Results 1 to 30 of 73

Thread: The RTW II Economy - Research, Tips and Strategies

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #10

    Default Re: The RTW II Economy - Research, Tips and Strategies

    200 turns in, with associated tinkering of provinces, I'm coming more and more to realize that province specialization is the key. I haven't really figured out the specific formulas, but clearly it's impossible (and probably deliberately so) to fully develop a province's towns/commerce/industry AND also be self sufficient in food. With the limited slots available, just can't be done past Level III. And I don't think that's necessarily a "flaw"...it's supposed to be that way. It kinda makes sense; Rome couldn't have become Rome without drawing tons of resources from across its empire (especially food).

    It seems to me that one can balance out a province with Level III buildings...but without much food surplus to contribute elsewhere. Then, introducing a Level IV building into its mix then makes the province reliant on external food...either directly because it requires a lot of food in itself, or indirectly by needing to compensate for its squalor by building other food-consuming public order buildings.

    As I've said, I haven't figured out specifics, but my basic idea is that, just as there are different levels of buildings, I'm going to start thinking of "Level II-IV provinces":

    Level II Province: Food producer. May not make much money. No buildings higher than Level II (other than perhaps agricultural). The province's function is to provide the food surplus necessary to support the higher provinces.
    Level III Province: Self-sufficient in food. Makes decent money, but held back in development so as to not require food imports. No buildings higher than Level III. One could conceivably run the entire empire consisting of only Level III provinces.
    Level IV Province: Richest provinces, fully developed with Level IV buildings, and therefore making the most money. To do this, however, the province CANNOT be self-sufficient in food.

    The trick will be figuring out how many "Level II" provinces I need to hold back in order to support a "Level IV" province. Will a 1:1 ratio do it? Or will I need 1.5:1 or even 2:1? The other interesting thing is how the tech tree plays into the equation, especially in the way that Level III buildings are available early (or even at start in some cases), while Level IV buildings can take quite a long time. In my own campaign, I've developed the trees roughly equally, and am just now beginning to unlock many of the Level IV buildings. In the meantime, I've also built up my provinces to the "Level III" description, and am now realizing that I may have to "deconstruct" some of them back down to Level II in order to find the food surplus I'm going to need. It would have taken an incredible amount of discipline to deliberately hold back these provinces looking so many turns ahead. Concomitantly, I'm also realizing that the various tech trees may not be quite so independent or even "disconnected" as they first appear. They may not be directly tied to each other, but the buildings/effects they produce are definitely intertwined in developing a functioning empire. On this particular point, we as a community may have been a little prematurely critical of CA.

    Note: that last point does not pertain to the ridiculously early achievement of legionary troops. Regardless of what sort of tech development or victory condition which one pursues, it just shouldn't be possible to graduate past hastati/principes/triarii decades before 200BC. Criticism of that one particular feature in the Roman military tech tree is 100% legitimate.
    Last edited by Bramborough; 09-13-2013 at 01:12.

    Members thankful for this post (6):



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