Economic activity in RTR VII
In this thread we will explain the exploitation of natural resources and their processing into finished goods in RTR VII.
Eight economic specialisations
In RTR VII you will encounter eight economic specialistaions. All of these bring direct financial benefits by boosting tax and trade income. In addition, each provides bonuses related specifically to the type of natural resource it is based on.
Mines and blacksmiths
This specialisation concerns the group of resources collectively labeled non- precious metals and provides the benefits that Rome Total War players will remember from the blacksmith building tree.
Gold and silver mines and goldsmiths
This specialisation concerns precious metals and provides hard cash. However it also reduces the cost and build times of religious buildings.
Fishing grounds and fishmongers
This specialisation concerns the bounties of the sea. Fish is an important foodstuff. Exploiting this resource will contribute to your population’s health.
Quarries and stonemasons.
This specialisation represents the processing of earth and rock as a building material. Its distinctive benefit is providing substantial construction cost and time benefits for defensive and religious buildings.
Logging camps and carpenters
This specialisation represents the processing of wood, giving construction time and cost reductions for building in general and defensive structures in particular. Missile troops benefit from the skills acquired by carpenters.
Livestock pastures and taylors:
This specialisation represents the backbone of the economy in many pre-industrial societies: the raising of livestock and processing of milk, meat, wool, leather and bone. As a source of food and clothing it provides bonuses to health, but also and armour.
Grain farms and millers:
This specialisation represents the other major source sustenance: agriculture. Its bonuses are in fact the same as the ones you remember from the unmodded game: raising the farming level.
Luxury resources and goods
This specialisation of industry encompasses all luxury articles and provides no benefits at all except a boost to your tax income!
Developing a specialisation of the economy
The way economic buildings work was inspired by city building games. Raw materials are obtained by the exploitation of locally available natural resources. Alternatively, if a particular resource is not available locally, you can to import it. Once you have obtained a raw material, you will be able to construct a workshop to process it into a finished good.
A region will offer between two and five raw materials. Resource icons on the campaign map give an indication which economic specialisationes can be constructed from locally available natural resources. Raw materials not available locally can be imported.
Limitations
In theory, each region can develop any economic specialisation, but there are limitations:
Firstly, while you can construct any economic specialisation, you won’t be able to construct all of them. There are just five "slots" available in each settlement, three of them based on local resources, two on imported ones. You will have to choose which five economic specialisations to develop and which three to neglect.
Secondly, the five economic "slots" aren’t all available to you at the lowest settlement level, but come available one or two at a time as your settlement grows. So you will also have to decide which of your five specialisations to construct first, and which to leave for later.
Variable length of workshop trees
If you decide to build a particular specialisation late in the game, your workshops won’t have to go through all stages of upgrades. That way you can catch up rapidly with the development of specialisations that were started before. It will cost more to develop a whole new trade that way than to develop an older one though.
Example [reference to screenshot]
In the town of UTICA, a grey icon appears in the settlement panel at the start of the second turn [1.1]. At the same time, the construction menu gives you four options:
These are your choices for the first "economic slot", the development of a local resource.
- develop luxury resources [1.2]
- develop quarries [1.3]
- develop fishing grounds [1.4]
- develop grain farm [1.5]
In this exampe, we have chosen to develop the grain farms. The moment you make a choice, the other alternatives disappear from the construction menu.
Once the grain farm has been constructed [2.1], a new grey icon will appear in the settlement panel [2.2] designating the manufactory that can now be constructed. The manufactory, in this case a miller, is available in the construction menu [2.3].
Once constructed, the coloured miller icon [3.1] replaces the grey one in the settlement panel.




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