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Thread: Town defenses: what determines if those can be built?

  1. #1
    A Livonian Rebel Member Slaists's Avatar
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    Default Town defenses: what determines if those can be built?

    Does anyone know what determines whether walls can be built around a town? Playing british, walls can be built in the Carribean provinces, but not in the ones the Brits capture on the mainland. The populations of both seem to be about the same. Hmm...

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    Member Member lugh's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    I've been trying to figure it out myself. I think it might be something to do with revenue. It might be a correlation/causation snag I'm hung on but it seems that the settlement needs x amount of gold per head coming in. I've only been watching for it the past day though.

  3. #3

    Default Re: Town defenses: what determines if those can be built?

    Also anyone got any idea how emigration works? I mean i've got 120 mil pissed off frenchmen in France (3 modern universities tends to do that in a absolute monarchy) and some woefully underpopulated colonies in the new world with minimum taxes. Why wont they get out of dodge, obviously conditions are bad enough and there are too many freaking people in the old world?

    With massive trade income and tech rushing, it was crazy how fast France's population grew.

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    Member Member lugh's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Nope to that either. Hell, it's half the fun of a new TW game figuring out the mechanics going on behind the scenes, right?

    Population wise though, at a guess you need to upgrade farms in the colonies, lower taxes and otherwise boost the population growth % in the city "factfile". Presumably there's a piece of code ala "if growth in the colony is + and happiness in France is -, pull population from France. If not, make with the magic numbers"

    Or something...

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    Praeparet bellum Member Quillan's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Personally, I think it's set in the campaign data files. I think a province will be pre-specified as to its ability to build fortifications. I don't think it's changeable later in the game no matter the development of the province.
    Age and treachery will defeat youth and skill every time.

  6. #6

    Default Re: Town defenses: what determines if those can be built?

    To the first question those settlements that you can build walls around are those that are settled with western architecture if you look closely the settlements that you can't build walls around, the most sophisticated structures that you can find are wicker longhouses. Those that do have the option to build walls have the slot while others don't.


    As for emigration your people need to be discontent to start to pack up and leave. Try to keep them on the brink of disenchantment, and not rebellion, and then they will start packing up.

  7. #7

    Default Re: Town defenses: what determines if those can be built?

    Yeah, I've been trying to figure out immigration as well. As the Dutch, my capital and Flanders (which I captured less than 10 turns in) had no more towns left so I was trying to get them to immigrate to the Americas and Ceylon. I tried punishing taxes in Europe and exempted the rest, but that didn't budge immigration that much.

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    The drunken Duke Member Suraknar's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    When You can't Build Walls, destroy whatever "TownHall" they may have and start building one of yours.

    Same with some other types of buildings such as Indian farms etc, so you can upgrade them.

    As for Population, I found that Lower Tax + farms but also Fisheries will boost it up quite fast, so I know the temptation maybe Trade ports, however if you want more population Fisheries will help more, then when populations is higher, you can always destroy the Fisheries and build Trade ports or Shipyards instead.
    Duke Surak'nar
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  9. #9
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Quote Originally Posted by Suraknar View Post
    When You can't Build Walls, destroy whatever "TownHall" they may have and start building one of yours.

    Same with some other types of buildings such as Indian farms etc, so you can upgrade them.

    As for Population, I found that Lower Tax + farms but also Fisheries will boost it up quite fast, so I know the temptation maybe Trade ports, however if you want more population Fisheries will help more, then when populations is higher, you can always destroy the Fisheries and build Trade ports or Shipyards instead.
    Nope, that's not it. I had a bunch of capitals in Americas where I had rebuilt the town halls from the indian version to the western one: after the conversion - still no walls available. Maybe it's a bug: who knows.

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    The drunken Duke Member Suraknar's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    I am affraid, your right, it was my error, the campaign I played I never got to conquer any places that did not have them.

    But I started a new campaign and this time I conquered Texas pueblo peoples and it never gave me defenses yet. Had an initial population of 6k, brought it up to 16k (with farm and fishery) and nothing.

    So I am equally, curious now.

