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Thread: Where to build markets - only in fertile lands?

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  1. #1
    Medevil Member Dead Guy's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    That's precisely how I've understood things work.

    Furunculus: Global as in your clan yeah. As for which region gets hit, I'm not sure. For me it was always one where the local food supply was negative. That's ok as long as the global is above 0, but not when the global is negative.

    I basically have two region modes.

    1. Farm + Market only. Relatively low investment - High economic return.

    2. Castle, Dojos and encampment/smith/lodge/proving grounds only. This is best on borders obviously, since it not only gives you excellent recruitment capability, but also insane levels of replenishment, in addition to the free garrison and defenses in the event of a siege.

    I deviate from this standard in the province I use as my ninja-farm, i.e. a region with ninja clans. And this might not be feasable early in the campaign when you have three regions obviously.

    Gah! Ninja'd! How apropos :p

  2. #2
    BrownWings: AirViceMarshall Senior Member Furunculus's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    many thanks.
    Furunculus Maneuver: Adopt a highly logical position on a controversial subject where you cannot disagree with the merits of the proposal, only disagree with an opinion based on fundamental values. - Beskar

  3. #3
    Boy's Guard Senior Member LeftEyeNine's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    Speaking of which, is it possible to set the taxation differing from one povince to another or do we have only a global slider for that ?

  4. #4
    Nobody expects the Senior Member Lemur's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    Taxation is global, but I note there is an option for "auto-manage taxes." Don't know if that triggers individual rates for provinces or not. And of course you can always turn off taxation for individual provinces.

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    BrownWings: AirViceMarshall Senior Member Furunculus's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    Quote Originally Posted by Dead Guy View Post

    Furunculus: Global as in your clan yeah. As for which region gets hit, I'm not sure. For me it was always one where the local food supply was negative. That's ok as long as the global is above 0, but not when the global is negative.
    is there a tool tip that shows you what your net food value is for your clan territories, so you have an idea of whether you can afford to build a market in a particular territory?
    Furunculus Maneuver: Adopt a highly logical position on a controversial subject where you cannot disagree with the merits of the proposal, only disagree with an opinion based on fundamental values. - Beskar

  6. #6
    Medevil Member Dead Guy's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    The global food is given in the bottom right of the GUI I think. There's a little bag of rice with a number beneath it, IIRC.

    You can find the local food supply in the menu you get when double-clicking a castle town, I think it's in the top right part...

  7. #7
    BrownWings: AirViceMarshall Senior Member Furunculus's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    many thanks.
    Furunculus Maneuver: Adopt a highly logical position on a controversial subject where you cannot disagree with the merits of the proposal, only disagree with an opinion based on fundamental values. - Beskar

  8. #8

    Default Re: Where to build markets - only in fertile lands?

    http://forums.totalwar.com/showthrea...e-for-Shogun-2

    This is a really good guide to understanding/managing your economy and happiness. I feel I understand it a lot better having read it, although still fuzzy on growth.

  9. #9

    Default Re: Where to build markets - only in fertile lands?

    Quote Originally Posted by xploring View Post
    http://forums.totalwar.com/showthrea...e-for-Shogun-2

    This is a really good guide to understanding/managing your economy and happiness. I feel I understand it a lot better having read it, although still fuzzy on growth.
    Town Growth comes from a variety of factors:

    1. Buildings like Market and Harbour and road upgrades provide town growth. This enhances the town wealth every turn.

    2. Some Chi arts provide town growth.

    3. Global Food Surplus is the most important source of town growth. Your Global Food Surplus provides a +town growth bonus in every single province, equal to the amount of the surplus. Which is why you should never, ever build a Rice Exchange, nor upgrade a fortress if you can afford not to.

  10. #10

    Default Re: Where to build markets - only in fertile lands?

    Never upgrading a market is a bit extreme if you do the maths. The market chain food costs is capped at 2 for a structure that adds (at the top end) 2000 to wealth from commerce, or, at 25% tax rate, 500 per turn, in addition to increasing town growth. If you took the 2 food and added that to town growth for a 10 province empire, getting an extra 500 per turn is going to take 2000 increase in town wealth, or 200 per province, which is 100 turns. Not exactly the best use of food, especially since we're discounting town wealth bonus from the market chain.

  11. #11
    Member Member Zarky's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    Quote Originally Posted by MCM View Post

    3. Global Food Surplus is the most important source of town growth. Your Global Food Surplus provides a +town growth bonus in every single province, equal to the amount of the surplus. Which is why you should never, ever build a Rice Exchange, nor upgrade a fortress if you can afford not to.
    I'd like to question the most important part.
    There are some factors you need to consider. In order to have anything more than 2-3 food surplus and still be able to ward off your enemies in every direction you'll need a big number of provinces, some with big food consuming castles.
    Assuming you have 40 provinces, 1 food surplus would give you total of 40 town wealth per turn divided over all those provinces, slightly reduced by tax level. For this effect to become better than upgrading a market you'd need to give it a number of turns. so it really becomes a trade off between how fast you want the money, and it's actually better to have some provinces making much more income than others so that you can place your Metsukes there increasing tax rate.
    It's true that at some point in the game you will probably end up with a large food surplus thus it becoming the largest single source of town growth, but by any means it is not the most important.

    I rest my case.
    Homo Sapiens non Urinat in Ventum - the wise man does not piss against the wind.

  12. #12
    Provost Senior Member Nelson's Avatar
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    Default Re: Where to build markets - only in fertile lands?

    The cost of diverting Bushido or Chi research is tough to quantify. It is certain though that getting near the bottom of either tree takes a lot of time that could have yielded advantages sooner with the other discipline.
    Time flies like the wind. Fruit flies like bananas.

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