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  1. #1

    Default City Development Guide

    Firstly, a big thank you for this mod, it is the most enjoyable TW mod I've ever played.

    However, I'm struggling a bit to organise my city development, since the pathways get quite complex. In essence, I'd like to make three types of cities:

    • Key Military cities which can recruit up to and including the named post-Marian legions (one each in Northern Italy, Gaul, Northern Greece, Southern Greece, Sicily, Illyria + Rome)
    • Satellite mixed economic/military cities able to recruit as far as the non-named post-Marian legions
    • Economically focused Cities which recruit allied/client troops only
    I'm unsure of the right combination/pathway of Client/Allied State, Citizenship and Regional focus that should be followed to get each of these three types of city

    Also, I notice that the range of troops in each allied city post-Marian reforms reduces to missile types only - does Patch 2.1a increase the variety available to include heavier infantry?

    Med

  2. #2

    Default Re: City Development Guide

    Upgrade to 2.1 patch anyways as it introduces fix to bugs ecc ecc.
    After the Marian reform you can build the curia hostilia which adds also auxiliary units
    The marian reforms only prevent you to recruit allied triari, velites and cohorts
    Planning to make an economical city wich recruits allied troops is a non-sense as the Client state building reduces the income of the city a lot
    I would say to just set up 4-5 recruitment centers wich enable you to recruit the major part of the legions ( i would suggest arminium, salonae, massalia, rome ,sparte, gergovia, capua for campanian cavalry , Jerusalem and alexandria when you conquer them and the city in the upper right of the spain though i don't remember the name)
    You can recruit good allied troops in spain ( celtiberian spearmen), around carthago( numidian cavalry and javelinmen) and in the bosphorus ( bosphorum spearmen, tanis cataphracts)
    The other cities should be initially all focused on generating income

  3. #3

    Default Re: City Development Guide

    Many thanks for that . Couple more questions:

    Why can some allied towns (for example the Italian cities and Appollonia when captured) recruit allied cohorts and velites when others (such as the Sicilian towns) cannot?

    Does Patch 2.1a increase the number of troop types available in Allied cities post the Marian reforms?

    Finally, what is the correct development pathway to develop a city for named legions.

  4. #4

    Default Re: City Development Guide

    The answers are all written in the release tread wich you are supposed to read ( and i suppose you didn't)
    No the 2.1 doesn't increase the number of allied units available as all the slots provided by the engine are alrdy filled (there can't be more than 250 units due to ailly engine limitations)
    You get access to allied troops by building government determination-------->client city state
    Remember that the allied units and the legions use the AOR recruit sistem (like the spartans in vanilla wich could be recruited only in sparte and pergamum)
    To acess to allied units you must build client city state and if i rember correctly it should make available some crap mercenaries in sicily
    Good allied troops are in hispania, capua,upper italy, massalia and sardinia

  5. #5

    Default Re: City Development Guide

    Thanks. I did read the release thread, quite carefully, but at well over 100 pages after 12 months, there is a now lot to get through to find answers in the discussion forum.

    I'll try to be a bit clearer. What I meant by additional troops was, for example, in the pre-Marian era, a city, say Edessa, will produce Levy Hoplites and Thracian Pskoi. After the Marian reforms the hoplites disappear and Roman Javelinmen take their place. This leaves no home-grown heavy troops to defend the city if attacked, and if under threat, reinforcing heavy infantry are needed from the nearest city that produces them (and replacing losses has to be by shuffling units back and forth between the two cities). In some regions, whole blocks of cities do not produce heavy troops post reforms unless at least a Campus Martius has been built in one of them. I had asked if patch 2.1a restored some of these native heavy troops. From your answer I guess not, since (I presume) these troop types have been replaced (within the game limit of 500 units) by the new Roman Post-Marian units.

  6. #6

    Default Re: City Development Guide

    No the 500 unit limit comprends bot the marian units and premarian
    It's like a unit database of the campaign and it cannot have more than certain amount of entries
    You'd better ask to a modder for some clarification

  7. #7

    Default Re: City Development Guide

    If you look in the Official Release Thread:

    http://www.twcenter.net/forums/showthread.php?t=527894

    There are a whole lot of useful slides - some of which show the building paths for various things, including the right 'barracks' ones for the units.

    In order to set up for the Roman Fortress (the one you need after Marian/Imperial Reforms for the named legions) you need: the top Oppidum; Weapons Metals/or Ores; Army Rations: Fortified Region/or both: and Civitas.

    If you want Allied Legions (in the Republic), then you want Client State followed by the 2 levels of barracks.

  8. #8

    Default Re: City Development Guide

    Again, many thanks. I did look at them this afternoon when then TWC post on patch 2.5 came out, but I'm still on unpatched RS2. Is the Roman Tree shown in the thread unique to 2.5 or does it also apply to the earlier versions?

    Once I've finished this campaign I'll upgrade to 2.1a, but probably leave 2.5 until its been tested a bit more....

  9. #9

    Default Re: City Development Guide

    Quote Originally Posted by Mediaeval View Post
    Again, many thanks. I did look at them this afternoon when then TWC post on patch 2.5 came out, but I'm still on unpatched RS2. Is the Roman Tree shown in the thread unique to 2.5 or does it also apply to the earlier versions?

    Once I've finished this campaign I'll upgrade to 2.1a, but probably leave 2.5 until its been tested a bit more....
    The Roman 'tree' is in that thread for convenience, but does apply to earlier I'm fairly sure.

    And, in all honesty, 2.1a has its own set of bugs, particularly with the traits that 2.5Beta addresses wholesale - so I'd recommend going straight to 2.5. I've nearly 80 years/160 turns on 2.5B-, now 2.5B and the only CTD I have had was on a bugged piece of the map that dvk' has already fixed before release; so it's damn stable.

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