Results 1 to 30 of 151

Thread: Rome 2 Tips and un-/under-documented features

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Tips - Unit buffs

    Quote Originally Posted by Seyavash View Post
    Does anyone know how to tell when a province has exhausted it's growth potential? Some regions seem to only have 3 slots versus 4 while capitals also seem to vary somewhat from province to province. I am guessing it is when all potential building slots disappear but I am hoping for confirmation.
    It is true that there are varying numbers of build slots for each settlement, but it is not random. The differences in slots among various settlements is due to two factors: First, whether the city is a capital or a minor, and second, whether it is coastal or inland. The city and port slots are always fixed (e.g., the player cannot opt to replace a port or city with, say, a farm or barracks). So, settlements have a consistent number of "player-discretion" slots as far as what is built in them (4 for capitals, 2 for minors).

    Coastal capitals have 6 slots (1 city, 1 port, 4 discretionary).
    Inland capitals have 5 slots (1 city, 4 discretionary).
    Coastal minor settlements have 4 slots (1 town, 1 port, 2 discretionary).
    Inland minor settlements have 3 slots (1 town, 2 discretionary).

    Once all settlements in a province have reached those numbers, then provincial growth stops.

    Members thankful for this post (2):



  2. #2
    Strategist and Storyteller Senior Member Myth's Avatar
    Join Date
    Apr 2010
    Posts
    3,921

    Default Re: Tips - Unit buffs

    Bram is correct. And I will just add that what is considered coastal and what is not is a bit arbitrary (or it is historically accurate, haven't checked). For example, Rome has no port (which is accurate). Then again, some regions like Sparta don't have one either, which is just weird.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  3. #3

    Default Re: Tips - Unit buffs

    Quote Originally Posted by Bramborough View Post
    It is true that there are varying numbers of build slots for each settlement, but it is not random. The differences in slots among various settlements is due to two factors: First, whether the city is a capital or a minor, and second, whether it is coastal or inland. The city and port slots are always fixed (e.g., the player cannot opt to replace a port or city with, say, a farm or barracks). So, settlements have a consistent number of "player-discretion" slots as far as what is built in them (4 for capitals, 2 for minors).

    Coastal capitals have 6 slots (1 city, 1 port, 4 discretionary).
    Inland capitals have 5 slots (1 city, 4 discretionary).
    Coastal minor settlements have 4 slots (1 town, 1 port, 2 discretionary).
    Inland minor settlements have 3 slots (1 town, 2 discretionary).

    Once all settlements in a province have reached those numbers, then provincial growth stops.
    Thanks. I actually found your answer on another thread after posting here. This helps me stop worrying about growth for those regions where it is no longer possible.

    One odd thing I notice that pops up periodically is I will suddenly not be able to build a certain type such as the cattle line when I normally should. However, I find that if I start the first level of some other building type in that slot then destroy it I usually can build the line I was denied a few turns earlier.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO