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Thread: Why do some landlocked cities have 5 slots rather than 6 slots?

  1. #1

    Default Why do some landlocked cities have 5 slots rather than 6 slots?

    Why is it that some landlocked (i.e., non-port) province capitals have five slots, such as Ancyra....



    ... whereas others have 6 slots?



    I'm not sure I'm seeing the logic behind this arbitrary selection.

    5-slot cities are at a large disadvantage compared to 6-slot ones for obvious reasons. Here, I would prefer Ancyra to have another slot, because having three supply storage buildings in a single settlement gives -24 public order and -24 squalor. If I had another slot, I could move a military recruitment building from a town to the city, and build another fountain in the town to counteract the squalor. Also, some factions such as the Sassanids require military recruitment buildings to be built in cities rather than towns, so anything less than a 6-slot landed province would be unable to carry all recruitment buildings together with 3 supply storages.

  2. #2
    Lionheart11's Avatar Senator
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    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    I dont see why the building browser cant grow as you go, 10-12 slots please...
    "illegitimi non carborundum"

    TW RIP

  3. #3

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    I've noticed the same thing, and also can't figure out the reason behind it. It might just be a regional quirk; Ancyra is one of my 5-slot cities as well. For a while I thought it might be tied to resources; i.e., if the city has a resource available AND the player actually builds the associated line, then the city gets that 6th slot. But looking at your pic, looks like you built the Silk Road there, so I guess that isn't it either.

    At very least, would be helpful if they'd show all possible future slots grayed out, so at least the player knows how many eventual slots will be available to work with.

  4. #4

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    I recently noticed that Octodurum only has 3 slots. It might be a relict from Rome 2 where the additional (6th or 4th) slot had to be a port building. Maybe they decided to change that throughout Attila development and forgot to update some of the cities in some way.

  5. #5

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Quote Originally Posted by Bramborough View Post
    I've noticed the same thing, and also can't figure out the reason behind it. It might just be a regional quirk; Ancyra is one of my 5-slot cities as well. For a while I thought it might be tied to resources; i.e., if the city has a resource available AND the player actually builds the associated line, then the city gets that 6th slot. But looking at your pic, looks like you built the Silk Road there, so I guess that isn't it either.
    Actually, my Ancyra pic does not have the resource buliding (silk road house) contructed. It has 3 military buildings and 1 sanitation. However, I don't think building the resource building makes a difference.

  6. #6

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Ah ok, I didn't quite recognize that 2nd slot next to the Urbs, figured that was probably the Silk.

    Btw, now that the province is as big as it's ever going to get slot-wise, I'd say the Sewer (whose primary benefit is +Growth) has outlived its advantage over the Aqueduct, which gives even more sanitation (overall) plus a decent little +PO bonus. My practice has been to convert over to the Level IV aqueduct once the last slot is filled.

  7. #7

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    My guess is what Abendstern said: a problem of changing the map from R2 to Attila.

    Because Attila made all provinces consist of 3 settlements, I'm guessing that some settlements R2 considered non-capitol are now capitols in Attila. Remember than in R2, provinces were 2-to-4 settlements, so in some cases capitols were added or moved for Attila. And if they forgot to change the settlement type for the added or moved capitols, this alone could be a reason some places are missing building slots. Also, though, some port settlements got moved inland for Attila, which could also have affected building slots.

    So, IMO the most probable cause is that in moving or changing capitols while taking the map from R2 they likely forgot to change the building slots.

    Or it could be intentional. Some places are Holy Sees, some aren't. There are things I'm not sure on because of how terri-bad the in-game encyclopedia is. Maybe if a place is a Holy See it gets an extra slot?

    In the end, who knows. My money is on sloppiness while taking the map from R2 and using it for Attila's mechanics. But maybe there's some other logic to it that I just am not seeing because of how awful the encyclopedia is.

  8. #8

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Yes, I noticed this too, it is clearly a programming mistake of the region array. Every Main city should have 6 slots, every minor 4 slots, and if they have a port it take one of those slots. That's the only way it can be balanced. BTW the missing slot in Argentoratum annoyed me so much I quit my campaign, waiting until they fix this bug (I'm a bit OCD with that stuff).

