@Johan I hope for some kind of build manager where I can see where my next Marketplace (in which city) will bring most profit. Not like in 4356th dlc (like in eu4).
- 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
If taxes mostly come from slaves, does it mean that building a country with a free society without slavery would not be viable? Or is it possible to adjust it somehow (say, with policies that shift the tax burden) or reasonably offset with other types of income? Thanks!
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.
I think that would be a more on off thing, pay a big sum once and keep people happy for a short time.I'll echo some others here. Is there no naval buildings? Also what about special/grand projects (think coliseum etc)?
I do not want to jump the gun but got to admit if we only get to build 4 buildings I would be quite disappointed.
I was hoping to go on a building spree with aqueducts, baths and libraries instead we have 4 buildings.
Let's wait and see but so far from what I see I get this idea of an extreme streamlining. However I'm not a game designer so let's see how this will turn out.
So this building system seems pretty dang simple. I hope we get more buildings/historical options for special cities (Campus Martius, Servian walls etc)
I think these are better represented by civilization value than with the shown building system.
It depend on how you mean simple. Other paradox games each building can only be built ones while these can be built how many times you want as long as you still have space for them. They also compete with each other because you are only allowed one building per ten people.
It is quite different from both in my opinion as the building cap and the unlimited levels do not exist in any other paradox game.I hoped for some innovation, instead of a mix between EU:Rome (1lv buildings) and EU4 (building giving modifiers instead of real values).
It is quite different from both in my opinion as the building cap and the unlimited levels do not exist in any other paradox game.
Stellaris?
Yes and buildings also work very different from Stellaris as you do not work them.If I understood his points correctly, Stellaris doesn't have unlimited building levels. You can build mine network up to level X, where X is either limited by tech level, or planetary administration level. In I:R nothing prevents you from having 200 Granaries in one city (Assuming you can get 2000 pops in one city, granted)
It was mentioned in one of the articles about the game.By the way I believe that this may have been the first time we've seen confirmed that military units will have experience (IIRC this was also in EU:R so not surprising)
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.
If I understood his points correctly, Stellaris doesn't have unlimited building levels. You can build mine network up to level X, where X is either limited by tech level, or planetary administration level. In I:R nothing prevents you from having 200 Granaries in one city (Assuming you can get 2000 pops in one city, granted)
Yes and buildings also work very different from Stellaris as you do not work them.