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  1. #1

    Default Economy and Province Building first before anything else - Tips Please!

    First of all I'm not good with financials, any tips for that will be appreciated.
    And I apologize for my english if they're not grammatically correct.


    I've been researching about Economy stuff and stumbled upon an information about Province Balance ( to which Province should Industry and Income, commerce and trade, culture focus into). I know now that balancing my provinces would be a great asset in building my empire, but before that before going to war, one should know that you have to gain money and stable income for army or my empire will crumble.


    My questions are:
    - Should I wait my provinces to be fully developed before recruiting the army? (even until building them to tier II ) or build first then recruit army then build, I think that my treasury will not gain any further if I do that, because of upkeep that strains your profit even if you build buildings. What you do think?


    - Is it ok to save money even if leading to ending many turns?


    - For instance, playing as rome, you gain the whole of Italia with contested province of magna graecia where Province Balance will be, not useless, but rather inappropriate. Should I focus on Settlement balance(my own term) first?


    - ^ In relation to this, keeping Province Balance as an Idea but for Individual settlements, If I try building the same set of buildings, for example a settlement with buildings that produces food or income should be joined with buildings - the same features, will that be ok?


    I'm just bothered about my economy and I want to know about it so that I can play without any worries of wrong doings about it. I play VH/N.


    Thanks in Advance. and thank you DEI for this mod, before I don't even care about my economy because of how rich my empire was even if recruiting so many army, but know I want to know everything about my Economy for greater experience.

  2. #2

    Default Re: Economy and Province Building first before anything else - Tips Please!

    Well, I haven't played a lot in 1.0, but from my previous experience and from the little I've played thus far there are a couple of tips I could share. First, head over the guide section of the forum, there are TONS of material you can reference, just be patient to read them all. Also, bear in mind I don't go for VH/N (I prefer N/N myself), so much of what I'll talk is rather based on third-person experiences that I happened to hear. Now, to the actual business. Regarding your first question, on VH, specially depending on what faction you chose, the enemy won't let you sit back and develop nicely. You will most likely have a war (or many, in fact) in your hands in a few turns. At that point, you will have two options: turtle up or take the offensive. The turtling is the cheapest, because due to the garrison/siege mechanics of DEI a small force can hold a city from a much larger invading force. As such, you won't have to worry much about upkeep because you are keeping a minimum force while you gather up money to counter attack or reinvest. However, if you are stronger than an enemy or even a potential enemy, an offensive might be an interesting option. For instance, as Rome I usually attack the Veneti, a tribe I have initially bad relations with, really early on. I do this because in the early stages of the game they are pretty weak, but can grow into a menace should I let them be. As such, I launch a preventive attack, so they won't declare war on me while I'm busy somewhere else and I'm able to secure my northern border, as there are no nearby hostile factions in that area, giving me the freedom to operate elsewhere with my military without the fear of a two front war (which will really drain you up) or to develop my infrastructure while I turtle back another front. So, you will have to juggle between your province structure and your military, because the enemy won't let you stand idle for 10+ turns to warm up before they attack. As such, focus initially on staying alive no matter the cost and then, slowly but surely, build your economy up. It is fine to have a rough start with only a couple hundreds of gold coming every turn. As to your second question, it is ok to burn away turns if you sense you have no advantage in doing anything else. Sure, it is boring to hit the button over and over, but it's better than losing the army you relied on or leaving a key settlement open for the taking. Also, having a war chest, if possible is a good option, so if the delay don't make you miss an important strategic advantage, that is totally acceptable. To your third question, if you plan to take over a contested province in the near future, it is ok to invest in province balance ahead of time, even if it is odd at the moment (see it as an investment for the future). If, on the other hand, you don't plan to move there so soon, my tip is don't bother with that province, focus on whatever other provinces you have or plan to complete or on your army. If you start to make your half province the more lucrative possible by itself, when you later conquer tha rest you will find that the sum of the parts won't be balanced, and as such, you will have to rebuild the province (costing you money and time). I don't think I got your fourth question, but from what I understood, you are trying to say that it is better to specialize provinces other than balance them. And the answer is yes. It is better to have one province for money, other for war and other for food than three "jack-of-all-trades" provinces. Specialization allows you to make the best out of the province, because you have a limited number of slots in each province. As such, define what province you want for what (eg.: provinces with copper/iron and 3 to 4 settlements are excellent for recruiting, small/medium provinces are good for food, provinces with many ports are good for commerce, etc.) and stick with it. Also, a few random economy tips to make your life easier overall: Trade is key in this mod. Because of the reduced settlement revenue, you will only start to make money with taxes after some very serious investment in infrastructure. As such, trading is almost a must. If you have a port city, build a navy of one ship and send it into a diplomatic mission across the world to gather trade partners. Also, your trade income depend on what resources you have available. Some resources are low value (grain, fish, olive oil, etc), others are medium (leather, marble, iron, copper, etc) and others will be the serious money makers (salt, glass, silk, dye, etc). Learn what resources are more valuable and if you have the chance to take one of them, do it. also, with more resources, trade agreements will be easier to get. Also, if you are new to the mod (you seem to be, anyway) don't be frustrated at your first playthroughs, DEI does make the game harder, keep your cool or lower the diff somewhere more to your taste. Hope it helps. Also, sorry for the long post, but it was a lot to cover.

  3. #3

    Default Re: Economy and Province Building first before anything else - Tips Please!

    Quote Originally Posted by luck_ponte View Post
    Well, I haven't played a lot in 1.0, but from my previous experience and from the little I've played thus far there are a couple of tips I could share. First, head over the guide section of the forum, there are TONS of material you can reference, just be patient to read them all. Also, bear in mind I don't go for VH/N (I prefer N/N myself), so much of what I'll talk is rather based on third-person experiences that I happened to hear. Now, to the actual business. Regarding your first question, on VH, specially depending on what faction you chose, the enemy won't let you sit back and develop nicely. You will most likely have a war (or many, in fact) in your hands in a few turns. At that point, you will have two options: turtle up or take the offensive. The turtling is the cheapest, because due to the garrison/siege mechanics of DEI a small force can hold a city from a much larger invading force. As such, you won't have to worry much about upkeep because you are keeping a minimum force while you gather up money to counter attack or reinvest. However, if you are stronger than an enemy or even a potential enemy, an offensive might be an interesting option. For instance, as Rome I usually attack the Veneti, a tribe I have initially bad relations with, really early on. I do this because in the early stages of the game they are pretty weak, but can grow into a menace should I let them be. As such, I launch a preventive attack, so they won't declare war on me while I'm busy somewhere else and I'm able to secure my northern border, as there are no nearby hostile factions in that area, giving me the freedom to operate elsewhere with my military without the fear of a two front war (which will really drain you up) or to develop my infrastructure while I turtle back another front. So, you will have to juggle between your province structure and your military, because the enemy won't let you stand idle for 10+ turns to warm up before they attack. As such, focus initially on staying alive no matter the cost and then, slowly but surely, build your economy up. It is fine to have a rough start with only a couple hundreds of gold coming every turn. As to your second question, it is ok to burn away turns if you sense you have no advantage in doing anything else. Sure, it is boring to hit the button over and over, but it's better than losing the army you relied on or leaving a key settlement open for the taking. Also, having a war chest, if possible is a good option, so if the delay don't make you miss an important strategic advantage, that is totally acceptable. To your third question, if you plan to take over a contested province in the near future, it is ok to invest in province balance ahead of time, even if it is odd at the moment (see it as an investment for the future). If, on the other hand, you don't plan to move there so soon, my tip is don't bother with that province, focus on whatever other provinces you have or plan to complete or on your army. If you start to make your half province the more lucrative possible by itself, when you later conquer tha rest you will find that the sum of the parts won't be balanced, and as such, you will have to rebuild the province (costing you money and time). I don't think I got your fourth question, but from what I understood, you are trying to say that it is better to specialize provinces other than balance them. And the answer is yes. It is better to have one province for money, other for war and other for food than three "jack-of-all-trades" provinces. Specialization allows you to make the best out of the province, because you have a limited number of slots in each province. As such, define what province you want for what (eg.: provinces with copper/iron and 3 to 4 settlements are excellent for recruiting, small/medium provinces are good for food, provinces with many ports are good for commerce, etc.) and stick with it. Also, a few random economy tips to make your life easier overall: Trade is key in this mod. Because of the reduced settlement revenue, you will only start to make money with taxes after some very serious investment in infrastructure. As such, trading is almost a must. If you have a port city, build a navy of one ship and send it into a diplomatic mission across the world to gather trade partners. Also, your trade income depend on what resources you have available. Some resources are low value (grain, fish, olive oil, etc), others are medium (leather, marble, iron, copper, etc) and others will be the serious money makers (salt, glass, silk, dye, etc). Learn what resources are more valuable and if you have the chance to take one of them, do it. also, with more resources, trade agreements will be easier to get. Also, if you are new to the mod (you seem to be, anyway) don't be frustrated at your first playthroughs, DEI does make the game harder, keep your cool or lower the diff somewhere more to your taste. Hope it helps. Also, sorry for the long post, but it was a lot to cover.
    Dear god, paragraphs man!

