Page 1 of 2 12 LastLast
Results 1 to 20 of 24

Thread: Best way to build an economy

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Best way to build an economy

    I want some of you folks to give me your strategy for building a good economy. I admit in the past that I just build, build, build, and recruit, recruit recruit. Then I have to do the add_money cheat. I don't like to do that. IMO I feel like that takes away from the game and then I end up beating the game in like 100 turns. That is not very fun. I want to build a stron economy but I really don't know how to do it. I always end up getting t agressive and start cheating. Someone help me. Is putting the game on auto economy a good strategy? Opinions please.



    I'm not Irish I just like the Irish! Notre Dame Fightin Irish

    Matthew 5:9 Blessed are the peacemakers for they shall be called the children of God.
    Formerly known as Lion of Judah

  2. #2

    Default Re: Best way to build an economy

    I have changed the settings to manage all cities and the first things I build are roads and farms. I know in Rome dirt rodes didn't give you trade bonus but the geive you good mobility. Farms give you pop. bonus and money so those are good early. I always build ports if I can first and then I just build markets and trade buildings. I try to have every building making something each turn.


  3. #3

    Default Re: Best way to build an economy

    My economic building order generally goes like this:

    1. Farms.
    2. Markets.
    3. Roads.
    4. Ports.

    The way I see it, farms increase population, which gives more tax. Markets are used for trading, which can be taxed, while roads connect ports and other cities' markets together and increases tax from trading.

  4. #4

    Default Re: Best way to build an economy

    Keep your army upkeep on par with the income you receive from taxes.

  5. #5

    Default Re: Best way to build an economy

    1.ports...
    2.roads...
    3.farms...
    4.markets...

    I build in this order and I'm always happy with my economy
    Luck is my middle name. Mind you, my first name is Bad (c) Rincewind

    It's a dangerous business going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to. (c) Bilbo

    There are no true knights, no more than there are gods. If you can't protect yourself, die and get out of the way of those who can. Sharp steel and strong arms rule this world, don't ever believe any different (c) Sandor Cleghane

  6. #6

    Default Re: Best way to build an economy

    I always build roads first, no matter what. Then I build farms. Then I sit tight for a while and fight for a bit, expand my borders and get new towns. Before the 70 turn mark I've found that trading is an unprofitable experience, unless you can get merchants on timbuktu. Ideally I would build:
    1. Roads (mobility & trade and in deserts you have an idea where the next settlement will be.)
    2. Farms (increase pop and cheap money [not a paradox])
    3. Markets (Markets before ports, because mostly you will have a land kingdom at the start, so trading across the sea needs to be with other factions, a most unprofitable venture indeed!)
    4. Ports (They can come earlier if you are Milan or Scilicy or some others, as it's easier to grab the rebel islands in the medditeranian.\, which leads to good income as trading via the sea, with yourself, is the most profitable business one can engage in, other than sacking, destroying and then selling Rome or Milan.)

    Hope this helps, obviously add Military buildings if you might be attacked.



  7. #7
    biohaker's Avatar Semisalis
    Join Date
    May 2007
    Location
    Greece
    Posts
    440

    Default Re: Best way to build an economy

    1) Ports MUST be ur first priority. They bring much wealth and u can have ships to carry ur armies quicker to distant lands and to secure ur seas.
    2) Ur second priority should be merchants in every resources u find interesting (especially gold mines)
    3) Thirdly establish trade routs with other factions (with ur diplomats).
    4) Internal city's economic buildings. Latest farms should be ur last priority, cause they add to the population growth and that's bad, cause too much population, result in low public order, unrest, taxes are not paid, etc etc.

  8. #8
    Faris ad Din's Avatar Ducenarius
    Join Date
    Nov 2006
    Location
    Queens, NYC
    Posts
    957

    Default Re: Best way to build an economy

    I looked at all the posts and I noticed the different priorities between economic buildings everyone had. And yes, the best way to increase your income is by strategically choosing what economic buildings to build, when and where.

    As to trade
    You get income from exports and imports, and understandably much more (like 3-4 times as much) from EXPORTING trade goods out of a province than importing. And then you have land trade and sea trade, and again, SEA TRADE is highly more profitable than land trade, by a factor of about 3 to 4 as well.

