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The need for food for next population increases exponentially with population ... but it is still strange.
popfood.JPG (160.7 KiB) Viewed 2328 times
A very nice hill with 19 pop and a need for 779 food before growth. +37 for health
PopCapua.JPG (158.86 KiB) Viewed 2328 times
Also 19 pop, Needing 569 -84 for health
121 diff for health
569+84=653 vs 779-37=742
leaving an undocumented difference of 89
One has a zero admin governor the other has no governor.
Maybe terrain? doesn't seem to be any on that.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Welcome back SuitedQueens! Are you ready for patch 1.03 official and its 115+ entries?
Population required for growth follows the Empires formula, with an additional limitation based on the initial population.
This factor is mitigated by the forage value of the region in fair weather (7 for plains). Essentially, the idea in Empires was that regions, even those with good terrain, should be difficult to grow to a high population level (such as some plains in Germany). Kingdoms reduce this challenge by incorporating this second factor— foraging— making growth less rigid.
You also receive a discount if the region is a national or provincial capital. So yes, you can take advantage of the system by moving provincial capitals to boost a region's growth. Fair game, I'd say!
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
Pocus wrote: ↑Mon Aug 26, 2024 7:43 am
Welcome back SuitedQueens! Are you ready for patch 1.03 official and its 115+ entries?
Population required for growth follows the Empires formula, with an additional limitation based on the initial population.
This factor is mitigated by the forage value of the region in fair weather (7 for plains). Essentially, the idea in Empires was that regions, even those with good terrain, should be difficult to grow to a high population level (such as some plains in Germany). Kingdoms reduce this challenge by incorporating this second factor— foraging— making growth less rigid.
You also receive a discount if the region is a national or provincial capital. So yes, you can take advantage of the system by moving provincial capitals to boost a region's growth. Fair game, I'd say!
Hey, I will be back when 1.03 drops, life got in the way. Quality tips in the end. TBH didn't know about these details, but factor of troops spawn point outweights growth in every scenario as far as Optimal strategy concerned.
Pocus wrote: ↑Mon Aug 26, 2024 7:43 am
Population required for growth follows the Empires formula, with an additional limitation based on the initial population.
This factor is mitigated by the forage value of the region in fair weather (7 for plains). Kingdoms reduce this challenge by incorporating this second factor— foraging— making growth less rigid. You also receive a discount if the region is a national or provincial capital.
Can you give me a hint where to find these values (forage value of region & capitals' discount) in-game or in data files?
TehSpike wrote: ↑Mon Sep 09, 2024 4:30 am
Can you give me a hint where to find these values (forage value of region & capitals' discount) in-game or in data files?
Since you won't be looking them up or making decisions around that I can give you a better advice. Go wide and grow to 26 POP as Christians and about 20 as Muslims. Slots above are subject to increasing amount of penalties coming from all angles i.e. Diseases, Heresy, Loyalty, Court Expenses, diminishing returns, wasted time on upholding Growth related food and infrastructure buildings. Then you have to specialize regions in the province: have at least 1 Infra in Hills or Mountains fpr the important resources, 1-2 gold regions (especially if near water tile), 1 Military focused region as your Province Capital. The more distant your regions from Capital the less economy they will produce cuz you need more Stewardship and Piety buildings. Typically you don't want Piety beyond Wooden Church and free 0 slot buildings until you finished your Growth to 20+ POP.
Why does the province capital benefit as military region? isn't the bonus limit applied to all regions?
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Surt wrote: ↑Mon Sep 09, 2024 3:53 pm
Why does the province capital benefit as military region? isn't the bonus limit applied to all regions?
You get full bonuses from Military buildings in recruiting region (Province Capital) and benefit from the upgraded Garrisons that dissuade AI from declaring. You move Province Capital to the frontier for that reason as well. Don't have to build up every Province Capital in such a way since its not MP, and you rarely need to raise emergency forces. Situation would change if Rebels get stronger stacks, Coups and betrayals occur more often.
Pocus wrote: ↑Mon Aug 26, 2024 7:43 am
Population required for growth follows the Empires formula, with an additional limitation based on the initial population.
This factor is mitigated by the forage value of the region in fair weather (7 for plains). Kingdoms reduce this challenge by incorporating this second factor— foraging— making growth less rigid. You also receive a discount if the region is a national or provincial capital.
Can you give me a hint where to find these values (forage value of region & capitals' discount) in-game or in data files?
Capital discount is always minus one third of what is needed. For the foraging value, it's in TERRAINS.XLS. You can find the database in the eponymous folder, under Data.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.