  4. #4

    Default Re: Economy and Province Building first before anything else - Tips Please!

    Quote Originally Posted by rockman4417 View Post
    Dear god, paragraphs man!
    Paragraphs are for the weak =p when I wrote this little monster it was almost 2 AM my time, I wasn't going to bother with structure, all I wanted was to write it down and get done with it. Will edit later, though

  5. #5

    Default Re: Economy and Province Building first before anything else - Tips Please!

    For Rome, your economy expands outwards as your empire does. Commerce buildings in your heartlands, military centers on the outskirts, farms in between.

    Obviously, Italia you'll build up first for the edict benefits, and because of its security. Because you have two ports, turn them into trading harbors, turn your temples into shrines/temples of Neptune for the marine commerce benefits. Most importantly at this time, these buildings do not consume food, and multiply your trade since everything will go through Neapolis and Arretrium(?). Build a slave trader ASAP, use the commercial stim/sell slaves as needed to maintain order. Build public forum/Amphitheatre for public order bonus when you expand your cities. Then pretty much go from there. Keep it as a maritime commerce focus because of the trade. Maybe even convert the remaining farms when you no longer need them there.

    One you push your borders outwards more, you can start converting your military and farming frontiers to more commercial ones. Ilyria I turn into another maritime commercial center, same with corsica et sardinia. In the interiors, just build based off the resources in the provinces to get the most economic multipliers.

    Military centers I try to build totally military buildings with a few temples/happiness buildings, then exempt the region from tax so the food consumption goes down. Rinse, repeat. Contested provinces and those in strategic chokepoints and likely battlegrounds I'll try to turn into military centers. Like, the first one I build is in northern Italy, in the alps, since every pass leads to the same provincial capital there (forget the name), I put auxiliary barracks, workshop, training ground, etc there.

  6. #6
    Richard III's Avatar Tiro
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    Default Re: Economy and Province Building first before anything else - Tips Please!

    http://www.twcenter.net/forums/showt...-Strategy-Tips

    A phenomenal guide, helped me immensely with all things 1.0
    "Good Men Don't Need Rules."

  7. #7

    Default Re: Economy and Province Building first before anything else - Tips Please!

    Thank you for replying!

    @luck_ponte


    I'll take your offer to read the references, and yep! I'm new to this mod. The fact that I came from rome II vanilla, I actually never finished any of my campaigns because of how Im able to steam roll the map after a few turns and just got bored afterwards, but now Im seeking knowledge about my economy and other stuff just to understand the challenge.


    I see, the balance between staying alive and building my economy afterwards seems slow paced, well that's good, unlike the vanilla. I can plan slowly for my empire to grow.


    I'll keep in mind about trade partners


    Thanks for your tips and maybe I'll try n/n or h/n for now.


    @NYG 5


    Thanks for the tips regarding Rome, I find the idea of Balancing trade or income and public order useful while playing another faction as well. I'll take the tip of converting other settlements if indeed they are not needed anymore from food producing to industrial and income vice versa. Of course keeping in mind specialization of provinces.


    thanks alot!

