I play mostly early era campaigns and was curious how people manage their cities and castles. What do you like to set your taxes on? What buildings do you always try to build first? I try to prioritize growth and keep taxes on low always, and build things that add to growth and take the fewest amount of turns to build. I'll start with land clearance (0.5% growth increase), then build town hall (1% health bonus population increase), then a school or brothel (0.5% happiness bonus population increase), and then communal farming (0.5% growth increase). I generally won't build the 3rd farm structure as there are usually better things to build at that point like mines and ports.
Castles seem to grow incredibly slowly and I'll try and place a high chivalry military minded general in them. I'll build land clearance, small church, large church (0.5% health bonus population increase), and then communal farming. It really delays how long it takes me to field quality troops but I figure it's better to get the growth in the long run.
I do it similarly. Put generals in towns with low tax until they get 5+ chivalry, then put them in castles. Farms come first, then trade buildings whichever is cheaper. If you have RR/RC compilation river port is also very nice. I never put brothel unless necessary or in small town with no governor, as that gives generals bad traits.
Amazing how the silliest myths self-perpetuate now matter how often they are debunked.
There are NO bad traits that a general can acquire from sitting in a town that already has a brothel. There are a couple that can be acquired if he happens to be governor on the turn that a brothel is completed:
So, if you don't want to chance your general getting these bad traits, the solution is to not have your general sitting in town on the turn a brothel is completed. That's it, thats all you have to do to avoid ever getting a bad trait on a general due to brothels. If you forget, you face a few 5% chances of getting a trait line that doesn't do much of anything (and which can, each, be acquired in more than a dozen other ways).
To globally refuse to build brothels due to this one easily avoided trigger is idiotic. You need brothels to increase your spy limit, and need to upgrade them to inns to be able to build assassins and increase the assassin agent limit. Furthermore, the building line gives happiness which helps increase population growth as well as helping maintain order, which allows you to tax at a higher rate while keeping your populace happy.
Amazing ! I never knew that bit about brothels ! Thats... really useful actually ! Ive been in assasin and spy withdrawl from trait-fear, now i know better. Thanks !
Amazing how the silliest myths self-perpetuate now matter how often they are debunked.
There are NO bad traits that a general can acquire from sitting in a town that already has a brothel. There are a couple that can be acquired if he happens to be governor on the turn that a brothel is completed:
So, if you don't want to chance your general getting these bad traits, the solution is to not have your general sitting in town on the turn a brothel is completed. That's it, thats all you have to do to avoid ever getting a bad trait on a general due to brothels. If you forget, you face a few 5% chances of getting a trait line that doesn't do much of anything (and which can, each, be acquired in more than a dozen other ways).
To globally refuse to build brothels due to this one easily avoided trigger is idiotic. You need brothels to increase your spy limit, and need to upgrade them to inns to be able to build assassins and increase the assassin agent limit. Furthermore, the building line gives happiness which helps increase population growth as well as helping maintain order, which allows you to tax at a higher rate while keeping your populace happy.
Amazing how the silliest myths self-perpetuate now matter how often they are debunked.
There are NO bad traits that a general can acquire from sitting in a town that already has a brothel. There are a couple that can be acquired if he happens to be governor on the turn that a brothel is completed:
So, if you don't want to chance your general getting these bad traits, the solution is to not have your general sitting in town on the turn a brothel is completed. That's it, thats all you have to do to avoid ever getting a bad trait on a general due to brothels. If you forget, you face a few 5% chances of getting a trait line that doesn't do much of anything (and which can, each, be acquired in more than a dozen other ways).
To globally refuse to build brothels due to this one easily avoided trigger is idiotic. You need brothels to increase your spy limit, and need to upgrade them to inns to be able to build assassins and increase the assassin agent limit. Furthermore, the building line gives happiness which helps increase population growth as well as helping maintain order, which allows you to tax at a higher rate while keeping your populace happy.
What about ancillary ? I built a brothel in a city my heir was in but moved him out before it finished like you said in your post. I then put him back in the city and a few turns later he picked up the "adulteress" ancillary. Not a great ancillary to have for a faction heir as it reduces their chance of having children.
Last edited by Fotchimus; October 25, 2009 at 11:53 PM.
Amazing how the silliest myths self-perpetuate now matter how often they are debunked.
There are NO bad traits that a general can acquire from sitting in a town that already has a brothel. There are a couple that can be acquired if he happens to be governor on the turn that a brothel is completed:
Fort Hood, Texas/Parramatta, New South Wales, Bristol, Tennessee
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Re: City and Castle Planning
Spoiler Alert, click show to read:
Originally Posted by Fotchimus
I play mostly early era campaigns and was curious how people manage their cities and castles. What do you like to set your taxes on? What buildings do you always try to build first? I try to prioritize growth and keep taxes on low always, and build things that add to growth and take the fewest amount of turns to build. I'll start with land clearance (0.5% growth increase), then build town hall (1% health bonus population increase), then a school or brothel (0.5% happiness bonus population increase), and then communal farming (0.5% growth increase). I generally won't build the 3rd farm structure as there are usually better things to build at that point like mines and ports.
