PDA

View Full Version : Unit scale-from a newb



A Very Super Market
01-24-2009, 17:21
I never really knew about EB until a few weeks ago, and the feeling is a lot different from the original game. I've played R:TW for 2 years, and the whole new system is jarring. But I've managed to figure out basic strategy, so that's okay. Anyways...

I got a new computer that can run the game at best quality, and my question is... Does huge unit scale mean I lost more population each time I recruit? I would try out for myself, but the game takes over 20 minutes to load on my computer (Dunno why), and sometimes crashes if I let it sit there for too long. Thanks in advance to anyone who helps! (Or welcomes)

Ludens
01-24-2009, 17:49
Welcome to the Org and EB, ~:wave: .

Yes, large unit scale results in higher upkeep and more population depletion.

MarcusAureliusAntoninus
01-24-2009, 22:35
IIRC, the cost of a unit is the same no matter what unit size you use.
They do deplete large amounts of population, but depopulating a city isn't really common in EB.
If battles are slow, that would be a good reason to decrease unit size.

Ca Putt
01-24-2009, 22:51
and remember, that your MIC is not city level dependant(in EB):- you can recrquit elite tropps from a rather small settlement.
furthermore it sometimes is usefull to drain a citys pouplation in order to keep the unrest low.

A Very Super Market
01-25-2009, 07:22
Well, that seems pretty reasonable. The only problem is, I'm currently playing as Baktria (Elephants...:2thumbsup:) I've only got three settlements, and any major war will drain them pretty badly. That being said, I don't want avoid historical limitations like this. I've avoided war with the Seleucids, but I'm currently going at it against Saka, which is a pain in the ass, because I still lose men with each victory. Less men means less taxes. Should I start a new one and change it back to normal or something?

Cambyses
01-25-2009, 08:24
My personal rule is to not recruit anthing unless the settlement is at least a large town or larger. Also if it will take more than 3 turns to recover the population lost in the recruitment. Otherwise it just takes too long to recoop the population and prevents you moving to the next level of settlement. This in turn gives you better revenue enhancing buildings (notably improved ports) and increased taxation through having more population.

Ca Putt
01-25-2009, 11:39
oh, early on it's a real pain in the neck, i remember having sparta on almost constant 400 inhabitants :D as KH during my war against macedonia. but later on it's rather usefull if you want to depopulate the capitol of a defeated foe and transfer those people to a more stable location.

Nachtmeister
01-25-2009, 14:56
If the upkeep is not altered by the unit size, then huge units are theoretically (if performance allows) the best option due to the way the law-and-order-effect of garrisons is calculated... Should roughly triple the speed (as compared to "normal" size) at which you can advance across the map once you have taken care of the initial money- and MIC-level-issues.
Sadly, I will not find out for myself anytime soon - my computer is struggling with EB even with performance-settings.

Titus Marcellus Scato
01-25-2009, 18:46
Plus, only your cities will lose population from recruiting.

The AI's cities don't - the AI gets an automatic 'refund' of population whenever it recruits a unit.

The AI has to pay in mnai for units, like you do, but the men it gets for 'free'.

Since you will be recruiting less than the AI (because you can't afford it for quite a while) population depletion isn't much of a problem.