A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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Economics 101 of TW
Are there optimization techniques to building wealthier territories in TW by building new structures that correspond with existing econ types in that territory?

So, a province with settlements strong in mining, which provide nice numbers for "Industry", is it a correct assumption that I should be adding new structures to augment Industry, such as the tool maker building that adds a percentage increase to Industry?

Likewise with other econ types such as Church, Farm etc?

Are these percentage buffs to certain econ types specific only to that territory or do they only apply faction-wide across all my held territories? Like in the example of the Tool manufacturing buffing Industry.

Please let me know if there are any links to tips and tricks for building economy in TW.

I'm finding it a challenge to build a solid, stable economy. All too often my gold-flow goes into a tailspin with a 4-turn event or the loss of key villages.

Thank you for any help. I have reworked this from a previous post that might have been a bit too wordy and scatterbrained.

Last edited by PoutineConspiracy; Aug 26, 2018 @ 10:55am
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Showing 1-15 of 18 comments
PoutineConspiracy Aug 26, 2018 @ 10:57am 
I have reworked this post in hopefully more direct terms... please help. The future of my in-game economics is at stake here:)
Companion_Cube Aug 26, 2018 @ 9:26pm 
The percentage buffs are province specific, not faction-wide.

And yes, the buildings that say they buff industry, church, farm or market, buff the output of those types of buildings in that province so, that toolmaker for example, will increase the money that the mines produce by 10%.

Hope this helps but check the guides section of any total war game on steam, those should help.
Ronin Aug 26, 2018 @ 9:49pm 
Want to know a secret to managing your economy? You don't. Build two 20 stacks as quick as you can and steamroll the other natons. War, War never changes.
PoutineConspiracy Aug 27, 2018 @ 8:50am 
Thanks for the advice.

Slevin Kelevra - I hear you but... I was clearly missing some efficiencies after a couple of play-throughs winning Ultimate Victory conditions, I found my economy remained fragile up until the late mid-game when money suddenly isn't an issue anymore, I just wasn't sure what the trigger was for that. But I've learned to start looking at provincial stats, corruption etc. I really was ignorant before and was only relying on conquest and sacking for money at times.

After reading this thread and reading a bit more about general TW econ online I think I will be ready with a slightly wiser mindset when I'm spending money on building upgrades. It might not make a world of difference but at least now I know.

Thanks again, guys.
Companion_Cube Aug 30, 2018 @ 3:26am 
In the early game I tend to focus on buildings that have a large amount of wealth, mostly the industry ones, then look for buildings that buff the wealth of other buildings, neighboring provinces, are faction-wide buffs or help trade. You should also build the farm buildings so that you have enough food to support your military and some of them even give a nice wealth bonus. Slap on a granary or mill in the city and you boost the farm effectiveness and get more food, and if there is a mine present, will get more trade goods. Win-Win.
Kitzi Sep 3, 2018 @ 5:08pm 
What I cant figure out is the ports and beach ports, is the +9/+15 % trade a total value modifier of traded goods/trade income?
Kitzi Sep 5, 2018 @ 5:57pm 
Also does the warehouse only provide bonuses to ports? or does beach ports count? certain regions have one or the other...
Companion_Cube Sep 6, 2018 @ 1:07am 
Warehouse boosts all ports, was posted in the beta forum.

I think the trade modifier is on the amount of income you receive from your traded goods, otherwise it would say "Increases tradable goods" or something like that.
Kitzi Sep 6, 2018 @ 11:52am 
ty
was wondering that myself since the patch we now have Beach Ports. They seem to be a better deal than the standard port, it's level three (max) seems expensive for taking you from 6% to 9% on trade.
Kitzi Sep 9, 2018 @ 11:59pm 
Playing as a viking and with the building replacer mod Dismantle and build what you want from scratch), the beach ports are awesome, the normal viking port kinda sucks now, always build the herring fishery instead. better food production and money. Beach ports bonuses with a redeveloped commerce focused town make way so much money and food. Problems I have is that my ports dont link to the trade routes. Tried a expat Dyflin campaign and no trade. Tried a Suderyar campaign but since my capital is an island, no trade caravans (oxen-carts) were moving from town to ports... I love watching that ♥♥♥♥ since medieval 2
!!!!
Food first. Then build up easy money like mines. While you are developing those things, get two 20 stacks and go to war with whoever everyone hates. Grab their food territories first. Then you can start using money to buff up your original territory.

