Stainless Steel Standards 6.3 is a resource listing to aid both SS players and Resource developers. Please take the time to thank those folks that have worked really hard to bring you these player aids.....
WELCOME TO STAINLESS STEEL: GENERAL INFORMATION GUIDE: http://www.twcenter.net/forums/showthread.php?t=357303
1. Stainless Steel 6.3 Released! {Gracul}: http://www.twcenter.net/forums/showthread.php?t=377824
2. Stainless Steel 6.3 Signatures (Requests Here) Y2Day: http://www.twcenter.net/forums/showthread.php?t=378128
3. Meneth's Great Stainless Steel 6.3 Compendium {player aids & guide} http://www.twcenter.net/forums/showthread.php?t=378648
4. Release [Faster Turn times 2.0] {History Dude}http://www.twcenter.net/forums/showthread.php?t=377983
5. SS6.3: Which factions are you playing? How's that going? What's missing from you're campaign? http://www.twcenter.net/forums/showthread.php?t=378825
6. Stainless Steel 6.3 Impressions {Black_Rider}: http://www.twcenter.net/forums/showthread.php?t=378207
7. Save strategies: How often, how much, & why: http://www.twcenter.net/forums/showthread.php?t=323326
8. Which 6.3 AI are you using {John Glave}: http://www.twcenter.net/forums/showthread.php?t=377974
9. The Worship of Kong {Praise thread for SS}{illuminati2025}
http://www.twcenter.net/forums/showthread.php?t=149248
10.
Byzantine or Roman Empire? {FairPrince}: http://www.twcenter.net/forums/showthread.php?t=378809
11. Ireland? What happened to them? {Brother Duncan}
http://www.twcenter.net/forums/showthread.php?t=378121
12. Do you prefer Late or Early campaign and why? { Beowulf1990}
http://www.twcenter.net/forums/showthread.php?t=378868
13.
Kingdom of Georgia Project - {Y2Day} http://www.twcenter.net/forums/showthread.php?t=379042
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I. Reference slow turn times:
+ Release [Faster Turn times 2.0] {History Dude}http://www.twcenter.net/forums/showthread.php?t=377983
- Farewell to Stainless Steel? {caralampio} http://www.twcenter.net/forums/showthread.php?t=342935
+ Meneth's Great Stainless Steel 6.3 Compendium {player aids & guide} http://www.twcenter.net/forums/showthread.php?t=378648
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Compaign AI & Faction Guide: I just got the game up and running so 1st up to bat are my beloved Moors. Since it looks like SS6.3 is a new game
SSS is going to start from scracth to. My oppologies for not finishing all 31 Factions in SS6.2, we'll double our efforts here in SS6.3.
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Building Upgrade Charts:
VIII. Settlement upgrade sizes: thanks to
bane_tw for reading the scripts....
upgrade to town 1000
upgrade to large_town 3000
upgrade to city 9000
upgrade to large_city 17000
upgrade to huge_city 34000
upgrade to wooden_castle 1000
upgrade to castle 3000
upgrade to fortress 8500
upgrade to citadel 17000
<!-- city -->
<level name="village" base="500" upgrade="1000" min="500" max="1500"/>
<level name="town" base="1000" upgrade="3000" min="500" max="5000"/>
<level name="large_town" base="3000" upgrade="9000" min="500" max="12000"/>
<level name="city" base="9000" upgrade="17000" min="500" max="25000"/>
<level name="large_city" base="17000" upgrade="34000" min="500" max="60000"/>
<level name="huge_city" base="34000" min="500" max="500000"/>
<!-- castle -->
<level name="moot_and_bailey" base="500" upgrade="1000" min="500" max="1500"/>
<level name="wooden_castle" base="1000" upgrade="3000" min="500" max="5000"/>
<level name="castle" base="3000" upgrade="8500" min="500" max="10000"/>
<level name="fortress" base="8500" upgrade="17000" min="500" max="21000"/>
<level name="citadel" base="17000" min="500" max="30000"/>
</population_levels>
taken from descr_settlement_mechanics.xml of my RR/RC version. Base values are the necessary upgrade values.
Merchants - Minimal extra effort on your part can net you between say $4,000 to $10,000+ per turn just from your merchants. If that dozen’t sound worthwhile to you go ahead and skip this section……
Kay since your still here let’s get started….
1. Become a reload prince - Leveling up your merchants is going to require winning acquisition battles. If your gonna be a purist and not reload, getting your merchants leveled up is going to be rough.
2. Select your merchant center and only recruit merchants from there. This will ensure you get the Merchant guild and that you get the Merchant guild Headquarters. {gives you more merchants and makes your merchant highly skilled. Plus more trade stuffs for that settlement.}
3. Check the board and see where the money’s at. Each faction has a different set of favorite resources.
4. Build the Market place line of building in your “Merchant center” for better quality merchants.
Here's a quality guide to MTWII Merchants: "
The glory of Merchants" by
Landtuber Merchant Guide
Resources: Each faction has a decided preference for certain types of trading goods. Below is a basics list of some of the trade goods
and their locations…
Gold: Marrakesh, al Aqaba, Urgench, Yelabuga, & Belgrade
Silk: Constantinople, Nicea, Ankara, Iconium, Adana, Trebizond, Damascus, Alexandria, Bagdad, Luxor, & Aleppo.
Amber: Arhus, Oslo, Skara, Kalmar, Novgorod, Riga, Vinus, Mensk, Plock, & Krakow.
Spices: Medina, Jerusalem, Aleppo, Bagdad, Basra, Al-mu Miniya, Medina, & Damascus.
