Quote Originally Posted by Jurand View Post
Thanks a lot for this info, athanaric and TheLastDays - it helps

I might have been not clear enough, so just some more words:

Cities’ income: I knew that the number under the town model on the strategy map misleading and I didn’t mean it. I meant the numbers you can see in the city scroll – trade, taxes, mining. If you look at them the income of a big city is still very small compared to the income of a small town.
What I am relly interested in is: what is (if any) the link between
• population and farming income
• population and tax income
• population and trade
or cities have defined numbers for above and you can increase it only through buildings?

Some outstanding questions – maybe somebody other will know:
1.2 Cavalry charge: How quickly does the “charge bonus” dissipate - 5 seconds? Ergo: when should I order a unit to withdraw after the charge? Or maybe I can see some graphical effects?
2.2 Friendly fire: so you never put slingers behind a line of infantry? You put them in front?
4.1 Hiding in the woods: Assume that my units hide in a wood and I want them to go through the woods to encircle the AI troops. Will the AI spot this move instantly, or only from a close distance? Does it differ for cavalry and infantry?
6.1. Government bonuses: Where can I read what are the benefits of different govt buildings? In this thread somebody presented SPQR/Seboz/Makedon – where can I find this data?
6.2. Where can I read about relationships: loyalty <> public order <> happiness?
1.2 Yes, it's 5-10 seconds and you can see it in the tooltip that you get by hovering your cursor over the unit, while they charge it says "Charging"
2.2 yes, put them in the front, "Fire at will" off when you move them back to safety... then you can move them out later again to flank and shoot the opponent's units in the back
4.1 already answered ;)
6.2. Public order is the overall attribute that describes how "orderly" your towns are. If it's too low you'll have a revolt on your hands.
Public Order consists of a number of different factors: Happiness, Law, Repression (garrisoned forces) all add to Public Order while Unrest, Squalor, Culture Penalty reduce Public Order
So... you could have a town that's very unhappy by whatever reason but it could still be "orderly" because you maxed out a lot of "Law"-Buldings or your governor has a bunch of law-increasing traits/ancillaries...

The effect of the whole maths is, that some Public Order buildings only work in certain situations...
For example public health reduces squalor... so if you have a big town that has a massive amount of squalor this will decrease public order. Bulding sewers will then raise public health, reducing squalor and thus raising public order.
In a town that has no squalor (too small, a lot of public health stuff alredy built and recently upgraded governors building), building the same sewers won't have an effect on public order.
An ancillary that reduces unrest will only help in a town where unrest is the problem, not in an overcrowded one, where squalor is likely the problem.
Happiness always works, as it just raises public order ;)

Now I'm not sure what you mean by loyalty. The stat system of generals in the RTW engine doesn't have it but it has traits for loyal and disloyal characters that will, for example, raise or lower their cost to being bribed