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Thread: City/Fort upgrade needs

  1. #1
    WoT fanatic Member 4th Dimension's Avatar
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    Default City/Fort upgrade needs

    Does anyone have the statistic what population level is needed for each of Fort/City upgrade. Unfortunately tha game no longer shows the statistic Next level at amount_of_citisens.
    I'm asking because now I have some villages and I vonder how much population do I need to upgrade them.

    Also do RTW pop transfer work. Say I make a unit of peasants in one city and disaband them in another to boost that another number of citisens.

  2. #2
    Grand Duke of Zilch Member supadodo's Avatar
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    Default Re: City/Fort upgrade needs

    I think if you mouse over the population number, you can see how much population is needed to advance but just in case. heres the pop statistic for vanilla MTW2

    village(no wall) - town(wooden palisade) 800(not sure yet)
    town - large town(wooden wall) 2000
    large town - minor city(stone wall) 6000
    minor city - large city(large stone) 12000
    large city - huge city(huge stone) 24000

    mott & bailey(wooden palisade) - wooden castle(wooden wall) no pop required
    wood castle - castle(1 stone wall) no pop required
    castle - fortress(2 stone wall) 4500
    fortress - citadel(3 stone wall) 9000

    Well this is as far as I remember from my experience or just Read the Manual

    And for the pop transfer, I don't think it works anymore but then again, I never used it.
    Last edited by supadodo; 07-10-2007 at 01:24.
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  3. #3
    Member Member atheotes's Avatar
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    Default Re: City/Fort upgrade needs

    Pop transfer doesnt work anymore... unit recruitment does not reduce population either.
    I did like that feature in Rome... Maybe they removed it bcos the AI would suck the city dry by recruiting crap units...

  4. #4

    Default Re: City/Fort upgrade needs

    I don't think so. In RTW, the enemy always seemed to have loads of troops, and advanced cities. While I kept my armies at a minimum and still had a hard time advancing my cities
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  5. #5
    Member Member WhiskeyGhost's Avatar
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    Default Re: City/Fort upgrade needs

    They probably didn't want players moving armies of peasants to speed up the growth of cities. Then you could build a Huge city pretty expediently then just spread your militia from there to other ones as your pop becomes so high you don't run out of people to spam to the other towns, thus giving you a population advantage over the AI.

    Of course, this is all theory at best


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  6. #6
    WoT fanatic Member 4th Dimension's Avatar
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    Default Re: City/Fort upgrade needs

    Thank you.
    I don't know why they moved it to be a tool tip.

    And yes, sadly transfer doesn't work anymore. But it's good if pop is not required for rectrutation.

  7. #7

    Default Re: City/Fort upgrade needs

    FYI:

    The formula for determining the # of turns until it is ready to upgrade is as follows:

    # of turns = ceiling(ln(TargetPopulation/CurrentPopulation)/ln(1 + PredictedAverageGrowthRate/100))

  8. #8
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: City/Fort upgrade needs

    Miracle, I assume In() is for Intiger?

  9. #9

    Default Re: City/Fort upgrade needs

    No, natural log (log base e). Actually it doesn't matter what base the logarithm is; the answer will still be the same.

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  10. #10
    WoT fanatic Member 4th Dimension's Avatar
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    Default Re: City/Fort upgrade needs

    It's not IN
    It's LN

  11. #11

    Default Re: City/Fort upgrade needs

    ln is the natural logarythm, base e
    Last edited by Milovan; 07-11-2007 at 00:51.
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  12. #12
    WoT fanatic Member 4th Dimension's Avatar
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    Default Re: City/Fort upgrade needs

    See what Miracle said.

    Maby we should plead the CA to add the counter, how many turns till next level, at curent populatio increase. They could ad it to the that tool tip which shows you how many pop do you need. It shouldn't be the problem. It's only couple of lines of code, and it would help us a lot.

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