A lot of people seem to be having huge problems dealing with grain imports. Their cities are growing too fast and they're getting multiple revolts/rebellions and/or the plague even if they maintain large expensive garrisons. Rather than being a bug, I think that it's a challenging management feature of RTRPE. Apparently, prior to being patched RTW had unlimited squalor and perhaps even an unlimited distance penalty. City management is much fairer in RTRPE than it is in RTW (both pre and post patches). Without the grain "bug", city management in RTRPE would perhaps be too easy.
There are many reasons why grain is such a big issue. RTRPE has:
* more provinces with the grain resource and, in the Black Sea area (and Pakistan) in particular, several of these provinces share borders. The latter can be very nasty as the grain resources can form a network so that every province sharing a border or a nearby port will get the combined grain growth bonus of all of the provinces in the network. In the Black Sea area, it's easy to get 7.5%+ grain growth in over a dozen settlements if you are too expansionistic. Partially offsetting this is that no province starts with 5.0%+ base farming like IIRC Carthage, Patavium, and Corduba did in RTW.
* no peasants. In RTW, training peasants reduced settlement populations, training could be done immediately upon conquest, and the peasants were often cost effective garrisons. With the required phase buildings in RTRPE, you can't train any units immediately except for low population/non-garrison ships and agents.
* buildings that require more turns to build. And in particular, the governor buildings for large and huge cities require an agora and a great agora, respectively.
* an irreplaceable Town Square in every settlement which can make the foreign culture penalty bigger and more permanent.
On the positive side, RTRPE has:
* a fairer traits and ancillaries system. It's easier to get good governors who have influence and law bonuses.
* the ability to build multiple temples in each settlement.
* several factions that get a substantial law bonus when they build their phase/barracks buildings.
* some factions that have an (increased) ability to build police, theatre, and health buildings.
* cost effective javelin (and less cost effective medium infantry) units to act as garrisons. (I especially like the berber javelinmen unit. Gallic warbands are good too.) These units, however, are not available everywhere and to every faction, and can't be trained immediately upon conquest.
If you manage to turn a profit in these problematic settlements/provinces, you have overcome the grain problem. Let's look at possible solutions from the worse case to the best case scenarios.
In the worse case the grain resource in the province not only causes the settlement to eventually rebel, it will cause many other settlements to do the same. In that case, don't capture the settlement or if you must attack it, capture it and immediately let it rebel (if possible) and don't recapture it. In my current campaign, I haven't captured the rebel settlement of Anchialus (in Romania). It would take a monumental effort to keep it from eventually rebelling and it would increase grain imports in several of my settlements from 6.0 to 7.5. When the nearby settlements are safe from eventual rebellions, then I'll capture the settlement.
Here's a political map of RTR: http://upload.wikimedia.org/wikipedi...ical_trm60.png
In situations where the settlement is sure to eventually rebel but won't cause others to do the same, exterminate the population when you capture it. Even with a few rebellions later on, you should turn a profit. That's what I'm going to do with the hugely overpopulated rebel settlement of Sinope (unless it gets the plague soon as some of the other AI settlements in the Black Sea area have done) and possibly with some of the Pontic settlements.
In other situations where it'll be difficult to prevent a rebellion, enslave the population when you capture the settlement. In which case, if the province has the grain resource, you might want to avoid/delay building roads and ports. Roads and ports increase the number of nearby settlements that will get grain imports. Also be aware that grain imports often won't show up immediately upon capturing low population settlements but they will eventually. I'll note here that the slave trade does NOT cause populations to grow faster despite of what is shown in the settlement details scroll. However, enslaving does cause half the population of the newly captured settlement to be immediately transferred to your other settlements that have governors. Managing where the slaves go is very profitable but it takes tons of planning/time. You may prefer exterminating the populations or sparing them and accepting a few eventual rebellions.
Attached are the settlement details scrolls from two of my campaigns.
The 1st is from my Carthaginian campaign. Agrigento has just maxed out at 100 squalor and I managed to avoid revolts even with a small garrison. I hadn't anticipated the full extent of the grain problem so I had to bring in my best governors to keep the peace. Hasdrubal expired a few turns after this screenshot and I only managed to ship in Hamilcar with a turn to spare.
The 2nd is from my current Macedonian campaign. I just captured/enslaved Heracleia and it has an absurd public order of 375%. That shows the awe the citizens have for my fast expansion.Seriously though, the population boom bonus (which doesn't seem to have a ceiling) will disappear at the same time that I expect the squalor will eventually go up to 100, so I'm preparing now for very low public order later. (The governor and his army will march to Sinope so most of the garrison and influence bonuses will disappear immediately and I will raise taxes to very high.) (Edit: I just noticed that I have Nicopolis in the control panel. I must have been looking at Nicopolis and then accessed Heracleia from the Overviews scroll.)




Reply With Quote






