Results 1 to 5 of 5

Thread: Building up infrastructure

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    airborne guy's Avatar Domesticus
    Join Date
    Apr 2009
    Location
    Boston, MA
    Posts
    2,318

    Default Building up infrastructure

    Is there a guide to buildings in this mod?

    I keep building the wrong stuff and most of the buildings say penalty, but is it positive or negative?

    Is Italy the only place that I can train Roman infantry?

    Squalor, OMFG its high

    Need help, Thanks Dudes!!!

  2. #2

    Default Re: Building up infrastructure

    Post #6 will help alot. http://www.twcenter.net/forums/showt...7#post11160547

    This might help aswell. http://www.twcenter.net/forums/showthread.php?t=396194

    tax wise, buildings will have either a positive effect or a negative effect indicated by the minus sign before the number. Just because a building gives you a negative tax revenue does not mean it shouldnt be built. You will make more money with other buildings, for example the tax I, II, III, IV buildinngs. Build schools so your governors get good management traits, roads for increase trade and troop movement, health buildings to decrease squalor and improve happiness, etc.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  3. #3
    Foederatus
    Join Date
    Jul 2011
    Location
    texas
    Posts
    48

    Default Re: Building up infrastructure

    1) not sure if there is a guide for buildings for this mod but maybe i can help. usually you want to decide at the beginning of the game which cities will produce troops and which cities will make your money. i havent played the game in awhile so im not sure what the exact names are but i'll try. for military cities you want to upgrade oppidiums(sp?) to at least provincial while building gov determination, armories, lvl 1 tribal justice and citizenship (might be missing one). basically you want to be able to build republican cohorts and recruit generals pre-marian. if you are at this stage before reforms in your military cities, you're doing it right. also population buildings are important too. your cities wont get any bigger if youre producing units from them and your population is not increasing. also, the more people in the city, the more tax you collect.

    for your economic cities you still want to upgrade your roman settlement buildings but its not as important. what is important is your population buildings (dont forget farms) and tax buildings. not necessarily the tax building itself but ones that add +5% tax or however the game describes it. these are lvl 1 blacksmith, trade expeditions, wine buildings, glass making, and temple of ceres. also if you upgrade your temple of jupiter maximus(not sure if thats right) high enough it adds a good deal of happiness and tax. sometime while building these make sure you build roads. roads are important in every contiguous city, not just economic ones. also upgrade these cities to economic regions when you can. more happiness and tax is always a good thing.

    2) the wording in the building description is somewhat confusing. you will see a building say tax penalty +10%. this isnt really a penalty. (not to you anyways) just look whether it says + or -. obviously + is good while - is not.

    3) italy is not the only place you can build cohorts or legions. refer to the 1st paragraph of item 1. also the 2nd picture in the 1st post of this link may help http://www.twcenter.net/forums/showt...ht=compilation

    4) i would recommend building the squalor buildings (wells baths etc) as soon as you have built other pop increase buildings. remember more pop = more people to tax.

    if you have any more questions or need me to be more specific msg me and i'll load one of my saves so i can get exact names and examples of what ive done on my campaigns. this information is for 1 turn campaigns. 0 turn could be different

  4. #4

    Default Re: Building up infrastructure

    Penalties are always negative...? Remember that there are "lines" of buildings, so for example the first Temple of Jupiter gives 5% happiness, and the second gives 10%, but that's an "upgrade" of the old, not a new additional temple, so it's really just a 5% increase. Forums, baths, tax plans, blacksmiths, all of them follow this. Actually, upgrading from a blacksmith to a small foundry has a negative tax result, even though it carries no penalty, as the blacksmith gives +10% tax, while the small foundry gives only +5%, making it a -5% change when built. So, when building something, you also need to pay attention to what you already have in that line and what the difference between the two is. Rule of thumb, each additional step adds what the original added, though this is not always the case. Do note that later steps require more money/time to build, so it usually pays the most to build the first step in every +tax line first, then the second, and so on (so, River Ports 1, Trading Caravans 1, Trade 1, Mercury 1, Ceres 1, Market 1, THEN 2 for each, instead of just going down one line first).

    Well, basically, squalor buildings are always high in importance. But, to get them, there are a few other buildings also of importance. Basically, with each new level, you should build the forum and region (economic/fortified/both - these give large bonuses, especially Economic Region, as it gives extra bonuses to other buildings as well) fairly early on, then sanitation ones that are unlocked by having those other two types. Usually, sanitation requires the previous level's market/regional determination as a requirement.

    I think most near-core cities can manage Medium-High taxes with just sanitation buildings, regional determinations, and the palaces. Core cities usually can stay at Very High generally. Alien culture cities benefit from the Colonization buildings, and an arena is always good at handling unexpected drops in order. If you see a city that's a bit off in its happiness, check if it's the governor. Some are just bad eggs and wreck whatever city they're in.

    The Tax buildings (Tax I, II, and III) are usually fairly useless outside of the core/semi-core provinces, as their increases in revenue are offset by the decrease in tax rate that comes with them (or by the decrease from having to build additional happiness buildings or garrison units' upkeep). Generally speaking, the time it takes to build a Tax plan AND the necessary happiness infrastructure to go with it, the net gain is far less than if you had built several something elses, like the Trade Carivan line or Mercury/Ceres temples (most others can be ignored) or mines. A city at ~3% growth will level up faster than you can keep up with all the infrastructure builds, so best to ignore Tax builds unless it's a special circumstance.

    It's also useful to specialize a few key regions and set the rest into growth/economic builds only. For Rome, I usually have just the 3 military recruitment cities (Roma, Arretium, Arminium) and everywhere else goes on a fast track to growth (using Rural Community Control as the #1 build always), with academies/scriptoriums thrown in after finances have stabilized in the early game (these require Tribal Justice and Guard Posts, respectively). The reason for these academic buildings is that they cut corruption, so their actual tax burden is about non-existent (perhaps including the costs of the Justice line in money/tax/time), and they improve characters' traits that would otherwise stagnate, improving their governance, adding lots of useful ancillaries, and making the empire as a whole run much better.

    You can train Roman ALLIED infantry anywhere that has been annexed and has the prerequisite barracks built. They are better than Roman legions as they have the same stats but slightly less upkeep, I think.

  5. #5
    airborne guy's Avatar Domesticus
    Join Date
    Apr 2009
    Location
    Boston, MA
    Posts
    2,318

    Default Re: Building up infrastructure

    wow thanks guys

Posting Permissions

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