![]() ![]() We reserved the tap and hold function for tooltips and info panels. Navigating the UI with touch controls was kept pointedly simple, using taps, holds or swipes to interact with the options. We then brought these controls to the battlefield so players could draw paths directing their troops into combat. This is how we began thinking about touch controls.Ĭontrols that manoeuvre units on the Campaign Map were based around drawing paths onto whatever you want the units to interact with, be that a peaceful settlement or a threatening enemy army. Farming unless an Excellent Harvest makes little Denarii in general.We always knew we wanted the player to feel like a General in their tent, drawing directions onto a huge Campaign Map and pushing models of troops into position. The better the farms the more it costs to rebuild the farm land. This is also another dissuading reason to not build farms. That explains why the land goes black around the enemy army. Devastation is where an enemy army like rebels sit there for long periods of time and ruin the land. It's so minor it's basically like charity for the bribed. Next is Corruption, This is just there, there is little to no way to get rid of it. That's why sometimes cities will be "earning" negative money. Meaning more populated cities will be paying more than the smaller ones. It's based on the Population of that City. Due note this is for ALL troops, not just the city's garrison. There are upkeeps for both the military and generals seperate that every city will have to pay. Farming is based on how well the Harvests are in the province. Mining will be dependent on the resource, and the amount of that resource in that province. Taxes is just based on population, the larger the population the more Denarii made. The best source of income will always be trade, building ports and roads will greatly increase the amount of income you receive. There are four main ways of income, Taxes, Trade, Mining, and Farming. This Faded Effect is also for the Public Order and Population Growth Bars too! These represent what the income will be once the building is complete or repaired. Income If you notice that to the left of the boxes there are faded boxes. The thing is either, do you want a happy settlement or a booming city ready to rebel because of rats. Yes this contradicts with a faster growing population. The only real way to fight squalor is to construct buildings that provide health bonuses, and not to build farms. In a nutshell move your capital around until you find a sweetspot where all your cities are fairly happy. Distance to the capital is another hard one to deal with. A simple way of fixing this is to just demolish the building that has parentheses, EX: (Greek) or upgrade the more important ones like the marketplace with one of your culture. Cultural differences is one that will make a village revolt. ![]() The Negative Bar is definitely demanding. Wonder's like The Lighthouse at Alexandria help greatly and health. Many other benefits are the governor's influence, basically have a family member with influence as a governor. Not the quality of troops! This is why other guides say to stuff the city with peasants: There are a lot of them and are very cheap to upkeep. The NUMBER of troops dictates the Public Order of the populace. The most important to look at on the Postive Bar is the garrison. Public Order There is a lot that goes into Public Order.
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