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  1. #1

    Default Build order

    Since my last thread with in the midst of solving my underlying problem... I decided to start a new thread. About build order strategies. So hopefully it won't get locked.

    Quote Originally Posted by [URL="http://www.twcenter.net/forums/member.php?u=48050"
    axnsan[/URL]]
    Well here's a few tips

    ALWAYS get trade rights with every neutral faction around you.
    When there is a wall or castle upgrade available, alwaysbuild that first
    Build economic buildings everywhere, I generally go with this order:

    roads
    farms
    mines(if available)
    ports(if available)
    merchant ports(if available)
    markets
    other buildings (merchant banks etc)

    While trade buildings don't seem to increase your income by much when looking at the city you build them in, remember they also benefit cities around them

    While it may be tempting to set all taxes to v high, its actually better to make them low. This will allow you to garrison less units to keep order, and will grow population faster allowing for higher level settlements and more taxpayers when you really need the money. If you at anytime go bankrupt or desperately need more troops, setting all taxes to very high should be enough to get you out of .
    First I was the dwarves, then I tried with Mordor. All I did was upgrade my roads and start building production/trade buildings. I do set taxes to low, like you said. I think my problem is creating too many people at once. Is the upkeep more than the factions in vanilla RTW? I always did OK in that game and am doing the same thing..

  2. #2

    Default Re: Build order

    You can't compare Vanilla RTW with TATW.
    First of all: In Medieval 2 you can sometimes recruit 3 units at once, while you can recruit only one at a time in RTW.
    And TATW is much harder than RTW. Economy is harder to handle and Puplic order is harder to maintain. Although I never had problems with it in TATW.

  3. #3

    Default Re: Build order

    Quote Originally Posted by Seleukos_I. View Post
    You can't compare Vanilla RTW with TATW.
    First of all: In Medieval 2 you can sometimes recruit 3 units at once, while you can recruit only one at a time in RTW.
    And TATW is much harder than RTW. Economy is harder to handle and Puplic order is harder to maintain. Although I never had problems with it in TATW.
    I see, when you compare RTW too TATW, one must be a lot more careful and efficient with spending money on their units in TATW?

    Yeah, I haven't played too much of M2TW, but I never went bankrupt in the first 3 turns. I'm just going to have to be a little bit more careful with building armies and not expect to pump out multiple stacks right at the beginning.

  4. #4
    Withwnar's Avatar Script To The Waist
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    Default Re: Build order

    Quote Originally Posted by Jeskyre View Post
    ...one must be a lot more careful and efficient with spending money on their units in TATW ... not expect to pump out multiple stacks right at the beginning.
    That's it in a nutshell. The Orc factions are a slight exception in that you can pump out armies of weak units pretty early.

    Interesting point about trade buildings affecting neighbours. Makes sense but I wasn't aware of it - good to know!

    Still, beware of the high level trade buildings like Merchant's Quarters. They are very expensive (~9000?) and it could take 50+ turns for one to pay for itself. I don't know the calculations offhand but from memory they add a further 10% to the trade income. So the higher the region's trade income is already the more benefit this will give; and if a region has poor trading then it's probably not worth spending the money. You'll get your money back eventually but it might be decades after all of the fighting has stopped.

  5. #5
    Mikail Mengsk's Avatar Primicerius
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    Default Re: Build order

    Yes, you ALWAYS have to check how many turns a building will take to repay itself. Sometimes (isolated settlements for trade, or poor terrain for farming) it doesn't worth to build some economic building, so you better leave this settlement alone, or to use it as a recruitment center.
    It's only after you have lost everything, that you are free to do anything.

  6. #6
    Muffer Nl's Avatar Praefectus
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    Default Re: Build order

    I still build the farms as this gives a boost to the tax that you get from settlements.


  7. #7
    jản's Avatar █ kept in suspense █
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    Default Re: Build order

    //

    maybe this will be of help too.

    //

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