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Hakeem928
03-14-2004, 21:39
Hey everyone, I just bought the MTW Battle Collection about two weeks ago and I've fought my way as far as 1204 in an early campaign with the Turkish so far (normal difficulty). I've done pretty well considering my Empire spans North Africa, Asia Minor, and Russia, but I feel I could have done better. These are questions I am asking to the furtherment of that goal:

1) What is the point of upgrading the Town Watch?

2) In the info box for tavern and brothel upgrades, it says that these buildings add valour, but what do they add it to? Units, Agents, or both?

3) On the tech tree that came with the game, it says you need both a bowyer and a spearmaker to make an armourer, but I've found this isn't the case. Are there any other important tech tree inconsistencies that I should be aware of?

4) What is the difference between an Alim and Imam?

5) I've never built a Fort, Motte, and Bailey, and I was wondering what happens to it when I upgrade to a keep?

6) I know there are only nine (I think) provinces with iron in them, but can anybody tell me which ones they are?

7) Can Muslim factions build Carracks?

8) Does zeal affect unrest and is there any way to increase/decrease zeal in provinces?

9) Do the Mongols invade if I start in the early period and, if so, when and which province?

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Keep in mind that I have read both the manual and frostbeastegg's excellent beginner's guide, so I do have a pretty good working knowledge of the game. Any answers you can provide are greatly appreciated.

Thanks in advance.

frogbeastegg
03-14-2004, 22:01
Hello http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif


Quote[/b] (Hakeem928 @ Mar. 14 2004,20:39)]1) What is the point of upgrading the Town Watch?
When it is upgraded to the final building in the series it gives +1 valour to all the units that require this family (pikemen, militia types, halberdiers)


Quote[/b] ]2) In the info box for tavern and brothel upgrades, it says that these buildings add valour, but what do they add it to? Units, Agents, or both?
It adds the stated valour to the relevant agent, e.g. alehouse gives assassin with +1 starting valour.


Quote[/b] ]3) On the tech tree that came with the game, it says you need both a bowyer and a spearmaker to make an armourer, but I've found this isn't the case. Are there any other important tech tree inconsistencies that I should be aware of?
An updated, more accurate tech tree can be downloaded here (http://pub133.ezboard.com/fshoguntotalwarfrm5.showMessage?topicID=10138.topic), just look for the post by me near the top.


Quote[/b] ]4) What is the difference between an Alim and Imam?
One increases Muslim piety, one increases both Muslim piety and zeal...I don't remember which does what though. I think the imam is the one that does both.


Quote[/b] ]5) I've never built a Fort, Motte, and Bailey, and I was wondering what happens to it when I upgrade to a keep?
There was a good topic about this...here we go, topic (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=7;t=15357;hl=castle+upgrade)


Quote[/b] ]6) I know there are only nine (I think) provinces with iron in them, but can anybody tell me which ones they are?
The link I gave in answer to question 3 has a link to a pack containing both tech trees and maps, the map has provinces with iron marked on it.


Quote[/b] ]7) Can Muslim factions build Carracks?
Off the top of my head, no.


Quote[/b] ]8) Does zeal affect unrest and is there any way to increase/decrease zeal in provinces?
Zeal is related to raising crusades/jihads, the more zeal there is the more/better troops the crusade/jihad will receive. You can raise zeal with inquisitors (Catholic) but be careful as they start burning your population if they stay sat in one province for too long and this actually lowers zeal. Keep them hopping from province to province to raise zeal and prevent peasant barbeques. The Muslims also have an agent to raise zeal, either alim or imam.


Quote[/b] ]9) Do the Mongols invade if I start in the early period and, if so, when and which province?
The Mongols will always show up when the clock hits 1230, so that means they spring up suddenly in games starting early or high, but are already present on the map in games beginning late.

katank
03-15-2004, 00:06
you get urban militia, militia seargents, halberdiers, and pikes if you are catholic with the appropriate militia buildings.

last militia building also allows for gendarmes.

the halbs are available from high and pikes in late only.

almos get MS.

all factions get the swiss variety of the latter two but this is a bug and patches fixed that.




Imam +5 muslim rel and +2 zeal per turn whereas alims only give +2 muslim rel.



Iron provinces are Leon, Castile, Navarre, Aragon, Tuscany, Sweden, Franconia, Bohemia, Hungary, Carpathia.
So there are 10 in total.

sweden and tuscany are by themselves but the others are in geographically continuous groups of 4 on the map.