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Thread: RTR VII Feature highlight: Economic buildings

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  1. #1

    Default Re: RTR VII Feature highlight: Economic buildings

    Some more questions i thought of if anybody has some answers....

    Do you place garrisons (cheap javs) in minor regions? I know the jav unit won't defend the place but does it keep rebels out? Keeps the happiness high but most minor regions produce between $300-500 and the upkeep on units are $280-380. The AI keeps one to three units in every minor region. Seems to cancel out my taxes. Lets say 15 minor regions so far and $330 average for upkeep of garrison costs me $4950 a turn! Man that adds up. Profits from minor regions average $400 so that is $6000 a turn, so I only get $1050 a turn for defending 70% of my regions with units that cant do much in a fight. If I put a decent unit there I would lose $200 for each minor region or $3000 a turn. Seems like a no win unless they can go without a garrison. So do you leave them undefended?

    Which economic buildings do you build that provide the most money? One user said he was making $11000 a turn from a mine in Ilyia (sp?) in southern Iberia...I build roads, ports, markets first then other economic buildings.

    Can you build more than 3 import buildings? I know only two will work. Still trying to figure out why my metal import buildings in captured cities show no imports.

    On of my ports has a grey head in the top right corner. What does this mean?

    Thanks for any help you can provide.

  2. #2
    Maurits's Avatar ЯTR
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    Default Re: RTR VII Feature highlight: Economic buildings

    Quote Originally Posted by JCB206 View Post
    Trying to work out the economy part of RTR VII...playing as Carthage...

    Great mod and don't want money to get where the game is easy but man I am having a tough time. I have cut my garrisons to the min in Africa, went on the defensive in Spain after taking Carthago Nova (wanted the reforms) and attacked in Sicily. The year is 264 BC. I was building reform troops to replace my hoplites in spain and sicily and wanted to put them in garrisons in africa. Pretty cheap unit (i think) so I thought it would work out. Almost lost my cities in Spain a couple of times so had to strip the garrisons and attack. Doing well and have a good army in Spain and Sicily. But I haven't been able to build a single extra fleet, just using and retraining the two I got. Took a major region and some minor in Spain and am just down to Messene in Sicily. But my economy was boggin down...
    The start of a campaign is always difficult, as we wanted to give you a challenge. You have to be aggressive, take a few Major Regions early on to get some more cash and try to get trade rights with many other factions. Trade is a real income booster!

    Quote Originally Posted by JCB206 View Post
    So I stopped building units for the last two years and mainly fighting with what I have and a couple retrains (the spainish tribe I am fighting has sent many armies of 3000+ against me and am holding. The halting builds on reform infantry and trying to build my economy seems to be going well but it takes many years. Putting 15k a year into the economy and city building.
    Economy investments are the thing to do, the more you invest the more trade and in the end the more income you will get. When you don't start investing money in your economy, your expansion will come to a halt later.

    Quote Originally Posted by JCB206 View Post
    Now, for some reason, no metal imports. Cant find one metal place in my lands, which I find hard to believe and now imports have stopped. Nothing happened that I can tell...still at war with the same people as before, have many allies in north spain and gaul with trade alliances. I have not been offered to build one import building and now the ones I captured have stopped bringing in supplies? Is this just a normal shortage, like in real life, or what? I am working hard on building my economy and since I have no troops in Africa, four bandit armies are running free.
    When you have no metal source, the import buildings you capture will not function. Idk, it seems weird to me too that you haven't got a single metal resource in the complete Carthaginian empire. Still, the buildings should provide trade bonuses. Don't attempt to find direct signs of their profit in the scrolls, that's mainly an internal mechanism. But trust me: developing industries will get you money in the end!

    Quote Originally Posted by JCB206 View Post
    Siga and Carthago Nova are real problems...I have the policy buildings for 10 years or so but yet when i pull the governer out or troops to rush to another sector or raise taxes above low, they riot. Going from 165+ to 40. Both populations are under 6k with very little squalor. Siga is showing a HUGE penalty with distance to capital, when cities farther away are fine with it. Tried destroying any kind of building that might cause the also large culture unrest but can't destroy any more...alot of my cities have policy buildings from the previous regimes that I can't destroy but the other cities aren't really having these problems.
    Did you construct the second level of the government tree? After that you should be able to take the governor out, provided that you leave some units there as a garrison. Of course, distance to capital does matter to some extend.

