For example, Rome can choose between a Provincial Roman Capital, a Latin Rights Colony or an Allied State (Amicus Populi Romani). Provincial capitals for all cultures now have new names that reflect various government types and allied state options in their provinces in the spirit of Europa Barbarorum. These include Rhodian slingers for Rhodes, Cretan Archers for Knossos, Athenian Hoplites in Athens, etc. We also added new faction specific garrison units to most special capitals when they are owned by the original culture. It also allows us to add different effects for when a special capital is barbarian, like Bibracte. This won't change how they function or look, its more of a technical change to allow for proper ladder/tower size, etc. All special capitals now have a barbarian version so that the proper siege engine size is used in battles. Bibracte is the first barbarian special capital and has some unique bonuses for them as well as becoming more civilized looking as it is upgraded. Pella and Bibracte have been added as new special capitals for new Grand campaigns. However, they also now produce spices after tier 2. Eastern factions' spice trader forum building and the Seleucid/Baktria Satrapy Palace forum building now require spices to be upgraded past tier 2. It is only produced in the starting capital regions of the Baktrian and Mauryan factions, simulating the Indian spice trade, and in the Sabaean capital simulating their ocean trade with the east. This resource has a different system from our normal resources because it comes from region effects in capital regions. An all new resource has been added to the Grand Campaign and Imperator Augustus Campaign - spices. Thanks to Litharion for working on this really easy to use and intuitive system. There is now a button that will allow you to change your capital to any region on the map at any time! You will find it next to your faction emblem. I thought I would highlight some of the biggest ones. In 1.2.3 we will be making a few useful and fun additions to the campaign and building systems. As long as you follow this basic formula you can steadily increase the size of your Military installations and you Commercial and Industrial installations while balancing out public order with your Cultural buildins.This is a little treat for those of you who enjoy the campaign side of the game. ![]() My suggestion is to try to balance out your military buildings with the Cultural buildings, try not to make the Yellow ones in your main city until you have a population surplus so you have room for military installations, but make the temples in your minor settlements to keep public order in the green, if public order is in the red you get a tax penalty in that particular province. In your main cities you can make Yellow buildings that greatly increase public order and the temple buildings (puple) which you can make in any of your minor towns. The next thing is the Tricky part, Cultural buildings. ![]() While your tech tree is processing Conquer Conquer Conquer to establish a province or two, and if you have a natural resource in one of your areas the city that is producing that resource upgrade that town so you can make more money thru trade with your trading partners. ![]() Once you have a small economy your ready to use the Tech tree to create better buildings for Commercial/ Industry. When you have a stable food supply focus on Commercial and Industrial buildings but do not progress them to the point that they disrupt public order that comes later. The next thing you have to do is make Agricutural buildings to keep your food supply in the green, in the province window in the lower right corner of the campagn map screen you can check to see what province is in the green and which is in the red (which indicates they import food). As you progress thru the game more factions will open up so keep looking at the diplomacy window every other turn to see if another faction is available. Economics in Rome 2 is fairly simple it takes a balancing act of maintaining public order, trade partners, food supply and commercial/industrial buildings. The first thing you must do is establish trade with all nations right from the start, even if they dont like you they may be reluctant to trade with you and most will have a low success rate but try anyhow.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |