Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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SamsTheMan Jul 23, 2014 @ 1:22am
whats a good building combination for making money?(as seleucids)
im playing a seleucid and im making about 10k a turn but considering all the territory i have i think i can optimize it. the problem is i can't really figure out a good general rule or economy aspect to focus on between agriculture, commerce, industry etc. the money making guide suggests agriculture but my tier 3 farms only provide 60 wealth per so that seems like it wont work for my particular faction
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Showing 1-8 of 8 comments
Genghison Jul 23, 2014 @ 4:10am 
There's no "cookie cutter" way of rofl stomping finance as there has been in previous games with this, I've found. But, if you upgrade the settlement centre's, this gives an increase in all income for that province, this of course takes food so you need to build farms and fishing ports where ever possible. Also, concentrate on tech that improves income such as tax % and trading buffs and never underestimate the importance of the line of tech that reduces corruption!
Over time these'll increase your income but there is no hard/fast/easy way that I've figured out as yet that'll get you any significant boost. As a foundation, agriculture tends to be the best bedrock
SamsTheMan Jul 23, 2014 @ 2:15pm 
yeah I get that theres no secret bullet. I was just thinking that logically each faction has to have a general 'best build order' for each provice. maybe ill try some industry stuff as that actually produces significant amounts of wealth. the commerce buildings looked somewhat promosing too but you can only build them in the provincial capital and not int he smaller towns and villages as far as ive been able to tell
Varmint Jul 23, 2014 @ 2:49pm 
A nice combo is industrial buildings in a Gold Province! Of course, just the Gold Province itself is sweet, but the mulipliers add up! Iron and Lead in measure. Some industrial buildings also amplify slave output.
Africa with its 4 seaport slots is ideal for Commercial Stim Edict.
The only advanced maneuvers are specializing whole provinces - to bread baskets or military or industrial or commerce centers and such. Especially when you occaisionally get a character with an attribute to boost one in particular, you have a province waiting for that specialty.
Last edited by Varmint; Jul 23, 2014 @ 2:50pm
arealhumanbean Jul 23, 2014 @ 3:34pm 
Mines with anything +industry, or just commerce buildings with commerce ports if it's on the water. Some of the religious buildings have +% to each of the types as well, so if you know what you're building you can make one of those to boost it.

The best way, once you get a ways into the game, is to split the provinces into little sectors for certain things. If there are gold mines and stuff like that, make it an industry focus province. If it's out of the way, make it nothing but farms and +agriculture.

It's usually best to make the first province focus on military buildings though, because someone is always declaring war on you if you're on hard or higher. The AI has a tendency to use crap troops en masse, but if you have better ones (especially melee focused ones with shields and good morale) they are more efficient and you can save some money. Administrators and -%upkeep Champions help also, but I always end up getting shoddy ones who develop bad traits.
SamsTheMan Jul 23, 2014 @ 10:27pm 
so provinces with mines show the mines as being the resource of its respective town, correct? I dont think I've ever seen an actual gold symbol on a province though I have seen lead and iron before. thanks for the advice, I'll give it a try. I also recently looked at the wealth screen and saw that my corruption is 47% which is freaking nuts, I'm going to work on lowering that. Is there any way besides researching technology?

and I find it extremely hard to keep public order up in my military focused provinces, should I split military production and military upgrades into two different ones?
Emmental Jul 23, 2014 @ 10:32pm 
I don't see how any of this is possible with the broken squalor system still not being fixed. Unless you leave all buildings at level 2.
SamsTheMan Jul 23, 2014 @ 10:32pm 
yeha thats definitely an issue
Varmint Jul 24, 2014 @ 6:45am 
Originally posted by SamsTheMan:
so provinces with mines show the mines as being the resource of its respective town, correct? I dont think I've ever seen an actual gold symbol on a province though I have seen lead and iron before. thanks for the advice, I'll give it a try. I also recently looked at the wealth screen and saw that my corruption is 47% which is freaking nuts, I'm going to work on lowering that. Is there any way besides researching technology?

and I find it extremely hard to keep public order up in my military focused provinces, should I split military production and military upgrades into two different ones?

Gold is not a Trade Resource, and so it comes with the "minor settlement" main - as does Grain, Fish and Purple Dye.
(Altho it looks like Purple Dye was supposed to be a trade resource, that didn't make the cut.)

There's no getting around doing the math to balance Public Order with Squalor.
Squalor comes with 0 impact for Tier1 and 2 buildings. 4 for Tier3 and 10 for Tier4.
You have to match this with your faction's Publick Order buildings
- which give Public Order to varying degrees.

But, removing Taxation will help a bit.

As does choosing a Province which already has your Culture
and so start with less discontentment from other Cultures.

Also, you might just consider substituting your Ag buildings for the Military ones as a stable trade off for slots when you decide to go Military on a Province. All the Public Order buildings should still be in place to counter the Squalor if you use Military Buildings that produce squalor. Easier to counter Military buildings that consume Food, as that can be handled globally while Public Order is Province by Province consideration.

btw The Training Camp building chains are just not worth the Province Capital building slot early on in the game, so unless you have some huge compelling reason to go there, you'd be better off with regular capital buildings. On the other hand - I've found that Camps/Barracks that increase the Ammo of Missile units is very nice whenever you can get them. And those can lend upgrades to units that move into the province and upgrade - not just upon recruitment.
Last edited by Varmint; Jul 24, 2014 @ 6:51am
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Date Posted: Jul 23, 2014 @ 1:22am
Posts: 8