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  1. #1

    Default A Quick Economics Guide & Primer to RTW

    Rome: Total War – A Quick Economics Guide & Primer

    (Attention Moderators: a request to post this guide to RTW Guide section, thx – Quietus).

    This economics guide is meant for every RTW user. A Julii, Very Hard/Very Hard campaign, unpatched, was used as a standard. Results may vary due to this. This is based on my personal tests, unless stated otherwise. See Notes below for any additional info. This is also meant to complement my Quick Strategic Map Guide & Primer.

    Index:
    I. Introduction
    II. Maintenance
    III. Taxation
    IV. Farms
    V. Trade
    VI. Mining
    VII. Misc. Factors (Rebels, Governors, Trade Rights etc...)


    I. Introduction:

    There are four sources of continuous income in RTW: Farms, Trade, Taxes and Mining. Each will be collected for every turn. However, for each turn you may also lose denari to Corruption, Entertainment buildings, Governor, Agent wages and Military upkeep.

    II. Maintenance:costs and upkeep.

    Wages & Military Upkeep –Wages and Upkeep is based on your settlement population ratio vs. the total population.

    Example:
    Settlement A has 10% of the total population, then
    Settlement A pays 10% of aggregate governor wages, and
    Settlement A pays 10% of total agent wages, also
    Settlement A pays 10% of total army upkeep

    Entertainment buildings –gladiatorial games and races can be staged Yearly, Monthly, or Daily. Only the base yearly games differ in happiness effect (Arena = +5%; Amphitheater = +10%; Coliseum = 15% base happiness effect).

    Yearly Games– No upkeep will be incurred to you. Effect = +5% public order (aside from base).
    Monthly Games – 400 denari per turn upkeep. Effect = +20% public order (aside from base).
    Daily Games – 400 denari per turn upkeep. Effect = +30% public order (aside from base).

    III. Taxation:

    Taxation – Taxation isn’t based on the same settlement-to-total population ratio. However, it is still based some how on population. I have two test provinces with the same population and the same taxes, but the equation for this relationship is nary obvious. More tests and numbers crunching are needed.

    IV. Farming

    Farming Income –Farming income is based on farming levels, eg Land clearance, Communal farming, Crop rotation, Irrigation, Latifundia. It is also based on the Fertility of the soil (High, Medium, and Low) and Harvest (Poor to Excellent)

    Level 0 (Base farming value)
    Level 1 ( Land clearance) – (% increase to be tested)
    Level 2 ( Communal farming) – (% increase to be tested)
    Level 3 (Crop rotation) – (% increase to be tested)
    Level 4 (Irrigation) – (% increase to be tested)
    Level 5 (Latifundia) - (% increase to be tested)


    Devastation –is deducted based on damaged farming area (tile). Each tile damaged is equal to 10% of farming income. Thus, the more tiles damaged the more income is deducted. Devastation is caused by enemy armies sitting on a tile for at least 2 turns. More tests are need to quantify how long they last and peripheral tile damages incurred after more than 2 turns devastation.

    Example:
    Settlement A farming income = 100 denari
    Devastation Value = 40 denari
    Base Devastation Value = 10% of 100 = 10 denari
    Tiles devastated = 40 denari/10 denari = 4

    V. Trade:

    Trading Income –Trading income is divided into three parts: Land Export/Import, Sea Imports and Sea Exports. They are affected by different factors such as number of natural resources, trade buildings, road types, port type, governor traits and retinues, blockades, and rebels sitting along your routes.

    Land Export/Import –It is lumped into one inseparable income. Thus it is difficult to harness specific equations for this.

    Roads –Roads ONLY affect the land trade of the settlement from where it originated. Roads neither affect Sea Exports or Imports.

    No roads: base land trade income
    Road: There appear to be no discernable change to trade income.
    Paved Roads: 100% land trade income boost from Road in originating city only.
    Highways: 50% land trade boost from Paved Road in originating city only. In my test, only 3 of 5 got the increase, the two lowest values didn’t increase. There maybe a) a distance limit how far a highway upgrade is effective (the two farthers didn’t get a boost) or b) only a fraction of the land trades get a boost (3 of the 5 were the highest values). Neither sea exports nor imports were affected by the upgrade. Currently, I’m leaning towards choice a).