    Quote Originally Posted by JCB206 View Post
    If anyone can give me a place to look or advice on some of these issues, that would be great. The game is great, the battles epic, the reform troops very cool though wish I could build them outside of Carthage and Spain. Noticed the most recent major city I took in Spain (after putting the policy buildings in place) couldn't build reform infantry. Oh, why can't I build the same policy buildings in every city? There are from what I can tell, three-four types, and am only given one or two options? Why not just one or MAYBE two? Like citizen and conquered peoples?
    I think that depends on what we expect the Carthaginians would do with a conquered region in RL. A Greek city state would for instance be treated different than an Iberian tribe. Just an example. That also effects the troops they get from there, their 'reform infantry' can only be trained in settlements with a Liby-Phoenician population (i.e. Africa and parts of Sicily).

    Quote Originally Posted by JCB206 View Post
    Sorry for the long post...loving the game and hoping for a little help. BTW as far as economy, I accept no generals for adoption. I just wait for the children to grow up. Only one or two so far and lots more than that have died due to old age. Really in need of governers but I like it this way. So my economy is not overburdened by general salaries. Corruption is pretty high but not sure how else to effect that.

    Thanks guys and girls.
    The advantage of having a few more governors might weigh up against the extra cost, which is relatively low if that means that you can raise the tax in a Major Region.

    Quote Originally Posted by JCB206 View Post
    Some more questions i thought of if anybody has some answers....

    Do you place garrisons (cheap javs) in minor regions? I know the jav unit won't defend the place but does it keep rebels out? Keeps the happiness high but most minor regions produce between $300-500 and the upkeep on units are $280-380. The AI keeps one to three units in every minor region. Seems to cancel out my taxes. Lets say 15 minor regions so far and $330 average for upkeep of garrison costs me $4950 a turn! Man that adds up. Profits from minor regions average $400 so that is $6000 a turn, so I only get $1050 a turn for defending 70% of my regions with units that cant do much in a fight. If I put a decent unit there I would lose $200 for each minor region or $3000 a turn. Seems like a no win unless they can go without a garrison. So do you leave them undefended?
    I only garrison MiR's close to the front. When there's no danger that an enemy might take them, I leave them unguarded on VH tax rate.

    Quote Originally Posted by JCB206 View Post
    Which economic buildings do you build that provide the most money? One user said he was making $11000 a turn from a mine in Ilyia (sp?) in southern Iberia...I build roads, ports, markets first then other economic buildings.
    I tend to do the same, roads and ports first and after that economic industries.

    Quote Originally Posted by JCB206 View Post
    Can you build more than 3 import buildings? I know only two will work. Still trying to figure out why my metal import buildings in captured cities show no imports.
    I'm not sure about that, but as a settlement grows in size you will be able to develop more industries. There is a limit of 5 or 6, though, you can't construct all industries in a single settlement.

    Quote Originally Posted by JCB206 View Post
    On of my ports has a grey head in the top right corner. What does this mean?

    Thanks for any help you can provide.
    I don't think it means anything, that's just a graphic trick to differentiate between various trade port levels.

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  3. #3

    Default Re: RTR VII Feature highlight: Economic buildings

    Quote Originally Posted by Maurits View Post
    The start of a campaign is always difficult, as we wanted to give you a challenge. You have to be aggressive, take a few Major Regions early on to get some more cash and try to get trade rights with many other factions. Trade is a real income booster!

    Sure is, loving the game. Took a major region in Spain and now have taken all of Sicily. Traded Corsica to the Romans for peace. (Pretty sure their script says they need to have that, so war would have come if not.)

    Economy investments are the thing to do, the more you invest the more trade and in the end the more income you will get. When you don't start investing money in your economy, your expansion will come to a halt later.

    I guess I am still pretty early (only 20 years in the game) and am investing everywhere I can. Desroyed any buildings not generating money in Africa except troop improving buildings in Carthage and another on the western coast. Disbanded 2000 garrison troops (mostly javs that wern't needed). in nearby major cities, bumped two cities into next stage. Spent that money saved to build a small, tough, yet expensive rebel killing army. Hoping to see some money increases soon.

