Hello,
I'm using submods: Europa Perdita 0.35 / Fall of the Eagles (plus couple of graphical ones, plus Slower Battle, No forced march).
I have played campaings between 30 and 70 turns with: Garamantians, Bani Lakhm, Eranshahr, Eastern Roman Empire. The difficulties: Campaign: Hard/Very Hard, Battle: Normal. Before I haven't played vanilla ATW, since I play only mods. The TW games without mods are sensless and unrealistic. In the past, I have played hundreds of hours in RTW (Europa Barbarorum, Rome Total Realism), MTW2 (Stainless Steel - BftB, HURB, SSHIP), R2TW (Divide et Impera). For me, realism and history are essential, but games should be fun so gameplay is important.
I would like to share my experience about economy balance in the current verion of EP-FotE.
First, the changes are really good and playing without it makes no sense (well, at least as I imagine vanilla ATW is - with its different economy rules, imperium increase due to technology, few fertility levels, garrisoning armies effect etc. B-)
Second, some fine-tunning would still be welcome. Especially on economy balance.
I.
As I understand, the logic of EP economy changes is:
- having upkeep costs from buildings which realistically should cost you money (main building lines, sanitation, religious, military - good );
- dramatically more income from commerce and industry (that's realistic );
- more income from agriculture based on fertility level (great idea! most of wealth in the ancient times came from agriculture, and it was why feritile regions were most powerful ),
- some buildings cost upkeep, but provide bonus for the other buildings (Palaces, Treasuries - yeah, that's very good, why not make the same with cultural buildings :-)
- more income from trade (which is not a big deal, given that ATW is about constant war, not empire building as RTW, MTW or R2TW - you usually don't have many trade partners ).
- getting rid of the base income (as I understand the reason is realism: there should not be a magical money available - I like the idea ), but providing discount for troops at lower imperium level (as I noticed: 50% for Imperium1, 25% for Imperium2, 10% for Imperium3 - very good )
- corruption scaling per region you control (I haven't noticed big impact of corruption, even though I played ERE and Sassanids, so the 2nd and 3rd biggest factions ).
II.
What I've experienced in my games:
- after you build a trade port or any industrial building: there's plenty of money around ,
- you've got no problem with upkeep of maximum number (for a given imperium) of 20-unit armies,
- no problem of having the highest quality troops in those armies (well, for example for the Romans, the cost of the most elite army (with Palatina troops) is 4000, while of that with cheap troops is 2000 - no big difference, if one level of a trade port gives you 1000),
- no trade-off between keeping an army and investing in the economy: you always have money for everything.
The problem is: the trade/industrial buildings provide a lot of money, even at their lower levels. A province with the I/II level buildings provides usually surplus of 2000-3000, I counted that maxed with the IV-level buildings it will be between 10000 and 15000.
III.
The TW games are about trade-offs. You have a few parameters which limit your options and you have to make choices. The basic one is:
1.) you spend money on investing in the buildings - for future income or expansion of the cities to build, for example, barracks (another limit is technology, of course), or
2.) you pay the upkeep for the troops held for defense or expansion.
In the second situation you have a choice between good but expensive troops, and cheap, low-quality troops.
/there are obviously also other limits: barracks, maximum number of armies due to imperium level, in R2TW-DeI there's that great population submod still in gestation/.
In the old TW games there were also other limits. The numbers of elite troops were limited by their availability (MTW2: time to gather people), artificial caps on numbers in the whole army (I also recall example from MTW2). The investments were limited also by the fact that you could have been build only one building in a settlement at a time and building times were long. Well, building a mine in Europa Barbarorum took 32 turns, so you would ask yourself if you can freeze a settlement for such time. Return on investment was also a limit: you invest in that mine, or in something else? That mine would provide return after another 30 turns, so why not a cheaper market? Fast little money, or you can afford wait for a fat milk cow?
As far at the troops are concerned, that mine was extremely expensive, but then the income was enormous compared to the other sources (well, it provided money for one army of 10-units... but that was a lot!).
IV.
To sum up: the money should limit you. But with the current version of EP you can build whatever you can given the technology, and you can field full armies with the best factional troops available. I understand that with the major factions I played (ERE, Persia) it is easier, but for Bani Lakhm it was also not a problem (only their roster).
So this is my main observation from the gameplay concerning the economy. I would like to repeat, that the mod is great and I'm enjoying playing it . And I know I don't have the whole picture since I didn't play the hordes and the barbarian kingdoms. But after they take one province, I imagine the situation would be the same.
I hope it will be of use for somebody