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  1. #1

    Default Re: Province Analysis

    I think each province has the following Types of structures (excluding forts)

    Structure 1 - In capital buildings - What types of things can be built in the region capital is based on the region and does not change. For example St. petersburg is very small in terms of population (less then 100K) but you can build a full range of buildings in city. I do not believe this changes over time. Other examples are in the Americas where a few cities (like Quebec) get all options while the rest only seem to get the main magistrate building and walls.

    Structure 2 - Towns - Each region has from 1 to 5 towns (Max capacity of 5). I read this in a review somewhere. As time goes on your villages will turn into normal towns or ports (see above for more details). When you build a structure like a weavers town the output is dependant on population for teh region I believe. So always best to upgrade your smiths in the large regions first.

    Structure 3 - Resources - Each region has a pre-defined set of resources like famland, plantations, mines, etc...These are fixed by province and I believe the yield (low, medium, high) is also fixed. I have never seen a new farm or resource emerge.



    If anyone has seen anything that contradicts these please post as this was something that I have tried to explore myself while playing the campaign.

  2. #2
    The Laughing Knight Member Sir Beane's Avatar
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    Default Re: Province Analysis

    Quote Originally Posted by DEY123 View Post
    I think each province has the following Types of structures (excluding forts)

    Structure 1 - In capital buildings - What types of things can be built in the region capital is based on the region and does not change. For example St. petersburg is very small in terms of population (less then 100K) but you can build a full range of buildings in city. I do not believe this changes over time. Other examples are in the Americas where a few cities (like Quebec) get all options while the rest only seem to get the main magistrate building and walls.

    Structure 2 - Towns - Each region has from 1 to 5 towns (Max capacity of 5). I read this in a review somewhere. As time goes on your villages will turn into normal towns or ports (see above for more details). When you build a structure like a weavers town the output is dependant on population for teh region I believe. So always best to upgrade your smiths in the large regions first.

    Structure 3 - Resources - Each region has a pre-defined set of resources like famland, plantations, mines, etc...These are fixed by province and I believe the yield (low, medium, high) is also fixed. I have never seen a new farm or resource emerge.



    If anyone has seen anything that contradicts these please post as this was something that I have tried to explore myself while playing the campaign.
    Regions can have more than five towns. England has Manchester, Birmingham, Swansea, Oxford, Cambridge, Portsmouth, Liverpool and Newcastle. It also has three farms.

    Everything else seems to be spot on.


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  3. #3

    Default Re: Province Analysis

    I wonder if the limit is 5 non-port towns and 3 ports? Anyone seen more then this?

  4. #4
    The Laughing Knight Member Sir Beane's Avatar
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    Default Re: Province Analysis

    Quote Originally Posted by DEY123 View Post
    I wonder if the limit is 5 non-port towns and 3 ports? Anyone seen more then this?
    There's a good chance that France or Spain have more. I'll check as soon as I get the chance.


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  5. #5
    Member Member DrHaphazard's Avatar
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    Default Re: Province Analysis

    You may be right about that DEY, in my count of a finished Sweden they had a whopping 14 villages, but only 5 towns and 3 ports. The rest were 2 timber, 1 iron, 1 silver, 1 fur, 1 farm.
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  6. #6

    Default Re: Province Analysis

    Are the region capital build slots pre-determined? I started a game as United Provinces and can't build an admiralty anywhere. I have a region capital with a few open slots but can only build the opera house line and the cannon maker line.

    Also, trade is limited to how many trade routes you are allowed in your home province. The Dutch only have 1 port on their home province so only start with 3 foreign trade routes allowed. Do other countries with more than 1 port in their capital have a chance for more?

  7. #7

    Default Re: Province Analysis

    i believe paris has some ridiculus amount, my mate captured it in his campaign and yea he says it just keeps growing and growing lol.


    are u suprised u cant develope a resource town into something different? cos thats the impression i get from the post and that seems odd to me, each province has a set number of resources whose yeild can change, and u can build up w/e on them, mines, farms, w/e. then u build up your towns in 1 of 4 ways schools for research, taverns for rakes/happiness, churches for priests/religious conversions, or craft workshops to use the resource.


    btw i think every province has at least 1 farmable resource and 1 tradeable/craftable resource alot have more but every province ive come across usually has something to farm and something to craft hehe.
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  8. #8
    Member Member DrHaphazard's Avatar
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    Default Re: Province Analysis

    Quote Originally Posted by andrewt View Post
    Also, trade is limited to how many trade routes you are allowed in your home province. The Dutch only have 1 port on their home province so only start with 3 foreign trade routes allowed. Do other countries with more than 1 port in their capital have a chance for more?
    This would be extremely interesting to know. So trade routes are ONLY determined by your home province? I.E. As Prussia only Brandenburg counts? I would find this highly unlikely, but if it were true then you could fairly easily determine your trading potential as a faction. Frankly I would find it laughable that Sweden, with its 3 possible ports, should be able to out trade the Dutch who were historically very competitive with England.

    As to the admirality, yeah it looks like thats the last slot available. Strangely, completely landlocked Poland had an admirality when i conquered it. Since I did not understand the city slots at the time i destroyed teh admirality (already had another anyways) so i could build something else. Of course there's nothing else to build.

    Frankly I was hoping for a bit more variety here. Don't get me wrong I love the new towns system, I think they are great since it not only provides some variety but also encourages you not to huddle inside your mighty castle. The more field engagements the better.

    However, I thought that M2TW had taken an interesting step when it segregated castles from cities, making one mostly military and the other a source of income. I thought these divergent paths created some interesting strategic options. For instance in E:TW, i was hoping to see the option to say, build a bank in your city, but the bank took the place of say the admirality or the army building.

    I am also very suprised that there are no cavalry specific buildings. I thought you would at least have to make a choice between focusing on infantry or cavalry in a given province.

    Oh well...
    Cheer up 'Tis no use to be glum, Boys,
    'Tis written since fighting begun,
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  9. #9
    Member Member anweRU's Avatar
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    Default Re: Province Analysis

    Quote Originally Posted by andrewt View Post
    Also, trade is limited to how many trade routes you are allowed in your home province. The Dutch only have 1 port on their home province so only start with 3 foreign trade routes allowed. Do other countries with more than 1 port in their capital have a chance for more?
    Based on my Maratha's campaign, that is incorrect. I believe it is how many trade ports are linked to your capital via land.

    In turn 1, I had only three sea trade slots, which I quickly filled.

    Turn 2, I captured the city immediately to the north of my capital, which had a trade port as well. I now have six trade slots.

    So if the Dutch capture neighboring coastal provinces, they should get extra trade slots as well?
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