Imperial Ambitions

Imperial Ambitions

How to move citizens from one city to another
Hi, how can I move citizen from York to London? And how can I train apprentice and other specialist in non-capital city?
Originally posted by occiquie:
thank you for questions. I mean it. Imperial Ambitions is testing a new approach to grand strategy games, so not every scenario can be tested, and you have valid questions here;

"how can I move citizen from York to London?"

To move citizens, you can use;
1. an explorer with surveyor Trait to hire settlers.
2. a merchant with Enterpreneur Trait to hire Convicted or Destitute citizens
3. a priest with Missionary Trait to hire Devout Follower citizens
then move the citizens to the capital and settle them. Each option has advantages/disadvantages.
4. Also wars can trigger formation of refugees, but they are not controlled by the player.

According to my reasech, these were main methods people moved back then. Though I am open consider to other ways, if you would like to suggest.

"how can I train apprentice and other specialist in non-capital city?"

You cannot. you 'll need to move them to the capital, educate and move back if you need to.

In the future, I intend to create a "bursary" Trait, where peasants can be hired by the "Gentleman" from non-capital towns. These can only be moved to capital and provide 50% labor efficient until they are trained. Does that sound feasible?
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A developer of this app has indicated that this post answers the original topic.
occiquie  [developer] May 27 @ 10:31am 
thank you for questions. I mean it. Imperial Ambitions is testing a new approach to grand strategy games, so not every scenario can be tested, and you have valid questions here;

"how can I move citizen from York to London?"

To move citizens, you can use;
1. an explorer with surveyor Trait to hire settlers.
2. a merchant with Enterpreneur Trait to hire Convicted or Destitute citizens
3. a priest with Missionary Trait to hire Devout Follower citizens
then move the citizens to the capital and settle them. Each option has advantages/disadvantages.
4. Also wars can trigger formation of refugees, but they are not controlled by the player.

According to my reasech, these were main methods people moved back then. Though I am open consider to other ways, if you would like to suggest.

"how can I train apprentice and other specialist in non-capital city?"

You cannot. you 'll need to move them to the capital, educate and move back if you need to.

In the future, I intend to create a "bursary" Trait, where peasants can be hired by the "Gentleman" from non-capital towns. These can only be moved to capital and provide 50% labor efficient until they are trained. Does that sound feasible?
Grigio87 May 28 @ 8:30am 
Thanks you for the answer Dev.

Some other questions:
- City territory not expand or expand very very little with population (in London I have 14 people but the number oh hex is the same since the beginning of the game), in Europe how can I reach the far resources?
- How can I collect fish in the non-coastal seas?
- There is some way to craft beer in the colony or they can be autosufficient only for food and only if logistic is under the export needs? (I have plant with Botanics some grain field in north america but they still remain depressed or worse).
- Merchants cannot open a new trade rout near cities, I’m able to open a new rout only if I buy one disposable resource from an hex (no way to commerce grape with Amsterdam in the tutorial, because I can’t open the trade rout in a city without disposable resource hex)


Some bugs:
- Apprentice children borns as artisans, this bug makes population management quite complicated (honey is rare and only +1 infrastructure, sugar is not existant also in america).
- Monks, merchants and buider lost their specialization sometimes, mostly if they go garrison in a city (but preserve XP, so it's not a serious problem).
- I have many starving people in capital also if I have a stable and positive production of food and a reserve of 89 food.
occiquie  [developer] May 28 @ 1:55pm 
Thank you for the bug reports!

"- City territory not expand or expand very very little with population (in London I have 14 people but the number oh hex is the same since the beginning of the game), in Europe how can I reach the far resources?"

* Cities expand by two factors, population and roads. If there is no road from the city to a tile it cannot be part of the town. The tile itself doesn't need to have road, it is enough if the neighbouring tile has road. Even this has limits though, so you'll need to find cities to reach some resources.

"- How can I collect fish in the non-coastal seas?"

* You don't. So far, fish can be harvested automatically only by towns near a dock. It is practically not possible to harvest fish for non-coastal cities, though technically it wud be possible in certain situations.

"- There is some way to craft beer in the colony or they can be autosufficient only for food and only if logistic is under the export needs? (I have plant with Botanics some grain field in north america but they still remain depressed or worse).
"

* So far, Self-sufficiency is only for food. To provide luxury items, you need to have logistics to that town. But,... producing items in towns is actually a very interesting idea that I can pursue. Maybe certain traits can be given to locals who can automatically turn certain resources to their higher tier goods to be used locally. (and only locally)
So, in other words, your colonists will remain grumpy until you can increase your logistic level, and produce it as part of your economic network.

"- Merchants cannot open a new trade rout near cities, I’m able to open a new rout only if I buy one disposable resource from an hex (no way to commerce grape with Amsterdam in the tutorial, because I can’t open the trade rout in a city without disposable resource he"

* Every time you add a town to your route, you must do it when your merchant is on top of a resource. Even if this town is the end of your route and the final resources are not bought. This is a bit complicated, I understand and I will look into making this clear or solve in another way. Sorry for the inconvenience.


"- Apprentice children borns as artisans, this bug makes population management quite complicated"

* Sorry for that. Artisan children were meant to born apprentices. I must have mixed something up there.

"- Monks, merchants and buider lost their specialization sometimes, mostly if they go garrison in a city (but preserve XP, so it's not a serious problem)."

*I'll look into this

"- I have many starving people in capital also if I have a stable and positive production of food and a reserve of 89 food"

* The units and agents are fed first, then people in capital, then people in your cities. Though if you have 89 food in reserves, this cud be related to a bug. Could you please send the save game file to aoiti.games@gmail.com so I can have a look?

Thank you again for the reports. This helps immensely!
occiquie  [developer] May 28 @ 2:11pm 
*priest losing botanist and physician traits upon garrison is fixed.
* apprentice's child being artisan is fixed. He'll be peasant.

These will be available in the next update. And more, if I can get to them in time.
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