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Thread: Time later, my castels have a negative population growup

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  1. #1

    Default Time later, my castels have a negative population growup

    Hi, again.
    Time later, my castels have a negative population growup.
    i change governor, but there no social buildings to build and is hard to update de castle.

  2. #2

    Default Re: Time later, my castels have a negative population growup

    You want to look at your general and weigh up their traits and ancillaries and see which ones give the best results. Also, lowering the tax rate does a good job at improving growth. I recomend looking through this guide: http://www.twcenter.net/forums/showt...hp?t=257891#11 and others in the guides sub-forum.
    Hope it helps

  3. #3
    jinjo's Avatar Senator
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    Default Re: Time later, my castels have a negative population growup

    Quote Originally Posted by Heals the III View Post
    You want to look at your general and weigh up their traits and ancillaries and see which ones give the best results. Also, lowering the tax rate does a good job at improving growth. I recomend looking through this guide: http://www.twcenter.net/forums/showt...hp?t=257891#11 and others in the guides sub-forum.
    Hope it helps
    it's impossible to lower taxes in castles
    he has problems in castles not in cities

  4. #4

    Default Re: Time later, my castels have a negative population growup

    Quote Originally Posted by jinjo View Post
    it's impossible to lower taxes in castles
    he has problems in castles not in cities
    Alright, pretty sure we established that.

    I was just trying to give him some general advice, ease up...

  5. #5

    Default Re: Time later, my castels have a negative population growup

    Yeah, castles in this mod pretty much remain... well... castles. My advice is not to focus too much on the castles, but rather the towns and cities -- they're the money-makers, in every sense of the word. You just tie up valuable generals in a wasted effort otherwise. The talent would be better spent elsewhere.

    There are some exceptions, such as the Moria in my high elven campaign, which makes me a nice pile of gold every turn. Or castles already turned citadels -- Minas Tirith, Isengard, Barad Dur, etc. But don't lose any sleep over attempting to get the populations up.

  6. #6
    el Cid's Avatar Campidoctor
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    Default Re: Time later, my castels have a negative population growup

    In my Rohan campaign it took me 190 turns to turn Foldburg into a castle, from a wooden castle. So yeah, castles will mostly remain their former level.

  7. #7
    KnightsTemplar's Avatar Campidoctor
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    Default Re: Time later, my castels have a negative population growup

    However something in a castle is fun.
    I found out that the marksman range in a fortress for HE got a extra 3exp for archers.
    Thats would be nice(even the elven archers is one of the most easy units to be experienced)
    Aure entuluva!

  8. #8

    Default Re: Time later, my castels have a negative population growup

    each castle or territory has its own population growth rate. its the same reason why a castle located ingame in, say, the dead marshes, will not grow as fast as one placed in the shire. the best way to increase pop growth is the farm upgrades and public health buildings. there are no direct public health buildings here though, but there are buildings (cant remember what theyre called) that allow you to build diplomats. these give bonuses to public health, allowing for bigger growth.

    also there is the possibility of putting generals which a large amount of chivalry, as they actually enhance the population growth of settlements. forget management for castles, thats only good for money.
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  9. #9

    Default Re: Time later, my castels have a negative population growup

    I found that chivalry does not affect the growth rate. You can look into your general's traits and retinues. The more minus squalor traits and retinues, the higher the growth rate is. I made my generals getting a lot of those traits in cities and then put them in castles. Works pretty well for me.

