Rome: Total War – A Quick Economics Guide & Primer
(Attention Moderators: a request to post this guide to RTW Guide section, thx – Quietus).
This economics guide is meant for every RTW user. A Julii, Very Hard/Very Hard campaign, unpatched, was used as a standard. Results may vary due to this. This is based on my personal tests, unless stated otherwise. See Notes below for any additional info. This is also meant to complement my Quick Strategic Map Guide & Primer.
Index:
I. Introduction
II. Maintenance
III. Taxation
IV. Farms
V. Trade
VI. Mining
VII. Misc. Factors (Rebels, Governors, Trade Rights etc...)
I. Introduction:
There are four sources of continuous income in RTW: Farms, Trade, Taxes and Mining. Each will be collected for every turn. However, for each turn you may also lose denari to Corruption, Entertainment buildings, Governor, Agent wages and Military upkeep.
II. Maintenance:costs and upkeep.
Wages & Military Upkeep –Wages and Upkeep is based on your settlement population ratio vs. the total population.
Example:
Settlement A has 10% of the total population, then
Settlement A pays 10% of aggregate governor wages, and
Settlement A pays 10% of total agent wages, also
Settlement A pays 10% of total army upkeep
Entertainment buildings –gladiatorial games and races can be staged Yearly, Monthly, or Daily. Only the base yearly games differ in happiness effect (Arena = +5%; Amphitheater = +10%; Coliseum = 15% base happiness effect).
Yearly Games– No upkeep will be incurred to you. Effect = +5% public order (aside from base).
Monthly Games – 400 denari per turn upkeep. Effect = +20% public order (aside from base).
Daily Games – 400 denari per turn upkeep. Effect = +30% public order (aside from base).
III. Taxation:
Taxation – Taxation isn’t based on the same settlement-to-total population ratio. However, it is still based some how on population. I have two test provinces with the same population and the same taxes, but the equation for this relationship is nary obvious. More tests and numbers crunching are needed.
IV. Farming
Farming Income –Farming income is based on farming levels, eg Land clearance, Communal farming, Crop rotation, Irrigation, Latifundia. It is also based on the Fertility of the soil (High, Medium, and Low) and Harvest (Poor to Excellent)
Level 0 (Base farming value)
Level 1 ( Land clearance) – (% increase to be tested)
Level 2 ( Communal farming) – (% increase to be tested)
Level 3 (Crop rotation) – (% increase to be tested)
Level 4 (Irrigation) – (% increase to be tested)
Level 5 (Latifundia) - (% increase to be tested)
Devastation –is deducted based on damaged farming area (tile). Each tile damaged is equal to 10% of farming income. Thus, the more tiles damaged the more income is deducted. Devastation is caused by enemy armies sitting on a tile for at least 2 turns. More tests are need to quantify how long they last and peripheral tile damages incurred after more than 2 turns devastation.
Example:
Settlement A farming income = 100 denari
Devastation Value = 40 denari
Base Devastation Value = 10% of 100 = 10 denari
Tiles devastated = 40 denari/10 denari = 4
V. Trade:
Trading Income –Trading income is divided into three parts: Land Export/Import, Sea Imports and Sea Exports. They are affected by different factors such as number of natural resources, trade buildings, road types, port type, governor traits and retinues, blockades, and rebels sitting along your routes.
Land Export/Import –It is lumped into one inseparable income. Thus it is difficult to harness specific equations for this.
Roads –Roads ONLY affect the land trade of the settlement from where it originated. Roads neither affect Sea Exports or Imports.
No roads: base land trade income
Road: There appear to be no discernable change to trade income.
Paved Roads: 100% land trade income boost from Road in originating city only.
Highways: 50% land trade boost from Paved Road in originating city only. In my test, only 3 of 5 got the increase, the two lowest values didn’t increase. There maybe a) a distance limit how far a highway upgrade is effective (the two farthers didn’t get a boost) or b) only a fraction of the land trades get a boost (3 of the 5 were the highest values). Neither sea exports nor imports were affected by the upgrade. Currently, I’m leaning towards choice a).
Sea Trade –Sea trade is divided into 2 parts: Sea Exports and Sea Imports.
Sea Imports – Sea import income is ALWAYS 20% of the exporter income.
Example:
Settlement A has a 100 denari export income for exporting to Settlement B;
Settlement B gets 20 denari Sea Import income as a result.
This is regardless of roads, trade buildings, ports, governors or any other factors that are involved in the trade. There can be possible limits to this relationship (see Sea Import Routes).
Sea Exports –The exact equation to figure out its value is still unknown. However, they are obviously affected by trade buildings.
Ports – The types of port can affect your Sea Export income, not Sea Importation income. Each port corresponds to a number of routes. Each route correspond to a provinces involved in a trade.
Port: 1 Trade route
Shipwright: 2 Trade routes
Dockyard: 3 Trade routes.
Sea Exports Routes – You can see them by which directions the trade ships are moving. Trades are automatically picked by the computer, depending how many export routes are available.