    I did construct a Fort within City perimeter thought...I do not know if that could have influenced it.
    Last edited by Suraknar; 03-30-2009 at 01:21.
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  11. #11
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Quote Originally Posted by Suraknar View Post
    I am affraid, your right, it was my error, the campaign I played I never got to conquer any places that did not have them.

    But I started a new campaign and this time I conquered Texas pueblo peoples and it never gave me defenses yet. Had an initial population of 6k, brought it up to 16k (with farm and fishery) and nothing.

    So I am equally, curious now.

    I did construct a Fort within City perimeter thought...I do not know if that could have influenced it.
    Probably not, I had no forts near the towns that I could not build any defenses in...

  12. #12
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Now, building a fort outside of town to defend it is a legitimate tactic in the game.

    There's one caveat, though: Make certain the zone-of-control of the troops in the fort extends beyond the far side of the town you're trying to protect.

    I learned this the hard way in my Dutch campaign. Late in the game, Sweden finally took out Hannover and I purchased it from them. Since I was still at war with Prussia I moved troops into the province immediately, and I built a fort a little east of the capital. I wanted to be able to protect both the capital and the two towns near it, and the ZOC of the army was touching all three. Unfortunately, when Prussia decided to raid the closest town, the fort did not protect it. They moved in without opposition. Once they moved OUT towards the capital I got to intercept them, but it was a little late at that point. If the ZOC extends out on the opposite side of the town you're protecting, you should get the chance to intercept an attacking army, which will force them to assault and take your fort.
    Age and treachery will defeat youth and skill every time.

  13. #13
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Quote Originally Posted by Quillan View Post
    Now, building a fort outside of town to defend it is a legitimate tactic in the game.

    There's one caveat, though: Make certain the zone-of-control of the troops in the fort extends beyond the far side of the town you're trying to protect.

    I learned this the hard way in my Dutch campaign. Late in the game, Sweden finally took out Hannover and I purchased it from them. Since I was still at war with Prussia I moved troops into the province immediately, and I built a fort a little east of the capital. I wanted to be able to protect both the capital and the two towns near it, and the ZOC of the army was touching all three. Unfortunately, when Prussia decided to raid the closest town, the fort did not protect it. They moved in without opposition. Once they moved OUT towards the capital I got to intercept them, but it was a little late at that point. If the ZOC extends out on the opposite side of the town you're protecting, you should get the chance to intercept an attacking army, which will force them to assault and take your fort.
    I find it quite inconsistent: how interception works in the game. For example, I would have a little amy stationed in the capital of the province and a couple militias sitting in a fort nearby. The enemy crosses the bridge by the capital and I get to intercept, which is fine. However, when the battle starts, my army from the capital somehow got 'teleported' to the fort while my milita that was actually sitting IN the fort had become reinforcements walking onto the map from a side... Of course, I should not complain since that situation was to my advantage.

    Bugs aside, I do not understand the concept of the interceptor sitting in a fort... If I intercept, I should be the active one and attacking. And not sitting in a fort, but rather fielding the army outside.

  14. #14
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    I think the mechanic is to represent that the fort controls the area around it, and if the attacker wants to proceed he has to take the fort. So when the attacker gets within that range and you choose to intercept, the attacker gets to try and take the fort from you.

    Where I find weirdities is the positioning issue (at least one player reported that in a battle where he had to take a fort from the AI the game had him deploy inside the fort while the AI was outside it) and the fact that more than once I've seen an AI army march right through my ZOC while passing me up to raid a town behind me.
    Age and treachery will defeat youth and skill every time.

  15. #15
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Town defenses: what determines if those can be built?

    Quote Originally Posted by Quillan View Post
    I think the mechanic is to represent that the fort controls the area around it, and if the attacker wants to proceed he has to take the fort. So when the attacker gets within that range and you choose to intercept, the attacker gets to try and take the fort from you.
    hmm...

    1) the geography just did not work that way; in order to get to the fort, the enemy would have had to get trough the town (the fort was behind the town, while the enemy was crossing a bridge that ended IN the town).

    2) if what you say (about interception) is true, then there should be no chance for the interceptor to "decline".

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