (irrelevant since Dale is the capital, but would matter somewhere else)
+4 Farming levels
+30% Trade
+35% Taxes
I'm a decent general, but what I'm really good at is making money! It is the sinew of war, after all.
For those of you who do not know how to gain these traits, then I can give you a tip. When it is 1 turn left before a building is finished, move your general to that city and raise the taxes to Very High. He will then most likely receive the Architect or Good Taxman trait by doing so.
I can expand on this. The GoodTaxman trait has three levels, 10, 20, and 30% bonus respectively, and is one of the easiest traits to get. The trigger is being governor of a town when it finishes a building while taxes are set to Very High and happiness is Disillusioned. That's a blue face, or 75-80% happiness. The percentage chance to get a point is high, but it's not 100%. First level is one point, second is two, third is four.
To get good farming traits, build farms. Good mining, build mines. Good trading, build trade stuff - including roads.
To get GoodAdministrator (Budding Bureaucrat, Skilled Bureaucrat, etc.) there are several different triggers. You get a chance every time you finish a building or train a unit while taxes are high or very high. You get another chance if taxes are very high and happiness is disillusioned, like above. You also get a chance every turn your taxes are very high, the people are happy (105% or higher), and your character has been in that town more than three turns.
To get the Architect line of traits, or the ancillary, all you have to do is build stuff and be present when it's completed. Tax level doesn't matter. There's three levels, 12 points for the first, 24 for second, 42 for third. Most buildings give you one point, with 100% chance to get that point. Some buildings give you a lot more: ports, roads, walls all give a high chance for extra points (you always get one, for any building). The highest level gives a 15% reduction to building costs, and a reduction in squalor. Combined with the Architect ancillary, which you'll almost certainly get sometime, and which can be transferred if need be, that adds up to a whopping 35% off construction cost and -4 to squalor. If your character also happens to be a Total Cheapskate, it's a total of 50% off, and you still get a net -2 to squalor, and a +15% to taxes. So, if someone in your kingdom ends up getting the Cheap trait, rejoice... make them be the guy in town whenever a building is completed and next thing you know, you'll be saving money hand over fist!
You will need to construct military buildings now because of Rhun is becoming more offensive. Swordsmen are very decent units.
On it!
Well you just have to remember that the archers are Dale`s backbone so be sure to use them! If your archers are being charged, then counter charge by making them go in melee. You can do this by pressing Alt + RMB.
I almost never deploy archers without melee infantry either immediately behind them or a little ways in front. When the enemy charges my archers, my archers move back and my infantry charges forward. Once behind the lines, my archers resume firing at enemy archers or skirmishes in the back of the enemy position, while my cavalry moves into place for a charge from the rear, and my flanking infantry moves up the sides. If my archers end up in melee, I figure I've already done something wrong.
I make exceptions, sometimes, for the High Elves Noretimo Warriors, because despite the bows they ARE the professional infantry, but Dale's archers aren't really suited to melee combat, so I have them avoid it like the plague.
So far I'm finding that which enough archers (4x Longbowmen, 2x Hunters, 1x Athala Rangers, 1x General), Heath Watchmen (x5) and Yeomen (x3) are more than capable of holding off anything Rhun has thrown at me yet, including two full stacks in one turn. It probably helps that my general has 7 Dread, so the enemy is fairly quick to rout, even the Loke units.
Are the dwarves in the west a faction as well? because if so then you can use those against OOG and OOTMM.
Yep, Dwarves of Ered Luin. They and FPoE (and Vale of Anduin) are dealing with Gundabad.
I did not know Thranduils Halls had an own faction so if that is the case then yes, you should try to attack Rhun. Be aware of the fact that if your cities bordering Dol Goldur only have 1 unit in them the AI will try to attack your city, so be sure to have some spies keeping them under watch!
Yep. Mirkwood. With the Silvans split into two factions (Mirkwood and Lorien) it makes it both easier and harder. Both reams are more compact, so they don't lose money to corruption, but they're also both pretty weak. I think both have had at least one region added to the map to compensate. Anyway, I am holding the wooden castle north of Dol Guldur with my best general (Legolas!) and 12 units. Mordor so far shows no interest in advancing toward me there, and the Nazgul who normally hangs around Mirkwood ended up being captured (yes, captured!) in head to head combat with Boromir down in Gondor (Mordor refused to pay the ransom, so he got executed... not sure how exactly, but he did).
Anyway, FRoGS is based on FRoME, which was unfortunately not updated for 3.2 and won't be. FRoME was fantastic; FRoGS will be when the bugs are hammered out, but it's got a ways to go yet. I've been correcting things in my installation as I play. I tentatively recommend it, but if you ever decide to do so before the next patch for it comes out, let me know and I'll either give you a list of things that need to be fixed or I'll just send you my data files as I've modified them (but not all the modifications are fixing things, some are changes just for my enjoyment, including adding quite a few new trait triggers).