I have been looking for a definitive economy guide as I always get it tight could someone show me in the right direction.
I have been looking for a definitive economy guide as I always get it tight could someone show me in the right direction.
I don't know if there is a guide, but let me tell you what I tend to do in a campaign:
First of all, keep it cool at the beginning. Don't start blitzkriegin' the map capturing and killing everything in your path. Take a region or 2, 3 and build them up. Build things like markets, farms, trade routes, ports etc to give your economy a boost (set taxes on very high where possible). When you're settled and you have a good chunk of money, build an army and conquer some regions. Once you conquered some regions, build up your defences at the borders and let your economy 'recover' a bit from making the armies. Once you're done with that, you can make (more) armies and expand more. And so on and so on... It really works with me. Also, try not to spend all your money in a turn. I tend to have some money left at the end of my turn, in case something goes wrong.
I hope this kind of helped you
Horum omnium fortissimi sunt Belgae.
I play 1-turn, most of the times.
My building sequence takes into account how the game develops - at the beginning I have not been able to set up many trade agreements, therefore I concentrate on taxes. Besides, build only two or three armies; you do not need more at the beginning. All taxes on Medium.
Here is the sequence for all provinces: THE CHEAPEST WITH SHORTEST DEVELOPMENT TIME, FIRST!
1. Land Clearance (Taxes {T} 10%, Pop. growth {P} 0.5%, 1-turn)
2. River Ports (T 10%, 1-turn)
3. Trade Expeditions (T 5%, 1-turn)
* Upgrade Armory in Rome
* Reg. Focus (Happy 5%)
* Build Roman Oppidum in Tarentum to get the Creatian Archer (very useful)
4. Core-forming Glass (T 5%, 1-turn)
5. Large Trade Expedition (T10%)
6. Crop Diversification (T 15%, P 1%)
7. Vineyards (T 15%)
8. Markets (Trade, Happiness 5%, P 0.5%)
So far you do not have any Tax Penalties and getting about 30,000 D per turn with 2 to 3 armies.
8. Roads (Trade, Transport, but 5% Tax penalty)
9. Water, etc.
Now, I chose the buildings with the shortest building time and least penalties and separate the city development by their intended usefulness (recruiting or economic).
Enjoy the game!
Last edited by Fridericus Rex; November 11, 2010 at 03:36 PM.
I don't think there is a guide but I found several useful links in case you are interested:
http://www.twcenter.net/forums/showt...hlight=economy
http://www.twcenter.net/forums/showt...hlight=economy
http://www.twcenter.net/forums/showt...hlight=economy
http://www.twcenter.net/forums/showt...hlight=economy
Forget about trading, taxes usually make up 60-90percent we your cities income.
So
1. put taxes as high as possible
2. Taxes building
3. Farms to increase your population, also.has small tax bonus
4. Any building that increase your taxes , eg temple, industries...
5. Put your best administrator into your richest cities
With cities like Pella you can easily make over 50000 per turn this way.
Yes, do so... but remember that city without governor have -30% of tax... and building schools for better traits...
Do what must be and let be what will
also, make sure you rise tax level for most of the cities you hold at high. this would not only provide you $$$, it can also help governors improve their management skills (i.e. more management points).
Personally, I don't like the way the tax system works at the moment - the FIRST rung on the ladder should cause the most unrest - as the description states, it's little more than sending in soldiers to nick stuff. As the system becomes more sophisticated, and by and large more efficient and less corrupt, I think the revenue should grow and the unrest fall, not get worse.
Last edited by rory o'kane; November 13, 2010 at 06:17 AM.
'Ecce, Roma Surrectum!' Beta Tester and Historian
Under the proud patronage of MarcusTullius
Frankly, as far as I'm concerned, the amount of money that's being extracted in real or material terms is only slightly increased, in proportion with the expanding wealth of the province (which is indicated by the increasing size of the settlement and the buildings of wealth creation that go along with them), but more of it finds its way back into central government rather than into the pockets of tax-collecting officials - it's not that they're turning up the taxes on individuals with every improvement in the system. Don't take it so literally.
Last edited by rory o'kane; November 13, 2010 at 06:17 AM.
'Ecce, Roma Surrectum!' Beta Tester and Historian
Under the proud patronage of MarcusTullius
I too think that the tax system needs some refinement. Off topic: How does the fish resource work? I havent seen any resource "fish" in the campaign map in any province yet. Or do the port/river port buildings provide it automatically?
I feel that the tax bonus buildings don't give you much in return. The best way to earn money is through population. Build all of the population-bonus buildings (farms, villages etc.) and set your taxes to high or very high. Once you have several cities with 40 000 + population, you are set.
does having more population gives more money???