    Sea Trade –Sea trade is divided into 2 parts: Sea Exports and Sea Imports.

    Sea Imports – Sea import income is ALWAYS 20% of the exporter income.
    Example:
    Settlement A has a 100 denari export income for exporting to Settlement B;
    Settlement B gets 20 denari Sea Import income as a result.
    This is regardless of roads, trade buildings, ports, governors or any other factors that are involved in the trade. There can be possible limits to this relationship (see Sea Import Routes).

    Sea Exports –The exact equation to figure out its value is still unknown. However, they are obviously affected by trade buildings.

    Ports – The types of port can affect your Sea Export income, not Sea Importation income. Each port corresponds to a number of routes. Each route correspond to a provinces involved in a trade.

    Port: 1 Trade route
    Shipwright: 2 Trade routes
    Dockyard: 3 Trade routes.

    Sea Exports Routes – You can see them by which directions the trade ships are moving. Trades are automatically picked by the computer, depending how many export routes are available.

    Sea Import Routes – You can see them by which directions the trade ships are moving. There are instances that Sea Import income isn’t being reported, despite a Sea Export to that settlement is being reported in another town. Thus, there may be some cap that limits how much can be imported by a town. Unlike, sea exports where the number of routes are determined by port type, this is not so in sea imports. More tests will be needed.

    Trade Buildings – You need to progressively build them to increase trade. There will be a base trade value even without a trader.

    In lower values, it is hard to pinpoint a good narrow range due to unexplained fluctuations when doing tests on small incomes (see Trade Fluctuations). Every turn, while building, I check all the individual trade incomes of the test settlements. A tiny, 1 denari fluctuations can actually alter a good percentage when testing for Level 1 & 2 upgrades since not all incomes concurrently fluctuate. Thus, so far, these are the values I come up with using Roman trade buildings:

    Level 0 (Base trade value)
    Level 1 (Trader) – Land based trades increase by 6.9%-10%. (see Trade Fluctuations)
    Level 2 (Market) – Land based trades increase by 8.8%-11.5%. (see Trade Fluctuations)
    Level 3 (Forum) – Land based trades get a ~ 8.2% increase from Market.
    Level 4 (Great Forum) – To be tested soon.
    Level 5 (Curia) – To be tested soon.

    The changes in sea exports income vary as well. Thus, I leave that to future tests. They definitely do increase sea exports but whether they get the exact % increase as land trade counterparts is still up in the air.

    VI. Mining:

    Mining –mining is lucrative in that you can earn from these twice: a) from the mining gold or silver itself and b) from trading the silver or gold that is being mined.

    Silver Mine = 200 denari per turn.
    Silver Mine +1 = 350 denari per turn.
    Gold Mine = 300 denari per turn.
    Gold Mine +1 = 525 denari per turn.

    Mining +1 increases mining income by an additional 75%. Mining upgrade does not increase trade in any way. You can get governor traits that increase mining income.

    VII. Miscellaneous Factors:there are other factors that affect your general income.

    Rebels/Bandits – Rebels will frequently pop-up in your territory along your trade routes. They affect trades in two ways:
    1) They reduce land trade of the affected route by 1/3 or ½ . From my observations, 50% is deducted if the rebels are very close to the settlement. Only 33.3% is deducted if they are not close to the settlement. Rebels must be sitting atop a road to affect the land trade.
    2) They reduce Sea Exports by 1/3 or 33.3%. Unlike land trades, Rebels do not have to be on the road to affect income; they simply have to be in the territory of the province.

    Governors – Governors affect trade income by virtue of retinues or traits. The effect can be negative or positive. A list will come soon.

    Trade Rights – trade rights increase Sea Export income by 100% when trading with the particular faction. Your trading partner will also get a 100% Sea Export increase which translate to a corresponding Sea Import increase to you (since Sea Import = 20%Sea Export; see Sea Imports). Land trade increases by 3 fold (300%). It is possible that different variables can change this percentage. Also, cancellation of trade rights will cut both parties' sea export by 50% back to the old values.

    Corruption – is the leading income cutter in the game. This is due to the fact that it is omniscient with relation to increasing distance to capital. Our friend, therother, managed to derive an equation that relates distance-to-capital and %corruption-vs-income by virtue of a linear fit graph. How he managed to calculate the distances by tiles, I do not know (but we can thank him for that). To get to the point, the most important idea to remember is the farther you move away from your capital, the higher your percentage of corruption is relative to your income for that settlement. He did, however, mentioned a grace distance where no corruption is present (and you can observed this where your Capital’s neighbor doesn’t show any corruption penalties). Lastly, Law buildings do reduce corruption penalties (thx to Soulflame for this idea, I believe). Via tests, their canceling effect appears to be 1:1 linear to that of corruption, thus 10% law will knock off 10% corruption.

    Academies –Academies can bestow your Governor retinues or traits that factor in your income. Lists of retinues and traits will be forthcoming.

    Trade Fluctuations – There is an inherent, unavoidable phenomenon in RTW where trade incomes can rise by increments of 1 denari for no reason at all. I suspect, every time the computer calculates a trade value, it gets rounded up. Not every values rise simultaneously though and in rare occasions, trade actually diminishes by 1 denari. In other rare occasions, it can rise by 2 denari for no visible reason at all.

    Blockades – because the AI never seem to blockade ports it is difficult to assess. I may have to buy a port that is being blockade to find out. I will look for an appropriate situation.

    ( Author’s Note: this economic guide is obviously, by a large part, still work-in-progress. I’ve made numerous attempts on to decipher how trades are being calculated outright, but since there are no base trade values attached to each commodity/resources it is very difficult. The way they are clumped together doesn’t help either. Like the Gauls, RTW Economics is “mad and hairy beyond reason”.

    If any readers do find any errors or inconsistencies, please point it out. It helps very much! That is all for now, and I’ll be doing more tests as soon as I’m able. Hope you enjoy and find some use for this – Quietus).
    Last edited by Quietus; 10-25-2004 at 22:05. Reason: fixed typos on paved roads, devastation eq., trade rights, crop rotation.

  2. #2
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: A Quick Economics Guide & Primer to RTW

    Looks good Quietus

    A couple of very, very quick notes, after skimming the article at ridiculous speed.

    Quote Originally Posted by Quietus
    but since there are no base trade values attached to each commodity/resources it is very difficult.
    You can find these in descr_sm_resources.txt.

    The population of a city affects trade income.

    There are a few other things that you say that I think may be inaccurate, but I'm not sure of my facts. If I find the time I'll check and report back.
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

    History is a pack of lies about events that never happened told by people who weren't there -- George Santayana

  3. #3

    Default Re: A Quick Economics Guide & Primer to RTW

    1. Farm income rises by 80 per upgrade. I think poor harvest is a 10% penalty. I'm not sure of the bonus for good and excellent harvest.

    2. 2 cities can export the same resource to a city. While both of those 2 cities get export income, the city being exported to gets import income from only one of them.

  4. #4

    Default Re: A Quick Economics Guide & Primer to RTW

    Isn't the base farm values located in World/maps/base/desc_regions.txt?

  5. #5
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: A Quick Economics Guide & Primer to RTW

    A few slightly more detailed comments:

    You might want to mention expenditures like Family member wages (200 each I think, 300 for the Faction Leader), devastation, diplomatic tributes in your opening list. You might also want to mention one time incomes/expenditures, like Senate fines or selling map information.

    Quote Originally Posted by Quietus
    I have two test provinces with the same population and the same taxes, but the equation for this relationship is nary obvious.
    You have two settlements with the same population, no Governors, same tax rate, same difficulty level, but have different tax incomes? I've never seen this in my games. Would you mind making the game available to me? I thought I had tax income pretty much solved. Ho hum.

    Trade

    In my games the increase due to paved roads is 100%. It's 50% for Highways. For increases in neighbouring settlements, it usually depends on the relative quality of their roads, from my limited experience.

