Was wondering what is the very first building you build and where:hmmm:
I always build an Academy in Rome first![]()
Was wondering what is the very first building you build and where:hmmm:
I always build an Academy in Rome first![]()
Temples if needed, otherwise roads
Forget the Cod this man needs a Sturgeon!
Ports, roads, basic farms (L1/L2), a single academy somewhere, and stone wall upgrades, in roughly that order.
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Anything that generates income
Semi-Retired RTR Developer and Researcher
Dont get into a fight if there is nothing to win
If I'm under pressure and i have money, barracks; if i'm not under pressure and have money, barracks; if i'm not under pressure and have no money, mines/ports/roads (that order); if i'm under pressure and i have no money, roads, barracks I, ports, barracks II, mines, barracks III and up.
governing is a science![]()
Science flies you to the moon.
Religion flies you into buildings.
Victor Stenger
In the following sequence for Rome:
1. Roads (serves both, economy and troop transports) - all provinces
2. Armory - in one city and where possible
3. Academy - in Rome only first
4. Markets - all cities
5. Temple - Mars only in three troop producing cities, the rest Jupiter
6. Harbors
This set-up gives a good economy in about 20 turns.
Hope, that helps.
very first thing I build is a port and an academy in rome
latter I concentrate on upgrading the roads and farms ASAP
Roads, lots and lots of roads.
Why academy?
Academy is very important for new and old generals - leave them for some turns in the city with the academy before sending them to another city and they will gain managerial traits.
Important when you have an unruly city to passivize.
In RTR, for pacification, the most important activity is fighting battles. It's pretty easy to get enough victories to get up to Conqueror, which gives +6 influence (that's 30% public order). Nothing academies and temples offer can compete with this in terms of efficiently pacifying cities. However, academies and beneficial temples offer other traits and ancillaries, which bump up management and other money-generating items. Other than filling up with relatively useless ancillaries as well as the useful ones, the only minus to an academy is the PublicAtheism line of traits, which adds to unrest. However, if the FM becomes a Victor, the influence more than compensates for this, while the management traits come into their own, often resulting in governors with 10 management and 10 influence (with suitable ancillaries).
Something I'd like is a review of the ancillaries, cutting down on those which duplicate effects without adding flavour, and adding more flavour ancillaries and perhaps traits a la EB or VII.
just as fridericus rex said they are important for generals and cities. Also they give you battlefield recovery ancillaries, which are incredibly useful. Also, they give you better influence and management traits. Nothing beats an academy early on when other cultures begin with them. Would you rather have a ruler trained only in religion? Not me. I want a well educated manager of my cities and towns as soon as possible.
My generals spend 16 to 22 in Rome as students,
Does a scriptorium do anything extra in terms of ancillaries/traits?