    (Digression: Why? Transport by sea is a hell of a lot easier than transport by land. A horse pulling a barge on the Erie Canal can pull 100 tons over water whereas it can pull only a 1 ton wagon on wheels. It was cheaper to transport the same goods, from the coast of Spain 5,000 miles diagonally across the Atlantic Ocean to South America than 200 miles from Madrid [central Spain] to Barcelona [coastal Spain].)

    This being said you CANNOT have the easier, better, more lucrative SEA trade with a neighboring region, even if both have ports. You can only conduct sea trade with the region next to that one, onwards.

    Secondly, and this applies to land OR sea trade, you need TRADE GOODS in a region to really benefit from trade. You can have just wool in a region, and get the dividends from the export of that good (AND import into the regions that you control). And then you can have something extra like iron or dyes, and then you get the dividends from those. As far as it appears to me there are no diminishing returns for each additional trade good present in a region, except perhaps the limit imposed by whatever market/merchant wharf/merchant guild you have ("increase in tradable goods," not personally sure what it means but just make sure to maximize where the effect will be biggest). Now if you're in the sad case where you're looking at a region without any trade goods (Smyrna or Tbilisi for example), you can export only something really unprofitable called "Common Goods." It delivers chintzy returns for whatever roads/markets/ports you have in the region, so plan your investments accordingly.

    If you're highly landlocked faction with few coastal regions, ports really aren't an option. Landlocked regions simply don't get the option to build ports and coastal regions do, is all. You'll be stuck focusing on land trade, so that means really selectively choosing where to build roads and markets. It may be simply better to build those farms instead to get up population for tax revenues which will be your only notable income, or investing in mines where you can. First you get first level mines (around 80-200 florins dividend a turn for an investment of 2,000) and then much, much later second level mines (an additional 60-120? florins dividend a turn for an investment of 3,500).

    On the other hand if you're a coastal faction with a straight strategic path of taking more coastal regions more options open up. Ports can be a huge, huge (HUGE) boon to a coast heavy faction. Then you can go ahead and build ports before roads, if you don't mind the reduced agent/army mobility for the time being. More so for regions with bordering with few other regions (like Tunis or Corinth) or more so for islands. No neighboring regions to trade with or little threat of rebels and invasions? Skip the time/money for roads and smack a level 1, 800-florin port down on the island first chance you have. With enough trade resources present, sea exports to each region can be 700-1000 florins a turn, alone.

    Stuff about land/sea trade all well and said, it may be a reason to refocus your priorities in your campaign strategy. When I look at a province's resources (city size, strategic location) I consider the presence or absence of the SEA as an additional resource. Roads and farms and taxpayers may be money, but ports and sea trade are a kind of "bigger" money to me. So it depends on your strategy. If you play a landlocked campaign like Russia or the Holy Roman Empire, don't fret about blitzing towards the coast; selectively plop down roads and farms, and keep your people happy and your taxes high. If you're playing maritime campaigns like Venice, Sicily, Spain or Egypt, you won't have much in the way of focusing your attacks on more coastal regions. In my Egyptian campaign I followed the highly recommended opening strategy of blitzing northwards along the rebel coast. Build ports fast, ignore roads for a few turns as the regions are so small anyway, and you'll start turning the eastern Mediterranean into some insane hotbed of sea trade. I was earning 5000+ a turn from Antioch, and the trade revenue was dwarfing my tax revenue by a factor of 2 to 3. Jerusalem and Alexandria were a close second and third, even though the tax income from those regions were higher than Antioch's.

    Also note that your settlements can of course trade with your other settlements, and only with those belonging to neutral/friendly factions. It may be reason to have second thoughts about declaring war on another faction whose regions with which your own regions are trading with, especially if you are exporting more to them, than they are to you. Remember, trade gives the exporter three to four times as much money as the importer. Again, this consideration is greater for maritime factions than for landlocked factions. Delay hostilities until you've saved up a respectable War Chest of funds for the hit in income, or be prepared to launch a fast and hard war to take those trade-relevant regions and restore the trade and money flow. It is without saying rebels are ALWAYS an enemy faction, so rebel-held regions are ones off-limits to trade, another factor to consider in your strategy.

