Realistically a village is pretty useless, and it would be ideal to try to upgrade them as soon as possible. In
villages and
towns your priority should be building farming upgrade, this improves the settlement’s income but more importantly adds a nice population boost to your meagre little settlements.
As for a normal settlement (not particularly tiny) the best stuff to build is most definitely
roads (and paved if possible). This stuff improves trade by a great deal and also improves the movement distances for your characters and armies, which could prove invaluable at times.
As ratwar stated,
ports are absolutely money making machines when it comes to trading. The sea is paved with money, and not fully taking advantage of this could prove costly. Get as much trade agreement as you can and your ports could make you an extremely healthy amount of profit.
Markets are the standard trade building within a settlement, so build them obviously.
Other additional stuff such as
Merchant’s Wharf and
Banks are all nice, build them if you can.
Quoted shamelessly from M2TW FAQ by
Econ21
What to build in a castle depends on the strength of the faction, or at least this rule applies earlier in the campaign. If you have superb ranged units then always go for Bowyer and upgrades, if you have excellent infantry then barracks will be your priority, and stables for cavalry. In the case of the French I suggest you try to build a Drill Square as soon as possible, these give you the ability to train Armoured Sergeant, which is pretty much the best you can get within castle level. Once advanced into Fortress you are almost spoilt for choice, as you get both mounted and dismounted Feudal Knights. And as you progress into Citadel you should be quite invincible.
Merchants are tricky to use for relative newcomers to the game. Merchants basically stands on resources and make money for the mother faction, the more finance they have the more money they will make, and the more chance of success they’ll have on acquiring other merchants’ assets.
Four ways Merchants pick up more finance:
Random chance – Merchants can have high finance by random chance, it is possible for you to recruit 3+ finance merchants in simple towns, though the chance is low. Also retinues help finance, but they are random chances as well.
Experience – Merchants standing on the same trade resources for a substantial amount of time will gain more finances.
Acquisition – Merchants putting other merchants out of business will gain more finance. This is best done to use higher merchants to prey on weak merchants with low finance. A 3 finance merchants should have no problem acquiring 1 finance merchants, this will also gain your merchants finances, this would drive the opposition merchants out of business for good. But the AI merchants can do this to you as well, and when they do it is very annoying indeed.
Guild – Merchant Guilds are good for boosting the settlements’ trade. But they also give a significant boost of finance to your merchants. Merchants guild and master merchant guilds are good for any merchants trained in the settlement with that guild, this will normally give your merchants a 1-3 finance boost. Merchant HQs adds a significant boost to your merchant, and will ensure you that every merchant trained will have a 5+ finance, and they also have global effects as well.
You attract merchant guild by your leadership style. Marseilles is an ideal destination for a merchant guild, my advice is to keep on recruiting all of your merchants in Marseilles, when it reaches city level the merchants should probably offer you the chance to have merchant guild in the settlement, then its plain sailing from that point.
William I of England applied the same tactic in Hastings, and he'll always remembered as a cheat.
Cheating is the only cheap tactic; everything else is considered legal and justified.
Hope this helps.
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