Results 1 to 9 of 9

Thread: Having the AI Run Your Finances

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Having the AI Run Your Finances

    So, being bad with money both in real life and in video games, I usually put AI manage everything on (Vanilla btw) but they never seem to build up armies large enough to do much with, usually settling for technological upgrades and tons of peasant soldiers.

    Is there any setting I can change to make them more military orientated or is the answer to my problem just to run everything myself and learn how to manage money?

  2. #2
    G-Megas-Doux's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    England
    Posts
    2,607

    Default Re: Having the AI Run Your Finances

    General constcution options on the settlements follows economic, military ect. Personaly I would just build them myself. If you remember that you dont have to construct something every turn, if you build and recruit less than you are showing as earning at the start of the turn you will be fine.



    Spoiler Alert, click show to read: 
    Was looking for a Morrowind sig to use as big fan of the game found this from here so crediting from source http://paha13.deviantart.com/art/Morrowind-259489058

    Also credit avatar from.
    http://www.members.shaw.ca/nickyart2/Avatars/Page2.htm

  3. #3
    Domesticus
    Artifex

    Join Date
    Jul 2009
    Location
    The north
    Posts
    2,411

    Default Re: Having the AI Run Your Finances

    Now I have to quote my tutorial, because it explanates the economics system of M2TW shortly and concisely.
    Spoiler Alert, click show to read: 
    As you know, having enough money is really important in M2TW. A faction that has enough money will be succesful at war. However, economy is almost the hardest part of the whole game, so I have to write a valid guide about it.

    Trade rights
    Negotiating of trade rights is an important step towards friendship between your factions. Succesful negotiations make your relations better and allying easier. It makes your merchants who are trading resources on the other factions area (of course a faction that has trade rights with you) to produce more money, and if their merchants come to trade on your lands, you get a small fee from that.

    Markets
    Markets are marketplaces where people come to buy goods and sell their own produces. There are five levels of markets: Grain Exchange, Market, Fairground, Great Market and Merchants’ Quarter. Grain Exchange allows you to recruit one merchant more, Market another one and so on. All of those levels boost the base trade income and the trade income of your merchants. Build as many markets as you can in your cities, as castles produce your military forces.

    Sea trade
    Sea trade buildings (Merchant’s Wharf, Warehouse and Docklands) are great at producing some extra money; they boost base trade income and give you more trade fleets that result to more trade routes.
    Note that ports, shipwrights etc. are not “Sea trade” buildings, although you need to build a Port to construct a Merchant’s Wharf. However, different levels of ports boost your base trade income.

    Mines
    Mines could be constructed over raw mineral resources on the strategic map (note that this doesn’t prevent your merchants to trade the resource on the mine). This will give you extra income depending on how valuable is the resource. Valid resources are gold, silver, marble, sulfur, iron, tin and coal. When your settlement is a minor city or a fortress, you can upgrade your Mines to Mining Network, which gives you 75% better income of mining. Also note that different traits of governor can affect your mining income.

    Roads
    Roads allow your armies to move faster, but it also causes settlements to start land trade with each other. Dirt Roads offer only a small trade income, Paved Roads a little better. Byzantine is a unique faction here; they can build Highways which are still better than Paved Roads, making even land trade worthwile (usually only sea trade produces significant amount of money).

    Merchants’ Guild
    When you get enough points on Merchants' Guild (see Guide to guilds down in this post), they offer to start their work in a city. First level of Merchants' Guild will give you +1 to base trade income (for example Grain Exchange gives +2) and allows you to recruit Merchant Cavalry Militia. Upper levels give you +2 and +3 trade base income, and Merchant Cavalry Militia's recruitment pool is larger. On the whole, Merchants' Guild is pretty useful building.

    Merchant Bank
    Merchant Bank is a building only available to the Holy Roman Empire, Milan and Venice. This building is very useful, because it boosts your base trade income and allows you to recruit one merchant more. Merchant Bank could be constructed only in cities, and when you reach the Huge City-level, you can upgrade your Merchant Bank. The bigger Merchant Bank has the same kind, but improved effects.

    Hanseatic League Headquarters
    Hanseatic League Headquarters is building only available to Northern European and Easter European factions. Hanseatic League is a very important building, as it increases the income of all your settlements. However, it works as a guild: you must gain enough “points” for Hanseatic League to get an offer to them to start working in a settlement.

    Resources
    In M2TW there are many kinds of tradeable resources. You see them on the campaign map as small images. These resources will be automatically traded via roads between settlements, producing more money to you.

