Results 1 to 9 of 9

Thread: Garrison and public order

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Garrison and public order

    Quote Originally Posted by sapi
    Is that so?

    /runs off to disband all his peasant garrisons
    Heh... yeah I'm afraid it's so. They have the is_peasant attribute which I think is the one responsible for that behavior.

    As for the PO calculation, at least for the huge city level, it works out to 5% PO per 150 troops you've garrisoned. The first 5% is a little harder to get (~175 or 180 troops) but after that the formula works out right with 10% from 300 troops, 15% from 450, and so on. This was judging from a chart that someone made of units and how they affected garrison in a huge city, but so far it's seemed to be the case in all my campaigns. Note that I'm using unit sizes 1.25 times the actual numbers that appear in the EDU. So cavalry are 40, archers are 60, and spears (among others) 75. I think the PO bonuses scale with the unit sizes though, so it's likely that 2 full units of spearmen are exactly equal to 5% PO no matter what unit size you use.

    Implications:

    - Peasants are awful to garrison, because it takes 4 units of them to establish 5% PO.
    - Cavalry are almost as bad as peasants, requiring most of 4 units (160 cav on my unit size) to give 5% PO.
    - Archers are pretty good for this, they require only 3 units (180 men) to achieve 5% PO.
    - spears and other max-sized units are the absolute best to garrison. At full strength they provide 5% PO for every 2 units (150 men).

    Of course this is strictly if you want the most PO per unit. Archers and cavalry still bring their own benefits in defending a settlement, and peasants are still a cheap way to man extra towers that you otherwise may not be able to afford to (or want to divert decent troops from the main fighting to do), so the question of what exactly to garrison your settlements with is still quite open to debate.


    See my Sig+ below! (Don't see it? Get info here)

  2. #2

    Default Re: Garrison and public order

    One question I've had for awhile... what exactly is the formula behind REMOVING troops from a settlement increasing the PO? I thought perhaps it had to do with them using up too much money to have them around, or increasing the squalor, but that seems to be at odds with the fact that the profit for that settlement goes DOWN when you remove troops to get the effect of the PO going up, like lowering the tax rate... *confused*

  3. #3
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Garrison and public order

    Peasents ARE good for castles though BTW, in my expiriance a single unit of peasents will keep a castle/fortress ;evel population happy all day long.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  4. #4
    has a Senior Member HoreTore's Avatar
    Join Date
    Jan 2005
    Location
    Norway
    Posts
    12,014

    Default Re: Garrison and public order

    Quote Originally Posted by rosscoliosis
    One question I've had for awhile... what exactly is the formula behind REMOVING troops from a settlement increasing the PO? I thought perhaps it had to do with them using up too much money to have them around, or increasing the squalor, but that seems to be at odds with the fact that the profit for that settlement goes DOWN when you remove troops to get the effect of the PO going up, like lowering the tax rate... *confused*
    I think there is some kind of bug there. It is most evident when you finish a crusade by taking the target. When you do, ALL your settlements get huge bonuses to PO due to "glory" and "triumph". I think it's 15/25% respectively. HOWEVER, you wont notice any of it until you do something with the settlement, like order production, moving troops about, changing taxes, OR end turn/reload.

    It seems that any global things affecting PO and perhaps income, like taking settlements, happening on the current turn, doesn't get calculated until you do something, or hit end turn.

    Note sure though, I haven't tested it, this is just from experience.
    Still maintain that crying on the pitch should warrant a 3 match ban

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