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  1. #10

    Default Re: Building Slots

    Quote Originally Posted by ReluctantSamurai View Post
    So everything works on percentages? And after reading this comment in a different thread, maybe there are some things to like about this game
    Not quite sure what you mean by percentages. Let me give an example.

    Province is Germania Minor, with two regions, Vesontio and Bagacum.

    Vesontio is the capital and has a Roman Colonia from the city line of buildings, which gives +5 growth per turn. Bagacum has a Roman Village, giving +3 growth per turn.
    The empire as a whole has +72 food, giving +5 growth per turn in each province.
    The province has +47 public order, giving another +3.
    One of the techs I have gives +1.
    And finally, a general I have in the province has the trait 'Fertile' ('This man makes excellent choices in bed partners. And then acts on those choices.'), which, somehow, gives another +1, leading me to believe that he not only makes excellent choices, but makes them very frequently.

    All that adds up to +17 growth per turn. It also tells me that I need 70 growth for next population surplus. The next building slot for my city would cost 7 pop surplus points. My town is currently maxed out, but it probably took 4 points to unlock each slot.

    Basically, having surplus growth doesn't have any ill effects. You control when to upgrade your city/town, and all the penalties from that are factored into the negative public order and food they take up.

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