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Thread: RTW - Game Changes Obsoleting Guide Advice

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  1. #1

    Default RTW - Game Changes Obsoleting Guide Advice

    Think this affects mainly new pleyers, who get to read the guides, after playing the game for a bit, and being initially baffled at the complexity, with Turn-based Strategy game to learn, as well as good Generalship on the battlefield.

    When reading the guides, written about 1.0 time, much advice appears odd, things don't work out as expected, I think due to game changes.

    Bribery, this appears much less cost-effective, than in older versions, which makes defeating Rebels in battle, and suppressing them by having a fort garissoned by a Town Watch or Peasant unit, a more cost effective strategy.

    Then also, I find towns that may stop growing, without farm upgrades at higher population levels, whilst much general advice is to avoid upgrades due to unmanageable cities, with exploding populations. Perhaps the population growth model got altered somewhat, reducing the problem, in all but the most fertile areas?

    As RTW 1.5 is available as a bargain basement game now, and doesn't need high spec machine (my copy for RTW, BI & Alexander was £7.50, as part of a 2 fer £15 deal). There are still new players, trying the game.

    Can you think of other changes which impact the strategy guides and old posts, for newcomers to the forum archive?

  2. #2

    Default Re: RTW - Game Changes Obsoleting Guide Advice

    Quote Originally Posted by RLucid
    Then also, I find towns that may stop growing, without farm upgrades at higher population levels, whilst much general advice is to avoid upgrades due to unmanageable cities, with exploding populations. Perhaps the population growth model got altered somewhat, reducing the problem, in all but the most fertile areas?
    No change here that I've noticed. The reason the advice is to avoid farms is that if you make a mistake and miscalculate, you cannot fix the problem if you build too many farms. You'll end up with a city that is permanently overpopulated and restive. If you don't build enough farms and your city won't grow, the solution is pretty obvious, though. It doesn't take any brainpower to decide that a building that improves population growth is the solution to underpopulation, but it takes some brainpower to notice in advance that said building cannot be destroyed and in the long run may cause you serious problems keeping the city under control.

    Also, cities that actually need farms to grow are quite rare. THey may grow very slowly, but you'll almost always get enough population growth from base farming and trade buildings and water supplies to get your city as big as you need it to be.

  3. #3

    Default Re: RTW - Game Changes Obsoleting Guide Advice

    Well Patavium is a fast grower, but I've had to build several farm upgrades there, to maintain a small +ve growth later in game, and without a sniff of rebellion. Capturing it early in game, so cultural differences are absent later on probably helps.

    Avoiding "farms" is far too general and crude. Population growth and development are a key part of the game, building a strong faction. At some point, cultivating good Governors to manage large cities, and re-developing to "naturalise" the citizens is part of the game strategy.

    The effect I see, is that the population reaches a natural ceiling, in most cities, and that you must develop things like sewers, clean water and farm improvements to keep them growing.

    From advice given, it appears that not everyone sees this effect, but hits unmanageable population explosion and rebellions.

  4. #4

    Default Re: RTW - Game Changes Obsoleting Guide Advice

    i never build farms past land clearance because sqaulor ges out of control. but i always build sewers they keep people happy and help to grow the population so i see no reason not to build them

  5. #5

    Default Re: RTW - Game Changes Obsoleting Guide Advice

    Quote Originally Posted by salemty
    i never build farms past land clearance because sqaulor ges out of control. but i always build sewers they keep people happy and help to grow the population so i see no reason not to build them
    Absolutely - sewers etc. solve the problem they create - they produce happiness and population growth, so you're not going to be any worse off building them. Combined with trade buildings and base farming and maybe land clearance you'll hit the 24,000 population that is all any city ever needs. More than that is just asking for public disorder.

  6. #6
    Deranged rock ape Member Quirinus's Avatar
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    Default Re: RTW - Game Changes Obsoleting Guide Advice

    Yup. Besides which, the sewer-line of buildings are destroyable, so that if, say, Carthage has just past 24000 pop. and is still going strong at 6% growth, destroying the sewer buildings is an option, but if you built farms, you're pretty much stuck into seeing your public order plummet due to squalor, exterminating it, and repeating that cycle not a decade later. While this tactic may be effective, I find it somewhat repugnant due to roleplay reasons.

    That's why I think the advice about controlling your pop. growth so that you get 0% growth after the 24000 mark is still relevant. But yeah, I did notice that a lot of advice in the guides were obsolete, such as the ones which claim that a half-stack of archers can defend a city against anything.
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