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    Default The extreme and the Economy.

    Now, Im relatively new to EB. I spend most of my TW time on RTR. I Decided to give EB a try as it has grown now into something amazingly large.

    I am thoroughly impressed on most everything, if not for the amount of work put into it alone. The historical detail is quite amazing and I wanted to point this out before I went on, as to make sure you don't take this as a flame, and it is not meant to be. More of a question suggestion without demanding, if you will.


    MY concern is the economics of the game. Now it may be because you simply can't change the monitary types, but regardless of what name you name money. Im not entirely convinced every faction would require so much to put together a band of warriors.

    Now it can represent what it indeed does take, but I just wanted to get some feedback on the economy at present, if its still undergoing changes, is too hard to change, or just too complex to customize for each faction.


    For instance I imagine the asiatic horse cultures to be... less driven by coins to recruit and build when warriors would get their pay from victory I would think. Granted we are talking about armies and not raiding parties.

    Now beyond all this, I approach this subject as a player is faced, first thing, with often a very important decision that is thrust upon them. Disband your army, or march about the immediate contryside with this inhereted army, which also inhereted a massive debt, payable only through victory or dismemberment.

    As that is the only two choices really and TW tends to, when best put to use, make a game of economics. As war is a game of economics. I think Cicero has the credit on the actual quote for that, sinews and all, but I just wanted to bring up the question as to plans on the economy.

    I just question lightly the Saxon reliance on gold to rally warriors is all. It sure is pretty though, right?

  2. #2
    Back door bandit Member Apgad's Avatar
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    Default Re: The extreme and the Economy.

    If it helps, you can think of the money not just as gold coin being given to a horse archer who has nowhere to spend it on the steppe, but rather the cost of feeding himself, any attendants, his horse (and replacement horses), purchasing and maintaining weapons, armour and other equipment, supporting his family back home etc.

    When conquering you can consider it each soldiers' share of plunder, slaves, and land granted.
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    Member Megas Methuselah's Avatar
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    Thumbs up Re: The extreme and the Economy.


    Personally, I love this part of EB. The high cost of troops greatly reduces the chances of there being endless stacks of soldiers deployed by both the human player and the computer players. In that sense, it also means that each large battle carries much more significance than it does in other mods, where I always got sick of barely annihilating an enemy army, only to see another one of equal strength replace it, and so on.

    If I sound offensive, I don't mean to. Everyone is entitled to their own opinions in life, be that what they may.

  4. #4

    Default Re: The extreme and the Economy.

    No, that makes perfect sense and I agree with that. Just sort of bringing up any points to the economics in general.

    But it is disheartening that plundering these equally poor 'rebel' factions doesnt offer any equity sum in return (although how much can be turned into liquid assets upon conquering is also up for debate in such "uncivilized" places. Granted I did easily gain enough territory to spread the cost to what I did have, and being new to EB im not writing off anything as I may have completely screwed up.

    And I noticed starting as Rome or a larger imperial faction tends to not be so rough (The difficulty of factions is nice) on the money factor right off. Do things shift given enough investment though? If its posible to reach the opposite spectrum of things and gain income equal to the large costs then the point is really just to be smart about early spending, as it should be.

    I just noticed that my Sweboz campaign will take nearly 70 odd turns at my current income to exit debt and my military may not be strong enough to gain any new recruits... and by that time population and squalor might overturn my profits at such a high tax rate.

    My Sarmatae game was a failure (Acceptable as its ranked as very difficult for new EB players).

    Still wondering though if adding different recruitment for factions is possible. Would be interesting to see warlike 'barbarians' sort of join up. Given that its true that young warriors offerend themselves up as skirmishers or Boyar like nobles would answer the call. Maybe as long as you have adequate food you could offer any loot to your units as pay.

    I dont want to go in depth as im not making the mod, just thoughts and questions still. Thanks for the kind replies, I don't want to come off as pushy or even ungrateful. I love these mods, and RTR alone brought so much enjoyment for my favorite Total War game Im hoping that EB too will provide an even more indepth experience.

    I can at least say Im impressed labling something as hard in the game is actually hard. Too long have I cranked up all difficulties and installed mods to make the game truely challenging only to be bored by worthless foes. The fact I own M2tw and prefer RTW and BI over it perhaps show my need for solid, fluid and more challenging gameplay. EB wins in that respect hands down.

  5. #5
    Member Member Cyclops's Avatar
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    Default Re: The extreme and the Economy.

    Very hard to represent the huge variety of societies with the relatively simple system we have.

    Babarian leaders could attract followers by their charisma and the promiose of future wealth. Yeomen pikes turned up expecting their meals and a modest cut of the loot, and to go home to get the harvest in. Citizen soldiers served for a set period too, often after they themselves voted to go to war. Proffesional mercs wanted cash on the barrel head.

    EB does a fine effort within the coded limits. The economy is a simple but workable element in the campaign.

    I imagine mnai equating to disposabel wealth. It could be foodstuffs, trade goods, precious metals whatever. i imagine most societies use actual coin for a variable fraction of theirb economic dealings: for example I understand that Carthage's enormous trade empire was established, expanded and ran smoothly for centuries almost exclusively on barter: they adapted to coin as a medium of exchange quite well, but it wasn't really central.

    So mnai in the game represent this disposable wealth. For Romans it is contributions in kind, and a fair amount of actual coin: likewise for the eastern monarchies, although it might also represent the right to collect incomes from villages or prime grazing lands. For the HA's its more gold arm-rings, weapons, horses, slaves etc.

    It'd be a nice tweak if factions got more out of their cultuiral speciality: eg Carthage getting a 10% boost on all trade, or Rome being extra good at enslaving, or the nomad's getting a bonus from pillaging and provinces with mount markets. However the system we have is suitable to my mind. The high cost of (for example) most of the Lusotanann troops gives the sense that their armies were hard to keep together, and should be disbanded between campaigns.

    Another aspect of the tight economy is the temtation to short term cash gains from self-pillaging (especially wonders). You get in a hard spot with the KH and you start eyeing the Parthenon and thinking "how bad to I need that 5% law 5% happiness bonus?"
    Last edited by Cyclops; 01-16-2008 at 03:01.
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    Back door bandit Member Apgad's Avatar
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    Default Re: The extreme and the Economy.

    Quote Originally Posted by Cyclops
    You get in a hard spot with the KH and you start eyeing the Parthenon and thinking "how bad to I need that 5% law 5% happiness bonus?"
    You're reading my mind! And who has time for games when there is war on?
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    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: Re: The extreme and the Economy.

    Quote Originally Posted by Cyclops
    Another aspect of the tight economy is the temtation to short term cash gains from self-pillaging (especially wonders). You get in a hard spot with the KH and you start eyeing the Parthenon and thinking "how bad to I need that 5% law 5% happiness bonus?"
    I have to remind you that this game is best played rollplayed.

  8. #8
    EBII Bricklayer Member V.T. Marvin's Avatar
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    Default Re: The extreme and the Economy.

    Quote Originally Posted by Cyclops
    It'd be a nice tweak if factions got more out of their cultuiral speciality: eg Carthage getting a 10% boost on all trade, or Rome being extra good at enslaving, or the nomad's getting a bonus from pillaging and provinces with mount markets.
    Actually the nomads DO get money from pillaging (i.e. by standing in a foreign territory until a black spot appears) AFAIK, which is really cool.

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