  10. #10

    Default Re: Time later, my castels have a negative population growup

    chivalry *does* affect population growth. the main difference between dread and chivalry is that while dread reduces enemy morale in battle and increases the law in the given city, it doesnt increase pop growth. chivalry gives your units a morale bonus and increases population growth and happiness.
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  11. #11
    Santana86's Avatar Libertus
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    Default Re: Time later, my castels have a negative population growup

    Quote Originally Posted by Iquabakaner View Post
    I found that chivalry does not affect the growth rate.
    Not true. 0.5% bonus on 4 chivalry and 1 % on 7 chivalry. But the rest I agree with.
    In my Silvan Elves campaign I had no problems growing castles up to fortresses. You just have to assign some governors and train them. When training governors, try to:

    1. Get up to 7 chivalry for 1% growth bonus. Easily done with low taxes for noble ruler traits + building town halls for just trait. (I do however change taxes to very high on the last round of construction for good taxman trait.)
    2. Get -squalor ancilliaries for the governor. Playing the elves I always got both Artist -0.5% and Architect -1% for my governors.
    3. Get -squalor traits for the governors. Active builder, aesthetic, kind ruler etc...

    One easy example of governor training is Celeborn for Silvan. I had him stationed in Caras Galadhon with low taxes, switching to very high upon completing a building. At the same time I constructed buildings in Cerin Amroth, making sure Celeborn would travel there on the last turn of construction. By turn 100 both cities were large cities + Moria was a couple of turns away from citadel.
    All in all, I use about 3-4 top notch governors in my campaigns. Hope this text can help someone
    EDIT: Just to clarify, you train your governor in cities and then move him to the castle for easy growth.
    Last edited by Santana86; March 31, 2011 at 02:45 PM.

  12. #12

    Default Re: Time later, my castels have a negative population growup

    Or you could just use the add_population code...
    Nah just kidding. Cheating sucks - although it might be neccessary in some occations...

    It's a shame that disbanding troops doesn't increase population as it did in RTW... that would solve a lot of problems.


  13. #13

    Default Re: Time later, my castels have a negative population growup

    santana, also releasing prisoners helps like a lot with chivalry.
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  14. #14
    Santana86's Avatar Libertus
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    Default Re: Time later, my castels have a negative population growup

    Quote Originally Posted by eugenioso View Post
    santana, also releasing prisoners helps like a lot with chivalry.
    Thats true, but then you also risk getting the BattleDread trait in battles. In my opinion the BattleDread and BattleChivalry is unfair, as BattleDread seems to be favored almost exclusively after battles. From the top of my head I can recall only 4-5 times I got BattleChivalry and thats out of around 1000 battles in my M2TW career.

    I have to admit I use the console in the first round of any campaign, removing a random good trait and adding 1 level of BattleChivalry to my generals. Same goes for adoptions, I only adopt generals with 1 or more level BattleChivalry. I wish there was a more clear cut distinction between the triggers of these 2 traits.

  15. #15

    Default Re: Time later, my castels have a negative population growup

    Quote Originally Posted by NickTheGreek3 View Post
    Or you could just use the add_population code...
    .
    and it doesn't working well in this mod, since some castles have very weird names
    I guess you'll need a keyboard with Gaelic or Swedish to type those letters
    Last edited by Lugiahua; April 01, 2011 at 01:52 AM.

  16. #16
    KnightsTemplar's Avatar Campidoctor
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    Default Re: Time later, my castels have a negative population growup

    Quote Originally Posted by Lugiahua View Post
    and it doesn't working well in this mod, since some castles have very weird names
    I guess you'll need a keyboard with Galeic or Swedish to type those letters
    Well you could rather change the settlement name or use the 'area name'.
    Like the name is 'Minas Tirith', the area's 'Anorien'.
    Also for the settlement with a name like Minas Tirith,
    use add_population 'Minas Tirith' with the ' thingy bracketing the 'parts' of the name.
    Aure entuluva!

  17. #17

    Default Re: Time later, my castels have a negative population growup

    Hrm...

    No way to delete posts, I guess. Please ignore.

  18. #18
    Riverknight's Avatar Last of the Romans
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    Default Re: Time later, my castels have a negative population growup

    This happesn to me too but for some weird reson on my eriador campain Fornost always levels to about a fortress by the time im Arnor...... but Amon Sul does not like to upgrade so after you get Arnor sell it to the elves.

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