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Thread: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

  1. #1

    Default S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    BUILDINGS
    Coastal Village +1 province town growth
    Harbour +2 province town growth
    Trading Port+2 province town growth, +1 trade routes sea, increases trade value +80
    Military port +2 province town growth, +1 trade routes sea, increases trade value+80
    Drydock +2 province town growth, +1 trade routes sea, increases trade values+80
    Nanban trade port +10 province town growth, +2 trade routes(sea), increases trade values +120
    Nanban quarter +25 province town growth, +3 trade routes(sea), increases trade values +200(can be captured but only christian clan can build)
    Post roads & stations +2 province town growth
    Imperial roads & towers +5 province town growth

    Farms are subject to a soil fertility multiplier(barren 1.0, meager 1.3, average 1.5, fertile 2.0, very fertile 3.0) Check TWS2 wiki page for precise values http://www.twcenter.net/wiki/Rice_Paddies_%28TWS2%29
    Rice paddies provides food 1
    Improved irrigation provides food 2
    Terrace farming provides food 3
    Land consolidation provides food 4

    Sake den +100 wealth
    Gambling hall +200 wealth
    Criminal syndicate +350 wealth
    Infamous mizu shobai district +25% province tax rate
    Market +200 wealth, +5 province town growth
    Rice exchange +500 wealth, +10 province town growth, food consumed 1
    Merchant guild +1000 wealth, +20 province town growth, food consumed 2
    Kabunakama +2000 wealth, +35 province town growth, food consumed 2
    Chapel +2% province town growth from buildings(christian only)
    Mission +4% province town growth from buildings(christian only)
    Church +5% province town growth from buildings(christian only)
    Cathedral +10% province town growth from buildings(christian only)
    Encampment -10% cost province land unit recruitment
    Armoury -10% cost province land unit recruitment
    Barracks -20% cost province land unit recruitment
    Hunting lodge -10% cost province land unit recruitment
    Jujutsu dojo -10% cost province land unit recruitment
    Proving grounds -10% cost province land unit recruitment
    Famous temple +25% province tax rate
    Fort consumes food 1
    Stronghold consumes food 2
    Fortress consumes food 3
    Castle consumes food 4
    Citadel consumes food 5

    PROVINCE SPECIALTY BUILDINGS
    Lumber camp +150 wealth, +6 tons timber, -10% ships cost
    Lumber yards +250 wealth, +12 tons timber, -20% ships cost
    Sawmills +350 wealth, +25 tons timber, -30% ships cost
    Quarry -10% province buildings cost, +100 wealth, +6 tons stone
    Stonemason -20% province buildings cost, +150 wealth, +12 tons stone
    Stonewerks -30% province buildings cost, +200 wealth, +25 tons stone
    Burakumin village +250 wealth
    Smuggling network +1000 wealth
    Merchant colony +3% increase trade tariffs
    Pirate lair +3% increase trade tariffs
    Pirate fortress +3% increase trade tariffs
    Warehouses +6% increase trade tariffs
    Red seal company +10% increase trade tariffs
    Iron mine +250 wealth, +6 tons iron, -10% province recruitment cost
    Deep iron mine +450 wealth, +12 tons iron, -20% province recruitment cost
    Iron mining complex +750 wealth, +25 tons iron, -30% province recruitment cost
    Magistrate +5% province tax rate
    Law court +10% province tax rate
    Pastures +100 wealth, +6 stables warhorses
    Horse breeders +200 wealth, +12 stables warhorses
    Warhorse studs +300 wealth, +25 stables warhorses
    Surface gold mine +1000 wealth
    Open pit gold mine +1800 wealth
    Gold mining complex +2500 wealth
    Artisans +100 wealth, +5 chests luxury goods
    Fletchers +200 wealth, +5 chests luxury goods
    Master bowmaker +300 wealth, +5 chests luxury goods
    Paper mills +300 wealth, +10 chests luxury goods
    Lacquerware workshops +500 wealth, +20 chests luxury goods

