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DrHaphazard
03-09-2009, 10:21
Here's what I seem to have figured out so far. Keep in mind i have only played as Sweden and Prussia, so I have only studied northern/central Europe.

- Provincial cities have a set number of build slots.

- Provinces have a set number of towns that it can "grow."

- Some provinces get resources.

- There are different Yields for farms, mines, timber, furs and (i assume) plantations. The yields may be improvable, but limited testing shows they do not change from turn to turn.

- To my knowledge farms cannot be built, or if they can they can only be in certain towns. If they cannot be built then provinces have a set number of farms.

- A note on yields, playing as Prussia it seemed that virtually all my farm yields were Abundant, although i did have a High in Denmark. In fact virtually all the farms i could see were Abundant, but i did notice it was possible to have two different yields in the same province as Belarus had both a High and a Abundant. Yields make a slight difference in money gained, and possibly also growth altho I didnt think to check that.

Please feel free to jump in at any time to correct any assumptions or errors...


Given the above, since some things seem to be set in stone, it seems like we could do a province by province analysis, fairly easily determining which are the most desirable. It seems like you could compile a list of:

-Province capital's build slots
-Number of towns in the province (for money/entertainment/religious/education potential)
-Number of resources (irons/fur/crops...) in province (for trade/money potential)
-Number of farms in province (growth potential)
-Number of ports in province (trade/growth/naval potential)
-The yield/wealth reported for the above towns/resources (if that in fact makes a difference)
-Starting religion(s) of province (relevant to happiness when conquered)

Well I am going to stop right here since it is WAAAAAAAY past my bedtime. I have compiled a list of the provinces in Central and Northern Europe that seemed to have topped out playing as Prussia in a Short Campaign (by the way that is another question, do longer campaigns allow for more growth?)

Were I a smarter man, I might know how to do graphs inside these texts, but I don't so this will look kind of stupid and hard to read, but its the best I got until I figure something else out. So here's how this works...

Province - city slots - total villages (breakdown of villages)

Sweden ------ 5 city - 14 vil (5 town, 3 port, 2 timber, 1 iron, 1 silver, 1 fur, 1 farm)
Poland ------- 5 city - 6 vil (5 town, 1 farm)
E. Prussia ---- 5 city - 4 vil (2 town, 1 port, 1 farm)
Brandenburg - 4 city - 8 vil (5 town, 1 port, 2 farm)
Saxony ------ 4 city - 4 vil (2 town, 1 iron, 1 farm)
Bohemia ----- 4 city - 4 vil (2 town, 1 iron, 1 farm)
Bavaria ------ 4 city - 4 vil (3 town, 1 iron)
Estonia ------ 1 city - 4 vil (2 town, 1 port, 1 farm)
Galicia ------- 1 city - 4 vil (2 town, 1 timber, 1 farm)
Silesia ------- 1 city - 3 vil (2 town, 1 farm)
Wurttenburg - 1 city - 3 vil (2 town, 1 wine)

---

Ingria ------ 5 city - unfinished
Denmark --- 4 city - unfinished
W. Prussia - 1 city - unfinished
Coureland -- 1 city - unfinished
Finland ----- 1 city - unfinished
Norway ---- 1 city - unfinished
Hannover -- 1 city - unfinished
Belarus ---- 1 city - unfinished

So whats the point? Well theoretically you could map out the most desirable territories to focus on. No point wasting time and effort in Silesia when you got a Poland or a Bohemia close by.

pevergreen
03-09-2009, 10:45
I'm tired so I'm not going to completely correct you.

As has been posted in another thread, city size dictates what you can build inside the city.

The towns outside have 4 chains of buildings.
Schools (tech research)
Pleasure Houses etc (recruitment of Rakes)
Church Schools (priests/conversion)
Industry (Weavers guild, smithing guild etc)

When a town is founded, or the building is destroyed, you may choose between any of the four chains.

When a harbour village is upgraded, you can go merchant, ship building (shipyards etc) or fisheries.

Resource towns can not be changed from what they are. (Fur trappers, mines, timber yards etc) Yields are relevent to what area they are and seem to be influenced by growth in the region.

DrHaphazard
03-09-2009, 17:02
So you are saying that provincial capitals can gain build slots? I had assumed that this was impossible since, again playing as Prussia in a Short Campaign, i conquered Wurttenburg, a province sporting a full Royal Palace (last government building upgrade) and 4.75 million people and yet it only had the one build slot for the government building and 3 towns.

As to the towns, I guess you have confirmed that some slots are designated farm slots and cannot be changed? Has anyone ever grown a new town that could become a farm?

I was aware of the different things town could grown into, hence the line...

- Number of towns in the province (for money/entertainment/religious/education potential)

...my main point with the towns was that it seems that towns come in 4 flavors, but 3 of them seem to be designated from the start things, namely (a) resources, (b) ports, (c) farms. If it is true that that say Sweden will never have more or less than its set number of resources, ports and farms than that helps to determine its growth/trade potentials.

Clearly any non-predetermined town (one that can choose between 4 possibilities) cannot be pinned down, since the user has more control there, but it is helpful to know how many towns you will have to work with once your province is done growing.

DEY123
03-09-2009, 21:02
I think each province has the following Types of structures (excluding forts)

Structure 1 - In capital buildings - What types of things can be built in the region capital is based on the region and does not change. For example St. petersburg is very small in terms of population (less then 100K) but you can build a full range of buildings in city. I do not believe this changes over time. Other examples are in the Americas where a few cities (like Quebec) get all options while the rest only seem to get the main magistrate building and walls.

Structure 2 - Towns - Each region has from 1 to 5 towns (Max capacity of 5). I read this in a review somewhere. As time goes on your villages will turn into normal towns or ports (see above for more details). When you build a structure like a weavers town the output is dependant on population for teh region I believe. So always best to upgrade your smiths in the large regions first.

Structure 3 - Resources - Each region has a pre-defined set of resources like famland, plantations, mines, etc...These are fixed by province and I believe the yield (low, medium, high) is also fixed. I have never seen a new farm or resource emerge.



If anyone has seen anything that contradicts these please post as this was something that I have tried to explore myself while playing the campaign.

Sir Beane
03-09-2009, 21:06
I think each province has the following Types of structures (excluding forts)

Structure 1 - In capital buildings - What types of things can be built in the region capital is based on the region and does not change. For example St. petersburg is very small in terms of population (less then 100K) but you can build a full range of buildings in city. I do not believe this changes over time. Other examples are in the Americas where a few cities (like Quebec) get all options while the rest only seem to get the main magistrate building and walls.

Structure 2 - Towns - Each region has from 1 to 5 towns (Max capacity of 5). I read this in a review somewhere. As time goes on your villages will turn into normal towns or ports (see above for more details). When you build a structure like a weavers town the output is dependant on population for teh region I believe. So always best to upgrade your smiths in the large regions first.

Structure 3 - Resources - Each region has a pre-defined set of resources like famland, plantations, mines, etc...These are fixed by province and I believe the yield (low, medium, high) is also fixed. I have never seen a new farm or resource emerge.



If anyone has seen anything that contradicts these please post as this was something that I have tried to explore myself while playing the campaign.

Regions can have more than five towns. England has Manchester, Birmingham, Swansea, Oxford, Cambridge, Portsmouth, Liverpool and Newcastle. It also has three farms.

Everything else seems to be spot on. :2thumbsup:

DEY123
03-09-2009, 21:12
I wonder if the limit is 5 non-port towns and 3 ports? Anyone seen more then this?

Sir Beane
03-09-2009, 21:28
I wonder if the limit is 5 non-port towns and 3 ports? Anyone seen more then this?

There's a good chance that France or Spain have more. I'll check as soon as I get the chance.

DrHaphazard
03-09-2009, 21:36
You may be right about that DEY, in my count of a finished Sweden they had a whopping 14 villages, but only 5 towns and 3 ports. The rest were 2 timber, 1 iron, 1 silver, 1 fur, 1 farm.

andrewt
03-09-2009, 21:44
Are the region capital build slots pre-determined? I started a game as United Provinces and can't build an admiralty anywhere. I have a region capital with a few open slots but can only build the opera house line and the cannon maker line.

Also, trade is limited to how many trade routes you are allowed in your home province. The Dutch only have 1 port on their home province so only start with 3 foreign trade routes allowed. Do other countries with more than 1 port in their capital have a chance for more?

knoddy
03-09-2009, 22:49
i believe paris has some ridiculus amount, my mate captured it in his campaign and yea he says it just keeps growing and growing lol.


are u suprised u cant develope a resource town into something different? cos thats the impression i get from the post and that seems odd to me, each province has a set number of resources whose yeild can change, and u can build up w/e on them, mines, farms, w/e. then u build up your towns in 1 of 4 ways schools for research, taverns for rakes/happiness, churches for priests/religious conversions, or craft workshops to use the resource.


btw i think every province has at least 1 farmable resource and 1 tradeable/craftable resource alot have more but every province ive come across usually has something to farm and something to craft hehe.

DrHaphazard
03-09-2009, 22:54
Also, trade is limited to how many trade routes you are allowed in your home province. The Dutch only have 1 port on their home province so only start with 3 foreign trade routes allowed. Do other countries with more than 1 port in their capital have a chance for more?

This would be extremely interesting to know. So trade routes are ONLY determined by your home province? I.E. As Prussia only Brandenburg counts? I would find this highly unlikely, but if it were true then you could fairly easily determine your trading potential as a faction. Frankly I would find it laughable that Sweden, with its 3 possible ports, should be able to out trade the Dutch who were historically very competitive with England.

As to the admirality, yeah it looks like thats the last slot available. Strangely, completely landlocked Poland had an admirality when i conquered it. Since I did not understand the city slots at the time i destroyed teh admirality (already had another anyways) so i could build something else. Of course there's nothing else to build.

Frankly I was hoping for a bit more variety here. Don't get me wrong I love the new towns system, I think they are great since it not only provides some variety but also encourages you not to huddle inside your mighty castle. The more field engagements the better.

However, I thought that M2TW had taken an interesting step when it segregated castles from cities, making one mostly military and the other a source of income. I thought these divergent paths created some interesting strategic options. For instance in E:TW, i was hoping to see the option to say, build a bank in your city, but the bank took the place of say the admirality or the army building.

I am also very suprised that there are no cavalry specific buildings. I thought you would at least have to make a choice between focusing on infantry or cavalry in a given province.

Oh well...

Subotan
03-09-2009, 23:11
Switzerland - 0 - 0

Patricius
03-10-2009, 01:34
If a state loses its capital, the new capital can get extra slots. I noticed Athens seemed to have extra slots, which can only be explained by it becoming the Venetian capital after my Italian States (should be Papal States) forces took it.

anweRU
03-10-2009, 17:15
Also, trade is limited to how many trade routes you are allowed in your home province. The Dutch only have 1 port on their home province so only start with 3 foreign trade routes allowed. Do other countries with more than 1 port in their capital have a chance for more?

Based on my Maratha's campaign, that is incorrect. I believe it is how many trade ports are linked to your capital via land.

In turn 1, I had only three sea trade slots, which I quickly filled.

Turn 2, I captured the city immediately to the north of my capital, which had a trade port as well. I now have six trade slots.

So if the Dutch capture neighboring coastal provinces, they should get extra trade slots as well?