Castles seem to grow incredibly slowly and I'll try and place a high chivalry military minded general in them. I'll build land clearance, small church, large church (0.5% health bonus population increase), and then communal farming. It really delays how long it takes me to field quality troops but I figure it's better to get the growth in the long run.
city building...{with Governor}
Initially taxes to max since ...Always Broke. Once you have a town hall building, drop taxes to minimum for about for or five turns and then you will see chivalry growth. Jack the taxes back to max for a few turns then rinse and repeat. I max the taxes out again so as to not get bad tax traits. Also I move Governors every so often so they don't pick up the lazy line of traits. Following this pattern about turns 40 or so I have my initial cluster of walled cities. I recommend farms, law, merchant line of construction but that's a per game thing sometimes your "under siege" from the get go and in that case military stuff takes priority. For castles..Once cities have given a govenor some chivalry, move him to a castle and build farms til your John deere tracker blows up. if you have a govenor yielding 4%-7% growth who cares if he's robbing you blind. {got bad tax traits}
I generally use king and Faction heir as city-builders cuz frankly 10 star generals are a dime a dozen and can be picked up on any street corner. But be the first one with a cluster of walled cities and SS 6.2 is your oyster.... **This is based purely on game experiance. Computer Dummy here, so I don't know anything about the reading the traits etc. **
Callawyn .....Thanks a million, never new that. Pleasure place here I come.... +RepIOU
Last edited by Mega Tortas de Bodemloze; October 25, 2009 at 10:51 PM.
Reason: grammar
I max the taxes while still having happy citizens and build stuff that makes money. Mines always come first. I find this way I get a nice economical boost right at the beginning and I use that money to capture more advanced castles. This way I don't have to worry about keeping low taxes and getting chiv with the generals. This always works great for me and I play on 6.2 vh/vh with RR/RC.
I found that generaly building up the economy and public order is important. Whilst doing this I will build churches intermittently to make sure that religion increases. As for the generals I will use the Faction Heir and Faction Leader to get the authority up. The other generals I will move arround to hold boarders keeping their loyalty through usage. I follow a rounded building schedual including recruitment buildings. However the most important thing is managing the troops and economy to pay for them you really want to expand securely and have strong alliances. I'm not to bothered about the trait the only people who matter for fertility are the familly members you want to have the heirs, non adopted generals dont matter about this.
My consctruction choices change each settlement depending on what is really needed.
SS (6.1 at least) has a major fetish on the adultress trait; all your Generals will end up with it sooner or later, unless they die of unnatural causes.
My Faction Heir and Faction Leader dont spend more than a turn in a settlement and these new settlements I usually make sure they are not there. Otherwise they will be on the sea in a big navy stack waiting to attack elsewhere. These guys are the real important ones. Everyone else other than close familly are for boarder watch and rebel put down.
In vanilla the one that I hated was pagan magician. If you conquered a region and it had less than 90% of your religion and there was heretical influence, your general could be a saint with ten piety and he would get that ancillary it was a nightmare for a catholic faction when the inquisition started (understatement of the century). All your generals would get that just from playing the game conquering you will move into the region and bang there goes the ancillary. You could not even move it to another character.
Still probably best to limit adultress ancillary influence. Maybe just keep the generals in ships with the army in port and then strike fast is probably best. When you manage all settlements you dont need generals, they have there advantages but then you just feel tied to leaving the character in the settlement and it cant function without him.
There is exactly 1 bad ancillary associated with brothels (there are 3 good ones, 2 for spies and one for princesses).
Trigger adultress_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= brothel
and IsGeneral
and IsMarried
and SpouseAttribute Charm < 5
and Attribute Chivalry < 4
AcquireAncillary adultress chance 8
In English: The general has to be 1) Married 2) to an ugly wife 3) have low chivalry 4) be parked in town without using any movement points at all 5) town must have a brothel, or higher level of the brothel line, and even then only has an 8% chance of getting the ancillary.
While I often have generals end a turn in town, they almost never stay in town an entire turn without burning any movement points. The only time they do is when I'm trying to boost their chivalry by parking them in a town with taxes set to low so they can get the "Fair in Rule" trait line. Note that you can do this with no risk of getting adultress if you don't satisfy all of the conditions: usually I'm doing this with a young family member who is safe due to not being married. Worst case, if they meet all the requirements, just have him park in a village that hasn't had a brothel built in it yet. This is good for two other reasons: since the town you park the general in will have low taxes for awhile, best to choose your lowest population village that needs the pop growth and such towns will have the least effect on your tax income.
So, once again, no need to avoid an entire line of buildings to avoid one rare ancillary, just be aware of the triggers for it and avoid meeting all of them at once.
By the way, there are 2 other adultress ancillary triggers unrelated to any building. Actually, its 3 slightly different ancillaries in the file but when they appear on your general's info panel they look almost identical and, of course, there's no notice of how you acquired it. Here are the triggers:
Trigger adultress_foreign_vnv_trigger
WhenToTest CharacterTurnEnd
Condition InEnemyLands
and IsMarried
and TimeInRegion >= 5
and Attribute Chivalry < 4
AcquireAncillary adultress_foreign chance 5
;------------------------------------------
Trigger adultress_she_man_vnv_trigger
WhenToTest CharacterTurnEnd
Condition Trait Arse >= 1
and IsMarried
and SpouseAttribute Charm < 6
AcquireAncillary adultress_she_man chance 3
The "Arse" trait line appears in-game as "uninhibited", "shameful", "too well groomed" or "shameless queen". If your general has this traitline and his wife is ugly, there's a 3% per turn chance of getting an adultress no matter what you do with him.
Last edited by Callawyn; October 28, 2009 at 02:00 PM.