    CHI ARTS
    Way of chi +1% bonus clan wide tax rate
    Todofuken -5% upkeep cost armies and navies
    Essence of the spirit -20% cost monk actions,-20% cost for missionary actions, -10% cost for ikko monk actions
    Calligraphy increase trade income (tariffs only)+30%
    Sumo tournament +2% clan wide tax rate, consumes food 1
    School of shinobi -20% cost ninja actions
    Epic architecture +10 clan wide town growth
    Secret police -20% cost metsuke actions
    Tax reform +5% clan wide tax rate
    Traditional building -15% cost constructing castles
    Equal Fields +2% wealth generated by farms across all provinces
    Chonindo provides food 2, increase trade income (tariffs only)+20%
    Kinza mint +5 clan wide town growth
    Learning the Chi Arts will help your realm economically. Certain buildings and agents give bonuses to the rate at which you can learn the Chi Arts.(bonuses are stackable)

    Chi Art Bonuses
    Philosophical Tradition Specialty Province-School +10%,Library +20%,Confucian Academy +33%, Magistrate +10%,Law Court +10%(Applies to both Chi and bushido Arts)
    Buddhist-Buddhist Temple +3%,Monastery +5%,Temple Complex +10%,Famous Temple +15%(you can only build one Famous Temple but you may capture more)
    Christian-Chapel +5%,Mission +10%,Church +15%,Cathedral +25%(same restriction as Famous Temple)
    Ikko Ikki-Temple +2%,Monastery +4%,Sanctuary +6%,Honganji +10%(same restr. as Famous Temple)
    Religous Agents can get Chi Art bonuses in their skill trees

    BUSHIDO ARTS
    Mastery of the waves -10% cost recruiting all ships
    Shih -5% cost recruiting all units
    Generals can get Bushido Arts bonuses in their Skill Tree, helps to learn Bushido Arts faster. bonuses for castle level-Stronghold +1%,Fortress +2%,Castle +4%, Citadel +10%(bonuses stackable)

    TRADE NODES
    Control of trade nodes is very important to your income
    (The following is an example information is taken from a saved game, max trade partners, control of all 6 trade nodes, 9 trade ships and 1 nanban trade ship in each trade node, warhorse trade node is lower because of control of 3 warhorse specialty provinces your figures will vary)
    actual koku per turn approximately 15000 from trade nodes and unsold resources from trade nodes.
    Iron trade node 1675, warhorse trade node 872, Cotton node 2571, raw silk node 3127, Incense trade node 1300, second incense trade node 1300

    METSUKE agents boost to province tax rate if stationed in a castletown(PreRD)
    Level 1 3% approx.
    Level 2 11% approx.
    Level 3 14% approx.
    Level 4 25% approx.(refer to post #7)
    Level 5 27% approx.
    Level 6 30% approx.
    these percentages take into account all possible overseeing town bonuses from the Metsuke skill tree but not retainers.
    Metsuke economic retainers-Yakuza +1 to cunning when overseeing towns -Kabukimono +1 to cunning when overseeing towns/+1 to cunning when overseeing armies(2%-3% tax boost from each retainer)

    Daimyo economic retainer-Treasurer +1% to trade income tariffs
    Generals can be assigned commissions Commissioner of Finance Increases your clan wide tax rate and reduces unit upkeep for that general, Comm. of Warfare reduces clan wide recruiting costs and Comm. of Development reduces building costs. There is also a commissioner for Supply . To assign a commission click on the Clan Management button to the left of end turn then Family & Council then the general then commission type.
    Generals commission bonus goes up with rank>ex. Rank 1 Comm. of Finance +1% bonus to clan wide tax rate/-2% upkeep cost units under this man's command>Rank 4 bonus is +4% clan wide tax rate/-8% upkeep cost units under this man's command. Same applies for other commissioners.
    You can get up to -15% to upkeep for units under this man's command by learning inspirational in the general's skill tree. Marrying a Prudent Wife gives a -1 morale/-10% upkeep all unit's under this man's command.

    Example of Iwami Province Autumn 1572 normal tax rate
    province wealth 12142 tax rate 82% income 9980
    Farming 1259 town 6383(+88) town buildings 65 tax level -31 other 15 global food supply +39
    What I built there—Fortress,Kabunakama,Famous Temple,Infamous Mizu Shobai District,Land Consolidation,Imperial Roads & Towers,Nanban Quarter,Gold Mining Complex. I have a level 6 Metsuke in the castletown. So far in this campaign I have learned all the Chi Arts except secret police and sword hunt.
    It is generally best to build the Kabunakama in a province with Philosophical Tradition(Metsuke). Infamous Mizu Shobai District in Ninja Specialty Province. Famous Temple in Holy Site Province. This will allow you to get out higher rank agents but you’re playing style may vary.
    Another example>
    Spoiler Alert, click show to read: 

