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Fisherking
03-05-2010, 22:04
General Tips on Buildings in NTW

The faction you are playing will make a difference as to what you should do but here are some pointers.

The new assortment of buildings are also daunting. At times it may even be wise not to build a particular town building until you have a particular technology.

An example would be, that you will need supply posts but you need the technology of logistics before you can build them. There are buildings you can build and switch to but we will leave that for now.

Economic development comes first, or at least just after defense. Farms and mines are safe and cheap for the most part.

Farms are usually a safe bet at first and second tire but third tire has happiness penalties so you may want to have a closer look at the region before you build it. There is also the stud farm that helps cavalry recruiting.

First level mines are safe and profitable too. After that they have penalties on happiness and diminishing returns but they have bonuses for troops.

There are a lot of new building! And as only the three general types are covered in the manual it is hard to know which you should build.

One nice feature with NTW is that building types can be changed without destroying the improvements. The bottom button on the building panel allows you to see what it can be changed to.

The types are; Industrial, Intellectual, and Commercial.

Industrial building will usually give you a choice between one type that gives you military bonuses in the region and one that gives economic returns. If the region’s capital has only one building it is usually best to select the economic option.

Intellectual building will give you a choice between clubs, which spawn spies and schools for research and spawn gentlemen.

Commercial building offer choices between markets and supply posts. Supply posts are best if you have a barracks and or cannon foundry in the region or if you have a large garrison force and it is near the enemy.

Ports are also important of course and commercial ports should be what most are but you will need a naval port in each sea area too, as I am sure you know.

All ports need to be garrisoned to prevent enemy landings.

Infrastructure are your roads. Make sure at least dirt roads are built in all your regions on your early turns. You can upgrade them as need and funds allow.


It is a good idea to see just what the benefit to each building is in the area where it is being built. They will not all be the same.

Your Capital City will contain the widest array of building types. Review those and use the button I told you about to examine all the possible choices and see exactly what each one dose.

Building types:

Nongovernmental Buildings: maximum of 3 building levels

Farming:

Farms, Stables, Vineyards, & *Plantations

Resources:

Mines, Timber, & *Trading Posts

Farms & Resource Centers:

The basic function of these building types has changed.

Farms no longer promote growth in population. Rather they have mostly taken over military functions.

Their prime areas of development are as follows:

Farms; Add to the Replenishment Rate for land units & add some Wealth to the region.

Stables; Reduce the costs of recruiting Cavalry Units & add Wealth to the region.

Wineries; Add to Happiness & Wealth of the region.

Sawmills; Reduce Naval Recruitment costs, Building costs, & add a small amount of Wealth to the region.

Mines; There are two types, Iron & Gold. Gold mines add only to the Wealth of the region.
Iron mines reduce Recruitment costs for units & add some wealth to the region.

Population Growth is now only managed by your tax rate. Population has an impact on replenishment of depleted units.


Towns:

Industrial:

Manufacturing, & Gunsmithing

Commercial:

Markets, & Supply Depots

Intellectual:

Schools & Clubs

Harbors:

Commercial Ports, Military Drydocks, & *Fisheries.

Government Buildings: maximum of 5 building levels (most regions have 4)

Taxes, Theaters, Barracks, & Foundries

Government Buildings all add to the recruitment capacity of a region, so the more slots a city has for buildings, the more units that can be recruited from the region. Barracks of course add more slots than other types.


Others:

Monuments, & Fortifications

Monuments have no upgrades. Fortifications are upgradeable from small star fort to large star fort.

Many more buildings have military benifits in NTW than they did in ETW. Even mines, Timber, & verious Farms have direct military bonuses attached.


Special Note: Use your building browser to examine all your building and their upgrades in the beginning of your campaign.

You will find that some of the town buildings will add an extra slot to your regional recruitment at top levels.


* = currently not included for major factions




That is all the tips I can think of at the moment.

All the very best of luck.

antisocialmunky
03-06-2010, 06:17
Stack replenishment structures in a handy region where you can RnR your troops quickly.

Fisherking
03-09-2010, 11:50
I added more specific information on building types to the first post.

There may be some small errors in the original tips and I will try to update and correct them when I have time.

Fisherking
03-17-2010, 10:53
:bump:

Bumped for updates.