I'm a newb to the game and I know I can skip it but I'm a completest and it's bugging that I can't win this "tutorial". Money and revolts are usually the problem and I only end up conquering about 3 settlements before losing momentum...
Also I'm kinda confused about the victory conditions. It says you need 50 provinces. Is a province the same as a settlement? Also how do you become supreme ruler or what ever it's called. Do you have to conquer Rome?
Appreciate any help in winning this one. I'm embarrassed about it but yup I'm having big-time problems winning it.
Quintus.JC
10-19-2008, 08:37
Also I'm kinda confused about the victory conditions. It says you need 50 provinces. Is a province the same as a settlement? Also how do you become supreme ruler or what ever it's called. Do you have to conquer Rome?
Victory conditions; 50 provinces means 50 settlements. You become the supreme ruler when you conquer Rome, you could only do this after the civil war.
Victory conditions; 50 provinces means 50 settlements. You become the supreme ruler when you conquer Rome, you could only do this after the civil war.
Huh? Then I don't understand the victory conditions for this map at all then. I have the map pretty well explored and I only count 12 total settlements (cities) total. I don't get it....
Another thing I'm having trouble with is revolts. I'm not at all clear at what keeps people content. I build temples and that doesn't seem to help much. And sometimes when I move troops out they get happier and sometimes when I move troops out they get angrier. I don't get that either....
Regions are yours when you capture and hold the settlement/town/city whatever. Every region has one and only one such place.
A population’s relative happiness/passivity is expressed as a percentage. It can range from well under 100 to over 200. The farther below 75 you go the more likely a revolt becomes. 75 and higher remains peaceful.
When you look at a city there is a button with a scroll on it down on the lower left side of the display. Click it to get a detailed review of what’s going on. Each bar has two parts. The top has all of the positive effects and the bottom all of the negatives.
Look at the happiness bar. If is says that 80% of the positive is caused by the current garrison them removing much of the army will likely cause a revolt. It also shows you the effect of the governor if one is present. He could be responsible for either a plus or a minus to the public welfare. So you can see how moving leaders or armies can affect the peacefulness of a town.
The difference between the positive and the negative happiness bars is added or subtracted from 100 to get the rating of the city as displayed on the strategy map.
Study this screen and compare what various buildings do for a community. They can influence trade, health and happiness. Foreign buildings should get replaced ASAP because they cause a culture difference.
Getting a settlement to remain passive while providing money and troops to one’s empire is one of the challenges of the game. It can seem complex at first but once you get the fundamentals down it is doable.
Omanes Alexandrapolites
10-19-2008, 19:04
Welcome to the forums dan0808 ~:wave:
The tutorial is AFAIK impossible to win.
Yes, a province is the same as a settlement - controlling a settlement essentially means that you control the surrounding lands - the surrounding lands being the province. For all intents and purposes though, a settlement is the same as a province.
As for your happiness, you can get a pretty good pictogram view of what makes everybody happy/unhappy by clicking one of the buttons on the bottom left hand side of the settlement details scroll. I can never remember which one. It brings up an array of pictograms though - you'll know it when you click it.
The against, or "-", factors are the ones which you should take the most notice of. These include high taxes, unrest, squalor, cultural penalty and distance to capital are factors which great leaders could do without. Squalor is possibly the worst:
To prevent squalor, the best option is to simply prevent growth - as a wise fellow once said - "your war is not against squalor - it's against population growth". Population growth will always occur in even the least hygienic and worst fed settlements, yet it can be slowed down by avoiding health and population boosting buildings, including farms. In addition, avoiding enslaving the populace can also be a good method of avoiding this problem.
Unfortunately, your only resort against squalor, once you have it, is building heath buildings and similar happiness structures, as you have said. I do believe, however, that they do not actually resolve squalor and instead simply counter-act and, over time phase their good out by piling huge amounts of population upon your settlement creating a worse squalor issue. You could also upgrade the Governor's palace, yet that can make things worse in the long run too.
The best thing I find if the problem is too out of hand is abandoning the settlement, leaving it to revolt, and then returning to exterminate the populace. It reduces the population's numbers, yet also removes income within the settlement, so, if you're desperate for cash, then you may wish to avoid this evil strategy.
May I also suggest that you try rebalancing the population. Simply train many units of peasants in your largest cities and disband them in your smaller ones. This migration moves men from the large city, that could do with less people in the populace, to a smaller one that requires the population to expand to the next level to gain better troops. If you have no small cities that require this boost, send the Peasants to their deaths - stick 'em on a boat and send them into pirate/enemy infested waters. They will soon be dead, leaving you with nothing to worry about!
By doing this though, sacrifices will have to be made - to get the best military units you require maxed up cities. In certain strategically important cities, these rules will have to be broken. As long your cities aren't constantly under attack, you probably won't need to do that though.
