Results 1 to 15 of 15

Thread: Building Guide

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Building Guide

    Well first time im playing this mod ive played many others but something has been buggin me .

    I've been using cheats in my campaigns for awhile xD i agree its noobish but i like to dominate lol, i do know how to play campaign without cheats but just havnt had the time to do 1 .

    This mod is crazy its got amazing units and factions with a very big impressive map but.... theres like 20000000+++ buildings lol is there a Guide or can some1 tell me what i should build because theres so many fricking buildings i cant decide what to start with... I Want to do a Pergamon Campaign but also a Pontus since both are amazing factions .

    P.S Please put Epirus in next version

  2. #2
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: Building Guide

    I always build the Control buildings first then a basic barracks/walls and whatever else I need.

  3. #3

    Default Re: Building Guide

    What you build in what order depends on a lot of things really - the squalor levels, how happy the people are, the faction, the location (whether you want a fortified or economic settlement), how good/bad the governor is etc etc. Since you want to play Pergamon or Pontus you shouldn't have too many problems with corruption and discontent at the start as they are small compact regions with decent economy.

    To do a full guide would take ages as there are a different set of buildings for each type of faction (barbarian, steppe, Greek, Roman etc) but a few things I can think of are....
    - you don't start with much money but try and build whenever you can, this means doing cheap buildings at the start like temples that increase trade and tax, law (tribal justice etc), roads and basic barracks
    - each set of temple levels has a base temple which then opens up all the others, when the town expands you will be able to build the next base temple and so on (e.g. - Greek culture has a 'shrine of ares' which gives happiness and unlocks 4 or 5 others that do various stuff, next level is 'temple of ares' which unlocks more powerful versions of the same 4 or 5
    - RS has a concept of economic and fortified settlements, this means you must decide at some point what type of settlement you want. You build 'regional focus' which unlocks these. Economic settlements make much more money and have extra buildings for tax/trade but you can't build the best walls there or the best barracks. Fortified settlements you get best walls and top barracks but make a lot less money. Later on as the settlement grows you can turn it into a combined fortified and economic settlement. Basically if you build all 'fortified' you will run out of money
    - RS also has extra population control on top of wells and aqueducts - 'rural control' will allow you to populate or depopulate fast but be careful it doesn't go out of control with squalor. Basically you build rural control then you can build something which turns the town into 'the place to be' and population will sky-rocket or you can build something which turns it into Birmingham.
    - try and nominate at least one settlement as your 'cultural capital' where you build the line of academy type buildings, any generals you put in there should get decent traits so if someone 'comes of age' and you want him to be a future governor you can stick him in there for a while and he should improve (he doesn't have to actually govern that city just sit in there for a while)
    - there are a wide range of buildings which just increase income in some way, that is probably what is overwhelming you. Treat these as something you build when the settlement doesn't immediately need any important building like a well or a temple.

    Examples -

    You have a settlement on the frontier of your region in a direction that you don't want to grow and want to defend it - build some infrastructure like roads, walls, basic happiness temples and then convert to fortified region, now you might need 'supply of army rations' or a blacksmith/foundry to open up the top barracks. When it is fortified start doing economic type buildings to offset the money loss then convert to 'economic and fortified' when available.

    You have a settlement safe in the middle of your lands that you want to make money from - build some infrastructure like roads and basic trade/tax temples and then convert to economic region, dont bother with walls apart from 1st level, now do all the economic buildings and maybe rural control to get people in there fast, do tax/trade temples as soon as they are available, upgrade roads and ports for trade and don't forget the farms as the top level ones give huge tax bonuses
    Last edited by menawati; April 03, 2012 at 09:34 PM.

  4. #4

    Default Re: Building Guide

    When taking settlements, I:

    - Move out the General and move in the new Governor
    - Destroy all the Temples and Shrines (helps with culture)
    - Destroy all the upgrades that are 'peculiar' to the previous faction (Mercenary Recruitment, Faction only Wine or or similar trade upgrades) and often the first Tax Tier as it can have a dramatic effect
    - Then build the first levels of shrine/temples and law buildings (which help get unrest under control fast)

    I'm normally at a Governor and 2 units to Garrison quickly

    Thereafter as you wish. Getting up to the higher barracks levels can take many years.

    For me as the Romans, Roads! Essential for getting Happiness down and moving troops around. My advance is often linked to the road building.

  5. #5

    Default Re: Building Guide

    Quote Originally Posted by ur-Lord Tedric View Post
    When taking settlements, I:

    - Move out the General and move in the new Governor
    - Destroy all the Temples and Shrines (helps with culture)
    - Destroy all the upgrades that are 'peculiar' to the previous faction (Mercenary Recruitment, Faction only Wine or or similar trade upgrades) and often the first Tax Tier as it can have a dramatic effect
    - Then build the first levels of shrine/temples and law buildings (which help get unrest under control fast)

    I'm normally at a Governor and 2 units to Garrison quickly

    Thereafter as you wish. Getting up to the higher barracks levels can take many years.

    For me as the Romans, Roads! Essential for getting Happiness down and moving troops around. My advance is often linked to the road building.
    I would be a little more specific here:

    Temples are not always to be destroyed, if they give boni to happiness or law. I'd advice to look at the boni for every building, and only raze these who give no boni or even give mali. In many cases you're able to build the next level of the tree and replace the culture that way, buildings you can't replace you can still raze to the ground later on to minimize the cultural malus!

  6. #6

    Default Re: Building Guide

    Quote Originally Posted by DeWitt8 View Post
    I would be a little more specific here:

    Temples are not always to be destroyed, if they give boni to happiness or law. I'd advice to look at the boni for every building, and only raze these who give no boni or even give mali. In many cases you're able to build the next level of the tree and replace the culture that way, buildings you can't replace you can still raze to the ground later on to minimize the cultural malus!
    Ahhh....

    I must admit that I've been assuming 2 things here:

    1 - That it's particularly faction temples that contribute to the culture penalty; &

    2 - That the 'other faction' temples are in their own building trees. But, as with other things like Ports and Markets, etc; if it's just that they are the same 'trees' as my own buildings and I can replace them, and/or '1' doesn't apply the same as Vanilla.....

    Then I will need to change!

    There is another reason I've been keen to take out the temples and that's because there are often quite a few of them. By taking them out it is often possible to see all the buildings (ie less than 24) - and checking that there's not something you really don't want.

  7. #7

    Default Re: Building Guide

    Thanks for the help from all of you .

    I Started a Pergamon campaign its going really well, i have an alliance with Egypt,Pontus,Macedon and Rome, trade rights with every1 basicly near me besides Seleucids . at war with them aswell. they keep attacking my most eastern city which i donno the name of but i have a nice army there defending.

    My Main army is rampaging across moden day turkey i might start a war with pontus so i can take there land bribed some of Egypts citys xD. i want to take full controle of turkey and secure my borders there and hopefully move on against Macedon next and keep my alliance with rome maybe i can become the eastern roman empire.

    Thing that bugs me about Pergamon is in other mods there a Phalanx,Heavy cav faction but in this mod they are Heavy cav,Greek hoplites and roman style which is a great army but im a Phalanx person they do have the Agema Elite Phalanx thing but they cost so frickin much xD.

    Next Campaign is gana be Pontus because i love them Mithridates forever!

  8. #8
    Ye Olde Fahrt's Avatar Miles
    Join Date
    Jul 2011
    Location
    Helsinki, Finland
    Posts
    397

    Default Re: Building Guide

    I wonder if things have changed since AF's Playing Guide with this information regards buildings?
    http://www.twcenter.net/forums/showt...99#post8283999

    Lord Tedric seems to have nailed it in a just a few lines pretty well
    My garden may be smaller than your Rome, but my pilum is harder than your sternum. - Roma Surrectum III

  9. #9
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: Building Guide

    Try Macedon if you want Phalanx fun.

  10. #10

    Default Re: Building Guide

    Might do but i really love Pontus because of Mithridates and there armys are based on Macedon and Persian which is a match made in heaven well... match made in heaven is Roman Legions and Parthian cataphracts if only they had been allies instead of enemys xD

  11. #11

    Default Re: Building Guide

    Quote Originally Posted by AeacidesOfEpirus View Post
    Might do but i really love Pontus because of Mithridates and there armys are based on Macedon and Persian which is a match made in heaven well... match made in heaven is Roman Legions and Parthian cataphracts if only they had been allies instead of enemys xD

    Pontus are more fun to play than Pergamon imo due to the unit roster, you get a bit of everything.
    You said you like phalanxes...well, you got a few different ones, not as good as Macedonians but they get the job done. You also get good light infantry, cataphract horse archers and scythed chariots. You even get a unit that can do testudo if that floats your boat. It's a real 'jack of all trades' faction.

    I agree with above poster about Seleucids, their unit roster is great but the starting position can be a bit challenging for new players.

  12. #12

    Default Re: Building Guide

    Try Seleucids. Most complete roster in game, including phalanx, heavy infantry, decent archers, cathapracts, and cathapract elephants.

  13. #13

    Default Re: Building Guide

    Here's a general guide to the positive effects different kinds of buildings have. Note that many also reduce income to simulate maintenance costs or have other negative effects, which is not shown here but is indicated in the building description. Also note that some of these effects vary according to faction, or only apply to certain buildings in their respective trees or to regions with specific resources or other buildings. Some are obviously more cost-effective than others at doing so, but again, I'm sparing the details, which can be found in each building description.

    • Income: tax offices, markets, ports, river ports, trade expeditions, glass, wine, temples, farms, mines, metal import, smiths, economic region, population control, grain export, legion supply, mummification, monuments, wonders
    • Growth: palaces, temples, markets, plumbing, hospitals, farms, theatres, taverns, population control, grain export
    • Happiness: palaces, temples, economic region, plumbing, hospitals, academies, games, theatres, taverns, mummification, monuments, wonders
    • Law: palaces, temples, walls, roads, fortified region, barracks, academies, games, police, monuments
    • Recruitment: ports, barracks, mercenary recruitment
    • Unit experience, attack & defense: smiths, temples, palaces, fortified/merged region

  14. #14

    Default Re: Building Guide

    Seleucids has always been my fav faction in RTW and the only faction which could replace that was Epirus which isnt in this mod wish it was lol. Seleucids are a great faction because there armys are based on alot of Cultures which makes it ideal for expanding far and whide but as you said lol the starting Position is challenging... i wouldnt say Challenging id say annoying i hate having half my empire so far east lol.

    In Most my campaigns i hardly expand any further then Seleucia/Babylon just cant stand the mountains and every city is just small cant built anything besides some old Persian units which has always stoped me from playing Bactria and Parthia(Also coz i like infantry xD) But anyhow Seleucids are a great faction and have done many campaigns with them dominating the world.

    PLEASE ADD EPIRUS!!!

  15. #15
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: Building Guide


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •