![]() ![]() To see a worthwhile effect you have to upgrade it to the second or third level, and even then you rarely need the bonus in replenishment. I don't find these buildings to be that useful. They are therefore best placed in frontline regions where you know that you'll have to replenish casualties fast. The supply post and it's upgrades only do one thing: increase the rate at which your troops replenish. The higher levels of the market building (the merchant and banking houses) are quite powerful and can do much to boost your economic growth. The market is a pretty straight forward building, it adds region wealth and increases region wealth growth. In your intellectual centres you can either build colleges or member's clubs. The region's wealth is the sum of all your towns' wealth coupled with wealth from ports, mines etc. They are no longer "poor" or "wealthy" as in E:TW, and all towns have an equal productivity. Each town's wealth is determined by the building in it. One big change to towns from E:TW is the different meaning town wealth has now. These sites only have one kind of building you can construct on them. These are pastures, farms, logging camps and mines. ![]() There are other places on the campaign map where you can construct buildings other than towns. Each town type has two kinds of buildings available to it, but you can only build one of them in a single town, so you have to choose. There are now three main types of towns intellectual centres, industrial centres and commercial centres. 4 Government, Government Types and RevolutionsĪ lot has changed when it comes to the towns out on the campaign map.1.4 Pastures, Farms, Logging Camps and Mines.1 Towns And Buildings On the Campaign Map. ![]()
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