  8. #8
    Krixux's Avatar Ordinarius
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    Default Re: Economy and Province Building first before anything else - Tips Please!

    ok...
    (my way might not be the best but it works for me...)
    Rome (preferable Julia)
    H or VH campaign
    available cash 4000 income next turn 900+

    turn one:
    Spoiler Alert, click show to read: 
    1 -build a farm in Arretium.
    2 -build one sacred ground in Brundisium.
    3 -disband all your units (not generals)
    4 -move Scipio (alone now) next to Cosentia in patrol mode.
    5 -get Maximus out of Arretium (alone now) in patrol mode.
    6 -move Libo toward Arimium (a lone now), set him in patrol mod.
    7 -recruit a fleet in Brundisium (pref. Admiral with public bonus)
    8 -recruit the free general next to Brundisium.(Cursor)
    9 -move your spy toward Venetii
    10 -set taxes to low
    11 -move Brutus (admiral alone) south west
    12 -train 1st military technology

    End turn 200+ over and income next torn some 1500+

    turn two:
    +/-2000 available cash
    (probably Syracuse declares war on Carthage)

    Spoiler Alert, click show to read: 
    1 -move spy further north toward Nori
    2 -move fleet from Brundisium toward Crete (we will name it SE fleet)
    3 -move fleet of Brutus further west-south (we will name it SW fleet)
    4 -build a sacred ground in Cosentia
    5 -move Libo into Arimium.

    End turn aprox 800 over plus next turn 1500+

    turn three:
    +/- 2400 available cash.

    Spoiler Alert, click show to read: 
    1 -move SE fleet to Crete. Offer non aggression.Nothing else.
    2 -move SW fleet along North Africa. Encounter 1st minion of Cartage.
    Offer trade ask till they agree (max 1500 in my games)
    Available cash now +/-4000
    3 -dismantle training ground in Rome.
    4 -build training ground in Arimium
    5 -move spy left from Nori toward Raeti.
    (Still train no units !)

    End turn some 2800 over plus income next turn 1800+

    turn four:
    aprox. 4500 cash to spend


    Spoiler Alert, click show to read: 
    1 -move SW fleet further West (Gibraltar – south Spain)
    2 -move SE feet toward Rhodes (ask non aggrasiononly) then move the remaining points south around crete.
    3 -offer Crete trade and ask (!!!) 1500 (or 1000)
    Now you have some 6000 cash
    4 -build farm in Neapolis
    5 -build industry (black building) in Rome
    6 -move/garrison all remaining single Generals innearby cities.
    7 -build lvl 2 main city building in Ariminum.
    8 -move spy toward Averni

    end turn cash some 1000+ income next turn 2000+

    trun five:

    Spoiler Alert, click show to read: 
    1 -move spy south toward Massalia
    2 -move SW fleet south till you meet 2ndCarthage minion. Ofer trade ask (1500) 1000, now ofer 1stminion non aggression, ofer 2nd minion non aggression and pay something (300 or 500 depenting on your cash the lowest anyway), offer Carthage trade and ask 1000
    3 -offer Rhodes trade and ask 1000
    (when some one offer non aggr / trade and ask 100means they realy mean it, thus cotra-ask offer plus ask greater cash –generally they will pay)
    4 -move SE fleet further south (if you did it right to the max movement point you should now encounter Egypt); offer Egypt trade ask 1000 (they will pay don’t worry)
    You should now have 3000 end turn cash plus 4000 ,thus +/- 7000 if you succeed to ask the max from those loosers or min6000 if not ( cool heh :p )
    5 -build lvl 2 main city Arretium
    6 -build lvl 2 farm in Arretium
    7 -train “barrack construction” technology
    8 -disband SW fleet

    end turn cash some 2000 income next turn +3500

    turn six:
    cash to spend 5500+


    Spoiler Alert, click show to read: 

    1 -move spy toward Genoa (you will keep him from nowin that area to give you hints of what it is happening)
    2 -Recruit same SW fleet again in Neapolis (is for freenow)
    3 -move SE fleet west till you meet that N. Africannation that is at war with Egypt. Offer them trade and ask 2000(1000) now disband SE fleet. You now have some 7000 cash at you disposal.
    4 -build in Cosentia temple of Neptune.
    5 -build lvl 2 civic (!) main building in Cosentia.
    6 -build temple of Vulcan in Neapolis
    end turn cash some 500 income next turn on low taxessome 4500 to 5000
    set now taxes to MAX = income of +/- 7000 next turn.