    FINANCE PANEL is located in the lower right corner of the campaign map screen, up right of the end turn button click on this for your clan’s financial information.
    CURRENT TREASURY, projected income next turn and food surplus information is located in the lower right corner of the campaign map screen below the end turn button.
    What happens if you go bankrupt http://www.twcenter.net/forums/showthread.php?t=469319
    LOOTING can bring in money fast but incurs a severe penalty to public order. In general this should only be done in dire situations.
    FOOD SURPLUS positive food surplus contributes to town growth across all provinces. Negative food surplus can cause bankruptcy and rebellions. Farm upgrades are a positive for food surplus, castletown upgrades and higher level market buildings are negatives.
    TAX LEVEL incurs a penalty to town growth so be aware of your clan wide tax setting. This can be found on the finance panel tab.
    239.8% tax rate insane but true http://www.twcenter.net/forums/showthread.php?t=471030
    EXEMPT FROM TAX you can exempt a province from tax by double left clicking the castletown and checking the box in the lower right corner. This will remove the income from the province(lower income next turn), remove the tax burden to public order penalty(effectively increasing public order) and remove the tax level penalty to town growth(increasing town growth)
    ADMINISTRATION COST is a penalty to taxation that increases the more regions you control and the higher your tax rate. This is CA's way of implementing corruption and bureaucratic overheads of collecting taxes in a big empire, etc. To see administration costs double click on the castletown then mouse over tax percentage.

    I suggest new players read through the guides before playing Shogun 2
    It is my hope that especially new players and to a lesser extent experienced players can print this out and use it as a quick reference when playing Shogun 2

    Some information was obtained from darkside’s economy guide and the Shogun 2 encyclopaedia and chronobombs guide to retainers.

    "If our soldiers are not overburdened with money, it is not because they have a distaste for riches" Sun Tzu
    Last edited by wealthmonger; September 22, 2013 at 12:35 AM.

  2. #2

    Default Re: Shogun 2 Economic Quick Reference Guide

    S2 GUIDES AND INFORMATIVE THREADS YOU MIGHT BE INTERESTED IN
    Guides
    Spoiler Alert, click show to read: 
    Difficulty Levels
    Spoiler Alert, click show to read: 
    Markets, Economy and Conversion
    Dwelling in the Shadows
    Spoiler Alert, click show to read: 
    Legendary Hattori: A forced descent into exploitation, trickery and dishonor
    http://www.twcenter.net/forums/showthread.php?t=443065
    Ninja Skill Builds
    http://www.twcenter.net/forums/showthread.php?t=457950
    Maps and Information
    Spoiler Alert, click show to read: 
    Chokepoint and Province Access Map
    http://forums.totalwar.org/vb/showthread.php?136629-Chokepoint-and-Province-Access-Map
    (BIEM)-Better In-Game Encyclopedia Map - overhaul for Shogun2 & RotS (v1.1b)
    http://www.twcenter.net/forums/showthread.php?t=488857
    Shogun 2 Unit Stats Compendium
    http://www.twcenter.net/forums/showthread.php?t=492069
    Made Like a 100 Stat Tests
    http://www.twcenter.net/forums/showthread.php?t=527221
    Mods
    Spoiler Alert, click show to read: 
    All Clans Playable
    http://www.twcenter.net/forums/showthread.php?t=481127
    Shogun 2: Total Clans-The 'all factions playable at any difficulty' mod!
    http://www.twcenter.net/forums/showthread.php?t=488150
    [TWS2] Index of Modding Tutorials, Resources & Tools
    http://www.twcenter.net/forums/showthread.php?t=443435
    Hosted Modifications The Sekigahara Campaign, Darthmod, Radious, The Rights of Man 3
    http://www.twcenter.net/forums/forumdisplay.php?f=1550
    Mod recommendations and Queries
    http://www.twcenter.net/forums/showthread.php?t=442884
    Military Threads
    Spoiler Alert, click show to read: 
    Miscellaneous
    Spoiler Alert, click show to read: 
    Last edited by wealthmonger; August 10, 2014 at 11:27 AM.

  3. #3

    Default Re: Shogun 2 Economic Quick Reference Guide

    Good job, interesting compilation.