    (And note that trade received a MAJOR fix in Rome: TW onwards. Provinces in Medieval 1 could only export to OTHER faction's provinces, so as you conquered more of the map, granted you have MILITARY ships forming a path between coastal provinces, your trade income went DOWN... I had Acre go from 3-4k a turn to nearly zero because I conquered too many former customers. )

    And this applies to most other construction you do. Higher tier buildings usually yield diminishing returns. It is better to build four or five more basic upgrades to several provinces than to build one or two advanced upgrades which will yield you little. Again, an advanced warehouse/docklands in a region with three to four trade goods and lots of customer provinces may be better than a grain exchange in a region with no goods (except "Common Goods" of course). Note that the strategy for military buildings/blacksmiths runs more of the opposite way than economic buildings.

    As to taxes
    Not much more for me to say here. More people equals more possible tax revenue. More happiness gives you a higher capability to raise taxes without having the people revolt. In this case, happiness or population-growth related buildings are as relevant as trade buildings, maybe more. When tight on cash there is no need to oversplurge on the first of those two (happiness) but that's usually with settlements close to your capital you've held onto for a long time; just don't blow money on coaching houses/pleasure palaces when you could buy four or five land clearances.

    And then you have to decide whether to tax people bare, or drop taxes low to grow population for regions where you have either villages or small towns and want cities instead. That is when population growth buildings look like a good priority, like 600 florin Land Clearances or whatnot, and then health bonuses are better than growth bonuses because health increases public order and growth does not (Town Halls are the best: 5% health AND 5% law every upgrade). That said, I'll state the obvious, cities make more money, and more flexibility in making money than castles. If you need more income, try changing coastal settlements to cities, you can leave your landlocked settlements as castles.

    As to merchants
    (If my post sounds a lot like frogbeastegg's advice [like her guide to Rome Total War, well... it is based heavily on her wonderful guides. This one's to you. )
    Let's see... well, for one, taxes can be considered THE steady and reliable source of income, which you can count on to pay bills and upkeep. Then trade is a more lucrative but volatile source of income, which will net you lots of money, very fast, but not very predictably. Merchants are sort of a step beyond this... the method of income that requires the most player input and thinking, and is as turbulent as the merchants' own careers. If a competing merchant puts one of yours out of business, well... it's also putting your poor merchant's income out of commission too.

    You'll have to explore to find where the richest goods are the farthest away from your capital, and then traveling time in the Grand Campaign is really awful. Go after gold, silver, ivory, amber, and silk. Not sure if this is related to faction or what resources you already have access too, but iron is really lucrative to my Egyptian campaign. And then you can try a really mean but satisfying alternative merchant strategy, if you have a skilled enough merchant, of simply hunting other merchants down and seizing their assets. Whereas top ranked merchants with monopolies may get an average of 700-800 florins a turn or so (maybe 1200 with gold) you could get around 1200, turn after turn, by putting other merchants out of business (not sure if it depends on the target merchant's skill). Merchant income will never give you as much as taxes or regular trade, but it's the bonus, of the bonus incomes... go nuts.

    Quote Originally Posted by homefry View Post
    Keep your army upkeep on par with the income you receive from taxes.
    And then army upkeep is usually THE single biggest hit to your treasury. Recruit non-militia units as late as possible, especially if they're junk units used as fodder for which you won't be building experience. When you're training armies it may be better to go for one good unit rather than two cheap units, because when you're keeping the unit for twenty, thirty, forty turns the overall upkeep will dwarf whatever it initially cost to train the unit.

    Well, good luck building economy and happy hunting. It's one of my favorite aspects of playing M2.

  9. #9

    Default Re: Best way to build an economy

    Quote Originally Posted by Faris ad Din View Post
    I looked at all the posts and I noticed the different priorities between economic buildings everyone had. And yes, the best way to increase your income is by strategically choosing what economic buildings to build, when and where.

