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February 28, 2008, 06:32 AM
#1
Building Advices.....
Anyone noticed how stupid those advices are? For example it may tell you to build a blacksmith when there is no unit to recruit. And it doesn't understand different types of cities because there is no option to set so when you're manually controlling them (military-oriented, economics-oriented, etc)
Worse, your governors could get bad traits for not building advised buildings (farms, mines, and markets).
I wonder if there is any .txt file to modify the advices and priority of buildings? It may help AI as well...
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Last edited by AqD; September 20, 2011 at 06:07 AM.
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February 28, 2008, 11:11 AM
#2
Laetus
Re: Building Advices.....
I've strongly suspected that the advice system was still with the RTW system in mind, in which case building a blacksmith earlier would make more sense.
In general my building advice almost always includes getting your Auxilias up and running first (they're cheap and building basic units for defensive purposes is essential.) I'll rarely however go the stables-practice range-royal barracks route with upgrades unless I'm convinced the settlement is strategically important. Other than that, always get road upgrades maxed. And ports upgrades maxed too with your coastline settlements.
Don't invest in the Far East Silk Road-esque upgrades with Eastern factions. I've done so a bit with Armenia and seen virtually no improvement financially. I wonder if that can be fixed with RTRVII.
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February 28, 2008, 11:28 AM
#3
Re: Building Advices.....
Silk Road in RTR PE gives nothing better than a market. I tried to tweak the trade bonus to 20-50, but it wouldn't have large effects anyway.
I think the problem is that you cannot trade with far-eastern countries which don't exist on the map - which is exactly what silk road does in real world.
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Last edited by AqD; September 20, 2011 at 06:07 AM.
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February 28, 2008, 02:03 PM
#4
Re: Building Advices.....
The advice pieces are indeed left overs from RTW, ignore them at all times.
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