By far the best way to eliminate squalor is forward planning. You want your cities to be as large as possible. So don't allow those cities to develop slums in the first place. Construct water supply buildings for each settlement level before you reach the next city level. If you don't, squalor will become a nightmare. If you do, your cities will eventually level themselves out, as squalor will eventually balance out your growth rate.
Temples, definitely. For example, Juro is the Brutii version, although pantheons bestow a wide range of bonuses, from public health to unit experience. Not sure about farms, perhaps as a 2nd order effect?Originally Posted by Inuyasha12
Glad to help.Originally Posted by Inuyasha12
BTW, if anyone’s interested, I'm just getting the hang of the garrison loyalty bonus. It has to do with the ratio of troops to the population. In this case we would have ~1600 troop to 30000 plebs. That's 5.3% of the population. I estimate that should give a garrison bonus of around 35%. The relationship seems to be somewhat linear, but I think it may diverge. The problem is that it's a little clunky, in that it varies in steps of 5%.
Anyway, this is rough and ready to be sure, but it gives you a reasonable guesstimate:
Garrison bonus ~= -2.8 + 701*(garrison strength/population)
So –2.8 + 701*(1600/30000) ~ 35%, which is about right
Health warning: this won't even be remotely accurate as the expression in the brackets approaches 1! I will try to simplify this ASAP.
Edit: These calculations only hold true for large units sizes. The game appears to scale the garrison effect according to the average size of the units in the game. So two units of Hastati have the same relatively effect from small to huge unit sizes. Ergo you need to scale appropriately. Multiple the result of the equation by the following factors to get the right result:
- 4 for small
- 2 for normal
- 0.5 for Huge
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