    When you have no metal source, the import buildings you capture will not function. Idk, it seems weird to me too that you haven't got a single metal resource in the complete Carthaginian empire. Still, the buildings should provide trade bonuses. Don't attempt to find direct signs of their profit in the scrolls, that's mainly an internal mechanism. But trust me: developing industries will get you money in the end!

    Still new to the game. Hoping what I was seeing was that greyed out buildings would be offered upon the next city level and the crossed swords on the metal mines and blacksmiths just means that they are for weapon improvements. We shall see, still learning.

    Did you construct the second level of the government tree? After that you should be able to take the governor out, provided that you leave some units there as a garrison. Of course, distance to capital does matter to some extend.

    I built what was allowed. Must not have. My guess is that the second level policy building becomes available at a certain city size? Maybe i'm on the cusp or need to disband troops in the city to get there? Does the second policy building only become available at a certain city size. Most citys just allow me to build one and then the other, but maybe those two cities just aren't big enough? Will do some checking too...

    I think that depends on what we expect the Carthaginians would do with a conquered region in RL. A Greek city state would for instance be treated different than an Iberian tribe. Just an example. That also effects the troops they get from there, their 'reform infantry' can only be trained in settlements with a Liby-Phoenician population (i.e. Africa and parts of Sicily).

    What I noticed in the data files was that they were available in Spain and Carthage. Noticed the Spainish city I took wouldn't allow the militray administration policy building so that is why i can't build reform infantry there but can in my other 3 Iberian cities. Don't care for the way policy buildings are set up. I see what your saying about maybe Iberian and greek cities would be treated differently but I have Military and the civilian policy buildings in both Iberia and Sicily. So it seems different in each city regardless of where they are located, which seems a bit weird. I could also see the possibility of cities only building reform troops if the Liby-Phoe population is high enough (is there a place in the game to see how much of the population is yours and how much still considers themselves locals or just the cultrue bar?) But my other cities in Africa outside of Carthage, where the Liby-Phoe population is the highest, cannot build reform troops.


    The advantage of having a few more governors might weigh up against the extra cost, which is relatively low if that means that you can raise the tax in a Major Region.

    I can agree, but its like role playing, only pure generals/governers. As my generals died and I accepted no adoptions, I have over 15 kids in the family with one or two sometimes poping up almost once a year. After 20 years its paying off.

    I only garrison MiR's close to the front. When there's no danger that an enemy might take them, I leave them unguarded on VH tax rate.

    I kept my garrisons in my minor regions in Iberia and pulled them in Africa and in Sicily since I am at peace there for the time being. Disbanding them in major cities to stop paying for them and for them to pay taxes.

    I tend to do the same, roads and ports first and after that economic industries.

    Cool. So I seem to be doing it correctly.


    I don't think it means anything, that's just a graphic trick to differentiate between various trade port levels.
    Cool thanks.

    Hope I responed correctly so you can see me respond to each response. Thanks for all the answers. Building economic buildings everywhere and advancing my army in Spain into the next region. They won't accept cease fire so I must take advantage of a one front war withour taxing my economy too much that I will have stop spending money on improvements.

  4. #4
    Maurits's Avatar ЯTR
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    Default Re: RTR VII Feature highlight: Economic buildings

    Could you give me some screenshots of your city control panel and your policy building? I've never heard or experienced something like this

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  5. #5

    Default Re: RTR VII Feature highlight: Economic buildings

    When are opportunities to develop new economic specialisations/import materials meant to occur? I'm a fair way through a carthage campaign and I don't think I've ever seen the 'Economic Specialisation x' building, or had the chance to pick a new material.

  6. #6
    Muizer's Avatar member 3519
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    Default Re: RTR VII Feature highlight: Economic buildings

    when your settlement upgrades. iirc you should also upgrade your market building.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  7. #7

    Default Re: RTR VII Feature highlight: Economic buildings

    Okay I just blitzed through a dozen turns and I did get one of my cities to give me the choice. How many specialisations/imports are each level of city+market meant to have generally?

  8. #8
    Muizer's Avatar member 3519
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    Default Re: RTR VII Feature highlight: Economic buildings

    usually just one, sometimes two. You can have five in total.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

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