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Thread: DeI - Economics Guide

  1. #1
    Summary's Avatar Biarchus
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    Default DeI - Economics Guide

    Hello community,

    Just see a lot of content creators and other players of this wonderful community get the Economic Management incorrectly. So this is an in-depth guide I have created to help those seeking help in this area. I have only been able to see so far by standing on the shoulder of giants. So, I would like to give special thanks to a few of my fellow community members for guiding me along the right path and spreading the word:

    (1) Ptolemaios Soter - For helping me understand the power of the Slave% modifier in his concise guide on Province Management. https://www.twcenter.net/forums/show...-Economy-Guide
    (2) Toxborg - A YouTube Rome 2 DeI content creator, for helping me spread my guide on his platform in an Economic Guide Five Part Series. https://www.youtube.com/watch?v=beYP...LVXGSf49YGzzqA

    As I wanted to give his videos the priority over spreading the word, I have held back on releasing the written guide, which I now release for the community to read for themselves and benefit from.

    Economy Guide.pdf

    Have a great day and let me know your thoughts

  2. #2

    Default Re: DeI - Economics Guide

    Amazing. Very well put together. Thank you!

  3. #3

    Default Re: DeI - Economics Guide

    I finished watching the videos and came here to get the guide.

    Thank you!

    Do you know if anyone has do something analogous, but for Army/Navy construction (not battlefield), but just army/navy formation?

    Thanks.

  4. #4
    Summary's Avatar Biarchus
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    Default Re: DeI - Economics Guide

    I believe Toxborg, his YT channel can be found in the link in the OP, has what you seek. He analyses different formations both naval and land, and summarizes how to utilize them and highlights their strengths and weaknesses, both in multiplayer and against the AI. I have also pitched to him the idea of doing a unit type guide, as in how to use/counter the various unit types, slingers, archers, javelinmen, hoplites, pikes, shock cavalry, etc. He has warmed up to the suggestion, and indicated his willingness to make such a series, but I am not sure as to when he will release it.

  5. #5

    Default Re: DeI - Economics Guide

    Really incredible work here, thank you so much for putting this together!

    I tend to learn best by direct example, could you share a max $$$ build for the S-tier province of Latium as Rome -- how would one optimize specially that province for profit? What exact buildings would I build in the 4 cities of that province?
    How does one determine whether a province should be optimized for commerce or industry? And if you're optimizing for taxes, are you still also optimizing for commerce too?

    Also:
    How would a Roman province be optimized as a military recruitment province? Say I wanted to use Magna Graecia for that -- what exact buildings would I build in the 3 cities of that province and why?
    What about a research province? If I wanted to optimize Sardinia et Corsica or Cisalpina for research as Rome, am I literally just building as many temples to minerva as I can? Is there anything else to it?

  6. #6

    Default Re: DeI - Economics Guide

    Awesome Guide! Really helped me improving economically in Dei. Thanks for sharing

  7. #7

    Default Re: DeI - Economics Guide

    If you look at the guide, here is his Hellas:


    & then, in my game this is my Hellas:





    Any idea why i don't have that white building in Sparta (zeus icon) and the unique port in Athens?
    Last edited by zala; February 27, 2022 at 08:41 AM.

  8. #8

    Default Re: DeI - Economics Guide

    Update: Issue was Ultimate twelve turns per year submod on the workshop, works fine now can see the unique building in sparta when starting a spartan campaign to test.

    Also tried with and without dresdens official 12tpy submod and also works fine.

  9. #9

    Default Re: DeI - Economics Guide

    Great Guide Summary! The PDF is amazing!

  10. #10

    Default Re: DeI - Economics Guide

    Oh my god. You are a legend among legends

  11. #11

    Default Re: DeI - Economics Guide

    Quote Originally Posted by Summary View Post
    Hello community,

    Just see a lot of content creators and other players of this wonderful community get the Economic Management incorrectly. So this is an in-depth guide I have created to help those seeking help in this area. I have only been able to see so far by standing on the shoulder of giants. So, I would like to give special thanks to a few of my fellow community members for guiding me along the right path and spreading the word:

    (1) Ptolemaios Soter - For helping me understand the power of the Slave% modifier in his concise guide on Province Management. https://www.twcenter.net/forums/show...-Economy-Guide
    (2) Toxborg - A YouTube Rome 2 DeI content creator, for helping me spread my guide on his platform in an Economic Guide Five Part Series. https://www.youtube.com/watch?v=beYP...LVXGSf49YGzzqA

    As I wanted to give his videos the priority over spreading the word, I have held back on releasing the written guide, which I now release for the community to read for themselves and benefit from.

