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I had it for about a month or so, and 2700 prosperity. 635 a day. Taxes.
Is that low?
That said, it rebelled on me once. Though I have owned it again, and it's not going up quickly.
I am guessing everything is slow, and that I have to keep it safe for many years, to grow. I have some villages I have owned for a while after raiding, and they be like only 15 defenders, and so slow.
I am taking a guess here. Don't ever get raided.
Are you getting 10 k a day, for owning a city? That makes my 635 very low.
Setting city to build house for daily defaults or irrigation if food is low,build aquaducts, keep loyalty high, and fix security issues if any are present, and lastly do the annoying quests for them... lol
Last would be to choose certain policies if you are ruler that would benefit you
and putting a governor of the same culture as city
I have 60 loyalty, and security 100, and food 100. And 635 a day is low?
I do not have any towns of my own yet.
Their prosperity seems to be at about 4000-5000. They are in war a lot, but not constantly. There are a LOT of bandits and I've helped clear out camps but there are still a lot. When I watch villagers move around (I'm trying to get higher rep for better troops) I never see them get attacked.
I'm not sure what's causing this issue.
This is directly linked to Prosperity, as others have mentioned. If you want to improve your town's prosperity, there are several aspects that you need to improve which will drive prosperity up.
Food: Heavily impacted by attached villages and caravans. You said you're keeping the area free of bandits. Huge step right there. You can also act as an additional caravan yourself, buying food stocks from other towns and dumping them in your town if necessary. Will cost a few dinars, but worth it in the long run. Only necessary if your food is suffering. Granaries/Orchards are also VERY important.
Security: Security has a direct impact on prosperity. Until your militia grows to 300+, I'd augment with a garrison full of weenies. Sheer number seems to count for more than strength in this case. Peasants and Looters make great garrison fodder at 1 dinar/troop. Tier 1 recruits cost 2, still a decent price point. Also, if your criminal NPCs in town have an unresolved issue, that actually improves security. Let them twist in the wind. Also, with high security comes improved relations with the notables in your town and villages.
Loyalty: Driven by Security, food stocks, your culture vs town's culture. Again, directly improves prosperity. This is also fed by resolved/unresolved issues in town and attached villages. Again, high loyalty improves notable relations in town and villages.
All of the above factors are also influenced by the assigned governor and completed town improvements. When i first take a city I put on Festivals and Games for the loyalty boost, and put my better governors (Brother/wife/sister in law) to get food, security, and loyalty under control, then switch out to an engineer companion to speed up construction. once everything is built, the town typically chugs along at about 6 or 7k prosperity without a governor,
These aren't my towns. I meant every city in the game. I try to keep the areas I'm currently in free of bandits etc, but I can't do it in the whole map. I don't know how to fix it and it's the first game it's ever done this to me in.
(For me when I am king, I try to keep everyone at peace for a short while to prevent these situations)
@flyingscot
The actual flow of caravans and villagers dictates the trade merchant amount(or atleast more variable), unless I am wrong and this was changed after 1.56
I'm just now getting to where I'm starting my own kingdom. I had started a new game with the newest beta simply because they added the sandbox mode. In my other games the economy was rocking but I was tired of dealing with that stupid conspiracy quest.
After I can take a castle then a city perhaps I can see if I can fix my own small economy, then maybe that'll tell me what's wrong with the other ones.
You are not wrong, at least not completely. Caravans and villagers have a large bearing on the prosperity of the city, and the amount the merchants have to spend, but they are not the only factor. One of the things I like about this game is that it's very layered and nuanced.
That is cool, until you can't figure out what's wrong with something. Then it gets a bit annoying.
If they highlighted what could help a situation like this in the tooltips, it would be awesome.