12/19/2023 0 Comments Napoleon total war map![]() The number of building slots in the regional capitals varies greatly and can be any number from one to six. You attack and capture these to capture it's respective region. The gold mine will add to region wealth and region wealth growth. The iron mine will add to region wealth as well as making all land units cheaper in it's region. There are two kinds of mines, iron mines and gold mines. I estimate that my logging camp in France in my French campaign saved me upwards of 20,000 gold. Most high-tier buildings can cost upwards of 10,000 gold to build, making a 10%-15% pretty substantial. This makes the logging camp very nice to have in regions where you know that you'll construct a lot of buildings, for example in your home region. At the first level this discount is at 10%, at the second it's at 12% and at the third it's at a whopping 15%. The logging camp is interesting, it reduces the cost for recruiting naval units, adds to region wealth and significantly reduces the cost for constructing buildings in the regions where it's located. Farms increase replenishment rate and add to region wealth. ![]() Stables will reduce the cost for recruiting cavalry in their region, as well as adding to a region's wealth. These buildings differ from your towns in that they only have one building option available to them. The replenishment feature is a new feature in N:TW and will be covered in the "Armies And Navies" section. Given how the replenishment system works, the supply post should only be built in isolated and surrounded regions that are far from your other regions and under constant threat of attack. I generally prefer to build the market chain of buildings since their economic boosts are quite large. 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.
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