  4. #4
    The Thin Red Line's Avatar Civis
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    Default Re: Shogun 2 Economic Quick Reference Guide

    Quote Originally Posted by wealthmonger View Post
    Generals can be assigned commissions
    Commissioner of Finance Increases your clan wide tax rate. There are also commissioners for Development, Supply and warfare. To assign a commission click on the Clan Management button to the left of end turn then Family & Council then the general then commission type.
    I've seen it posted before that the bonuses you get from a comission increase as the general gains command stars (levels). I can't find the post now...

    Can anyone confirm that this happens ... or not?

    Thanks for the guide, good work.
    Last edited by The Thin Red Line; July 18, 2011 at 08:02 AM. Reason: Misquoted ...

  5. #5

    Default Re: Shogun 2 Economic Quick Reference Guide

    Yeah I had it in there at one point but went with a more basic description. I put it back in now.


    Updated per post #6 recommendation
    Last edited by wealthmonger; July 22, 2011 at 11:38 PM.

  6. #6
    The Thin Red Line's Avatar Civis
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    Default Re: Shogun 2 Economic Quick Reference Guide

    Quote Originally Posted by wealthmonger View Post
    Yeah I had it in there at one point but went with a more basic description. I put it back in now.
    Excellent, thanks.

    I know that when I first started playing I didn't realise the bonuses scaled ... so I had generals sitting around not doing much because, once I had a small group of experienced ones I didn't figure I needed them. Scaling bonuses for commissions actually means there's reason to use your excess generals, even if it's just as reinforcements.

    Again, nice guide.

    EDIT
    Might be worth noting that all of the commissions are useful in terms of economics, they all give some financial incentive of some sort, apart from maybe supply I think...

  7. #7

    Default Re: Shogun 2 Economic Quick Reference Guide

    Came here looking for frogbeastegg's guide. Also found your quick reference which I will print out and use (thanks!). However, the metsuke approximations for tax boost strike me as incorrect. Excluding retainers, you can have:

    1 point at level 1
    4 points at level 2 (fill magistrate)
    5 points at level 3 (no points available to add to overseeing towns. Use one for secret police to get to censor, save one for censor)
    9 points at level 4 (fill censor)
    10 points at level 5 (no more points available)
    11 points at level 6 (no more points available)

    It looks like you added the censor points to level 5 instead of 4.

  8. #8

    Default Re: Shogun 2 Economic Quick Reference Guide

    Quote Originally Posted by Tephros View Post
    5 points at level 3 (no points available to add to overseeing towns. Use one for secret police to get to censor, save one for censor)
    9 points at level 4 (fill censor)
    It looks like you added the censor points to level 5 instead of 4.
    Right, I didn't realize points don't have to be assigned at the time I did the testing. Corrected Rank 4.

  9. #9

    Default Re: Shogun 2 Economic Quick Reference Guide

    Rise of the Samurai Guides and Informative Threads you might be interested in

    RotS Economic Quick Reference Guide
    http://www.twcenter.net/forums/showt...6#post10397046
    RotS positive administration costs
    http://www.twcenter.net/forums/showthread.php?t=486386
    RotS Clan information map
    http://www.twcenter.net/forums/showthread.php?t=486774
    RotS: Foot Samurai
    http://www.twcenter.net/forums/showthread.php?t=487249
    Stuck on S2 Rise of the Samurai help please
    http://forums.totalwar.com/showthrea...i-help-please?
    RotS Guides(thread)
    http://www.twcenter.net/forums/showthread.php?t=515953
    Last edited by wealthmonger; January 26, 2012 at 03:38 PM.

  10. #10
    Protector's Avatar Senator
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    Default Re: Shogun 2 Economic Quick Reference Guide

    Quote Originally Posted by wealthmonger View Post
    Rise of the Samurai Guides and Informative Threads you might be interested in.

    RotS Economic Quick Reference Guide
    http://www.twcenter.net/forums/showt...6#post10397046
    Great job.
    Thx +rep

  11. #11

    Default Re: Shogun 2 Economic Quick Reference Guide

    FotS Economic Quick Reference Guide
    Higo province 1868, turn 119 http://imageshack.us/a/img821/5294/rcmh.jpg

    Colored text denotes a building direction must be made. Additional black text within the same building chain denotes another building direction must be made. (Required art and/or resource). Modernisation effect listed because it allows you to unlock additional arts that can help you economically.

