It seems that the military/economic (castle/city, in M2:TW) building lines are broken -- you can build any barracks/armory/military building in the latter, not the former. This makes the former rather useless, doesn't it?
It seems that the military/economic (castle/city, in M2:TW) building lines are broken -- you can build any barracks/armory/military building in the latter, not the former. This makes the former rather useless, doesn't it?
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What does that have to do with Empire Total War?
"Romanes Eunt Domus"
- Brian of Nazareth
"We always have been, we are, and I hope we always shall be, detested in France."
- Arthur Wellesly
There are some regions that are never able to build more than the palace line. In those regions the military governors allow you to build more troops and have two builds for units per turn. It is better than never being able to build more than a single militia per turn, though it has a slight negative impact on economics and region suppression.
Education: that which reveals to the wise,
and conceals from the stupid,
the vast limits of their knowledge.
Mark Twain
I think... if you build the governor's buildings in certain colonial territories (I've noticed it in the US and India), you can't build any other buildings and therefore can only recruit militia; building military governor's buildings means you can recruit a selection of units.
That's only a rough explanation/guess, I'm sure there are some ridiculously complicated hidden rules and variables going on. It is TW, after all...
Maybe looking at the building browser before you do anything will tell you what you get from the alternative buildings. Maybe
(And I think the OP was just comparing the military gov/normal gov building trees with M2TW's castle/city choice)
Last edited by Fridgebadger; 04-05-2009 at 15:43.
Nothing hidden or mysterious. Nothing is broken. The highest level military governor mansion allows the recruitment of (colonial) line infantry, dragoons and other cavalry, and artillery, along with several unique units to the region. The unit selection will be different for the non-Christian factions, but you will still be able to recruit units that you would otherwise only be able recruit from barracks & cannon makers in 4-slot cities.
There are many regions - even in the European theater - where you can build only the Governor's building at the capitol. Try conquering the Americas with only the 4-slot cities producing real soldiers: Quebec, Boston, Philadelphia, Mexico City, and the capital of New Andalucia. The distances are vast, and the enemies numerous. Without a Military Governor's Mansion in a strategic region, you'll have a hard time conquering and defending your territories.
As for what they do: M.G.M caps the tax rate bonus to 2% and suppression bonus to 1 point. The G.M. has a maximum tax rate bonus of 6% and suppression bonus of 3 points.
Last edited by anweRU; 04-05-2009 at 20:14.
Ancestry: Turkish & Irish. Guess my favorite factions!
Chaps
You swap military recruitment for both economy and local suppression.
Regards
Last edited by MikeV; 04-06-2009 at 01:58.
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Does anyone have knowledge of which region produces what unique troop (like Hakkapelitta in Finland), or is it perhaps possible to check with the building browser?
In America it often feels better to be able to recruit better units instead of having a little higher tax, because you have so few inhabitants anyway. On the other hand, I've rarely been attacked there :p I've had one stack of troops from Europe systematically conquering every region I've taken in that theater.
Almost every faction can get highlanders (an elite line inf unit) in Scotland. African Native Infantry can be recruited in Africa, and there's a light infantry unit that can be recruited those lands south of Austria (north-west area of the Balkans).
All I know thus far.
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