    Turn seven.
    Spoiler Alert, click show to read: 

    1 -restore SE fleet and garrison it in Brundisiumnext turn
    2 -garrison Brutus fleet in Neapolis
    3 -do NOT recruit any units yet !
    4 -build temple of Jupiter (!!!) in Brundisium.
    5 -build at you leisure in such a way that you have+8 food min at any time.
    Concentrate for economic bonuses.


    From now on further build all available buildings tolvl 2.
    Spoiler Alert, click show to read: 

    after you finish “barracks” train DeI reform tech then civil techs (go philosophy 1st for dignitaries) and level your eco techs in order, from lowest till you have them all at level 3.
    Start recruiting from turn 20 (!!!) not before then !
    by then you will have minimum 30 000 and income of+5000 per turn.
    Keep taxes at max 2 turns then lower them to minimum for two turns. Repeat.
    Build auxiliary barracks from turn 20.
    then in turn 21 train 4 hastatii and 3 slingers in Arretium (Primigena of Libo)
    In turn 22 train similar for Maximus in Ariminum.
    Now stop recruiting troops.
    Recruit dignitaries for eco. Champions for military boost, and spies for poison (green traits)
    the 1st 5 levels for Generals should be all economic. Then half further on eco boost, and other half go for militay.


    The 1st 30 turns are paramount for the start of your economy. Be peaceful refuse all offers, those you have are safe: anything more and troule might arise to early...


    Spoiler Alert, click show to read: 
    Ask Crete for military access and send from turn 20the general from Brundisium to land in Crete.
    It will take 10 turns (iirc) till he is back. Thererecruit 2 Cretan arches mercs and 2 Rhodian slingers mercs, thus 4mercs units with total upkeep of +/- 800 / turn.
    You can easly afford it ! And those guys are Killers!
    Wait till Sparta or Greece take Larrisa or is clear that they will win against Epirus (some 30 turns in-game).
    Then offer Sparta non aggression and ask min 500 then just non aggression to Greece then next turn offer trade and ask (!)1000 from Greece (they will pay np)
    by now Syracuse has all Sicily, and perhaps some cities in N. Africa.
    The moment Cursor (Crete mercs) starts his way backto Magna Greacia, move the one general from Cosentia in main rome and train 7 hastatii. At the same time brake trade with Syracuse.
    Wait 10 turns, in the mean while garrison the 7hastatii back in Cosentia, merge missiles mercs with that army and when the 10 turns are gone (just before turn 40) attack Syracuse. Hit Polybian reforms , retrain that army and advance on Lylibaeum, take it and from now on turn Magna Graecia into a farm province. But build one aux. Barracks in Syracuse to access the cool Greek Cav. andmissiles units.
    And from turn 50 the sky is the limit.

    You have advanced a little but you did build an economic power house that will allow you from now on, to field with ease elite armies.

    ex of Magna Greacia:
    (12 tpy VH/N)
    Click image for larger version. 

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    Last edited by Krixux; January 18, 2015 at 03:13 AM.
    D I V I D E - ET - I M P E R A

    & A PROPER EMPIRE: TERRA INCOGNITA .... A P E - T I
    __________________________________________________________________________________________________
    "Perhaps, as some wit remarked, the best proof that there is Intelligent Life in Outer Space is the fact it hasn't come here. Well, it can't hide forever - one day we will overhear it."

  9. #9
    FlashHeart07's Avatar Praepositus
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    Default Re: Economy and Province Building first before anything else - Tips Please!

    A few extra tips if they havent already been mentioned.
    Sack and loot all settlements you conquer. Set taxes to the lowest when starting a campaign. Income from taxes are very low already and you will benefit greatly from the bonus to public order.
    Saving up gold for a quick war against small factions is good. Buy mercs just before attacking and then disband them when the war is over.
    Only have frontal provinces and provinces that have resources like iron or bronze as military powerhouses, everything else should be for eco only. Only build farms in provinces that already produce food. This will also add something to the immersive-ness.
    Everything else have probably already been mentioned or can be found in one of the mod guides.

  10. #10
    Zonac's Avatar Miles
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    Default Re: Economy and Province Building first before anything else - Tips Please!