    Thanks for reading, understanding and fixing this CA

  9. #9

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Quote Originally Posted by Bramborough View Post
    Ah ok, I didn't quite recognize that 2nd slot next to the Urbs, figured that was probably the Silk.

    Btw, now that the province is as big as it's ever going to get slot-wise, I'd say the Sewer (whose primary benefit is +Growth) has outlived its advantage over the Aqueduct, which gives even more sanitation (overall) plus a decent little +PO bonus. My practice has been to convert over to the Level IV aqueduct once the last slot is filled.
    Aqueduct gives +16 sanitation to all region, but sewers gives +18 sanitation to the local region and +6 to all other region. So Sewers gives more for the province capital.

    In my province there, the province capital requires an extreme amount of sanitation. This is because it has 3 military upgrade buildings, and each of them gives +8 squalor (for +27 total squalor when combined with the main settlement building). On the other hand, the two towns require barely any sanitation. The province is a pure military build.

  10. #10

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Hmm, yeah I see now Ancyra is still red for sanitation, didn't notice that before. Maybe not that big a deal...except as your military recruitment province, would certainly suck if plague happens to hit while an army is building. I'm guessing the province is food-deficit and tax-exempted? If so, you could drop the food in Sinope, put one of your barracks there, and use the freed slot in Nicomedia for another sanitation building...that would get rid of the disease risk.

    Or maybe you just happened to take the screenshot during a Bad Winter, and the Ancyra sanitation hit is just temporary?

  11. #11

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    That food building isn't intended for food actually! It's a Nisean Stable used to buff the movement speed of cavalry recruits.

    I did get hit by plague a few times in Ancyra. I'm planning on downgrading the main settlement building of Ancyra, since this would free up 2 squalor (for an even balance between squalor and sanitation).

  12. #12

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Lol, makes sense. Hard to tell the animal husbandry buildings apart by slot icon alone. Still, if I'd thought a little harder I should've realized that.

  13. #13

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    And of cours this was not fixed in the last patch... This is affecting the main gameplay of the game and the balance between province. Please fix this CA.

  14. #14

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Fixed?

  15. #15

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Still not fixed...

  16. #16

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Is it not because port cities are required to build a port in one slot? Effectively you only have four customizable building spots. To balance that with land locked they cap land locked cities at 5 total so you only have 4 customizable spots there as well? Maybe I am remembering things incorrectly.

  17. #17

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    NO, it is a known problem, a few provinces can t get all slots, CA always leaves something simple unfixed and then it is too lazy to fix it, if it didn t came froim day 1, they introduce it later with the troll patch,
    CA loves a troll patch

  18. #18
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Reason is the CA developers thought restricted building slots would add more game chalenge.
    Game supports spesific number of building slots in the entire settlement list. But settlements extend that number that has to be stable. So in random line some major cities have 5 building slots instead of 6.
    CA refuses to give modders access to allow settlements to have more building slots and its incapable to simply add 2 more slots in each settelent.
    I guess that CA/SEGA dev team has very limited skills comparing to previus TW dev teams of the past!
    Last edited by MasterBigAb; September 17, 2015 at 12:25 PM. Reason: Cleaned
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  19. #19

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    I am far from being completely sure (did not full check, not enough interest), but the 6th slot might have something to do with an available resource in the city. The land locked cities where I noticed a sixth slot in ERE where all cities with a specific resource (olive, gold, wine, whatever).

    So before bashing CA developers it might help to establish the facts first.

    Regards,
    Thorsten

  20. #20

    Default Re: Why do some landlocked cities have 5 slots rather than 6 slots?

    Quote Originally Posted by ThorHa View Post
    I am far from being completely sure (did not full check, not enough interest), but the 6th slot might have something to do with an available resource in the city. The land locked cities where I noticed a sixth slot in ERE where all cities with a specific resource (olive, gold, wine, whatever).

    So before bashing CA developers it might help to establish the facts first.

    Regards,
    Thorsten
    Other cities have ressources and 6 slot for major settlements and 4 slots for minor settlements.

    Unfortunately, your assessment is incorrect. It really is a programming mistake. I have fully analized the Region array file in startpos.esf and it's an ommission on the programmers's part.

    Please fix this CA

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