I also suggest that as you get richer, dump the money into your safest and most stable regions furthest from the front lines. Even if there is a more lucrative region, it’s better to develop a region you aren’t going to lose.
Nice necro. I'm going to post some random econ blathering though in case anyone is interested (probably not)...


- in general yes food is the main concern in the early game just so you can field two full armies and start taking some land. Just taking a village with food will give you a big boost in food, so if you can blitz around you and take a few ports and farms you'll do well. Upgrading farms/ports is expensive and only gives a small boost to food. Later on when you have more food than you need, it's best to convert/upgrade these farms/ports to the money path rather than the food path, so you can get more money out of them.

- a grain pit in a dump town gives you a decent food boost early on, and building one or upgrading one you already have unlocks the agriculture tech research tree. I usually do this turn one or two if I can.

- the last agricultural tech research, "Fertile Lands," gives you a 20% boost to food. I usually beeline for this at the start of the game, it takes a while but that food boost is amazing in the early part of the game. And the other farm techs give a public order boost, villa estates, and a 15% boost to farm income.

- market crosses in market towns are hands down the best way to make money, but only if you get several of them across multiple cities. They are all in England. The best market cities have a beach port. Upgrade it to an overseas harbor, build a warehouse in the city, build a tavern and market cross and some other yellow buildings and the money will roll in. I think Lindesege and Cumbraland might be the only market provinces that have a beach port. Most money I ever made was with Lindesege on Hard with East Engle, this province alone was making me 20,000 income a turn.

- in general, provinces that have a lot of village slots outside the city will give you the most money simply because each village building gives you a bit of income. Some provinces only have one village, like the port cities in SE Ireland, and they will never make you much money.

- once you have a lot of land and have your 10 governor provinces ticking alone nicely, build villa estates everywhere. They give you a nice global boost to tax income which helps offset corruption. And giving one to a noble often gives you nice bonuses like +1 to command or +1 to governance for all your generals. Quite useful when your governors are losers who cap out at like +5 governance and need a few boosts to get to +10.

- early on the best thing to do is identify your wealthiest province and just keep upgrading it. I find that if I try to upgrade all my governor provinces at the same time, it takes forever to make enough money to really get my economy going. If I focus on one city and make it really wealthy, it gives me a nice starting income that I can then use to invest in all my other cities and get them going as well.

- best provinces? Probably Lindesege and Cumbraland for reasons I have pointed out. To get the most out of them you need a lot of market crosses in other market cities. Otherwise, Strat Clut is the best province in Scotland, followed by Monadh. Both are red cities but they both have beach ports which synergize nicely with warehouses. An Artisans building gives a nice boost to that beach port commerce income. In Ireland, Dyflin is the best because it has a lot of farms, build a mill to get more income out of it.

- as for clans, Circenn and Mide get a massive boost to church income so I find that they always have lots of money. Dyflin always has lots of money because of their dirty slave income. Most of the other clans aren't as easy to make money with, but if you are in England you can get lots of market town income.
Originally posted by BastardSword:
Nice necro. I'm going to post some random econ blathering though in case anyone is interested (probably not)...

That's very useful information. Thanks for taking the time to post it
This is a good way to make use of a necro. Way better than what I usually do which is just bang out a snarky response awaiting the thread getting locked.

One of the only consistent ways to get steam moderators to lock a thread is to necro it, apparently it must fit w/in their rule set so it's obvious even to them.

Whereas if you bang out thread after thread yelling about "woke" and "DEI" cloaking your bigotry in a thin veneer of current right wing lingo, well they'll leave that up all day long.
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