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  1. #1

    Default Understanding Economic & Military Cities in Rio's.

    I tried to find a guide or explanation of Rio IBFD both ingame and in the forums. There is something mentioned in the readme's about economic and millitary cities. And that I have change them, like in M2TW, or something.
    Is there a guide for this, can they only be either economic or military?
    Last edited by CIaagent11; May 03, 2008 at 01:41 PM.

  2. #2

    Default Re: Understand Economic & Military Cities in Rio's.

    Quote Originally Posted by CIaagent11 View Post
    I tried to find a guide or explanation of Rio IBFD both ingame and in the forums. There is something mentioned in the readme's about economic and millitary cities. And that I have change them, like in M2TW, or something.
    Is there a guide for this, can they only be either economic or military?
    Right here my friend its on the forums...scroll down to no# 3 and 4
    http://www.twcenter.net/forums/showthread.php?t=65765
    I've cleaned this up nicely(more historically correct) in the up coming mod and I'm listing capitals with some historical back ground on then on a Wordpad Document. It might be better if you can follow up any questions on the Rio forums don't hesitate to ask anything

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  3. #3

    Default Re: Understanding Economic & Military Cities in Rio's.

    Thanks. I loocket at that. That explains how to change them.
    But not what military and economic cities are.
    I just don't get it...
    Is it explained somewhere in the game or is it self-explanatory?
    Last edited by CIaagent11; May 03, 2008 at 01:52 PM.

  4. #4

    Default Re: Understanding Economic & Military Cities in Rio's.

    Quote Originally Posted by CIaagent11 View Post
    Thanks. I loocket at that. That explains how to change them.
    But not what military and economic cities are.
    I just don't get it...
    Is it explained somewhere in the game or is it self-explanatory?
    a. The military city: these cities produce the highest upgrades for a factions army. Also most of the time these cities produce the finest armour and weapons. A war harbour can be built at this city. The iron resource icon represents this city as a military site.
    The city was known to have resources that gave it a historical military advantages

    b. The economic city: theses cites produce the highest upgrades for a factions economy. Also they have a two tier forts that allow them to recruit foederati and mercenary troops. A commerce harbor can be built at this city. No iron icon resource means it is an economic city.
    The city was known to have resources that gave it a historical economic advantages

    c. The capital city: these cities produce the highest upgrades for a factions army and economy Also trading merchandise is enhanced bringing in more revenue compared to other cities. A war harbor or a commerce harbor can be built: includes the choice between the commercial port and the war harbor as its fully upgraded port. This city is always represented by the iron and the grain resource.
    The city was known to have been the factions capital and was military and economically superior to other cities.


    Hope this helps (it was from the guide)

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  5. #5

    Default Re: Understanding Economic & Military Cities in Rio's.

    Do I have it right?...

    Cities are one thing or the other from the start of the game.
    And the iron recource was used to make the destinction (for technical reasons).
    And recources can't be changed while playing, so theres no "one or the other" like in Medieval2. (I don't like to have to make that decicion.)
    If I want the benefits of the other type of city I can build an expensive building, treasury or logistics, and it will open up the whole building tree.
    Last edited by CIaagent11; May 04, 2008 at 02:58 PM.

  6. #6

    Default Re: Understanding Economic & Military Cities in Rio's.

    Quote Originally Posted by CIaagent11 View Post
    Do I have it right?...

    Cities are one thing or the other from the start of the game.
    And the iron recource was used to make the destinction (for technical reasons).
    And recources can't be changed while playing, so theres no "one or the other" like in Medieval2. (I don't like to have to make that decicion.)
    If I want the benefits of the other type of city I can build an expensive building, treasury or logistics, and it will open up the whole building tree.
    Yes I think you got it Just to elaborate I'll post this:
    The original economic system portrayed in the BI WarMap was created by Ice Torque...also he is the artist who created the beautiful huge map I currently use. I've expanded open his original economic framework and then I added the different city types with more use of the resource icon within the capitals and other type cities. The way Ice set up the BI WarMap has allowed me to have a great deal of room for creativity and flexibility within the Rio mod.
    .
    If ascribed a military city... it would need a treasury to build high level economic cities
    -If ascribed a economic city... then needs logistics building to build high level military cities
    -If a Capital... then it will have a full range to build high level economic and military buildings but will still be aways superior in all aspects.

    -The construction of the logistics building and treasury allow the faction to build outside of its ascribed city predispositions...but the faction needs the technology to do so. Capital cities do not need the technology. They can build military and economic cities according to the cultures ability to build military and economic buildings

    - Click the city within the province
    click the construction button then click the building browser. You will then see your cities potential.



    Just to note several of the far less technological advanced factions will not be able to build outside of their prescribed cities

    Edit:Also there was a need to polish this up a bit ...will be for the Beyond Roman Glory mod
    Last edited by Riothamus; May 04, 2008 at 08:57 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  7. #7

    Default Re: Understanding Economic & Military Cities in Rio's.

    Thank you again Riothamus.

    What about the fourth highways (viae consularis).
    Will they only give an trade upgrade or are they a real fourth type of street.
    I looked into the buildings file and it looks like its really an uprage to highways. How does that work?

    No gladiatorial games in Rio's?
    Last edited by CIaagent11; May 07, 2008 at 10:23 AM.

  8. #8

    Default Re: Understanding Economic & Military Cities in Rio's.

    Quote Originally Posted by CIaagent11 View Post
    Thank you again Riothamus.

    What about the fourth highways (viae consularis).
    Will they only give an trade upgrade or are they a real fourth type of street.
    I looked into the buildings file and it looks like its really an uprage to highways. How does that work?

    No gladiatorial games in Rio's?

    Your welcome CIaagent11

    No gladiatorial games ..too late no longer existed in the mid 5th centuries.

    The Via Consularis will only give a higher road level(this i think just means further movement) It will not give extra bonus trade like the highways do in the curia farms and ports. I see at as like the highways(at the moment lol) in that regard so having the highways in place already you will be getting that trade bonus. I may although add it as a trading bonus to something in Beyond Roman Glory, just not sure yet.


    For the up coming Beyond Roman Glory mod building the road system and Via Consularis are a prerequisite for the re romanization and Triumph building of the Romano British people

    Roman Triumph Roman British
    target
    432AD Caer Guricon (Viroconium)
    463AD Caer Guricon (Viroconium)
    Info At Viroconium during the 5th century a of number of timber buildings were erected on and around the site of the old baths, notably a large winged structure described as an 'administrative centre' or 'palace'.

    ROMANIZATION: forts, fortress, villas, provincial Latinius Right
    INDUSTRY: network road system. To tie once again together the Romano British people by the greatest network system of roads. Via Consularis needed for to build the final tier. the statue of the Successful Emperor for Romes Glory.
    Last edited by Riothamus; May 07, 2008 at 11:11 AM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

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