Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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How do percentage numbers effect the whole province?
So a few buildings give me for example 30% of wealth on manufacturing and behind those stats it says that this is for all regions. Therefor I thought that if this information isn't written behind a stat those percentages only count for the one region where the building is builded. But now I have builded a buildung that gave me 10% wealth on agriculture and noticed that also the percentages on agriculture in another settlement increased. From 75% up to 130%. Is it because of the building or something else that happend when my turn started? I mean it is not just 10% more.
But most importantly. Do buildings in settlements effect the wealth in other settlements that are in the same province when it isn't written in the description explicitly?
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Showing 1-3 of 3 comments
Cowabunga73 Jul 9, 2024 @ 3:49am 
Rome 2 has a provincial economic system so building bonuses are cumulative and affect all regions in the province. This allows you to specialise and, to some extent, compensates for the miserably low number of building slots in each settlement.

So, if you build something that boosts manufacturing income by 30%, then put buildings with manufacturing income in the other regions the "flat" income from all those buildings is boosted by 30%. If you build a second +30% manufacturing building and a temple that boosts "all income" by 10% in different regions then your manufacturing income will get an overall 70% increase (and all other provincial income a 10% bonus, regardless of region or type of income). These effects are unique to the local province.

It says "all regions" because there are specialist towns (marble, olive oil, wine, lead, gold etc..) with bonuses that affect "all provinces" and boost public order, recruitment or income throughout your empire and there are several niche effects that are region specific (Pergamon and Carthage get unique bonuses iirc).

You should be able to trace how your building income changes %-wise but there are the local provincial building effects and also potential faction-wide effects to take into account (other buildings, potentially wonders, technological research), perhaps even characters depending on the type of income, so there's quite a lot to look for.

Agriculture is quite volatile as well due to seasonal effects leading to large swings in productivity and hence income so in your last example I would consider what buildings you just completed, any settlements conquered and maybe check whether you have a bumper harvest +x% perhaps following a wet summer -y%, magnifying the change (Rome 2 working on one turn per year but a 4 season cycle so oddities like that can happen).
Centurio101 Jul 9, 2024 @ 1:29pm 
Originally posted by Cowabunga73:
Rome 2 has a provincial economic system so building bonuses are cumulative and affect all regions in the province. This allows you to specialise and, to some extent, compensates for the miserably low number of building slots in each settlement.

So, if you build something that boosts manufacturing income by 30%, then put buildings with manufacturing income in the other regions the "flat" income from all those buildings is boosted by 30%. If you build a second +30% manufacturing building and a temple that boosts "all income" by 10% in different regions then your manufacturing income will get an overall 70% increase (and all other provincial income a 10% bonus, regardless of region or type of income). These effects are unique to the local province.

It says "all regions" because there are specialist towns (marble, olive oil, wine, lead, gold etc..) with bonuses that affect "all provinces" and boost public order, recruitment or income throughout your empire and there are several niche effects that are region specific (Pergamon and Carthage get unique bonuses iirc).

You should be able to trace how your building income changes %-wise but there are the local provincial building effects and also potential faction-wide effects to take into account (other buildings, potentially wonders, technological research), perhaps even characters depending on the type of income, so there's quite a lot to look for.

Agriculture is quite volatile as well due to seasonal effects leading to large swings in productivity and hence income so in your last example I would consider what buildings you just completed, any settlements conquered and maybe check whether you have a bumper harvest +x% perhaps following a wet summer -y%, magnifying the change (Rome 2 working on one turn per year but a 4 season cycle so oddities like that can happen).

Thank you so much this explains a lot! :)
Cowabunga73 Jul 12, 2024 @ 4:21am 
Originally posted by Centurio101:
Thank you so much this explains a lot! :)

You're welcome though looking at what I wrote I see I was wrong on a couple of points. Economic effects (and income) are calculated at the settlement level and then aggregated for the province but public order is calculated at the province level, so "all provinces" refers to public order and "all regions" to income. In both cases the effect is global throughout your empire. If there is no additional text the scope is the local province only

Also Carthage's maritime commerce bonus is global not a niche local one as I thought.

Character effects (income or public order) may be local (local province) or global (all regions) so, e.g., Carthaginian women, who cannot be used as generals/admirals, can nevertheless be promoted and they all gain a +5% agriculture income bonus on first promotion (thus a large family tree gives a large cumulative bonus - although of questionable value given low agricultural revenues).
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Date Posted: Jul 9, 2024 @ 2:59am
Posts: 3