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  1. #1
    Rean's Avatar Civis
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    Default Population and traveling merchants

    Hello,

    I know that population growth has been specificaly lowered to resemble Middle earth more and to make it more challenging. But i also noticed that even governors with maximum respect only give 0.5% population growth. So i got a question of how to increase my population growth because in my Eriador campaign Anuminas has only 2% growth with low taxes and 10 respect Aragorn?
    Also he does not have any +squalor traits.

    Another question regarding the traveling merchants event. What exactly does it do? I have already accepted the first one but now im wondering if its worth paying 15k for a second one.

    Thanks in advance.
    Never argue with an idiot, because he will drag you to his level and beat you with his experience!

  2. #2

    Default Re: Population and traveling merchants

    ...What?

    +0.5 for a full 8 Respect?

    What the bloody hell? That renders Respect entirely useless. I thought it was bad before....

  3. #3

    Default Re: Population and traveling merchants

    There are buildings you can construst to boost pop. growth (chicken/cattle farms for ex.), and it was simply unrealistic to have huge cities and citadels everywhere by turn 50 IMO.


  4. #4
    Trailhog250's Avatar Semisalis
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    Default Re: Population and traveling merchants

    ^that and +rep

    It also makes it that much more important, meaning generals with high respect should be taken care and gives them more meaning and influence. I hate it when the shire is a large city by turn 60 or so

  5. #5

    Default Re: Population and traveling merchants

    Except they never were. I'm not comparing to the base game of Medieval-|'m comparing to previous editions of Third Age.

    One of the bigger issues, even from about 1.4 or so, was that population growth was/is regarded as hellishly slow. A full Respect General only granted about 1.5 in 2.x. And now that's been reduced FURTHER?

    And of course the AI's likely kept it's growth bonuses. One of the major 'exploits' was allowing the AI to hold a town so it'd grow far faster than you could ever pull off. So that's still here.

    Large City from Turn 50? What version of Third Age were you playing?

  6. #6
    Rean's Avatar Civis
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    Default Re: Population and traveling merchants

    Well, i have already built every building in Anuminas to increase growth and with Aragorn inside its still only 2% growth because of squalor and Aragorn only gives so little growth. I understand that there are settlements which should stay in village or town level, but they already have restrictions how much they can be expanded. IMO at least 1.5% growth from general would be nice ( they could also make it harder to get full respect general).
    Never argue with an idiot, because he will drag you to his level and beat you with his experience!

  7. #7

    Default Re: Population and traveling merchants

    I usually edit descr.strat and create one charachter for each faction that I call a city builder. I give him all the best traits to improve growth like being a kind ruler a rural expert and an active builder etc. these traits all reduce squalor and i use him during my games to concentrate on building important settlements, because I only have one for each faction it takes a lot of work running him all around the place creating growth and I enjoy this feature.
    Goth

  8. #8
    Rean's Avatar Civis
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    Default Re: Population and traveling merchants

    Anyone know anything specific about those traveling merchant events?
    Never argue with an idiot, because he will drag you to his level and beat you with his experience!

  9. #9
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Population and traveling merchants

    Quote Originally Posted by Rean View Post
    Anyone know anything specific about those traveling merchant events?
    That's a feature of my submods, it works this way:
    - you get an offer
    - then in several turns you get info if trading post was established or not
    - if it wasn't, then you lose money
    - next time a trading post is established, it'll bring more profit
    - it's all "scientifically" calculated to bring some profit to the player, so long-term it's not money loss

    Regards
    I have no memory of this place.

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