View Full Version : Farming Income
I have seen that the farming level was drasticly cut down in EB, from a max of 14 in RTW and 7 in Alexander to a max of 3 in EB. That is fine for reduced population grows but bad for the income side. I couldn't recall what farming level was in the vanilla builds, but I had a part of my army always paid for by the farming, what had never worked in EB. And yes, taking a look in the vanillas again, there was a noteable income from farming (about 600 to 700 average vs. about 200 avarage in EB).
I have read in an older thread that there a "harvest script" is/was planned for EB to give back that money. Is that script in EB?
LorDBulA
12-08-2007, 13:02
This problem unfortunately cant be solved in RTW.
Pop growth is already ridiculously high in EB so we cant increase farming level.
And this directly translates to unhistorical farming income.
It's a classic book case of choosing lesser of two evils.
Farming script was planed but it proved to be to huge for EBBS.
It just wont happen, game doesnt run fast as it is and adding this script would make it unplayable ( we are talking about 80% increase in script size ).
Farming script was planed but it proved to be to huge for EBBS. It just wont happen, game doesnt run fast as it is and adding this script would make it unplayable ( we are talking about 80% increase in script size ).
Oh yes, I see.
I agree that the population growth is much better the way EB handles the base farming. I was searching for a way to increase the income for homerule reasons (peasant units are to be maintained by farming income). But there doesn't seems to be a way to do so without massive population growth.
Maybe balancing the farms with negative growth bonuses (even though it may look odd) could work, would require some balancing though...
MarcusAureliusAntoninus
12-08-2007, 19:39
Maybe balancing the farms with negative growth bonuses (even though it may look odd) could work, would require some balancing though...
Negative bonuses will only cancel out positive bonuses. If a building has negative population bonuses and the town has no positive population bonuses on any other buildings, the negative will do nothing. And the growth increase given out by farms is not considered a population growth bonus by the game engine and a negative population growth bonus will not effect it.
In this case maybe a small trading bonus could be the trick...
Megas Methuselah
12-08-2007, 20:30
That would work?
Tellos Athenaios
12-08-2007, 20:47
That's being done already with Ousidia etc... :shrug:
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