    As to trade
    You get income from exports and imports, and understandably much more (like 3-4 times as much) from EXPORTING trade goods out of a province than importing. And then you have land trade and sea trade, and again, SEA TRADE is highly more profitable than land trade, by a factor of about 3 to 4 as well.

    (Digression: Why? Transport by sea is a hell of a lot easier than transport by land. A horse pulling a barge on the Erie Canal can pull 100 tons over water whereas it can pull only a 1 ton wagon on wheels. It was cheaper to transport the same goods, from the coast of Spain 5,000 miles diagonally across the Atlantic Ocean to South America than 200 miles from Madrid [central Spain] to Barcelona [coastal Spain].)

    This being said you CANNOT have the easier, better, more lucrative SEA trade with a neighboring region, even if both have ports. You can only conduct sea trade with the region next to that one, onwards.

    Secondly, and this applies to land OR sea trade, you need TRADE GOODS in a region to really benefit from trade. You can have just wool in a region, and get the dividends from the export of that good (AND import into the regions that you control). And then you can have something extra like iron or dyes, and then you get the dividends from those. As far as it appears to me there are no diminishing returns for each additional trade good present in a region, except perhaps the limit imposed by whatever market/merchant wharf/merchant guild you have ("increase in tradable goods," not personally sure what it means but just make sure to maximize where the effect will be biggest). Now if you're in the sad case where you're looking at a region without any trade goods (Smyrna or Tbilisi for example), you can export only something really unprofitable called "Common Goods." It delivers chintzy returns for whatever roads/markets/ports you have in the region, so plan your investments accordingly.

    If you're highly landlocked faction with few coastal regions, ports really aren't an option. Landlocked regions simply don't get the option to build ports and coastal regions do, is all. You'll be stuck focusing on land trade, so that means really selectively choosing where to build roads and markets. It may be simply better to build those farms instead to get up population for tax revenues which will be your only notable income, or investing in mines where you can. First you get first level mines (around 80-200 florins dividend a turn for an investment of 2,000) and then much, much later second level mines (an additional 60-120? florins dividend a turn for an investment of 3,500).

    On the other hand if you're a coastal faction with a straight strategic path of taking more coastal regions more options open up. Ports can be a huge, huge (HUGE) boon to a coast heavy faction. Then you can go ahead and build ports before roads, if you don't mind the reduced agent/army mobility for the time being. More so for regions with bordering with few other regions (like Tunis or Corinth) or more so for islands. No neighboring regions to trade with or little threat of rebels and invasions? Skip the time/money for roads and smack a level 1, 800-florin port down on the island first chance you have. With enough trade resources present, sea exports to each region can be 700-1000 florins a turn, alone.

    Stuff about land/sea trade all well and said, it may be a reason to refocus your priorities in your campaign strategy. When I look at a province's resources (city size, strategic location) I consider the presence or absence of the SEA as an additional resource. Roads and farms and taxpayers may be money, but ports and sea trade are a kind of "bigger" money to me. So it depends on your strategy. If you play a landlocked campaign like Russia or the Holy Roman Empire, don't fret about blitzing towards the coast; selectively plop down roads and farms, and keep your people happy and your taxes high. If you're playing maritime campaigns like Venice, Sicily, Spain or Egypt, you won't have much in the way of focusing your attacks on more coastal regions. In my Egyptian campaign I followed the highly recommended opening strategy of blitzing northwards along the rebel coast. Build ports fast, ignore roads for a few turns as the regions are so small anyway, and you'll start turning the eastern Mediterranean into some insane hotbed of sea trade. I was earning 5000+ a turn from Antioch, and the trade revenue was dwarfing my tax revenue by a factor of 2 to 3. Jerusalem and Alexandria were a close second and third, even though the tax income from those regions were higher than Antioch's.

    Also note that your settlements can of course trade with your other settlements, and only with those belonging to neutral/friendly factions. It may be reason to have second thoughts about declaring war on another faction whose regions with which your own regions are trading with, especially if you are exporting more to them, than they are to you. Remember, trade gives the exporter three to four times as much money as the importer. Again, this consideration is greater for maritime factions than for landlocked factions. Delay hostilities until you've saved up a respectable War Chest of funds for the hit in income, or be prepared to launch a fast and hard war to take those trade-relevant regions and restore the trade and money flow. It is without saying rebels are ALWAYS an enemy faction, so rebel-held regions are ones off-limits to trade, another factor to consider in your strategy.