    Not listed but keep in mind that modernisation can have a +/- effect on public order. Buildings that have a +modernisation below will usually give a -happiness and -modernisation sometimes gives a +happiness, varies with each building line.

    Modernisation points needed for each level, 4 at level 2, 12 at level 3, 32 at level 4 http://www.twcenter.net/forums/showthread.php?t=545164

    Castle Chain
    Star Fort +2 modernisation(Militarised Society)

    Artillery Chain
    Artillery Academy +2 modernisation(Imported Guns)
    Arsenal +3 modernisation(Modern Army, Iron)

    Improvement Chain
    Training Camp line of buildings -10% cost recruiting land units in this province(Domain and the Realm)

    Business Chain
    Inn +360 wealth
    Gambling Den +600 wealth, +1 town growth, -1 modernisation
    Richi Mahjong Parlour +1000 wealth, +2 town growth, -1 modernisation(Tea)
    Yakuza Office +1500 wealth, +4 town growth, -2 modernisation
    Market +720 wealth, +2 town growth, +1 modernisation
    Financial District +1260 wealth, +4 town growth, +2 modernisation
    Junin Ryogae +2250 wealth, +8 town growth, +4 modernisation(Gold Standard)

    Tower Defences Chain
    Gatling Gun Towers +2 modernisation(Gatling Gun Towers)
    Gun Batteries +4 modernisation(Militarised Society)

    Industrial Chain
    Cottage Industry +560 wealth, +1 modernisation
    Cotton Weaving Shed +1200 wealth, +3 town growth, +3 modernisation(Cotton)
    Craft Workshop +1250 wealth, +1 town growth, +2 modernisation
    Silk Weaving Shed +1300 wealth, +1 modernisation(Silk)
    Factory +1700 wealth, +5 town growth, +3 modernisation(Capitalist Production)
    Cotton Processing Plant +2200 wealth, +15 town growth, +6 modernisation(Cotton) Max of 1
    Silk Manufactory +2000 wealth, +5 town growth, +4 modernisation(Silk) Max of 1

    Modern Military Chain
    Cadet School +1 modernisation
    Barracks +2 modernisation(Arms Deals)
    Military Academy +3 modernisation(Modern Rifles)
    Army War College +4 modernisation(Modern Army, Machines)

    Traditional Chain
    Traditional Dojo -1 modernisation
    Samurai Dojo -1 modernisation
    Master Dojo -2 modernisation
    Legendary Dojo -3 modernisation(Silk)

    Farming Chain
    [Subject to a multiplier Barren: x1.0, Meagre: x1.3, Average: x1.5, Fertile: x2.0, v. Fertile: x3.0 based on soil fertility of the province]
    Subsistence Farming +550 wealth
    Tenant Fields +900 wealth, +1 town growth
    Commercial Farming +1400 wealth, +2 town growth, +1 modernisation
    Zaibatsu Fields +1800 wealth, +4 town growth, +2 modernisation(Abolition of Land Restriction)

    Settlement Chain
    Large Town +2% tax rate, unlocks additional construction slot, +1 modernisation
    City +4% tax rate, unlocks additional construction slot, +3 modernisation
    Municipality +6% tax rate, unlocks additional construction slot, +5 modernisation(Restoration of the Domain)
    Prefecture +10% tax rate, unlocks additional construction slot, +7 modernisation(Charter Oath)

    Port Chain
    Harbour Increases trade values +100
    Port Increases trade values +140, +1 trade route, +2 town growth
    Military Port Increases trade values +160, +1 trade route, +2 town growth, Enables recruitment of foreign Veteran(Copper Plating)
    Drydock Increases trade values +180, +1 trade route, +5 town growth, Enables recruitment of foreign veteran(Iron Plating, Iron)
    Trading Port Increases trade values +200, +2 trade routes, +5 town growth, +700 wealth, Enables recruitment of foreign veteran agent, Establishes trade routes with the western powers, +2 modernisation(Cordial Relations)
    Trading Port
    American Trading District Increases trade values +250, +3 trade routes, +10 town growth, +1500 wealth, Enables recruitment of foreign veteran agent, Establishes trade routes with the western powers, +4 modernisation(Foreign Affairs)
    British Trading District Increases trade values +250, +3 trade routes, +10 town growth, +1500 wealth, Enables recruitment of foreign veteran agent, Establishes trade routes with the western powers, +4 modernisation(Foreign Affairs)
    French Trading District Increases trade values +250, +4 trade routes, +10 town growth, +1500 wealth, Enables recruitment of foreign veteran agent, Establishes trade routes with the western powers, +4 modernisation(Foreign Affairs)
    Only one district per clan.

