Since the changes that come with RS2 also affect building rosters, traits and other gameplay elements associated with income, infrastructure etc, we will have to see how all these changes can be included without hurting the game. So I'll open this thread, since we'll need it sooner rather than later anyway. Everything about money, population growth, public order and related topics goes here.
I'll just go ahead and start with some things I noticed:
- The AI seems a bit too fond of the new taxation buildings. I see this as a sign that it's a bit too powerful as it is. Maybe a slight reduction of benefits, increase of happiness penalty, and addition of a population growth penalty for the lower levels would be in order?
EDIT- DVK: I have done so....lowered the benefits slightly, increased the happiness penalty, and placed a population growth penalty in the lower levels.
- The same is true for the population growth initiatives. These buildings are a bit of a no-brainer, especially now that natural pop. growth has been severely reduced. I'd suggest to give these buildings a penalty in taxable income, since people are usually convinced to settle somewhere with a variety of benefits, like free land or lower taxes.
EDIT - DVK: Again...good thoughts. I have implemented a taxable income penalty that increases as you try to increase population growth, and in the inverse, a small tax income bonus for reducing population.
- There have been questions about bonuses that aren't properly shown, especially concerning the law enforcement buildings, where the description of the highest levels only show a 5% law bonus (basicaly the same as the lowest level), although in fact, the bonuses correctly increase. Is there any way to fix that, because when RS2 is released, we're likely to get
hundreds of threads pointing that out.
EDIT: DVK: Unfortunately, there is absolutely nothing I can do about this. A LOT of stuff shows (and will show) in buildings regarding bonuses and penalties that were really never intentded to be used in RTW the way I'm using them. There will be bonuses linked to the presence (or lack thereof) of buildings and resources, bonuses that will ONLY apply if a resource is present, but another bonus will apply regardless, and a number of combinations of bonuses and penalties that RTW stupidly reports even though they don't apply to the city they are in. I am, however, trying to keep the brunt of these in buildings that are 'static' (present at game start), and wherever possible trying to minimize their implact on misunderstanding. But, we'll probably have to be better at documentation for RS2 than we were for RS1.5 in terms of explaining some of this.
- We have had a bit of inflation going on, due to factions getting more money (+250% on taxable income through the right 'economical and cultural base', I believe?), and unit costs being raised to counteract this. While the idea is good, since it will provide for a huge dent in your finances when you expand outside of your ECB (new unofficial abrevation for 'economical and cultural base'

), it only works for cultures with a small ECB, like Egypt, Carthage, or eastern factions. Cultures with lots of ECBs, namely the greek and barbarian factions, can expand very far and become stupidly rich, resulting in the problem with superfactions we've had in earlier versions of the beta, especially Macedon and the Belgae.
What I'd suggest to counter this is to expand the use of the treasury buildings. I mean, face it: the 5-20k money you get by conquering a treasury are nothing. Instead, how about giving a really huge tax bonus to the treasury, significantly reduce the bonuses from ECBs, and maybe reducing unit costs. That way, factions with a difficult start, like Sparta or the Boii, would have it easier, while the bonuses you get from having a huge empire are further reduced, even with the correct ECBs. It will also mean more trouble for factions that loose their treasury.
EDIT - DVK: Apparently, great minds think alike.

I became keenly aware of this issue after watching several AI campaigns progress....factions with a very large culturual 'base' were doing very well....those with a small one were doing NOT so well. It led to a decided imbalance in income and faction performance. So I have made a ton of changes to this already, and moved most or all of the income bonuses to, believe it or not..the Treasuries!

A factional treasury now takes on a critical importance, as that capital city will provide a goodly part of the faction's income. It was, I think, a much better way to make factional homelands very strong and 'regional'...and will ultimately make expansion more difficult because there will be far fewer big benefits to expanding. My intention is to make it harder...and make the player work harder for money as his\her territory grows. So for example, in building a 'market', you still get the standard trade income bonuses in you homelands....but in all other areas you get only a small tax income bonus. The difference being that of a 10% trade BASE income bonus as opposed to a 5% taxable income bonus. The trade base bonus is decidedly larger because it expands the overall base economy of land and sea by 10%....the taxable income bonus is much less because it just gives you 5% of what is already there. So I'm working on refining this.....
- Another thing about ECBs: Did it happen to anyone else that you conquer some insignificant village in Spain with, like, 400 inhabitants, and it was near impossible to hold on to that village, because these 400 villagers kept rebelling against the 3000 soldiers you have stationed in it? I don't really think this makes any sense, and the penalties to public order you get through an ECB of another culture have made things considerably worse. So how about this: ECBs give different bonuses, according to the level of core building (governor's villa/palace...) present in the settlement. If the core building is lvl 1, it's reasonable to assume that
nobody is there to rebel against you, resulting in no order penalties, maybe even a small bonus. Instead, you'd have huge penalties on income and population growth. Reversely, in huge cities, you might even get income bonuses, since you're taxing the heck out of your vassals, but the people will think: 'Now wait a sec, we're quite wealthy and powerful ourselves, so why are we playing along with those f**ing foreigners?', resulting in unrest and low public order.
Firstly, this means that you
will have a problem with unrest, but since it only occurs in bigger cities, you can actually
deal with it, because you can build all the nice stuff to keep the populace happy.
It also means you will have a problem with money, since you'll be busy building expensive stuff with +law, health and happiness, instead with +trade or tax, or your cities will rebel. In fact, it might even mean that people may
voluntarily choose not to upgrade some cities, in order to avoid the huge unrest issues. I think it could be interesting to force players to think about whether they can max out every city and turn it into a copy of their capital... and whether they should.