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Thread: Redux: Special buildings...

  1. #1
    Member Member daigaku's Avatar
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    Question Redux: Special buildings...

    Topic:

    I would like to open this new thread for [general discussion and info on] some not-too-obvious buildings and their prerequisites [in Redux].

    Context:

    I stumbled over this "treaty of Trade" in my English campaign (and did build it), had a look at the "BUILD_PROD13" and saw quie a few more, but I seem unable to build them. What must be done/built before? Are they available to the English? Could you give me some suggestions please?


    greetings daigaku
    Last edited by Axalon; 12-10-2013 at 18:45. Reason: Re-structuring, clarification and title-change... - Axalon

  2. #2

    Default Re: Redux: Special buildings...

    In Redux, almost every faction can set up a special/unique treaty in any province it controls and have developed enough to potentially enable some extra and local benefits there. It can be different things, extra income, more stability or something else. What these benefits exactly are, is defined by the sort of treaty it is. Each faction only have access to one kind of treaty, and can thus not set up other kinds of treaties then that. It takes above all time and some cash to set up a treaty and in all instances treaties are enabled by the chancellery-building by default designs. In game-terms, treaties are unique and the player can not set up more then one treaty at a time...

    For more details, see the "CRUSADER_BUILD_PROD13.TXT"-file...

    - A

  3. #3
    Member Member daigaku's Avatar
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    Default Re: Redux: Special buildings...

    Hi @Axalon,

    For more details, see the "CRUSADER_BUILD_PROD13.TXT"-file
    I had looked there, but mind I still use WORDPAD to read and tune up those files - for the recommended progs don´t wanna work with Win98SE ;-)

    There, under "Treaty of Trade", was written something about "SWISS" what struck me as some weird thing, them not being part of the game...

    Anyway, thanks for sorting it out for me!

    greetings daigaku

  4. #4
    Member Member daigaku's Avatar
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    Default Re: Redux: Special buildings...

    Hi @Axalon,

    after finishing my English campaign in 1003, now playing 1004e-VI as Russians, I found those "Icon" - freaks. Remembering the bit about the churches and monasteries in England, I built the "Master" as well - WHEREFROM, for any god´s sake, do you get your ideas for such a thing?!? Religious icon painting as morale boost..... ;-))))) you really put some thought and work into the setup of these different factions....

    Each faction only have access to one kind of treaty
    In my new game, you have set already the "Treaty of City Rights" in Smolensk, and additionally I can build the "Treaty of Protection" as Russian. Is that some sweet for the not-too-good starting position for the Rus?

    battling-along greetings,

    daigaku

  5. #5

    Default Re: Redux: Special buildings...

    Quote Originally Posted by daigaku View Post
    There, under "Treaty of Trade", was written something about "SWISS" what struck me as some weird thing, them not being part of the game...
    Its a MTW-mechanics thing, don't worry about it... It is as should be...

    Quote Originally Posted by daigaku View Post
    In my new game, you have set already the "Treaty of City Rights" in Smolensk, and additionally I can build the "Treaty of Protection" as Russian. Is that some sweet for the not-too-good starting position for the Rus?
    Essentially, yes... The Rus can only create "Treaty of Protection" by design and that Smolensk-stuff is a start-up-special-exception-thing basically...

    - A

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  6. #6

    Default Re: Redux: Special buildings...

    I might as well update this thread for RXB1007...


    Stability & building bonuses:
    -------------------------------------------
    Fort 0, 0, +2%
    Keep +4%, +5%, +6%
    Castle +8%, +9%, +10%
    Citadel +12%, +14%, +16%
    Fortress (City) + 24% , +26%, +28%

    Hall of Kings +5%
    Hall of Warriors +5%
    Hall 0f Riders +5%
    Hall of Seafarers +5%
    Hall of Seers +10%

    Feudal Estate +2%
    Feudal Court +4%
    Royal Estate +6%
    Royal Court +8%

    Great Court +5%
    Imperial Court +10%

    Spymasters Palace +5%
    Harem +10%

    Mosque I +2%
    Mosque II +4%
    Mosque III +6%

    Megamosque I +8%
    Megamosque II +10%
    Megamosque III +12%

    Shrine +1%

    Chapel I +1%
    Chapel II +2%
    Chapel III +3%

    Church I +2%
    Church II +4%
    Church III +6%

    Megachurch I +8%
    Megachurch II +10%
    Megachurch III +12%

    Monestary I +2%
    Monestary II +4%
    Monestary III +6%

    Reliquary I +1%
    Reliquary II +3%
    Reliquary III +5%

    Megatemple I +8%
    Megatemple II +10%
    Megatemple III +12%

    Stonecircle I +1%
    Stonecircle II +3%
    Stonecircle III +5%

    Pagan Idol I +2%
    Pagan Idol II +4%
    Pagan Idol III +6%

    Stone I +1%
    Stone II +2%
    Stone III +3%

    University +5%
    College of surgeons +5%

    Guardhouse 1 +2%
    Guardhouse 2 +4%
    Guardhouse 3 +6%
    Guardhouse 4 +8%


    Tavern I +1%
    Tavern II +3%
    Tavern III +5%

    Brothel I +1%
    Brothel II +3%
    Brothel III +5%

    Goldsmith 1 0
    Goldsmith 2 0
    Goldsmith 3 +1%
    Goldsmith 4 +3%

    Alchemist lab 1 -5%
    Alchemist lab 2 -10%
    Alchemist lab 3 -15%
    Alchemist lab 4 -20%


    Artist Studio 1 +1%
    Artist Studio 2 +2%
    Artist Studio 3 +3%
    Artist Studio 4 +5%

    Icon Studio 1 +2%
    Icon Studio 2 +3%
    Icon Studio 3 +4%
    Icon Studio 4 +5%

    Brewer 1 +1%
    Brewer 2 +2%
    Brewer 3 +3%
    Brewer 4 +5%

    Dyer 1 +1%
    Dyer 2 +2%
    Dyer 3 +3%
    Dyer 4 +5%

    Irrigation Lev1 0
    Irrigation Lev2 0
    Irrigation Lev3 +3%

    Farmland Lev1 0
    Farmland Lev2 0
    Farmland Lev3 0
    Farmland Lev4 0
    Farmland Lev5 0
    Farmland Lev6 0
    Farmland Lev7 0
    Farmland Lev8 0
    Farmland Lev9 0


    Guard Tower Lev1 +2%
    Guard Tower Lev2 +4%
    Guard Tower Lev3 +6%
    Guard Tower Lev4 +8%
    Guard Tower Lev5 +10%
    Guard Tower Lev6 +12%

    Inn +3%
    Watchtowers +2%
    Supremacy +60%
    Heartland +60%

    -------------------------------------------

    - A
    Last edited by Axalon; 12-18-2017 at 01:48. Reason: update

  7. #7
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Redux: Special buildings...

    Quick question which I could probably answer myself by opening up Gnome, but what's the purpose of the 'embargo' line? It doesn't seem to have any effect on me, so wondered if it was an AI-nerfer or somthing?
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Ancient TW2: Eastern Empires is under development again

    Featuring: Rise of Persia, Alexander's Conquests, Wars of the Diadochi

  8. #8

    Default Re: Redux: Special buildings...

    Yes, it is an AI-thing... It is primarily there to keep the rebel-AI away from instantly wasting its cash on nonsense that essentially don't serve its interests anyhow. It should use that cash to do better things, like building new (or reinforce/upgrade) troops (and ships) on the map. Which it usually does somewhere between instantly or eventually (depending on circumstance), due to this new element/tool.

    BTW folks, I have updated post: 6 for RXB1007...

    - A
    Last edited by Axalon; 12-18-2017 at 01:53.

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