Secondly, the more people there are in a settlement, the higher the income. Although this won't matter if you aren't extremely rich already, it could be damaging if you are not. If the latter is the case, you may have to carefully balance growth with squalor.
Unrest is caused by recent conquest of a settlement, governor's traits and enemy spies stirring up trouble!
Sadly, resolving unrest caused by the settlement changing hands in unresolvable and cannot really be changed without the help of a unrest reducing governor (right click on a governor's unit card to see his traits and hover over them to see what they do) - sorry.
However, checking out your characters can solve unrest. Does the governor have unrest causing traits in his selection? If he does then get your calculator out and add things up! For every happiness influencing point which is positive, such as influence/subtraction from squalor, add 5% onto your totals unless a percentage is given and then instead add that on. Then subtract everything negative, taking away 5% per point of anything unless a percentage is given. If the governor's rating on your calculator turns out to be below 0 (causing more problems than he is resolving) then take him out and find somebody with a better rating.
Enemy spies are the chief cause of unrest, causing +5% unrest per subterfuge point (capping at 40%). Put your own spies in the settlement to track them down and get them executed for their evils, this may take a few turns, however, so it may not be useful if you need an emergency quick-fix.
Cultural penalty is caused by buildings of a different culture being in your settlement. For example, if the Romans were to capture a Greek settlement with many Greek buildings then this factor would run rampant. It causes a 5% penalty per building that is not your culture with a 20% penalty for the governor's building. It does, however, reach it's maximum capacity at 50%.
It can be removed through upgrading the buildings in the settlement to the next level, upgrading the governor's residence, and the city, to the next level and destroying buildings not of your culture, although it's best to do a balancing act here and thing about the positive effects of the building versus a -5% happiness penalty.
Distance to capital is possible the easiest resolved of all the factors in R:TW happiness! Simply move the capital closer to the dangerous settlements and they will be much happier! There is a button on the bottom left hand side of the settlement details scroll (the tooltip gives it away). Corruption, a major income reducer, will also be lowered in this process.
However, bear in mind that other settlements may become unhappier and more corruption riddled if the capital is moved away from them. It's best to browse around for a good place to locate your capital throughout a turn, making sure that everybody is satisfied with your choice of re-location.
On finance, no city is ever losing you money, regardless of what the display says. Every city contributes to your funds, even if it does seem to be losing money every turn. This is because the game subtracts military upkeep from every settlement before showing its details to you.
Due to this problem, a more accurate depiction of your empire's finances can be seen on the end of turn report. A more accurate depiction of individual cities financial contribution can also be seen, although this requires manual work.
Quite simply, open up the the settlement details scroll, the one with the pictograms as described earlier, and look at the financial summery. Add up all the items in the "+" section, and then subtract all the items in the "-" section excluding military upkeep. Your result, is your city's financial contribution to your empire.
Moving on to solution, it often can be wise to up your tax rate to as high as it will go without causing "red" public order, below 60%. As previously stated, the more people in the settlement, the higher the levels of tax you will gain. Despite this sounding positive this will increase squalor which, as said, is a major public order problem, so you may wish to balance these factors out. Building up trade boosting buildings can also help you in growing your settlements finances.
Moving the capital closer to these cities will also aid your income, although primarily through decreasing the income penalties caused by corruption. Building buildings with a law bonus can also help lower this factor - law both removes corruption, and increases happiness at the same time making it the best possible bonus available in R:TW. Temples are generally the best for this purpose since their higher levels can reduce corruption by a huge amount. If you don't have temples dedicated to law bonuses, you may wish to destroy the ones you have to construct them. Ensure that public order is stable first, or you may have rebellious people's declaring themselves free of your rule while you construct them. You can see what each building does by right clicking on it in the building menu.
If you are still loosing vast amounts of money, you should go on a mass disbandment of all un-needed troops. To do this, right click on a unit's unit card and select the disband button in the bottom left hand corner of the scroll. Troops are the biggest income drinkers and getting rid of as many as possible is always a convenient way of sorting out your key difficulties.
Good luck ~:)
Edit: Looks like Nelson beat me to it on some of the issues.
Thanks for the info, it helps a lot. Would have been nice, somewhere in the game or manual, tell me that the prologue is unwinnable, wouldn't have wasted so much time on it. Oh well maybe that win 50 provinces was a clue. :)
In addition to the great explanation of the others here I can only encourage you to give frogbeastegg's Guide to Rome (https://forums.totalwar.org/vb/showthread.php?t=38382) a try which helped me a lot when I was a freshman with RTW.
It takes some time to read all of it, but you will be ready to enjoy RTW after it.~:)
Emperor of Graal
10-28-2008, 16:52
I captured all the territories apart from the Roman ones.
The civil war never comes for me so its nigh impossible
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