    Sea Exports/Imports - It's been my general observation, as yet unconfirmed, that your trading routes depend on a number of factors. Geography is one: you only seem to sea trade within a certain locality. Selection of routes is based on profitability of the route. The game automatically chooses the best route for trading. It takes into account trade agreements, and is strongly dependent on both the goods that you can trade to a settlement (i.e. if a target settlement has that resource as well, it will not be traded), and the populations of the two settlements.

    Basically, the more populated the market is, the more money everyone gets (imports and exports). A very large city, which is centrally located around a number of large cities with lots of trade goods, will not only make a great deal from exporting, but also a fair amount from importing. This is why, along with tax income, you want your cities as large as you can make them.

    Quote Originally Posted by Quietus
    How he managed to calculate the distances by tiles, I do not know.
    In the first instance, the fool counted squares from known landmarks (Wonders, for the most part). He then learned of the show_cursorstat RomeShell command. Unlike other RomeShell commands, you can use this as many times as you like. It's then just a question simple of trigonometry.

    Trade Fluctuations - I suspect this is to do with population changes.
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

    History is a pack of lies about events that never happened told by people who weren't there -- George Santayana

  6. #6

    Default Re: A Quick Economics Guide & Primer to RTW

    Just a minor error : you forgot "crop rotation" in your farming level :)
    If violence didn't solve your problem... well, you just haven't been violent enough.

  7. #7

    Default Re: A Quick Economics Guide & Primer to RTW

    Quote Originally Posted by theorother
    In my games the increase due to paved roads is 100%. It's 50% for Highways.
    Oops, typo. I quickly checked my conclusion papers, I did put down "road -->paved = 2x" too. I'll double-check the mess of data papers to be absolutely sure.

    Quote Originally Posted by therother
    Trade Fluctuations - I suspect this is to do with population changes.
    The increments do not happen concurrently though. Example, land trade w/ settlement A,B,D, increases but not C,E etc. Or you're saying population changes in the others settlements not the original?

    Quote Originally Posted by therother
    Basically, the more populated the market is, the more money everyone gets (imports and exports)
    I have to dispute this. I checked for population effect on trade but there's no relationship I've seen. For example: Tingi gets 1700+ denari income from exporting the same stuff to Corduba, but only about 200+ denari with Carthago Nova. Maybe it is distance related?

    Quote Originally Posted by therother
    Originally Posted by Quietus
    I have two test provinces with the same population and the same taxes, but the equation for this relationship is nary obvious.
    You have two settlements with the same population, no Governors, same tax rate, same difficulty level, but have different tax incomes? I've never seen this in my games. Would you mind making the game available to me? I thought I had tax income pretty much solved. Ho hum
    No governors, Normal tax, no Rebels, same difficulty level, in-game (Arretium and Arimium). SAME taxes collected, same population.
    Arretium = 5232 pop, 745 denari tax.
    Arimium = 5230 pop, 745 denari tax.

    Uhm, sorry, I'll check your old posts.

    Quote Originally Posted by Quietus
    Sea Imports – Sea import income is ALWAYS 20% of the exporter income.
    Example:
    Settlement A has a 100 denari export income for exporting to Settlement B;
    Settlement B gets 20 denari Sea Import income as a result.
    This is regardless of roads, trade buildings, ports, governors or any other factors that are involved in the trade. There can be possible limits to this relationship (see Sea Import Routes).
    Sea Import Routes – You can see them by which directions the trade ships are moving. There are instances that Sea Import income isn’t being reported, despite a Sea Export to that settlement is being reported in another town. Thus, there may be some cap that limits how much can be imported by a town. Unlike, sea exports where the number of routes are determined by port type, this is not so in sea imports. More tests will be needed.
    Quote Originally Posted by Andrewt
    2. 2 cities can export the same resource to a city. While both of those 2 cities get export income, the city being exported to gets import income from only one of them.
    Andrew, is that what you're replying to? Oh nice, will have check this out.

    I'll attend to all your comments, infos, and corrections. Thx for the replies, and again please, if you find any mistakes, speak up.

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