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Thread: E:TW Cities

  1. #1

    Default E:TW Cities

    Is there a list of cities or towns located somewhere in the E:TW database (or whatever it's called)? My friend up north wants to know if his hometown (Scranton, Pennsylvania) is in the game and I can't give him an answer. If there is a 'list', I'd appreciate it if you could post it here or PM me it.

    And just to add more depth to the dicussion, how are cities in E:TW, in general, compared to past installments?

  2. #2
    Senior Member Senior Member katank's Avatar
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    Default Re: E:TW Cities

    Dunno about a database. Can virtually guarantee it's not. Scranton was incorporated in the mid 1800's. Thus, it's outside of ETW's time frame.

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    The Philosopher Duke Member Suraknar's Avatar
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    Default Re: E:TW Cities

    Quote Originally Posted by ROFLMAO View Post

    And just to add more depth to the dicussion, how are cities in E:TW, in general, compared to past installments?
    I really Like the new System.

    Regions are bigger, but each region has several Cities which can be specialized for a given focus, example a University or Religiouss College, Some type of Industry (Ironworks, textiles) or Luxury Buildings.

    All of the Cities are not in a region at the start of the game, these evolve at given populations of the regions themselves, each region also has a region Capital which has more areas of development.

    You win regions by taking the region Capital, but you can weaken regions (and the capital) by occupying region towns.

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    Senior Member Senior Member Fisherking's Avatar
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    Default Re: E:TW Cities

    Quote Originally Posted by ROFLMAO View Post
    And just to add more depth to the dicussion, how are cities in E:TW, in general, compared to past installments?
    In the past each region had only one city and perhaps an unnamed port.

    Everything was located in the city. You could blockade the port and devastate farmland just by being there. Other than that you had to lay siege to the city to capture it and the old AI loved to lay siege with some decimated peasant unit to deprive you of income every turn…and there was nothing you could do to stop it…until your turn, but then you had already lost the cash. Almost every battle was a siege battle or sallying out to kill the pitiful AI force. Open field battles were more than likely against some rebel/brigand force in the countryside devastating your farm income…almost every 4th turn. The same happened at the port with someone blockading you some where about every turn or two.

    Some how we thought it was fun.


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    Member Member KozaK13's Avatar
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    Default Re: E:TW Cities

    You could look at all the names of the towns and developing towns in the region.

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    The Abominable Senior Member Hexxagon Champion Monk's Avatar
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    Default Re: E:TW Cities

    Quote Originally Posted by Fisherking View Post
    In the past each region had only one city and perhaps an unnamed port.

    Everything was located in the city. You could blockade the port and devastate farmland just by being there. Other than that you had to lay siege to the city to capture it and the old AI loved to lay siege with some decimated peasant unit to deprive you of income every turn…and there was nothing you could do to stop it…until your turn, but then you had already lost the cash. Almost every battle was a siege battle or sallying out to kill the pitiful AI force. Open field battles were more than likely against some rebel/brigand force in the countryside devastating your farm income…almost every 4th turn. The same happened at the port with someone blockading you some where about every turn or two.

    Some how we thought it was fun.
    Indeed.

    Every province now has a "region capitol", to take the province you need to take the capitol, or the city. But there's also outlying towns, mines, factories, ect, that spring up over time. These will spawn inside a province and can be increased in growth by upgrading farms and lowering taxes.

    Each of these towns can be turned into something unique, mines and farms have to stay mines and farms, but the rest can be turned into theaters, factories, schools, ect.

    Ports develop the same way as towns do and spring up over time. They take significantly longer to develop however, as Russia I didn't see a port develop until passed turn 50+. Taking established ports is much more effective than waiting for your people to build you one.
    Last edited by Monk; 03-15-2009 at 20:55.

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    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: E:TW Cities

    Quote Originally Posted by Monk View Post
    Ports develop the same way as towns do and spring up over time. They take significantly longer to develop however, as Russia I didn't see a port develop until passed turn 50+. Taking established ports is much more effective than waiting for your people to build you one.
    Yeah, ports can take a while to become more than just a small fishing village. I'm actually a little concerned that their growth might be too slow, since I agree that conquering a port town/city is often the more sensible and/or economical route.



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    The Abominable Senior Member Hexxagon Champion Monk's Avatar
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    Default Re: E:TW Cities

    Quote Originally Posted by Martok View Post
    Yeah, ports can take a while to become more than just a small fishing village. I'm actually a little concerned that their growth might be too slow, since I agree that conquering a port town/city is often the more sensible and/or economical route.



    By the by: Welcome back, katank! We've missed you.
    It's probably a balancing issue.

    As Russia you're heavily encouraged to get in a fight early on solely for the purpose of securing a port, but if one popped up in the first 20 or so turns there'd be no real need. I think their growth needs looked at, but like many things in a total war game it's all about striking a balance.

  9. #9
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: E:TW Cities

    The order in which towns are developed is pre set.

    So if you rush towns it will still take a while to get the one you want.
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    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: E:TW Cities

    Some cities won't ever develop unless you exempt the region from tax your entire stint of play
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  11. #11
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: E:TW Cities

    Population growth is your friend.

    Farms/Fisheries plus their techs.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
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  12. #12

    Default Re: E:TW Cities

    Playing as the French with taxes set on the lowest or next to lowest level for the lower class, the main territory of France cranks out a new village every 10 or so turns until it is out of villages. By the time Calais comes into existence Paris is an economic powerhouse. I really like the way villages work and I think they add a lot of depth to the strategy/campaign map.

  13. #13
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: E:TW Cities

    Getting towards the end of the U.S. Grand Campaign and Scranton is indeed a village in ETW. Specifically, a farming village.
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