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  1. #1
    Senior Member Senior Member econ21's Avatar
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    Default Re: ERE population control

    Is there any way to know in advance what you income you will gain from markets, ports and land upgrades? Or is it just try it and see?

    Dorkus and Player1, how did you get the information that you base your assessments of the profitability (or otherwise) of markets from?

  2. #2
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: ERE population control

    Settlement details screen will have "ghost" trade icons that reflect expected future income from building. Choose to build, then check details. There will be a new trade icon, and when you mouse over it, the game will show you the new trade income from the market.

    Actual trade income will vary a bit (e.g. blockades, sieges, pop growth, etc), but the details screen will give you a reasonable estimate of the value of the market for the next 20 or so rounds, assuming no drastic changes (e.g. if enemy takes over next door province, obviously dramatic change in income).

    You will see that adding trade buildings adds tiny %s to trade income. Typically return on investment will not occur in 20-30 rounds. (And this is not taking into account the rather steep inflation in the game; "real" returns are thus sharply lower) The very best trade provinces (e.g. carthage, rome) will sometimes give 10% (10 turn) returns on the FIRST level building. At higher levels it might take 50-100 turns to earn back the cost of the building in lower trade provinces.

    Ports in contrast usually pay their own way within a few turns. The best provinces wil earn 1k+ from a single route, meaning the port will pay for itself in < 1 turn!

  3. #3
    Member Member Azi Tohak's Avatar
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    Default Re: ERE population control

    Yup, they are not much use, besides being required for sanitation. Silly requirement, but it is true. But I also like the +10% happiness for the top level. Helps out my massive ERE cities.

    Azi
    "If you don't want to work, become a reporter. That awful power, the public opinion of the nation, was created by a horde of self-complacent simpletons who failed at ditch digging and shoemaking and fetched up journalism on their way to the poorhouse."
    Mark Twain 1881

  4. #4

    Default Re: ERE population control

    just build mad public order buildings, and set the tax rate as high as you can. On those big cities, most of the time with high tax, you don't even get growth at all. I never had problem just by doing that.

  5. #5
    Bug Hunter Senior Member player1's Avatar
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    Default Re: ERE population control

    Quote Originally Posted by Simon Appleton
    Is there any way to know in advance what you income you will gain from markets, ports and land upgrades? Or is it just try it and see?

    Dorkus and Player1, how did you get the information that you base your assessments of the profitability (or otherwise) of markets from?
    Open detailed city info scroll (or however it is called).
    Do you see the transparent icons?
    What happens when you add one building in the queue?
    What happens when you add some other building in the queue?

    Transparen icons should you future city stats after the building gets built. By moving mouse from tranparend to non-transparent icons you can see exact difference between current and future bonus.


    On the other hand, blinking icons show loss in future turns. Could be good for unrest or corruption.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

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