It’s a common misconception that upgrading farmland always leads to squalor and the resulting discontent. There are some areas that need only lvl 1 farms, like Carthage, Alexandria, Syracuse, Tanais, Chersonesos, etc., because they have a built-in grain bonus (marked by a wheat sheaf on the campaign map). There are definitely areas that need max farms to reach 24k….Sparta, Corinth, most cities in Anatolia, and any in barbarian country. And even then, you will need a boost from ancillaries such as “Grain Merchant” or “Overseer” or “Architect” along with a governor that has +farming traits, to reach the top tier of development for these cities. The key to controlling squalor and unrest is to achieve ZPG (Zero Population Growth). If you do that, you have no problems with squalor or unrest for as long as you maintain the ZPG.
Everyone has their own way and pace to develop. I’ll chip in here with mine….
1. I always build roads on the first turn in every province I own (with a few exceptions). They are the arteries for your infrastructure. I raise taxes as high as I can without causing outright rebellion. Early on, you can get away with this because populations are small and you generally have decent governors. I disband what I consider to be useless units to reduce unit upkeep. For me, these are skirmishers, slingers, town watch and peasants (unless they are needed as garrison) and excess militia cavalry (although I do use some of these).
2. Basic farms on turn two for those provinces without it, and/or a port for provinces with port potential. Trade income via port, will come to constitute well over 50% of your income. It will bring in more money than taxes and mining combined, so get started on it as soon as possible. A simple port can handle one trade route and allows the training of biremes (or small boats for barbarian factions). A shipyard can handle two trade routes and allows the training of triremes (or large boats). A dockyard can handle three trade routes and allows the training of quinquiremes.
3. Next comes temple choice. Do not be afraid of growth/fun temples for those settlements with less than 1k population. You can always replace it with another at a later stage when you’ve achieved the desired level of development, and the population is small enough to not need a governor (who might be saddled with undesirable traits such temples often confer). Pick your troop training settlements and use temples that grant bonuses for your units. Use law and order temples for all other areas. Always look to see what the highest level of temple will give you, as some choices are deceptive in what they can do for you. As an example, the Brutii temple of Mercury appears to give you a better choice for increased trade. But the Juno temple will grant the increased trade bonus at the pantheon level in addition to a +2 exp bonus, and is the best law and order temple. So in the long run, the Juno temple is the better choice, in my opinion.
4. Early on, I try to get by on only the barracks types that I feel are essential. This allows me to get my economic infrastructure off and running. But, obviously, some development in that area is necessary and needs vary as to faction and game situation.
5. From there, upgrades are done as need arises, and subject to what funds are available. Make sure to keep your unit upkeep costs and wages to family members at 50-60% of your total net worth. Any higher and you start to lose the capacity to train new units and do continual upgrades or new construction. That’s been my experience, at any rate. You can keep track of all this on your financial screen.
That's all I can think of off the top of my head, at the moment. Hope this helps.
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