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darthfanta

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Got a question.Are there any wonders that only really works if you build in your capital?I am looking at the University and great library.Does the tech points increase only benefit the province they are in and not your capital?
 

jhhowell

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My understanding is that troop bonuses apply to all holdings in the province, so if you have a capital province with several castles and the Great Wall (with appropriate add-ons) you'll have a truly insane amount of troops stacking those bonuses with the normal +50% capital county bonus and the marshal's raise troops bonus.

I haven't managed to try that myself - save game got messed up while the Great Wall was still under construction, and my restart hasn't reached that point yet.

My experience holding the House of Wisdom in Baghdad (which as I understand it is a Great Library) is that it affects your entire realm. Though I guess it's a little hard to tell; by the time one takes Baghdad the realm is likely to be rather large and will produce a lot of tech spread message spam in the log regardless.

University shouldn't matter for the capital either.
 

Sunshine Moon

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Tech points benefit your whole realm, because that's how tech points work. Counties have tech levels, that increase slowly over time, but they don't have tech points. Rulers have tech points. So any great works that you have will add to your tech points, which you can spend to increase the tech levels of your capital (which of course, some technologies only benefit that county, e.g. Infantry, and some benefit your whole realm by way of benefiting you, e.g. Popular Customs, but anyway).

I don't have an exhaustive list of which great works should only be built in your capital, but whether they apply on a per-county basis or a realm-benefit basis should come down to how the particular mechanic being boosted works. For instance, every county has its own disease resistance, therefore a great work that adds to disease resistance is for that county only (still a good bonus); but a great work that gives prestige (like most do) will obviously benefit your whole realm, since counties don't have prestige, you, the ruler, have prestige.

I'm pretty sure this also applies to bonuses like the Grand Ampitheatre's Hippodrome extra feature giving a bonus to mounted troops, i.e. that bonus is only to the troops from that county. However, remember that retinues count as being from your capital county, so by building something like this in your capital, you can give the bonus to all your retinue troops.

Anyway, that's how I think it works. Someone correct me if I'm wrong about any of this.
 
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jonjowett

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In general, I think the best wonder to build in your capital is the great walls. This is because it gives additive bonuses to garrison and levies for all of your personal holdings in the capital county - which means that your capital county on its own can produce ridiculous levies (10-20k is easy).

I don't think it's worthwhile to worry too much about tech bonuses, because I find that 200 years is always enough to become the most-advanced county in the world. After this point, tech spread doesn't help you, and +techpoints has the same impact whether it's in your capital or not.

If there are improvements that give bonuses to troops (eg. the hippodrome, as mentioned by @Sunshine Moon ), I suppose it's worth considering. However, I think it's likely that great walls will still be better overall: +X% number of troops is arguably more useful than +X% troop quality (because AI only looks at number of troops when deciding whether to declare war); and I suspect that the % increase in total number of troops from great walls is larger than the improvement in quality from hippodrome etc.

Finally, it's worth noting that, IMO, roleplay trumps mechanics. If there's a good roleplay reason to put wonder X in your capital, go for it!
 
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Sunshine Moon

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Oh yeah, this game is absolutely for roleplaying and doing suboptimal things.

(But on the other hand, going super-hard into acquiring tech points way beyond the point of surpassing everyone else can, with perseverance, let you do ridiculous things like completely max out military organisation by the year 1000 and have like five huge standing armies that can go anywhere and practically teleport behind fleeing enemies)
 
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jhhowell

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Finally, it's worth noting that, IMO, roleplay trumps mechanics. If there's a good roleplay reason to put wonder X in your capital, go for it!

Yeah, I completely agree with this! :) By the time you're in a position to think about Great Works, you're well into "You know what else works? Anything." territory. My inclination is to build Great Walls in the capital because I enjoy min-maxing, not because there's any need to do so. The RP argument for putting a Royal Palace in the capital is also quite compelling.

(But on the other hand, going super-hard into acquiring tech points way beyond the point of surpassing everyone else can, with perseverance, let you do ridiculous things like completely max out military organisation by the year 1000 and have like five huge standing armies that can go anywhere and practically teleport behind fleeing enemies)

At the risk of taking this thread off on a tangent - what's the connection between the Military Organization tech and army movement speed? That's not one of its listed effects. Does high Mil. Org. tech make it more likely for commanders to pick up the Organizer trait?
 

ThePettyQueen

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I was checking the Wiki (here is the link) and saw no bonus to levy size given either by Grand Fortress or Great Wall ?!

There are several unique features available for the Great Walls which give additional archers, and one which gives additional heavy infantry. If you get all those, and multiply it by the capital county bonus, train troops, and regular building/stat bonuses, it can add up to quite a bit. And of course there's the generic features like Watchtower Network, which adds a levy % bonus.
 
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Sunshine Moon

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At the risk of taking this thread off on a tangent - what's the connection between the Military Organization tech and army movement speed? That's not one of its listed effects. Does high Mil. Org. tech make it more likely for commanders to pick up the Organizer trait?

"Land Organisation", which is one of the things the tech improves, means movement speed.

(There are also great work features that improve it, so again, you can build them in your capital to boost your entire retinue's speed!)
 
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jonjowett

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The RP argument for putting a Royal Palace in the capital is also quite compelling.

Offtopic: I tend to put my Royal Palace up in the mountains/hills just outside the capital, and rename it "Summer Palace". Everyone needs a summer holiday.
 
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DPS

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Offtopic: I tend to put my Royal Palace up in the mountains/hills just outside the capital, and rename it "Summer Palace". Everyone needs a summer holiday.

A few times, I've built 2 Royal Palaces--one in the capital, and one in what seems like a nice vacation spot. :D
 
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Karlington

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"Land Organisation", which is one of the things the tech improves, means movement speed.

(There are also great work features that improve it, so again, you can build them in your capital to boost your entire retinue's speed!)

Are you sure about this? Every source I've found on the topic claims it is morale recovery rate.
 
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jhhowell

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Are you sure about this? Every source I've found on the topic claims it is morale recovery rate.

I'm fairly certain Sunshine Moon is mistaken. I did some testing, using Wessex 867 since that's a convenient low-tech area. Mil. Org. 1, troops march from Dorset to Wessex arriving on Jan. 23rd. Restart, console to make the whole world have tech 8 in everything, troops still march from Dorset to Wessex arriving on Jan. 23rd. I made sure to check that Alfred didn't have the Organizer trait in either start.

Interestingly, the morale regain effect of the Military Organization tech is slightly weaker than the morale increase from the other techs, such that the time for vassal levies to reach 100% morale is slightly longer at max tech than at tech 1 across the board.
 
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Hmm, really? I must have been lied to by my internet searching.

I wonder why my troops seem to overtake enemies' without any organisers or architects around, then...
 

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Hmm, really? I must have been lied to by my internet searching.

I wonder why my troops seem to overtake enemies' without any organisers or architects around, then...

Who were you playing as when you observed this effect? Eg. Nomads get bonuses to global movement speed from their capital.
 

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The most important think organization does is increase the supply limit.
 
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