    Resource | Base trade value

    Gold | 20
    Chocolate | 15
    Tobacco | 15
    Amber |12
    Ivory | 12
    Silk | 12
    Silver |12
    Spices |12
    Marble |10
    Sugar |10
    Iron |9
    Cotton |8
    Dyes |8
    Slaves | 8
    Textiles |8
    Wine |8
    Timber |6
    Tin |6
    Wool | 6
    Fish |5
    Grain |5
    Sulfur |5
    Coal |4
    Furs |3


    Note 1: grain also increases the growth rate of a settlement in that region.
    Note 2: distance to capital makes those resources to produce more money when a merchant is on them; the higher es the distance, the higher is the income.

    Using merchants
    Using merchants is simple. First you must to recruit him in a city, then move him to a resource as valuable as possible. He starts to trade that good immediately. The amount of money that he brings up is shown on his Character Portrait.
    Merchants can acquire foreign merchants; just select your merchant, right-click on a foreign merchant and then press “Acquire”-button. Either merchant will be lost, and the acquiring merchant may receive a bonus to his Finance-stat. Note that your merchant may be acquired as well of course, depending on the success rate of Acquire-action.
    Tip: move an army to a valuable resource, then join the army with (likely) full stack of merchants: that gives you a massive merchants trade income. To do this, a military access may be required (if you trade a resource on other faction's land).

    Taxes
    Taxes play really big role in your economy. Always keep a governor in a city to reach the maximum tax income. These two thing will help you to get higher taxes:

    -if you want to avoid the "BadTaxman" trait line; toggle the tax rate to "very high" when your building is finishing construction and you have a governor in a settlement, otherwise "low"
    -if you aren't going to build anything for some turns, toggle the tax rate to "low" >>> your governor has increased chance of getting "GoodRuler" trait line that increases chivalry
    -if you want to get the "GoodTaxman" trait line; do as above is mentioned, but note that the public order of the city must be "disillusioned" (75%-80%). Otherwise it leads to "BadTaxman" trait line

    In big cities you may keep the taxes on "high", unless there's low public order. The tax rate may be changed only in cities.

    So, if you follow this and your brain, you should keep up a good economy. Additionally it may be useful to check the "Campaign" section (link above); it includes good info too. Running settlements yourself is not hard before you own ~25 provinces or more.

  4. #4
    Thalassocrat's Avatar Semisalis
    Join Date
    Oct 2009
    Location
    Penang, Malaysia- wonder if my side of the world will ever be the setting of a TW game?
    Posts
    421

    Default Re: Having the AI Run Your Finances

    Follow the cat, he'll lead you to the light

  5. #5

    Default Re: Having the AI Run Your Finances

    I never put the AI to control my cities finances they do not know how to spend they waste money even when I put the AI spend policy low, one time they just kept on making trash units town milita, and like 13 units of ballista, A COMPLETE WASTE OF MONEY

  6. #6
    John Doe's Avatar Primicerius
    Join Date
    Apr 2009
    Location
    Scotland
    Posts
    3,455

    Default Re: Having the AI Run Your Finances

    Quote Originally Posted by UCMENOMOR View Post
    I never put the AI to control my cities finances they do not know how to spend they waste money even when I put the AI spend policy low, one time they just kept on making trash units town milita, and like 13 units of ballista, A COMPLETE WASTE OF MONEY

    Totally agree on that, even when you ask the so called advisor for what is best building next, the advice given is .

  7. #7

    Default Re: Having the AI Run Your Finances

    Quote Originally Posted by UCMENOMOR View Post
    I never put the AI to control my cities finances they do not know how to spend they waste money even when I put the AI spend policy low, one time they just kept on making trash units town milita, and like 13 units of ballista, A COMPLETE WASTE OF MONEY
    I second this the AI is not reliable on that aspect(many others) and the other thing is that things changes in a long campaign which the player then would have to check all of it's cities to be sure that the AI does to right thing. That been said if you have to over look the AI why don't do it yourself.

    In French we have a expressions that says" On n'est jamais mieux servi que par soi même" Meaning we are better served by doing it ourselves
    TIME TO DIE!!!! Proud Son of Viking Prince

  8. #8

    Default Re: Having the AI Run Your Finances

    I manage all my cities but sometimes I've gotten a bad general (alcoholic, poor with taxes, wife's a ) stuck in a boondock town and I intuitively click that auto-manage button, but I'm unsure if this is good for the general or bad for the town, or has no effect at all.

  9. #9
    ancientnoise's Avatar Foederatus
    Join Date
    Mar 2009
    Location
    Scotland
    Posts
    48

    Default Re: Having the AI Run Your Finances

    If you're a control freak like me, you'll get palpitations at the notion of letting go of the management of any of your hard-earned territories.

    This of course means that once your bloodthirsty hordes have conquered half the known world, you're going to be up well into the night micro-managing everything. However, going by how the AI performs in other aspects of the game, letting it auto-manage for you seems like handing over control to a madman. A big no-no from me.

    And besides, constantly shuffling troops and generals around to draw the most from each and every town and fortress is a game in itself.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •