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  1. #1

    Default recruitment and building costs

    Hi guys I'm playing as koj and I just took the fortress of halab in northern syria and i cant recruit any of my units just the local militia types and I have a drill square there. On to my second question all the buildings are very expensive to construct its 4k for dirt roads! This is normal no? And if I want to change it to vanilla levels how could I do that? Thanks

  2. #2

  3. #3

    Default Re: recruitment and building costs

    thank you KT

  4. #4
    PFC_Church's Avatar Foederatus
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    Default Re: recruitment and building costs

    Dude i agree, the construction costs are huge! 7k for dirt roads? really? I have to save money for 4=5 turns just to build them in one spot.

  5. #5

    Default Re: recruitment and building costs

    And they don't even give a trade bonus.

  6. #6
    PFC_Church's Avatar Foederatus
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    Default Re: recruitment and building costs

    I think they do a lil bit bit still i spend more on construction then ne thing else. Its a bit insane

  7. #7

    Default Re: recruitment and building costs

    Check the EDB and you'll see.

    I don't see anything wrong with spending more on construction than on anything else.

  8. #8

    Default Re: recruitment and building costs

    dirt roads now cost 4k, personally I would hack them down to 3 or 2.5k. As mentioned already they give no economic bonus, and the movement speed increase is worthless as you travel vast distances already. They are still important for certain regions however, to get the most cash out of baghdad and antioch after building a paved road.


  9. #9
    AqD's Avatar 。◕‿◕。
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    Default Re: recruitment and building costs

    Quote Originally Posted by dane323 View Post
    Hi guys I'm playing as koj and I just took the fortress of halab in northern syria and i cant recruit any of my units just the local militia types and I have a drill square there. On to my second question all the buildings are very expensive to construct its 4k for dirt roads! This is normal no? And if I want to change it to vanilla levels how could I do that? Thanks
    If you dislike the restrictive AOR system in BC, you can try my submod which enables you to unlock faction units in conquered regions when religion conversion reaches a certain level (usually +90%).

  10. #10

    Default Re: recruitment and building costs

    another pet hate is the road system from constantinople... even if you build paved roads two of the settlements you trade with do not give the trade bonus because they are across the sea


  11. #11

    Default Re: recruitment and building costs

    In BC you have to think how it was actually done in most regions. Build roads in the richest places as you need to move armies from your core the most quickly and eventually the infrastructure also there brings in the most money. For most hinterland regions investing doesn't bring in a return for a very long time... that is why development across the world is still so uneven and was even more so in this era. Dirt roads predominated most places or still followed old Roman roads as Roman 'core' area was so large and they had access to slave labor and a habit of civic engineering few other cultures had.

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