Recent Posts

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Pre Launch Discussion / Re: Faction Spotlight Videos
« Last post by Bricker on June 08, 2017, 10:40:49 AM »
I will start with Shang.
Pre Launch Discussion / Religions and Schools in the game
« Last post by Tileta98 on February 05, 2017, 01:02:22 PM »
Good morning Neutron :D:
I have some ideas about the development of religion policy, because during the game, you can research, and later, build some schools and temples, for example, mohist or confucianist temples and schools.
Throughout history, in China had been some religious disturbs and policies that banned foreign religions like buddism or nestorian.
In my opinion religion is a very important part of the Chinese history, and I think that it must have a place in the game.
Some religions that can be added in the game could be Nestorian (Diofisist Christians) or Manacheism, for example.
Thanks for read this.
Pre Launch Discussion / Other Land improvements
« Last post by orientalenthu on February 01, 2017, 01:43:36 AM »
I was wondering if there any efforts to make other terrain improvements wioth your peasant then farms, like fortifications for instance. Also is there any way to make forests useful, like for wood resources.
Yes that's right
Pre Launch Discussion / Re: Question about Authority and conquest?
« Last post by Indianerz on January 06, 2017, 09:24:28 PM »
I wish the empire would get some authority from the total number of battles won. That would help with the strategy of intimidation. I would like to see conquest as a playable option though, with diplomacy as another option to pursue strategically. It would be nice to have a sandbox feel to which direction you would like to take your empire in. I don't mind the micro managing part personally, but I agree that it can get very tedious and is one thing I do not enjoy about some games in the later stages, after holding hundreds of cities or territories.
Thanks for the help. That makes sense. The upkeep on some buildings seems really high, but I guess it generates more income later in the game. I take it that the early game's income is based primarily on taxes then.
Pre Launch Discussion / Re: Question about Authority and conquest?
« Last post by Neutron on January 05, 2017, 01:34:04 PM »
The game design tries to discourage players from forming huge empires, and having the game degenerate into a micromanagement nightmare. Hence authority limits how many cities you can directly control. Instead, win the game by intimidating other factions into becoming your vassals, or recognizing you as emperor.

Most of your authority comes advances in the tech tree, with some extras from edicts, encounters and a leader's personal reputation. As you've noted, the later is lost when a leader dies. This is by design.
Hi Indianerz

Glad to hear that you're enjoying the game so far.

The key point to remember about trade, is that the demand can only be met once. For instance if a city has a silk weaver, you will get money for satisfying the demand for silk there (demand just depends on population). If it doesn't have a silk weaver, then the demand can be satisfied by importing it from a city that does. Each building can satisfy infinite demand, so you want to have as few buildings as possible producing goods (to minimize upkeep), and meet demand by exporting. You need a bazaar to export, so to some extent you want to concentrate your resource producing buildings in one city.

However, local specialties produced by each the bazaar are unique to each city, and so can be imported even if the city has a bazaar, so if it city is surrounded by other cities with large populations, it will be profitable to build a bazaar even if it produces nothing else to export.

Bazaar's are the basic building you need to export. They also produce local specialties to export, and increase the money you receive from goods produced in the city. Markets are just an improved version of a bazaar that increase your income from exports, but cost more in upkeep. Caranansaries allow a city to re-export goods that they import, but don't produce.

I'm happy to answer questions here, but you'll find more discussion on the Steam forums.

Pre Launch Discussion / Question about Authority and conquest?
« Last post by Indianerz on January 05, 2017, 01:10:24 PM »
I cannot seem to get my authority higher than 15-20 for some reason, which makes it impossible to conquer much at all. With such a huge sprawling map and the goal of unifying China, surely there must be a way to get it higher? Do I need to win more battles?

I have also noticed that the authority does not carry over when one leader dies and the heir takes over? Shouldn't at least some of that authority carry over in the empire's total amount of authority?
I have been playing the game for around 20 hours so far, and I have to say that I love the concept. It has the potential to be one of the greatest games I have seen in this genre with a few adjustments here and there. I am playing a campaign and have gotten to the point where I am about to start warring with other factions, but I need to strengthen my economy first. I have seen other threads pertaining to this, but they don't seem to be asking for the specific answers I am looking for.

I am confused about how to best make use of trade, goods, and generate more income? I have tried several ideas, and I can't seem to figure out how the trade works. I experimented with building silk weavers, but found that in some areas it did not seem to help the income at all and became a liability with the 100 per turn upkeep cost. The same with markets, bazaars, pottery facilities, foundry, etc.

Understanding and creating a working economy can be hard, but my question is fairly simple though:

Does the game operate like Civilization games, where each city is completely independent from each other in the supply and demand chain? Meaning ... is it best to build one of everything (markets, silk weavers, pottery, etc) in each city, in order to just crank out as much revenue as possible. Or do the city's supply and demand effect each other, making it more beneficial to limit the supply of some goods for the sake of value?

I would like to have a better understanding of how to build out the facilities and industries in order to maximize the income. How do markets, bazaars, caravansary effect each other, and should they be located in every city? Or would it be better if you limit the markets and caravansaries to just one or two and have bazaars in every city?  How do they effect each other's income if at all?

Thank you for your help, and I truly am enjoying what I have seen so far!
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