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Thread: Economic model - are there "base" values?

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  1. #1

    Default Economic model - are there "base" values?

    Is there an easy way to discover the province specific "base" values for the three income categories? To clarify:

    I believe that farm income is tied mainly to three things:
    1. Type of harvest, randomly determined each turn
    2. Amount of farm upgrades in settlement
    3. Province specific number, to reflect differences in arable land
    I'm interested in number 3.

    Same goes to the other two income types.
    For Tax, I believe it's like this:
    1. Number of people in settlement
    2. Tax rate
    3. Maybe: province specific "base" tax value to reflect wealth of the region
    For Trade, I believe it's something like this:
    1. Other factions and trade rights
    2. Other faction forces in the province, including blockades
    3. Buildings, roads, etc.
    4. Maybe size of population in settlement
    5. Province specific base trade number, including tradeable goods in the province
    Again, I'm interested in the last one.

    The reason I'm asking this is to decide which settlements have the greatest income potential and which settlements to convert into castles. I'd like to be able to inspect a settlement and look at some statistic to discover the potential of a settlement, and to have a meaningful comparison between e.g. a 1000 pop town and a 2000 pop castle.

  2. #2
    Georgy Zhukov's Avatar Primicerius
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    Default Re: Economic model - are there "base" values?

    I dont think theres is just an accessible base value on the campaign map, but potentially some obscure file in the directory may have it.

    And Welcome to TWC!

  3. #3

    Default Re: Economic model - are there "base" values?

    Nah, I'm looking for an ingame way to judge things, not for an "external" resource.

  4. #4
    clandestino's Avatar Primicerius
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    Default Re: Economic model - are there "base" values?

    For farming you can see fertility of land in province by right clicking over fields at campaign map, you have low, medium and high fertility land,as well as non-arable land. If land in province has high fertility and there isn't too much non-arable land and woods the farming output will be higher.
    For Trade, I believe it's something like this:
    Other factions and trade rights
    Other faction forces in the province, including blockades
    Buildings, roads, etc.
    Maybe size of population in settlement
    Province specific base trade number, including tradeable goods in the province
    1. trade buildings line, roads, merchant's guild-essential
    2. more neighbouring province means more trade income especialy if they belong to other factions and you have trade agreements with them
    3. ports and sea trade are far more lucrative then land trade of landlocked provinces;position of port is also important, it determines with how many other ports you can establish trade lines, again trade income is bigger if you trade with ports that belong to other factions
    4. specific resources such as gold, silver, spices, slaves, amber, silk... that can be your province specific base trade number or something nearest to it.
    Hope I helped
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  5. #5

    Default Re: Economic model - are there "base" values?

    Thanks! Just the type of information that I'm looking for.

    I never knew you could right-click to see the fertility...

    As for trade-potential, I guess I'll be looking for: is it landlocked and what trade resources does it have. These two should determine the "base trade" number for the province. I'll have to see which of the two is more important (in extremes: gold landlocked vs no resource port)

    Now, if only there were a list of all trade resources and their base values (right-click on them perhaps? I'll have to try tonight...)

  6. #6

    Default Re: Economic model - are there "base" values?

    Quote Originally Posted by TeeWee View Post
    The reason I'm asking this is to decide which settlements have the greatest income potential and which settlements to convert into castles. I'd like to be able to inspect a settlement and look at some statistic to discover the potential of a settlement, and to have a meaningful comparison between e.g. a 1000 pop town and a 2000 pop castle.
    as a rule of the thumb i always convert coastal settlements into cities and try to keep castles in landlocked locations without any important trade resource

    one thing you are neglecting is that there is imbeded in the game code some sort of script that makes certain settlements grow larger in a faster rate than others (such as but not exclusively Constantinople, Antioch, Jerusalem)... converting such a settlement into a castle (ok u cant convert some of the above but i imagine there are others u could convert) would pose a setback to your future finances

    one last advice is to search threads such as "richest city" or "richest province" in this forum and see which places have the highest income yielding capacity (i think Constantinople and Antioch are among the richest)
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  7. #7
    clandestino's Avatar Primicerius
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    Default Re: Economic model - are there "base" values?

    Now, if only there were a list of all trade resources and their base values (right-click on them perhaps? I'll have to try tonight...
    I don't think there is such a list, value of resources is only potential, you can have awsome resources but if you don't have trade buildings and trade rights or province is landlocked or your port isn't conected with other ports then resources will be pretty much useless. For example Stocholm has a silver mines (valuable resource ) , it's port has sea conection with half a dozen of other ports and there is also a land conection with Oslo and Arhus, with fully developed trade buildings, ports and docks, as well with trade rights Stocholm is one of the best money makers in the game, but if you are in hostility with other factions that control ports at Baltic and Northern sea or Oslo and Arhus Stocholm will loose much of it's income. You see how all those things are conected?
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