    @Krixus: Lol I am doing it in a very similar way! My only differences are that I build a temple of mars in brundisium because magna gracia is going to be a military stronghold (iron/4region province/wonder/main city port!) and I do not need the jupiter temple that much, because scipio and the dignitary hold culture and PO very well. And normaly I recruit the mercenaries from crete a little later in the game. maybe I will try them once earlier

    @sonataode: What Krixus describes works only well for big empires (especially rome) in the beginning. If you take a small faction with wrong culture in their surroundings, then you have to change it a bit
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    Alexander the Great

  11. #11
    Krixux's Avatar Ordinarius
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    Default Re: Economy and Province Building first before anything else - Tips Please!

    Quote Originally Posted by Zonac View Post
    @Krixus: Lol I am doing it in a very similar way! My only differences are that I build a temple of mars in brundisium because magna gracia is going to be a military stronghold (iron/4region province/wonder/main city port!) and I do not need the jupiter temple that much, because scipio and the dignitary hold culture and PO very well. And normaly I recruit the mercenaries from crete a little later in the game. maybe I will try them once earlier

    @sonataode: What Krixus describes works only well for big empires (especially rome) in the beginning. If you take a small faction with wrong culture in their surroundings, then you have to change it a bit
    I bow to you wisdom fellow warrior !
    ...actually I become a master of Julia Rome(VH/H), with income of 5000+ at lowest taxes by turn 20 and treasury of minimum 30000 plus all building at level 2.
    After I take Magna Graecia , I tear down all farms in Italy and build temples and industry at max. Convert there the auxiliary to Legionary barrack by the time I'm about to hit Marian reforms.
    Normally I rely on Socii troops and AOR units, the cheapest money can buy, with the exception of mercs that are worth every penny !
    It seams that when the AI calculates the balance of power, even if you have no troops at one moment (early/mid game) he is hold back by your richness, perhaps I'm wrong....
    But at one point Venetii (VH/N) with a full elite stack at the border with Ariminum, at max hate , didn't dare to attack although I had only a (economic) single General garrisoned. Still two Legions in the south were raining hell on what was left of Carthage... So perhaps AI thinks that continuous victories, and lots of cash are enough to make it careful ....
    D I V I D E - ET - I M P E R A

    & A PROPER EMPIRE: TERRA INCOGNITA .... A P E - T I
    __________________________________________________________________________________________________
    "Perhaps, as some wit remarked, the best proof that there is Intelligent Life in Outer Space is the fact it hasn't come here. Well, it can't hide forever - one day we will overhear it."

  12. #12

    Default Re: Economy and Province Building first before anything else - Tips Please!

    Really, thanks everyone, these tips are really helpful, I can gather information and guides from these.

  13. #13
    Zonac's Avatar Miles
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    Default Re: Economy and Province Building first before anything else - Tips Please!

    Yeah that is Rome 2 for you how it is living to its fullest But even if they would attack you - as rome you are able to recruit in the early game 7 units in one turn + 2-5 mercenaries in one turn so you can get a stack in 2-3 turns so no real threat there
    And if they have no spies at your border/land then how should they know that you are weak

    Also : "who defends everything defends nothing" - Frederick the great ;-)
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    Alexander the Great

  14. #14

    Default Re: Economy and Province Building first before anything else - Tips Please!

    tip 1. relax.
    tip 2. remember the last time you researched the juicy end game techs? no? because you won before they were available? well the... relax, click end turn a few times
    tip 3. capture provinces to avoid threats to your economy. As rome that would Cisalpina and Illyria; that way you can safely develop rome and have a buffer zone should anyone get ideas. Really. Capture Cisalpina, don't be lazy. And make friends with the barbs before getting involved with Carthage.
    tip 4. 4 region provinces are superb moneymakers (bonuses on bonuses on bonuses). Don't waste them on troop recruitment. As rome I have recruitment centres in Illyria and Raetia and Norricum (late game also Galatia). you will have baracks in Italia as rome in the begining. later not really worth it.
    tip 5. check out province bonuses. Italia has +15% to all wealth, just as Carhatge has .. +25%? Macedonia has +20% industry and so on. Sure makes sense to develop them in that way.
    tip 6. you don't need many recruitment centres. build high level cities and towns and AOR troops + mercs will be more than enough in an emergency.
    tip 7. thing on how you will deal with politics, because if you will risk civil war, you must not overspecialize provinces, especially in food. Losing 2 food provinces could wreck you. Not risking civil war is also expensive and requires quite some cash. Maybe balancing provinces makes more sense in the long term?

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