    PROVINCE SPECIALTIES

    Clay Chain
    Claypits -5% cost of constructing buildings, +100 wealth, +1 town growth
    Clay Kiln -10% cost of constructing buildings, +200 wealth, +2 town growth
    Brickworks -15% cost of constructing buildings, +400 wealth, +5 town growth, -5% construction costs across all provinces, +3 modernisation
    Potteries -15% cost of constructing buildings, +600 wealth, +3 town growth, -5% construction costs across all provinces

    Coal Mining Chain
    Open-Pit Coal Face +20 tonnes of coal, +200 wealth, +1 town growth, -5% ship construction costs
    Deep-Seam Coal Mine +40 tonnes of coal, +400 wealth, +2 town growth, -10% ship construction costs, +2 modernisation
    Coking Plant +60 tonnes of coal, +600 wealth, +5 town growth, -15% ship construction costs, -1% ship construction costs for all ships, +3 modernisation

    Copper Mining Chain
    Open-Pit Copper Mine +10 tonnes copper, +100 wealth, +1 town growth, -5% cost for modern units in this province
    Copper Refinery +20 tonnes copper, +200 wealth, +2 town growth, -10% cost for modern units in this province
    Anode Furnace +30 tonnes copper, +400 wealth, +5 town growth, -15% cost for modern units in this province, -5% cost for modern units across all provinces, +3 modernisation
    Smelting Mill +30 tonnes copper, +600 wealth, +3 town growth, -15% cost for modern units in this province, -5% cost for modern units across all provinces

    Gold Mining Chain
    Placer Deposits +800 wealth
    Goldfields +1400 wealth
    Mint +1700 wealth
    Ore Processing Plant +2000 wealth, +3 modernisation(machines)

    Holy Site Chain
    Buddhist Shrine -5% recruitment cost of traditional units, -1 modernisation
    Buddhist Temple -10% recruitment cost of traditional units, -1 modernisation(Silk)
    Buddhist Temple Complex -15% recruitment cost of traditional units, -5% recruitment costs of traditional units across all provinces, -2 modernisation(Silk)

    Iron Chain
    Iron Ore Mine +10 tonnes iron, +90 wealth, +1 town growth, -5% artillery recruitment cost
    Deep-Seam Iron Mine +20 tonnes iron, +180 wealth, +2 town growth, -10% artillery recruitment cost
    Iron Smelting Plant +30 tonnes iron, +540 wealth, +3 town growth, -15% artillery recruitment cost, -5% artillery recruitment costs across all provinces
    Steel Mill +30 tonnes iron, +360 wealth, +5 town growth, -15% artillery recruitment cost, -5% artillery recruitment costs across all provinces, +3 modernisation

    Railway Chain
    Telegraph Office +200 wealth, +2 town growth
    Railway Station +460 wealth, +8 town growth, enables railways, +2 modernisation(Foreign Affairs)
    National Railway Company +900 wealth, +12 town growth, enables railways, +4 modernisation(Western Agenda, Coal)

    Silk Chain
    Worm Farm +20 bales raw silk, +350 wealth
    Raw Silk Threadmaker +40 bales raw silk, +700 wealth, +1 town growth
    Sericulturist +60 bales raw silk, +1000 wealth, +2 town growth

    Silver Mining Chain
    Lead Ore Mine +700 wealth
    Silver Smelting Plant +1100 wealth
    Proofing House +1800 wealth, +3 modernisation(machines)
    Silver Vault +1500 wealth

    Smith Chain
    Blacksmith
    Iron Works(Iron)
    Armourer -2 modernisation(Iron)
    Gunsmith +3 modernisation

    Smuggling Chain
    Smugglers Cove +300 wealth, +4 town growth, +1% trade income tariffs all provinces
    Criminal Den +500 wealth, +8 town growth, +3% trade income tariffs all provinces
    Yakuza Hideout +900 wealth, +12 town growth, +5% trade income tariffs all provinces

    Tea Chain
    Tea Plantation +20 bales of tea, +400 wealth
    Matcha Plant +40 bales of tea, +700 wealth, +1 town growth
    Tea Exporter +60 bales of tea, +1000 wealth, +2 town growth, +3 modernisation

    Agent effects
    Foreign Veteran agents can reduce recruitment cost if stationed in a city. If anyone has the amount of recruitment cost reduction at different ranks and anything else that can increase it then please let me know.

