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Thread: Population Level Upgrades Needed for Cities and Castles?

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  1. #1

    Default Population Level Upgrades Needed for Cities and Castles?

    What are the different population benchmarks for Cities and Castles in SS 5.1 ?

    I noticed some mods changed the population prerequisites for City and Castle upgrades. Is that also true for SS?

  2. #2

    Default Re: Population Level Upgrades Needed for Cities and Castles?

    Yes, it is true for SS. In order to find the population required for the next upgrade, hover the cursor over the population value, and it should show the modified value.

  3. #3

    Default Re: Population Level Upgrades Needed for Cities and Castles?

    Just in case you want to know...

    Cities

    3000 - Town
    8000 - Large Torn
    15000 - Minor City
    30000 - Large City

    Castles

    2500 - Castle
    8000 - Fortress
    15000 - Citadel

  4. #4

    Default Re: Population Level Upgrades Needed for Cities and Castles?

    Thanks a lot!

    I'm noticing that waiting for Castles to develop from Motte and Bailey/Wooden Castle to a Fortress takes forever. And couple it with the fact that I have to train new units in the Castle for war, its almost impossible to have it upgraded to Fortress.

    Im thinking of waiting for a city population to reach 10,000 and then convert it to a Castle. In my two recent games I've had to face Fortress level units from my enemies while Im still pumping out the old units from my Castle.

    Any tips on how to boost population levels in Castles?

  5. #5

    Default Re: Population Level Upgrades Needed for Cities and Castles?

    make the castle auto managed, then put growth factor. Make the population stay happy and build farms and markets

    thats pretty much it, but some generals have traits that allow population to grow (don't know how to get it though)
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  6. #6
    Vulpex's Avatar Civis
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    Default Re: Population Level Upgrades Needed for Cities and Castles?

    Having a town to grow up and converting to castle works well. You can adjust tax, build some cheap growth buildings and choose your time when you want a castle there. Mind you, takes a while to build castle infrastucture on place after town, but that keeps on pace with AI growth.
    If you have town not too rich with trade resources might be good place for future main garrison.


    You can even go from small castle and so to town, its quicker that way.
    Guess its personal preference if you want to do so.
    Last edited by Vulpex; March 23, 2008 at 12:34 PM. Reason: Dis english is hard

  7. #7

    Default Re: Population Level Upgrades Needed for Cities and Castles?

    You can also mod the % population growth for a particular city or castle in the descr_region file (0 to 1 + no growth, 8 to 10 = fast growth).
    If you just want to change the turning point to the next higher level, make the change for all cities and castles in the descr_settlement_mechanics.xml


    Good luck!
    Last edited by Fridericus Rex; March 23, 2008 at 12:46 PM.

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