View Full Version : ETW few questions?
Gaiseric
03-07-2009, 04:21
I know the game was just released but I am wondering if any of you have any tips on how to play this game. I just got the game yesterday and am a little overwhelmed by all the new features. Thats not to say I dont like them, I just hate stumbling through a deep game like this and learning as I go.
Anyway, does anybody know how regions work? How do I grow them and their villages when not all of them have food resorces, and how do I get more income from them? I realize that I can reaserch technologies to upgrade buildings, but I am not sure what techs to go for or what buildings to build in the regions to make them prosper.
Also, are the happiness effects of region buildings like Inns, Churches, and Schools global or region based? If I have two schools is my reasearch rate doubled or can I research multiple techs?
In the agent area I noticed that my priest only converted .1% of my population to my state religion and my spy is quite useless in uncovering troop type unless I infiltrate. Are these agents WAD?
I cannot find out how to delete my save games. There is no way to delete them in game and there is no saved games folder like in other TW games. How do I delete these saves?
Thats all the questions I have for now. If I think of more as I play I'll post them back here. Thanks.
Tartantyco
03-07-2009, 04:49
-Villages grow depending on population happiness and food production. In your city screen on the bottom left there's a growth % and a turns to new settlement clock. Once these spawn you can decide what to construct(School, Farm, etc). The more schools you have, the more techs you can research at once(Put gentlemen in the schools to increase research speed). Church Schools and Inns increase pop happiness, schools and industry buildings decrease happiness(Don't put all your schools in one region).
-Conversion rates drop as the number of convertees increase. Agents need to infiltrate in order to find out what units are in the army/garrison, army size can be seen by the bar left of the flag and anonymous portraits in the army tab if you select the army/garrison.
-On Vista save games are located in C:\Users\*user*\AppData\Roaming\The Creative Assembly\Empire\Save_games. Should be something similar on XP. No way to delete them in game.
Gaiseric
03-07-2009, 05:21
Thank you for your quick response. I didnt relize that happiness affected growth. Lol, how to keep my minons happy and multiplying, while taxing the daylights out of them. Thanks again for your help.:beam: If I have futher questions I will direct them here.
Edit: Do you recommend that I demolish any of my original region buildings to replace them with somthing better? I have been trying this out and getting varied results on what I can build. I havent been able to replace a village with a farm. Maybe I have to wait till a villiage growth like you said.
Tartantyco
03-07-2009, 05:40
-Tax the nobles, they seem to get less uppity about it as most negative happiness affects the peasantry. As for demolishing buildings, I think it's divided into three groups; agrarian, industrial, and ports. With ports you have commercial docks(Trade), naval docks(Ships), and fishing docks(Food). Agrarian is natural resources like wood, mines, food, and textile mills. Industrial is schools, church school(and catholic/muslim equivalents), Inns, and something else. I can't remember them all off hand but you should get the basic concept. You cannot turn an agrarian settlement into an industrial one and so on(At least, I don't think you can...). Just test things out on a save game and see what you can and cannot do.
Tartantyco
03-07-2009, 05:42
BTW: If you have some problems keeping your subjects in check you should garrison Dragoons as they get a policing bonus. Six Dragoons can keep a city in check better than a 18 unit army in my experience.
pevergreen
03-07-2009, 05:48
There are resource towns and normal towns. Normal towns, as said above, turn into Church Schools, Schools for research (yes, you research multiple techs at once), Please houses and such (recruit rakes) and guilds, such as smithing guilds, weaving guilds etc.
If there is a fur trader, it will always be a fur trader.
Gaiseric
03-07-2009, 09:10
Ok, I've been playing some more and now get the general concept. However I just noticed that I am unable to build barracks and other buildings in some of my settlements(region capitals). I tried to check the building browser, but I couldnt see if these basic buildings had any prerequiste in order to build them. Not sure if I need a certain building or population level? I am playing as Sweeden and in Stockholm and St. Petersburg I can build buildings, but in Riga and Finland I cant.
I am not entirerly sure how trade theaters work either? If I send an Indianmen(Trade Ship) with escort to one will it add to my trade income and how? Do multiple Indianmens in one theater increase profits? If I have more trade routes will that affect my profits? Sweden in early game has only two sea trade routes available to it from its trade port. If I turn a fishing port into a trading port can I increase the number of sea trade routes? Do I need to increase my export resources like fur first?
I wish the manuel was a little more helpful on campaign map aspects. I started out a few games now but by the 10th turn I run into more questions/problems. Lol, I have been entering and leaving the forums all night. I have other questions as well. Can this game be safely alt+tab(ed)? Sometimes I can minimize the game and sometimes I cant.
Thanks for your help.
pevergreen
03-07-2009, 09:51
I wouldnt alt tab, its not a good idea.
In a trade theatre, you get a trade ship and put it on the trade symbol, the number of ships doesnt seem to make a difference.
Upgraded trade ports get extra sea trade routes.
As for barracks etc, Im not sure. Ireland cant have it, but maybe they are only unlocked once a certain level of that governers building is built.
If you're finding yourself overwhelmed by the Grand Campaign straight away I'd suggest playing the Road to Independence campaign first with the advisor enabled. It may be a bit slow at the start as it goes through the basic stuff, but it is very helpful in introducing all the new features of the game as it progresses. It doesn't take that long to do it all and it's actually quite a fun, well-made storyline.
A Very Super Market
03-07-2009, 17:22
Each city has a fixed amount of slots. Minimum is one, max is five.
Capitals ('Cept for Berlin) all have five slots. They are the Government building, leisure building, barracks, admiralty, and cannon maker
Large cities ('Cept Koenigsberg) have four slots. They take away the admiralty.
Cities have 3 slots. I think they take away the leisure building
Minor cities have 2 slots, they take away the cannon maker
Small cities have one. It is simply the government building.
And all cities have walls.
As far as I know, you cannot upgrade slots, only the buildings that come in them.
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