Results 1 to 30 of 31

Thread: RTW Economic Model discourages queing!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Ranges's Avatar
    Join Date
    Jan 2003
    Location
    The Netherlands
    Posts
    66

    Default Re: RTW Economic Model discourages queing!

    Actually the true disadvantage lies in queing units...

    Let's say, for example that you have a small city (2000 population) with 10% growth and you que (sp) 10 peasants, (120 population each, 1200 population total).

    Now, those 10 peasants are substracted from population straight away, so effectively you now have a 800 population city, with 10 units in que.

    Now.. 800 population gives you a 80 man growth each turn.. While a 1880 population would give you a growth of 188.

    Over ten turns, that means that at the start of turn 11, when all units have been built
    (calculating...)

    a pop of 3083 if you built a new unit every turn
    and a pop of 2074 if you queud all units at once..

    Of course, this queuing might prove VERY handy if you decided you wanted to keep population (and hence squalor) down.. :)
    Crusades... They should stay medieval.

  2. #2

    Default Re: RTW Economic Model discourages queing!

    Wow...
    Honestly, it's splitting hair just for the fun of complaining...

    It's clearer like that. You can consider that it is "planning", and that your governor freeze a certain amount of money so it's available when construction start.

    But, really, making a thread for such nitpicking complaint about the change of value of money over three turn...
    If violence didn't solve your problem... well, you just haven't been violent enough.

  3. #3

    Default Re: RTW Economic Model discourages queing!

    I don't think it's nitpicking at all. Anyone who's played it knows that it does indeed discourage queing up(in fact in most cases it forces you NOT to) and therefore raises significantly the level of micromanagement in a large empire. I don't know about you guys but when it comes to MM every little thing that can be done to reduce it helps. Especially if you don't have 3 hours a day to spend playing the game, and have to click on every little build icon at the beginning of every turn.
    none

  4. #4

    Default Re: RTW Economic Model discourages queing!

    Yes, it's splitting hair. It's simply the funds being allocated in prevision for the next two years. I see nothing absurd here.

    And I much prefer to know where I am with my money RIGHT NOW, that suddendly discover the next year that no, I can't build that and that. Which is much more annoying than to have one building less to queue in one city, in order to be able to build some units right now.

    This method is simpler, clearer, and nicer.
    Additionnally, except in the very beginning, money is not really a problem. So to have 30 000 denarii tied up... So what, there is 400 000 waiting in the treasury !
    If violence didn't solve your problem... well, you just haven't been violent enough.

  5. #5
    Member Member Lord Ovaat's Avatar
    Join Date
    Mar 2004
    Location
    Pennsylvania
    Posts
    919

    Default Re: RTW Economic Model discourages queing!

    The only time I ever que a building ahead of time is when I figure it to be vital--and I might forget that it is. Happens sometimes. But I usually micro-manage everything, simply because the AI is so bad at it. Decide what you need to build, then ask Victoria what she thinks. Now, try to keep from laughing. One great advantage of this game over MTW is the construction completion list. I no longer have to write down all the finished projects because the screen is locked. I can check the scroll, go to that province, que what I want at the time, then go to another province. Building starts immediately, and I usually have something going on in most provinces. No need to que; the construction report reminds me when it's time to start another project. Besides, a lot can change over a few turns, greatly affecting what you really need.
    Our greatest glory lies not in never having fallen, but in rising every time we fall. Oliver Goldsmith

  6. #6
    Praeparet bellum Member Quillan's Avatar
    Join Date
    Sep 2004
    Posts
    1,109

    Default Re: RTW Economic Model discourages queing!

    The only problem I have with it is the queued units have the members removed from the tax roll immediately, rather than when they start training that unit. I understand and approve of the money part of it, for both mentioned reasons. I too use it as sort of a "bank" to keep the excess treasury down, and it would really suck to have a building or unit you absolutely needed NOT get built because you didn't have the money and the computer made a random determination which would be worked on and which would not. It isn't exactly realistic, but as mentioned, you can easily rationalize it as the city governor setting aside the money to pay for the project in advance.
    Age and treachery will defeat youth and skill every time.

  7. #7
    Member Member Mori Gabriel Syme's Avatar
    Join Date
    Oct 2001
    Location
    Athens, Georgia USA
    Posts
    212

    Default Re: RTW Economic Model discourages queing!

    I queue buildings & units all the time in RTW. & I prefer to have the money removed when I put the building in the queue. All of the Total War games checked provinces' building & unit production in the same order every turn; if you ran out of money before all your provinces were checked, the later provinces didn't get anything--the same provinces were slighted every time. For the HRE, Austria was alway last & I had to work at it to get anything built there. Many times in MTW I had to go back through all my provinces & empty the queues so that something could be built in a province that was one of the last be checked. Then I had to go through again & requeue all the things I wanted for the next turn. How does that encourage queueing?

    To me, RTW's system is an improvement.

  8. #8
    Savior of Peasant Phill Member Silver Rusher's Avatar
    Join Date
    Aug 2004
    Location
    Get off mah propertay!
    Posts
    2,072

    Default Re: RTW Economic Model discourages queing!

    Quote Originally Posted by Ranges
    Actually the true disadvantage lies in queing units...

    Let's say, for example that you have a small city (2000 population) with 10% growth and you que (sp) 10 peasants, (120 population each, 1200 population total).

    Now, those 10 peasants are substracted from population straight away, so effectively you now have a 800 population city, with 10 units in que.

    Now.. 800 population gives you a 80 man growth each turn.. While a 1880 population would give you a growth of 188.

    Over ten turns, that means that at the start of turn 11, when all units have been built
    (calculating...)

    a pop of 3083 if you built a new unit every turn
    and a pop of 2074 if you queud all units at once..

    Of course, this queuing might prove VERY handy if you decided you wanted to keep population (and hence squalor) down.. :)
    I agree here, but otherwise... what is the problem? You queue (that is the right spelling by the way, not que) buildings up so they don't have to be micromanaged, but at the end of the day (or should I say, at the end of construction) it makes NO DIFFERENCE whatsoever, except that the funds you spent on queuing one thing stopped you from building something else, but that doesn't matter because a) if you are that poor then you aren't good enough at the game to actually complain about it, and b) you can just cancel the queuing anyway.

    Simple. As Akka said, it's like splitting hairs for the sake of complaining.
    THE GODFATHER, PART 2
    The Thread

  9. #9

    Default Re: RTW Economic Model discourages queing!

    I can't understand all the complaints about this game, nearly everything is perfect. All that is not, you can fix in the text files. For example, my only complaints about the entire game is that Germanians have Latin names and lack swordsmen. That I can fix in the text files. The economic system of this game is perfect, I am glad they made it so and it is a great improvement from MTW.

  10. #10
    Lord of the Kanto Senior Member ToranagaSama's Avatar
    Join Date
    Aug 2002
    Location
    USA
    Posts
    1,465

    Default Re: RTW Economic Model discourages queing!

    ...a) if you are that poor then you aren't good enough at the game to actually complain about it, and...
    Hmmm....

    I see it in the opposite view, if you've so much money that the queue is a problem, then you're not necessarily good, you're just exploiting the weaknesses in the game. That's the way it was with MTW, no different in RTW.

    RTW is far from perfect so, you Gotta have rules.
    In Victory and Defeat there is much honor
    For valor is a gift And those who posses it
    Never know for certain They will have it
    When the next test comes....


    The next test is the MedMod 3.14; strive with honor.
    Graphics files and Text files
    Load Graphics 1st, Texts 2nd.

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