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Thread: foreign enterprise and colonies

  1. #1

    Default foreign enterprise and colonies

    Hi again.

    I tried searching the faq and the forum but not that hard,
    so just point me to the thread if this has already been answered.

    One concept that I found was new with EB was that with the Romani,
    you can build "foreign enterprises" (I forget the name in Italian right now).
    This can later on be upgraded to a colony. The icon in the build screen
    looked similar to the marketplace icon, and at first I mistook it for an
    early version of the marketplace.

    Anyway, I was just wondering what I should expect in terms of its
    effects.

    1. The negative population growth portion is pretty simple to
    understand. Where does this population go by the way? The
    new cities you just enslaved? Other factions? By the description
    it does sound like you're moving an existing population and moving
    them somewhere else.

    2. The increase in public order can be appreciated in the game,
    but I don't fully appreciate it in the historical context. I guess
    less people means less potential troublemakers in the original city
    (city you're emigrating from).
    But I don't understand why there's an extra public order
    bonus if the effect is indirectly felt by the redirection of a % of your
    population growth. Unless the public order bonus was meant for the
    receiving cities (cities receiving the colonizers/immigrants).

    3. The increase in "tradeable goods" is not obvious (but
    so was the same tradeable goods in original marketplaces). Are the
    effects on par with marketplaces/forums (i.e. building an equivalent
    foreign enterprise and a marketplace together doubles your tradeable
    goods) ?

  2. #2

    Default Re: foreign enterprise and colonies

    I think you are reading too much into this.

    Basically from what I can tell the colonial stuff is meant to help level out your population. This helps prevent your very large cities from growing out of control and revolting. In vanilla I can remember having to let a town revolt so I could retake it and reduce the pop. This helps to eliminate that broken mechanic.

    As far as where the "population" goes, it doesn't go anywhere. It's just an abstract to represent your population going to an "off map" colony.
    Last edited by Xurr; 05-02-2008 at 23:38.

  3. #3

    Default Re: foreign enterprise and colonies

    Quote Originally Posted by Xurr
    I think you are reading too much into this.

    Basically from what I can tell the colonial stuff is meant to help level out your population. This helps prevent your very large cities from growing out of control and revolting. In vanilla I can remember having to let a town revolt so I could retake it and reduce the pop. This helps to eliminate that broken mechanic.

    Fair enough.
    I do tend to overanalyze things occasionally.

    And if this is a feature to help with game mechanics like
    the apeleutheroi, then I'm a happy camper.

  4. #4

    Default Re: foreign enterprise and colonies

    1) The negative population is a negative 'bonus' (RTW doesn't really understand building 'mali' too well...) ensure less growth. It doesn't remove people. And it doesn't add people anywhere either.
    2/3) You rid yourself of potential trouble makers and get access to potentially lucrative trading routes & partners in the process...?
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