Glass: Frankfurt, Venice, & Damascus.
Ivory: Konjikala & Belebu el Anab
Marble: Bologna, Genoa, Rome, Corinth, arta, Pamplona, Lisbon, & Nicosia.
Slaves: Kerak, Benghazi, Tripoli, Kermanshah, Sarkel, & Caffa.
Silver: Vienna
, Calgiari, Melilla, Hamburg, Bergen, Galway, Visby, Brason.
Salt: Leon, Rennes, York, Burges, Hamburg, Krakow, & Belgrade.
Sugar: Alexandria, Cordoba, Palermo, Adrianople, Ankara, & Antioch.
Merchant’s Bazaar: here’s a list of basic favorites for different factions’ Merchants.
Byzantium: Gold, Glass,
Denmark/Norway: Marble
Egypt: Salt, amber, silver, iron, ivory, fish. {gold, glass, & spices, but not when you move the capital to Jeruselam}.
England: Silver, gold, glass, amber
HRE: sugar, cloth,
Italians: Genoa, Sicily, Venice: Gold, Silk, & Amber,,
K-Shah: Gold, glass, marble, ivory, spice
Moors: Glass, Gold, amber, ivory, textiles.
Turks: gold, ivory, salt, amber, glass, & {fish and slaves. Not so much.}
Dread and Chivalry : No need to choose, use both. Some basic things to remember though. Chivalry is a City/Castle builder. {Governors with big-time chivalry}. Chivalry Maximizes & expedites settlement growth. Big cities equal big money to pay for all those Game-winner units you love to use . The quicker your settlements grow, the quicker your up and running…top. Once you’ve got the money….”burn the world” with Dread-Lords.
Building
chivalry -
1. Once you have a town hall, and have maxed out taxes, drop them to minimum for four or five turns and your chiv. will grow. Taxes to back normal, then rinse and repeat.
WARNING!!: don't keep taxes low with a Governor too long or you will get bad tax traits..
2. Release prisoners after battles. Playing as the Egyptians, I released the remnants of Four Crusader Armies and my chivalry went from 2 to 6 chivalry. Release!!! Release!!!!
3. Grow rates are what’s important. If the Governor is stealing left and right but giving you 3.5% - 6% growth rate who cares let him rob you blind.
building
dread -
1. execute ALL Prisoners.
2. Build assassins and max their levels out.
3. Exterminate settlements.super fun watching the billowing smoke but.....your also killing your infrastructure so pick and choose where you do this.
Guilds :
DarkKnight's Guide to MTWII Guild's: http://www.twcenter.net/forums/showthread.php?t=77577 there's a treasure trove of info here..
St. John’s Minor House - {Hospitiler’ Military order} A must have for your 1st walled city. It carries a free upkeep slot and a 5% health bonus. {Hqs carries a 10% bonus.} It offers hvy cav and dis-mounted knights. These are the best quality troops you will be able to produce for some time. As a plus their cheap as dirt price wise compared to some other units. This guild triggered by joining a crusade I believe. This guild is a game winner folks. I highly recommend them in spades for the beginning/novice player.
Theology -
Catholic factions - pick one city as your Pope-Maker. Edinburgh, Paris, & Leon are great Places for this. Build that Max Cathedral and the Papacy is your oyster. Try not to make it a coast city cuz use miss out on building merchant and explorer guilds.
British isles - Edinburgh
France - Paris
Spain - Leon -Zaragoza
Poland - Krakow
Italy - Milan
Muslims factions - Builds Imams quicker, {for calling Jihads} and eases the religious taker over.
What city do you guys base your theologians guild headquarters? {a thread by Glade} http://www.twcenter.net/forums/showthread.php?t=357047
Explorer’s Guild - Pick a coastal city and have this be your Navy builder. Greater ship range. Generals also pick up a +15% movement trait from a prolonged stay here.
Spy guilds - watch for these in AI cities. You really don’t need to build these unless you’re a Spy-master. Then build it in one city and let the Merchants have the rest.
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Unit Specialty Archive
1. Desert Cavalry: {General/Knight killer} Warning, get your general anywhere these guys and it's instant death. Get behind armoured cavalry with these noble horsemen and enjoy the show. They drop like cordwood out of the back of a pick up truck. {drop like flys on bug spray}. Example: When Oporto fell three units of desert cav decimated the Portugeese Kings 40 man royal gaurd plus a unit of Jinetes and left none standing. This accomplished all at range without mellee.
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Faction Guides, Megafied Strategum
The Moors
Initial Outlook: Well we picked up heavy spear & heavy archers, but we gave up a good city born spear from SS6.2. Looking at the board, here's what I decided to do. Portugal has a half stack and will be seiging Lisbon. Pull everybody west, take out Portugal then hunker down and wait for the fur to start flying. Marrekesh's mine's worth $900 per turn. Yep yep, that'll work...
On turn 5 Lisbon fell with the heir to the crown inside. Oporto is Portugal's last stand. With three units and limited recruitment power, this honored nation shall be snuffed out like a itred flame within the next three turns. Note that SS6.3's recrutment time have been increased, so please take caution with your recrutment plans. Finance wise The Moors are paying the streets with gold from the mines in Marrekesh. Libons mine yeild almost $500 per turn so the land of cordova is the envy of all,
A theologin Guild was constructed in Cordova to ensure that the spread of Islam shall wash across the world like a Sunami... On turn 7 the Gates of Oporto were stormed and it's Noble people assimilated into the embrace of Islam. The Caliph is considering a Jihad on Toledo, before the islamic brothers of the East call all Islam to their cause.