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  1. #1
    dajarvi's Avatar Semisalis
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    Default City / Castle Development

    What is the the population number requirement in order to build a huge city or citadel?

  2. #2
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: City / Castle Development

    You also need to bear in mind that there's only a certain number of regions that you can build huge cities in. Sorry, don't have the list atm...

  3. #3

    Default Re: City / Castle Development

    Quote Originally Posted by Mega Tortas de Bodemloze View Post
    You also need to bear in mind that there's only a certain number of regions that you can build huge cities in. Sorry, don't have the list atm...
    Actually I think that there is no more restriction in which cities / castles can be huge / citadels in 6.3 / 6.4 - as Metropolis hidden resource is removed, but I'm not sure if there still limit how many maxed regions can be. But it was still above 20 I think.

  4. #4
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: City / Castle Development

    Quote Originally Posted by Avalanche View Post
    Actually I think that there is no more restriction in which cities / castles can be huge / citadels in 6.3 / 6.4 - as Metropolis hidden resource is removed, but I'm not sure if there still limit how many maxed regions can be. But it was still above 20 I think.
    Ahhh... Good to know that...Thanks... and yes...I do live under a rock when it comes to keeping up with all the changes between SS6.3 & SS6.4...

  5. #5

    Default Re: City / Castle Development

    Here is something more abut that issue

    http://www.twcenter.net/forums/showthread.php?t=420320

  6. #6
    dajarvi's Avatar Semisalis
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    Default Re: City / Castle Development

    I have four huge cities right now (playing 6.4), but no citadels. I really want to make Adrianople a citadel.

  7. #7
    kevindrosario's Avatar Ordinarius
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    Default Re: City / Castle Development

    From what I can remember it's:
    Large Town: 3500
    City: 9500
    Large City: 19500
    Huge City: 30500

    Castle: 4000
    Fortress: 9500
    Citadel: 24000

  8. #8
    hull19's Avatar Ordinarius
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    Default Re: City / Castle Development

    citadel: 22 500
    huge city: 30 500

    edit for Kevin: you cities are accurate, but not the citadel!
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  9. #9
    kevindrosario's Avatar Ordinarius
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    Default Re: City / Castle Development

    Yeah my bad. I just tested it out in game and it's 22500 for citadels.

  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: City / Castle Development

    The restrictions have been removed yes, but its much harder to get all settlements to the top tier.

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  11. #11

    Default Re: City / Castle Development

    Do anyone actually manage to build a citadel in 6.4?

  12. #12

    Default Re: City / Castle Development

    Quote Originally Posted by spH3RiCal View Post
    Do anyone actually manage to build a citadel in 6.4?
    This.

    It could be made tiny bit easier than what it is currently. I was using my best general with maxed chivalry and every building possible that adds to population growth, in Corinth, and it ended growing at 22350 (that's 150 population short), and few turns later that top chivalry general died to old age, i got noone who has even close to as good chivalry as he had (maxed out). So giving up getting citadels in this Kievan Rus campaign.

    In another game as Turks, i got high chivalry general with even those -squalor traits that made it even better, and again i ran out of population growth when closing in that 22.5k, somewhere around 21k-22k. I actually ended that campaign because of it due frustration as it had been my goal for long time.

    I think the idea is that youre supposed to get Mason Guilds for extra population growth, well, havent seen those never in 6.4 yet. So perhaps dont make getting Citadels completely dependant on some guild building that is hard to get.

    edit:
    How to change those numbers myself? Id lower both with 1k or so to make them achievable (but still difficult).
    Last edited by Ziltoid; February 20, 2011 at 04:31 AM.

  13. #13
    SoulBlade's Avatar Vicarius
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    Default Re: City / Castle Development

    I agree, there is something in the engine that increases squalor immediately after reaching 30k in towns and 22k in castles. And then it gets pretty hard to get to the next upgrade.
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  14. #14

    Default Re: City / Castle Development

    I play as HRE and it's impossible to get the citadel :/ In city low taxes and upgrades can help(but not always), but in castle I can't do anything. Any idea how to reduce that damn squalor? I think patch is needed there.

  15. #15
    Fred Putz's Avatar Ordinarius
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    Default Re: City / Castle Development

    Quote Originally Posted by Granathar View Post
    Any idea how to reduce that damn squalor?
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  16. #16

    Default Re: City / Castle Development

    Since I've started playing SS 6.4 I lost hope reaching citadels ever. Chivalry generals are able to get population up to 20-22 k and that's all. In one of my campaigns i was able to raise Palermo population up to 22390, only 110 people lacking to build fortress and growth stopped. So frustrating.

  17. #17
    preachercheeze's Avatar Biarchus
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    Default Re: City / Castle Development

    if you hover the mouse over the population in the city/castle, the number to reach the next tier will be shown in a pop-up... so you don't have to remember every number....


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  18. #18
    Fred Putz's Avatar Ordinarius
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    Default Re: City / Castle Development

    If there are 500 or so people missing even if You try hard to get them just edit the Descr_settlement_mechanics.xml inside the data folder.

    I will attach a one with has just some reduced requirements. Should be ok for the Problems here.

    New Requirements with this file:
    village 500
    town 1000
    large_town 3500
    city 9000 <- reduced by 500
    large_city 18500 <- reduced by 1000
    huge_city 29500 <- reduced by 1000
    <!-- castle -->
    moot_and_bailey 1000
    wooden_castle 2000
    castle 4000
    fortress 9000 <- reduced by 500
    citadel 21500 <- reduced by 1000

    Remember the changes are for AI and the player. Should be savegame compatible. Just copy the file to the SS6.3/data folder. Donīt forget to make a backup of Your one.
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  19. #19

    Default Re: City / Castle Development

    Any idea what to do with extincting factions? In my campaign France, England and Genoa extincted due to small number of family members. Do you think it's connected to general recruitment in castles? Any idea how to prevent it?
    EDIT.
    If you have a problems with squalor - change squalor modifier for castle and city in descr_settlement_mechanics.xml
    I have changed from 1.1 to 1.0 for castle and from 1.5 to 1.4 for city. It seems it helped a bit(have few huge cities now, still no citadel, but castles are growing). I also have pip_max value="32"
    Last edited by Granathar; February 21, 2011 at 03:00 PM.

  20. #20

    Default Re: City / Castle Development

    I think the 'fix; for that is to make general units take forever to regenerate. It's why they usually take 50+ turns to do. However, the annoying thing is that the amount of family members is usually capped to the size of your realm, and the AI will recruit them when they can. So if they lose a lot of family members, it's difficult for the faction to get more family members, as children take a while to grow and generals take a while to recruit. And if the faction is on the back foot, it quickly loses all ability to keep family member numbers high. Is it possible to change the number of family members a faction can have? It might be useful to increase it so that small factions have a better chance of success, while also helping to prevent this downward spiral.

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