    (And note that trade received a MAJOR fix in Rome: TW onwards. Provinces in Medieval 1 could only export to OTHER faction's provinces, so as you conquered more of the map, granted you have MILITARY ships forming a path between coastal provinces, your trade income went DOWN... I had Acre go from 3-4k a turn to nearly zero because I conquered too many former customers. )

    And this applies to most other construction you do. Higher tier buildings usually yield diminishing returns. It is better to build four or five more basic upgrades to several provinces than to build one or two advanced upgrades which will yield you little. Again, an advanced warehouse/docklands in a region with three to four trade goods and lots of customer provinces may be better than a grain exchange in a region with no goods (except "Common Goods" of course). Note that the strategy for military buildings/blacksmiths runs more of the opposite way than economic buildings.

    As to taxes
    Not much more for me to say here. More people equals more possible tax revenue. More happiness gives you a higher capability to raise taxes without having the people revolt. In this case, happiness or population-growth related buildings are as relevant as trade buildings, maybe more. When tight on cash there is no need to oversplurge on the first of those two (happiness) but that's usually with settlements close to your capital you've held onto for a long time; just don't blow money on coaching houses/pleasure palaces when you could buy four or five land clearances.

    And then you have to decide whether to tax people bare, or drop taxes low to grow population for regions where you have either villages or small towns and want cities instead. That is when population growth buildings look like a good priority, like 600 florin Land Clearances or whatnot, and then health bonuses are better than growth bonuses because health increases public order and growth does not (Town Halls are the best: 5% health AND 5% law every upgrade). That said, I'll state the obvious, cities make more money, and more flexibility in making money than castles. If you need more income, try changing coastal settlements to cities, you can leave your landlocked settlements as castles.

    As to merchants
    (If my post sounds a lot like frogbeastegg's advice [like her guide to Rome Total War, well... it is based heavily on her wonderful guides. This one's to you. )
    Let's see... well, for one, taxes can be considered THE steady and reliable source of income, which you can count on to pay bills and upkeep. Then trade is a more lucrative but volatile source of income, which will net you lots of money, very fast, but not very predictably. Merchants are sort of a step beyond this... the method of income that requires the most player input and thinking, and is as turbulent as the merchants' own careers. If a competing merchant puts one of yours out of business, well... it's also putting your poor merchant's income out of commission too.

    You'll have to explore to find where the richest goods are the farthest away from your capital, and then traveling time in the Grand Campaign is really awful. Go after gold, silver, ivory, amber, and silk. Not sure if this is related to faction or what resources you already have access too, but iron is really lucrative to my Egyptian campaign. And then you can try a really mean but satisfying alternative merchant strategy, if you have a skilled enough merchant, of simply hunting other merchants down and seizing their assets. Whereas top ranked merchants with monopolies may get an average of 700-800 florins a turn or so (maybe 1200 with gold) you could get around 1200, turn after turn, by putting other merchants out of business (not sure if it depends on the target merchant's skill). Merchant income will never give you as much as taxes or regular trade, but it's the bonus, of the bonus incomes... go nuts.



    And then army upkeep is usually THE single biggest hit to your treasury. Recruit non-militia units as late as possible, especially if they're junk units used as fodder for which you won't be building experience. When you're training armies it may be better to go for one good unit rather than two cheap units, because when you're keeping the unit for twenty, thirty, forty turns the overall upkeep will dwarf whatever it initially cost to train the unit.

    Well, good luck building economy and happy hunting. It's one of my favorite aspects of playing M2.
    Great post, just remeber this and you'll have a great economy. +rep


  10. #10

    Default Re: Best way to build an economy

    Personally, I think the best thing for your economy is peace with your neighbors. Invest in a decent navy to keep the trade lanes free of pirates. If pure economic well being is your goal, try to avoid entangling wars and ensure you have trade rights with all factions.