Sea Import Routes – You can see them by which directions the trade ships are moving. There are instances that Sea Import income isn’t being reported, despite a Sea Export to that settlement is being reported in another town. Thus, there may be some cap that limits how much can be imported by a town. Unlike, sea exports where the number of routes are determined by port type, this is not so in sea imports. More tests will be needed.
Trade Buildings – You need to progressively build them to increase trade. There will be a base trade value even without a trader.
In lower values, it is hard to pinpoint a good narrow range due to unexplained fluctuations when doing tests on small incomes (see Trade Fluctuations). Every turn, while building, I check all the individual trade incomes of the test settlements. A tiny, 1 denari fluctuations can actually alter a good percentage when testing for Level 1 & 2 upgrades since not all incomes concurrently fluctuate. Thus, so far, these are the values I come up with using Roman trade buildings:
Level 0 (Base trade value)
Level 1 (Trader) – Land based trades increase by 6.9%-10%. (see Trade Fluctuations)
Level 2 (Market) – Land based trades increase by 8.8%-11.5%. (see Trade Fluctuations)
Level 3 (Forum) – Land based trades get a ~ 8.2% increase from Market.
Level 4 (Great Forum) – To be tested soon.
Level 5 (Curia) – To be tested soon.
The changes in sea exports income vary as well. Thus, I leave that to future tests. They definitely do increase sea exports but whether they get the exact % increase as land trade counterparts is still up in the air.
VI. Mining:
Mining –mining is lucrative in that you can earn from these twice: a) from the mining gold or silver itself and b) from trading the silver or gold that is being mined.
Silver Mine = 200 denari per turn.
Silver Mine +1 = 350 denari per turn.
Gold Mine = 300 denari per turn.
Gold Mine +1 = 525 denari per turn.
Mining +1 increases mining income by an additional 75%. Mining upgrade does not increase trade in any way. You can get governor traits that increase mining income.
VII. Miscellaneous Factors:there are other factors that affect your general income.
Rebels/Bandits – Rebels will frequently pop-up in your territory along your trade routes. They affect trades in two ways:
1) They reduce land trade of the affected route by 1/3 or ½ . From my observations, 50% is deducted if the rebels are very close to the settlement. Only 33.3% is deducted if they are not close to the settlement. Rebels must be sitting atop a road to affect the land trade.
2) They reduce Sea Exports by 1/3 or 33.3%. Unlike land trades, Rebels do not have to be on the road to affect income; they simply have to be in the territory of the province.
Governors – Governors affect trade income by virtue of retinues or traits. The effect can be negative or positive. A list will come soon.
Trade Rights – trade rights increase Sea Export income by 100% when trading with the particular faction. Your trading partner will also get a 100% Sea Export increase which translate to a corresponding Sea Import increase to you (since Sea Import = 20%Sea Export; see Sea Imports). Land trade increases by 3 fold (300%). It is possible that different variables can change this percentage. Also, cancellation of trade rights will cut both parties' sea export by 50% back to the old values.
Corruption – is the leading income cutter in the game. This is due to the fact that it is omniscient with relation to increasing distance to capital. Our friend, therother, managed to derive an equation that relates distance-to-capital and %corruption-vs-income by virtue of a linear fit graph. How he managed to calculate the distances by tiles, I do not know (but we can thank him for that). To get to the point, the most important idea to remember is the farther you move away from your capital, the higher your percentage of corruption is relative to your income for that settlement. He did, however, mentioned a grace distance where no corruption is present (and you can observed this where your Capital’s neighbor doesn’t show any corruption penalties). Lastly, Law buildings do reduce corruption penalties (thx to Soulflame for this idea, I believe). Via tests, their canceling effect appears to be 1:1 linear to that of corruption, thus 10% law will knock off 10% corruption.
Academies –Academies can bestow your Governor retinues or traits that factor in your income. Lists of retinues and traits will be forthcoming.
Trade Fluctuations – There is an inherent, unavoidable phenomenon in RTW where trade incomes can rise by increments of 1 denari for no reason at all. I suspect, every time the computer calculates a trade value, it gets rounded up. Not every values rise simultaneously though and in rare occasions, trade actually diminishes by 1 denari. In other rare occasions, it can rise by 2 denari for no visible reason at all.
Blockades – because the AI never seem to blockade ports it is difficult to assess. I may have to buy a port that is being blockade to find out. I will look for an appropriate situation.
( Author’s Note: this economic guide is obviously, by a large part, still work-in-progress. I’ve made numerous attempts on to decipher how trades are being calculated outright, but since there are no base trade values attached to each commodity/resources it is very difficult. The way they are clumped together doesn’t help either. Like the Gauls, RTW Economics is “mad and hairy beyond reason”.
If any readers do find any errors or inconsistencies, please point it out. It helps very much! That is all for now, and I’ll be doing more tests as soon as I’m able. Hope you enjoy and find some use for this – Quietus).
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