    Economy Guide.pdf

    Have a great day and let me know your thoughts
    In your guide, why does Thrace as military province have two trading ports if taxes are off?

    Your guide is great update, summary, and additional information of Ptolemaios Soter and Toxborg. I salute you!

  12. #12

    Default Re: DeI - Economics Guide

    Thank you very much for your comprehensive guide. When I started DeI, I was a little overwhelmed by all the various factors, but your guide was an excellent framework to get used to all the different features.

  13. #13

    Default Re: DeI - Economics Guide

    Thanks for this amazing guide. Question: how do you manage the risk of civil war when you have specialised regions? For example if you lose the food / economic province, you're basically screwed. Isn't it?

  14. #14

    Default Re: DeI - Economics Guide

    @Draknof

    Losing specialised provinces to secession or civil war would mess your empire up.

    IÂ’ve found a few things that help maintain party loyalty (and prevent civil war)
    - sending other family members on missions (diplomatic/games/food)
    - buying their loyalty
    - using edicts in provinces owned by them
    These are all short term fixes to negative loyalty.

    Some longer term solutions
    - promoting other family members, particularly women (sending them on a diplomatic mission, automatically increases their rank by one, at max level, they give 3 loyalty)
    - government type (Empire being the best)

    Good luck!

  15. #15

    Default Re: DeI - Economics Guide

    While I certainly acknowledge the ingenuity behind max/min strategies for province management, I have to say that the concept is entirely unrealistic and borderline immersion-breaking for a mod/game that purports to be historically focused. There certainly were economic powerhouses within the Roman and contemporary societies, but kingdoms and empires generally relied upon income and food supplies from a number of regions rather than just putting all of their eggs into a proverbial basket of 1-3 crucially-important regions. I doubt the DEI team has any way to address this exploit, and I'm certainly not blaming them. I do hope that future versions of Rome TW will allow for more realistic building and province scenarios.

    I appreciate having some amount of meta associated with building attributes/bonuses, but being able to spam certain buildings for increased multipliers just seems broken and poorly thought-out. The game should have treated each city (minor and large) as standalone, with its own walls, building sets and unique bonuses. I think making certain edicts apply to a province of cities/settlements would have been sufficient for gameplay. Empires were difficult to build and maintain, and taxes and food came in from across the to territorial holdings help support the operation of such an unwieldy organization. Having a Roman empire in which only 3 provinces get taxed for revenue just looks and feels abnormal.
    Last edited by Patronus86; December 10, 2023 at 09:21 PM.

  16. #16
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: DeI - Economics Guide

    IMO, unfortunatelly, this is just of one issues of the Rome2 engine that makes the game more exciting for playing, but less exciting as a "historical" experience. Just have a look at the trade system - you trade with every province you can connect through the sea or overland provided you've got "trade rights". Well, provinces traded betweem themselves irrespectively from the trade rights, and didn't trade if there's a large distance overseas. Here is just the oposite - you're likely to be at war with the neighbours so you don't have trade, while you trade with those thousands kilometers away - because you've got trade rights as there's no dispute. In the predecessing engine, the Rome/Medieval2, it was far more realistic: the provinces traded over the borders, plus to limited extend through the sea, and the engine itself would choose the connections, usually rather close.
    JoC
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  17. #17

    Default Re: DeI - Economics Guide

    Years late to this party, but just wanted to say thanks so much for this! Currently dismantling loads of my buildings to create a thriving economy as Rome (about 100 turns in and empire maintenance just began to bite..) this makes it all make so much more sense

  18. #18

    Default Re: DeI - Economics Guide

    Of course you don't have to min max, you can do it more realistically while using some of the advice from here (which is what I'm doing now)

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