    Geisha stationed in a province raises town growth. Place her in the city, in an army or have her do missions to gain experience. +1 town growth per rank, +1 town growth for each of the entertaining nobles you get in her skill tree and +1 town growth with certain retainers(Champagne, Shamisen, possibly others)

    Trade effects
    There's no trade nodes like in shogun 2 instead it's just japan based trade plus trade with the 3 foreign powers. The following is an example from a Satsuma campaign.
    1866-17 trade partners including the 3 foreign powers(to trade with foreign powers you need a trading port) trade amounts ranging from 295 to 501. all possible trade goods being imported and/or exported plus tariffs. Total trade value of exports 6351 with no unsold resources. Trade with foreign powers gives you access to cotton and machines.

    Generals Commission effects(effects increase with rank)
    Inspector general- reduces construction costs across all provinces and repression in the province this general is in.
    Comptroller-increases town growth in all provinces. increases tax rate in the province this general is in.
    Chief of Staff-Increases the chance of successful agent actions. decreases the recruitment cost of agents in the province this general is in.
    Commander-in-Chief-
    Increasing your fame unlocks the next commission

    Corrections and additions welcome. Building chain information was taken from the FotS encyclopedia.
    Last edited by wealthmonger; July 27, 2013 at 09:08 PM.

  12. #12
    valky's Avatar Ducenarius
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    Default Re: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    The modifier for farms: (thx @Fimconte and included in the new FotS map too^^)

    Barren: x1.0
    Meagre: x1.3
    Average: x1.5
    Fertile: x2.0
    v. Fertile: x3.0
    I'm Commander Shepard and this is my favourite store on the Citadel!
    I'm Garrus Vakarian and this is now my favourite spot on the Citadel!

    Better ingame Encyclopedia for Shogun 2 (reworked) - RotS - FotS (new map) + web-based version

  13. #13

    Default Re: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    Fall of the Samurai Guides and Informative threads you might be interested in

    "March to th Sea" War Economy Playstyle
    http://www.twcenter.net/forums/showthread.php?t=533524

    how to silence the AI's bombarding fleets of death
    http://www.twcenter.net/forums/showthread.php?t=532575

    (BIEM)-Better In-Game Encyclopedia Map - overhaul for Shogun2, RotS & FotS (final)
    http://www.twcenter.net/forums/showthread.php?t=488857

    FOTS Economy tips
    http://www.twcenter.net/forums/showthread.php?t=530560

    is upgrading farms useless in Fall of the Samurai ?
    http://www.twcenter.net/forums/showthread.php?t=530218

    Establishing a good and stable economy in FotS
    http://www.twcenter.net/forums/showthread.php?t=536436

    [FotS] Full list of things that disappear with republic
    http://www.twcenter.net/forums/showthread.php?t=533105

    How to build British/American/French Trade Ports?
    http://www.twcenter.net/forums/showthread.php?t=530483

    Tsu Campaign Guide
    http://www.twcenter.net/forums/showthread.php?t=529765
    Last edited by wealthmonger; June 17, 2012 at 03:26 AM.

  14. #14

    Default Re: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    FotS video overview of the arts(view in HD for clearer picture)


  15. #15

    Default Updateable online enciclopedia

    Another one, but with last updates.
    http://shogun2.org.ua/

  16. #16

    Default Re: Updateable online enciclopedia

    That's really helpful. Thanks

  17. #17

    Default Re: Updateable online enciclopedia

    Thank you, +rep!

  18. #18
    The Dutch Devil's Avatar Krakiszki the Hunter
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    Default Re: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    Thread merged.

    Patronized by the glorious all knowing Legio.

  19. #19

    Default Re: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    You need to fix the Information regarding the Farming Chain in TWS2.
    It doesn't take these two bonuses into account: Equal Fields, Chosokabe Expertise
    http://www.twcenter.net/wiki/Rice_Paddies_%28TWS2%29

  20. #20

    Default Re: S2, RotS, FotS Economic Quick Reference Guides and Other Informative Threads

    I've removed those numbers. I was getting equal fields and non equal fields numbers mixed together during testing. I've replaced it with the soil fertility multipliers and the link to the wiki page to see the actual values.

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