    An alternative to this is to build a good army and navy and raid and sack distant coastal cities. I really enjoy playing Denmark or England and raiding the lands of Moors and Egyptians (though it does make for a helluva long voyage! ).

    Oh, I almost forgot. Although it takes a very long time, max out on merchants and send them to trade sugar and spices in Egypt and the Levant. After a while you'll easily be gaining thousands of florins per turn.
    Last edited by Skirnir; October 27, 2007 at 05:24 PM.
    omnes feriunt, ultima necat

  11. #11
    Faris ad Din's Avatar Ducenarius
    Join Date
    Nov 2006
    Location
    Queens, NYC
    Posts
    957

    Default Re: Best way to build an economy

    Spices are more lucrative for English/Danish merchants? Wow, for my Egyptian merchants they yield PENNIES, while stuff like iron surprisingly is quite profitable to park 'em on (like 300-400 a turn for iron and 30-40 a turn for spices). Amber also trades well for my merchants. I suppose that different trade goods are more valuable to different factions... if your faction already has access to plenty of a trade good, like sugar, cotton and spices for Egypt, your merchants won't get much for trading it, but if your faction lacks it, you get more... supply and demand.

  12. #12

    Default Re: Best way to build an economy

    Quote Originally Posted by Lion of Judah View Post
    I want some of you folks to give me your strategy for building a good economy. I admit in the past that I just build, build, build, and recruit, recruit recruit. Then I have to do the add_money cheat. I don't like to do that. IMO I feel like that takes away from the game and then I end up beating the game in like 100 turns. That is not very fun. I want to build a stron economy but I really don't know how to do it. I always end up getting t agressive and start cheating. Someone help me. Is putting the game on auto economy a good strategy? Opinions please.

    the best thing to do is not to recruit too many soldiers. recruiting soldiers costs money to retain them. you could just decide to focus on economy first and then move on to that or to recruit many soldiers and continuously sack cities to replenish your wealth

  13. #13

    Default Re: Best way to build an economy

    i didn't know you could make from 300-400 dollars from merchants. please tell me more

  14. #14
    Faris ad Din's Avatar Ducenarius
    Join Date
    Nov 2006
    Location
    Queens, NYC
    Posts
    957

    Default Re: Best way to build an economy

    300-400 florins a turn is nothing. That's from... rank 5-7 merchants parked on iron. I've seen a Moorish rank 10 merchant getting 1209
    florins a turn from gold in Timbuktu. Their capital would be in Marrakesh, also in western Africa, so it wouldn't be terribly far from the merchant either.

    Anyways, the income you get from merchant trade depends on the value of the commodity. Obviously you won't get as much profit from trading timber or coal than from silk and silver. The second part is the skill of the merchant. A merchant with a finance rank of 10 may earn five times or more, as much as a merchant of rank 1. So the trick is
    1) To find the most valuable commodities, which isn't too hard... you can see where commodities are even on the unexplored portions of the map.
    2) To raise your merchants' skill. There are many ways to do this, if you check export_descr_character_traits.txt in the M2:TW data folder. You can make sure to attract a Merchant guild in one of your cities (earn points by building markets, ports, warehouses, training merchants, and making trade agreements with other factions). All new merchants trained there will receive a bit of training from the guild; this also goes for Theologian's and Thieves guilds by the way. Then you can raise merchant skill by attempting to acquire other merchants' assets (put them out of business). This can be tricky with a new merchant with low skill, and other factions tend to target your OWN merchants if they're parked on top of trade goods like gold, silver and amber. But if you're able to earn some points through acquisitions, it gets easier and you can eat up any novice replacement merchants other factions train, for breakfast.

    Acquisitions can be quite lucrative by itself for that matter. I think taking out even a low rank 1 or 2 merchant can give you 1200 florins a pop (not sure), and the highest income merchant I've ever seen was a rank 9/10 gold merchant, with 1209 a turn. You can have a young, top-skill merchant park themselves in a major crossroads like northern Italy on top of a gold/silver mine and despoil the flocks of merchants that pass through the area. Hmm, you could be making 1209 (trading in gold) + 1200 (seizing an enemy merchant's assets) florins a turn that way with just a single merchant. Granted, this is a highly uncertain venture, when you have to first gain control of a valuable enough resource, get a merchant's skill up high enough, and then replace him when he dies of old age if he doesn't lose his assets to another merchant. Merchants are nice because they only cost an initial 550 florins and 0 upkeep, so they are best as a source of BONUS income to boost your treasury. So don't get all excited thinking you can run an empire trading amber or ivory, though being able to master merchant trade can provide a very nice boost to your game.

