I think there needs to be a dev diary on some non-Roman aspects of the game, show the Gauls, Egypt, India, Greece etc some love!
The only Roman taxes on slavery I can find are one levied on freeing slaves (i.e. 5% of the value of a slave you choose to free goes to the state) and on the sale of slaves (i.e. 4% of income generated from sales).First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income.
Well it looks like you will be able to build units in parallel, but this looks like an adaptation of EU4 rather than a new approach. Armies would tend to be raised in Spring, would comprise a range of recruits some of who would be experience or veteran, units might well go on campaign understrength from the start and there would be little provision to rebuild units with replacements as done in EU4. I'd question whether there was much capability for that during the period covered by EU4.Each building type can be built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
- Training Camps : Gives +10% Manpower, and +10% experience to units built in the city.
- Fortress: Each gives +1 fort level.
- Marketplace: Each gives +20% Commerce Income
- Granary: -1 Unrest and +10% Population Growth
Nice, and good to see what looks like will be a similar Governor Corruption to EU:R. Now wondering whether characters can mass their own money again
It's hard to imagine something simpler or more like a board game. Yet another reason to be extremely pessimistic about this game and the direction Paradox is taking.
Unfortunate.
Anyone else notice Swedes always mix up have and has?Finally, each city have a few building levels.
Hardly any simpler than EUIV, *it's not like Paradox games came from board games*It's hard to imagine something simpler or more like a board game. Yet another reason to be extremely pessimistic about this game and the direction Paradox is taking.
Unfortunate.
Any system of good consumption through the province?Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well.
So my question is, can you build buildings beyond what your citizens/pops can manage? For example, if I have 9 pops, can I build a second building and just have it sit idle until I have enough people to run it, like I could with factories and mines in "Stars!"?Finally, each city have a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
You don't upgrade building. You can build more if city is big enough. And I don't think a city will gain 10 more pops in few years.So buildings are going to be constructed on a per city basis, given the number of cities on map isn't this going to mean a lot of time spent just upgrading buildings? Is this why there is such a limited number of different buildings, to allow a nice clean UI (presumably there is an EU4-esque macro builder)
You don't upgrade building. You can build more if city is big enough. And I don't think a city will gain 10 more pops in few years.