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  1. #1
    Macunaíma's Avatar Campidoctor
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    Default Wrong treasury predictions

    Playing the Crusades campaign as Egypt, I noticed that the projections of my treasury for next turn are highly different from what actually happens (sometimes the difference is almost 10000 florins). How can I play when I think I'll profit 4000 florins and I end up getting -2000? Is this a bug, or my treasurers are just dumb? If it is a bug, how to fix it?

  2. #2

    Default Re: Wrong treasury predictions

    I have this problem too. I just ignore the prediction and do the math myself, because the revenue and expenditure is still accurate. I don't know why this happens though, but if everyone has this problem it might be a fault with the game formula of mathematics for that section of the game.

    Then again, if it was that noticeable of a fault like it is to us, you would think they would've fixed it in the Kingdoms expansion but I think it has this problem too. So maybe it's on purpose, perhaps?

  3. #3

    Default Re: Wrong treasury predictions

    Usually when the net result of your income is lower than the previous turn's prediction, there can be several reasons:

    - Do you queue up building/recruitment projects?
    some projects get finished as you end your turn and the cost of the next building/recruitment project is subtracted from your income at the start of your next turn and thus not accounted for in the last turn's predictions.

    - A lot of expensive, high upkeep elite units were trained last turn?
    When I have a sudden economic recession, this is quite often the cause

    - is there a Field Cost script in Crusades (can't recall)?
    a field cost script typically subtracts another 500-1000 florins from your income at the start of your next turn for each army you have in the field which is not accounted for in the treasury prediction.


  4. #4

    Default Re: Wrong treasury predictions

    I think of the finance predictions as a guide only as there are too many variables. Each turn, every city has a variable income according to whether it has a good, bad or indifferent harvest, and there are many other variables that ensure that you can never have exactly the same turn twice. You also may receive gifts or increased income due to some event or maybe you have lost some troops in a battle or moved them somewhere where they cost lest to maintain. I must have a look to see how dynamic the prediction is - move some troops into a fort, then out again, and see what difference it makes.

    I have never understood why there is such a difference between the finance figures that appear on the left side of the screen and those that appear on the right. Can anybody explain them? Also, nothing much seems to happen when I run out of money other than my queues are stalled - if your income becomes negative do units simply disappear without notification?

  5. #5
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    Default Re: Wrong treasury predictions

    If an economic building finish in 1 turn this changes how much tax/mining/farming/trade revenue you makes.

    If a church finishes this turn your religious makeup will change and therefore a number of other attributes.

    It a unit finishes in 1 turn this changes how much army upkeep expenditure you have.

    Are your settlements projected to grow or shrink, this changes how much tax revenue you accrue.

    Has a port been blockaded or a city been besieged? Did a storm wreck some of your ships?

    All of these things have an affect. The only way to make the financial scroll actually predict how much money you will make it to ensure that none of your troops die this turn, you train no new troops or ships, none of your port are blockaded, none of your settlements are besieged, none of your settlements grow or shrink, no religious conversions are made, no buildings are made or destroyed, no enemy agents infiltrate your cities, no rebel armies are spawned and create devastation, no plague events occur, basically you just have to ensure literally nothing changes after you press end turn.
    [M2TW AAR] The Spirit of the Blitz (16 turn long campaign victory with Sicily)
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