  15. #15

    Default Re: Best way to build an economy

    Someone please explain how to use a merchant. The best I can do with my Spannish merchant is like 141 florins in Timbuktu on the Gold. How in the HECK are people getting like 400-1200 florins per turn with merchants. I have had my merchant parked in Timbuktu for years.

    Also, can some tell me the more lucrative places for trade. I have looked all over the place for anything in double digits. Everything that I am finding is like 7,8, florins and the most. I just don't know how to use merchants. I could really use some help with this. Thanks



    I'm not Irish I just like the Irish! Notre Dame Fightin Irish

    Matthew 5:9 Blessed are the peacemakers for they shall be called the children of God.
    Formerly known as Lion of Judah

  16. #16

    Default Re: Best way to build an economy

    What I do is take over the British isles or somewhere else that is isolated from the rest of the factions. Then I start building anything and everything that raises happiness and/or order for the city; such as churches, taverns, whore houses and the lot. You can then raise your taxes to very high and not have to worry about pissing eveyone off.
    Also since the whole island is isolated I put all of my merchants to work on it, because you never have to worry about another faction's merchant coming in and taking over. Just make sure that no one comes along and blocks your ports.
    Than all you have to worry about is Rebel armies popping up and messing with productivity and pirates and other factions blocking your ports.
    You should be Golden.

  17. #17

    Default Re: Best way to build an economy

    Thanks for the post but that is really not what I am after. I want to be able to compete like Faris ad Din said. However, that was a little complicated.



    I'm not Irish I just like the Irish! Notre Dame Fightin Irish

    Matthew 5:9 Blessed are the peacemakers for they shall be called the children of God.
    Formerly known as Lion of Judah

  18. #18

    Default Re: Best way to build an economy

    1. Send your diplomat out IMMEDIATLY to EVERY reachable faction. and get alliance, trade rights, map info and depending on your faction you can usually get about 1000 florins for 5 turns (especially from Italian and Iberian Peninsula factions. You probably have to give them map info too. If its "balanced" they will usually pay or counter offer with a couple thousand florins. (((This is so crucial to early game development))).
    2. Sack every city you capture.
    3. Convert most the castles you get into cities. See my post in this thread.(http://www.twcenter.net/forums/showthread.php?t=130898)
    4. Buildings in order. Ports if possible, markets, farms, roads.
    (get those markets up quick so you can designate once city to keep building merchants, spend the next 5 to 20 turns walking your merchants to Constantinople, Middle East, or Timbuktu. This will make you HUGE money)
    5. Don't have too many armys (especially in the beginning) Stick to 1 main army and only put in the amount of free troops in the cities that it can maintain until unrest becomes a problem.

  19. #19
    Kahn's Avatar Civis
    Join Date
    Oct 2007
    Location
    San Francisco
    Posts
    198

    Default Re: Best way to build an economy

    I think FunNBeer was talking about an approach you can take if you're already in the middle of a campaign. If you start over, take Faris and Din's advice, but if you want to keep playing the campaign you're on, FunNBeer's advice is sound. (albeit long-term)


    To Hell we Ride...

  20. #20

    Default Re: Best way to build an economy

    Quote Originally Posted by Kahn View Post
    I think FunNBeer was talking about an approach you can take if you're already in the middle of a campaign. If you start over, take Faris and Din's advice, but if you want to keep playing the campaign you're on, FunNBeer's advice is sound. (albeit long-term)

    Okay gotcha. And by the way that has to be one of the funniest sigs I have ever seen. lmao



    I'm not Irish I just like the Irish! Notre Dame Fightin Irish

    Matthew 5:9 Blessed are the peacemakers for they shall be called the children of God.
    Formerly known as Lion of Judah

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •