I searched on both of the above words, and didn't see an obvious answer previously given. Are pottery buildings actually included in the game. Can't say that I've ever seen one....
I searched on both of the above words, and didn't see an obvious answer previously given. Are pottery buildings actually included in the game. Can't say that I've ever seen one....
Thread moved to Gameplay and Strategy Discussion. PM me if you have any questions.
The Ottomans has pottery buildings. Maybe other muslim nations has too, I dont know.
I think everyone can build a pottery building, but they have to be in provinces that don't have either iron or textile resources, which is pretty rare.
ttt
Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince
Exactly right - and I will bet my money so. There are three kinds of craft workshops you can build on towns.
The two main predominant kinds are:
1. Metalworkers - ONLY if you have an iron mine in the region - and when you do have an iron mine in the region, and there are multiple towns, only some of them become metalworking-dedicated towns. I'm pretty sure if you only have ONE town or have one available at the beginning, that one is designated as a metalworking town.
2. Weavers - if there is either a cotton plantation in the region, or there is a regular-type farm. There are two(ish) types of farms - one with a wheat (or corn or rice) symbol over it, or a sheep symbol over it. Strategically they do the same thing - same bonus to population growth and wealth contribution - but the farms with the sheep symbol just "explain" the source of the textile mills' raw materials, is all. If there is a farm and there is no cotton source in the region, the farm automatically gets a sheep symbol and becomes a wool source as well.
By the way, the farm LAND gets designated that way BEFORE you build anything on it - so you will see the bare farmland without any construction with a wheat (or corn, in the Americas; or rice, in India) or sheep symbol over it. The campaign developers were kind enough to cover the explanation for textile raw material sources in this regard.
3. Potters - if neither of the previous conditions are met - there is NEITHER an iron mine nor a regular farm in the region: there are NO raw materials for either! - then the game makes the choice a Pottery maker.
Now there are VERY FEW regions that lack both a single iron mine and a single farm... (All of you players can attest to that - just how many of your regions lack any farms or iron mines?)
Palestine happens to be one of them. They start with a port town and a single town (Elat) that grows in the campaign.
Which brings me to another point.
Every single emerging town starts as VERY POOR.
The first town to develop in Spain is Andorra. When it develops, it is "Very Poor."
The first town to develop in France is Bordeaux. When it develops, is is "Very Poor."
Check any of your new towns when they emerge. They all start out as "Very Poor."
Of course Elat in Palestine is "Very Poor" - it grows to size during the campaign.![]()
"If you are the Sultan, come and lead your armies. If I am the Sultan, I hereby order you to come and lead my armies."
- Mehmed II (the Conqueror of Istanbul) to Murad II, his father, before the Battle of Varna in 1444)
Whoops. I never implied that the wealth status of towns ever change. I was just speaking about population growth leading to new towns emerging - and as far as I have seen, every new town starts at "Very Poor" and stays that way, I believe.
Does anyone know otherwise? If towns can get richer, how does it happen?Certainly not lower taxes/town wealth increases and probably not population growth past the last emerged town (although that's my best gumption).
"If you are the Sultan, come and lead your armies. If I am the Sultan, I hereby order you to come and lead my armies."
- Mehmed II (the Conqueror of Istanbul) to Murad II, his father, before the Battle of Varna in 1444)
play on britain..Pottery? Huh
is that this?
![]()
The Ottomans can build a pottery in Eilat, Palestine right at the tip of the Red Sea. It's a Very Poor place though.![]()
"If you are the Sultan, come and lead your armies. If I am the Sultan, I hereby order you to come and lead my armies."
- Mehmed II (the Conqueror of Istanbul) to Murad II, his father, before the Battle of Varna in 1444)
I am not sure to catch what you say but you do not need a sheep symbol on the farm to get a textile workshop. Best example of this is East Prussia, a corn farm in Masuria and Tilsit is still a textile workshop.2. Weavers - if there is either a cotton plantation in the region, or there is a regular-type farm. There are two(ish) types of farms - one with a wheat (or corn or rice) symbol over it, or a sheep symbol over it. Strategically they do the same thing - same bonus to population growth and wealth contribution - but the farms with the sheep symbol just "explain" the source of the textile mills' raw materials, is all. If there is a farm and there is no cotton source in the region, the farm automatically gets a sheep symbol and becomes a wool source as well.![]()
On the other hand in Brandenburg you can find a farm with a sheep symbol, Lusatia, and no mines or whatever and at the towns that emerge later, I do not remember for Wismar but Stettin can be one, in the campaign you can build a metal workshop.
If you meant that any farm could provide you a textile workshop, I apologize for not understanding you.
Interesting. I could very well be wrong, but I can't think of much other explanation for weavers vs. potters. I'll have to look into this.
This would be my main point - but as I said, I could be wrong. I think the type of each town is coded into the campaign. At the least, if there really is no firm link or explanation for industry types of towns, then it may be pretty much up to campaign coding and the whim of whoever designed it.If you meant that any farm could provide you a textile workshop, I apologize for not understanding you.
Maybe any town is predefined in the campaign to reflect their role in history.
Edit: I just thought about it and found where it doesn't work. As the Dutch you have Curacao with only a suggar plantage. The other town you get can not become a ceramic factory. It becomes textile if I remember well, not sure tough.
Last edited by Bobo; April 06, 2009 at 12:31 PM.
I highly doubt that - that the campaign designers would take the time to meticulously make sure that each town reflects a certain resource at that place in that era. A few places ARE - Salamanca is a famous university town and starts with a school. Otherwise... I think not.
I don't think Elat in the very south of Palestine was a renowned ceramics production center. It's utter desert there - where would you get clay in a desert for pottery? You make pottery in moister climes where water erosion creates the fine grade of sediment known as clay. The Hopi Indians in the southwestern United States had to hand-grind their own stone into clay for their pottery but that's an exception. That town was most likely a caravan stop and minor port is all.
I'll check the campaign again later.
The mechanics are right in the game files
In the building_chain_to_slots.db file, it defines what buildings you can build in what "slot" (town, settlement(city), or minor settlement)
Industrial buildings have to be placed on a slot matching their specialization.
But other buildings can be put on any town slotCode:industry-metal town-metal industry-pottery town industry-textile town-textile
Code:rel_catholic town rel_catholic town-metal rel_catholic town-textile
So basically like 95% of towns in the game are textile or metal.
ttt
Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince
Hold on - doesn't this just mean that these mechanics work off of some permanent, pre-coded campaign file where some towns are designated "town-metal," "town-textile," and "town" (should be "town-pottery" but it's just "town")? It's all up to the whim of whoever typed up these campaign files then.
Hence, the "exceptions" to the rule I tried to impose... cotton plantations/sheep farms makes for textiles...Ah well.
Absolutely right. I defined which towns can have which buildings. Pottery was supposed to be out of the game, so the only explanation is that I missed some. Whoops.
On Town Wealth:
Towns get wealthier with town wealth growth. The wealthier a town is, the more money the building in it will produce (as defined in the slots_gdp_values table).
Every time the town wealth has grown by a certain number from the point the last town has increased its wealth, the next town increases its wealth. This threshold is calculated like that: town_wealth_increases² * 6000
Last edited by Thamis; April 08, 2009 at 03:15 AM.
The only one I have noticed is near Jerusalem.
Thanks for the explanation, but it's a bit confusing, by "town wealth growth" do you mean province wealth?On Town Wealth:
Towns get wealthier with town wealth growth. The wealthier a town is, the more money the building in it will produce (as defined in the slots_gdp_values table).
Every time the town wealth has grown by a certain number from the point the last town has increased its wealth, the next town increases its wealth. This threshold is calculated like that: town_wealth_increases² * 6000
Right now I read it as "towns get wealthier when they grow in wealth" which seems like circular logic.
If you mean province/capital wealth (the number displayed when hovering over the capital), then I understand, if not, you may need to explain a bit more...
ttt
Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince