So my last tutorial video, how to taxes, demystified the numbers behind the economy.
This time, I'm taking on planning and building for the future in "how to planning." I hope it helps you in planning your settlements and doing your thing.
So my last tutorial video, how to taxes, demystified the numbers behind the economy.
This time, I'm taking on planning and building for the future in "how to planning." I hope it helps you in planning your settlements and doing your thing.
Nice video. However, how do you manage the food issues with decreasing fertility as the game progresses? Since they are multipliers based on fertility level the additional food and agricultural wealth will decrease as fertility falls.
Honestly, it's to not build too many food intensive buildings. Even in Rome, my first turn is usually demoloshing the level 3 settlemetn to make it a level 2. Avoid most buildings that take food.
An interesting game design that forces the player not to select part of the choices you present them.
I don't see it that way. Rather, they present a wide range of choices which won't really work well if we just fill slots haphazardly, but offer tremendous reward if carefully synergized. Which I think is the fundamental point of OP's video. LIke Seyavash, I too am going to go back to my campaign and see what I can do to improve Belgica.
I find this video gives some good pointers and shows some useful techniques how to handle the economy with some of it's key elements. However there are a couple of points:
1) The Maxi approach helps to understand a region and it's building but in this case the ROI and time value get completely neglected. For example in this case one has especially limited funds and destroying the salt structure and building another takes precious money, time and gives zero earnings.
2) In this specific case in Italia salt is, enough trade permitting and a WRE corruption of 70% the better choice for top income even without money and time constraints. It is strange that the wrong conclusion gets drawn in the video despite the correct steps are taken into account. In fact the 1280 trade + say 270 corruption-adjusted income is higher then the more impressive looking modified sheep built which is mca* at most not much higher then 1000...
3) The fertility drop gets not taken into account, of which the first will likely hit before the built gets maxed out.
Overall it holds true what I wrote in the economy thread. Small factions with low corruption should focus on flat building wealth with some attention to modifiers. Trade ressources seem to make trade agreements easier which help alot in the diplomatic aspect apart from giving almost flat extra earning through trade tarifs and long-term relationships...
Maybe I will write a short checklist for the economy.
*mca= modified and corruption-adjusted
Last edited by Oleander Ardens; 03-01-2015 at 17:51.
Cicero, Pro Milone"Silent enim leges inter arma - For among arms, the laws fall mute"
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