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  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...

  2. #2
    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.

  4. #4
    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...

  5. #5
    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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