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Building priority

Posted: Tue Jul 14, 2020 11:39 pm
by Gray Fox
Welfare buildings can add up to 40 points to loyalty. They can also add to money, manpower, supply and food. I always build a good number of these in every region. What are your structure priorities?

Re: Building priority

Posted: Wed Jul 15, 2020 5:17 pm
by Surt
None exhaustive list, and I might have forgotten things ...

Priority
0. if wanted building takes longer > 6 turns -> build infra (or food to free pops)
0a. emergency loyalty < 50 -> build loyalty building or reroll, might have to build a culture to get the next level
0b. critical loyalty < 75 -> build loyalty building, might have to build a culture to get the next level unless an especially juicy building comes up else reroll.
0c. suspicious loyalty < 80 -> build a high loyalty building, preferable the numan ... the naval circus :) consider reroll to get it.
0d. -1 space use building
0e. national wonder in appropriate province.
0f. building to remove impediment
1a. culture if not in top 1/3.
1b. money if in negative
1c. metal if in negative
1d. manpower if in negative
2. building that gives a lot of bonus to neighbours.
2. infra first esp if not province, food. Until surplus food & infra without pops
3. mil, money or culture - I should specialise each region in one thing
3b. all regions should have a palisade and training grounds to increase military expertise.
repeat!!!


don't build if it takes longer than 6 turns
farm & road must be among the first 4 in their category, upgrade when possible.
sanitation among the first 6 -> severs
dont build structures with unfulfilled needs if possible! these just drains your gold, build trade range to solve that.

wood cutting/coal only one of those - bonus goods for others but bad in themselves.

If I don't like any of the choices take one of the zero slots (exp. usurers) else reroll.

Re: Building priority

Posted: Thu Jul 23, 2020 10:58 pm
by duirixuanyan
Surt wrote: Wed Jul 15, 2020 5:17 pm If I don't like any of the choices take one of the zero slots (exp. usurers) else reroll.
Do you build health buildings? I don't.

Re: Building priority

Posted: Fri Jul 24, 2020 6:32 am
by MarkShot
As Rome health gives you POP growth for free when you get the sanitation event. I get a few over time.

* Remember that POP GROWTH = SLOT GROWTH in a 500 year game back in the heartland.

For me building is situational.

Early game, I am going for population and infrastructure growth along with at least one core recruiting province.

But it depends ...

If I am planning war, I want equipment, buffs, manpower, and metal.

If I am planning legacy, I want culture and decadence reduction as I want to nail as many Golden Ages as possible. This also, means good finance and trade ... as I want building filling the treasury so that free POPs can be assigned to culture.

This is one aspect of the game I like very much. Many games just have optimal build sequences. These are worked out and formulaic. Even for the replaying the same faction, I would not say that is true of Empires, but I could be too inexperienced to know.

---

Here is an analytical question ... Does POP growth behave like compounding or dividend reinvestment in terms of a financial portfolio? In theory, it should as it is an analogous model.

Here is another question ... Beyond playing BALANCED does the AI get faster POP growth? I am always amazed the pop numbers around the Hellespont. I mean these folks are growing like they are farming rice and not wheat!!!

Re: Building priority

Posted: Fri Jul 24, 2020 1:53 pm
by Surt
duirixuanyan wrote: Thu Jul 23, 2020 10:58 pm
Surt wrote: Wed Jul 15, 2020 5:17 pm If I don't like any of the choices take one of the zero slots (exp. usurers) else reroll.
Do you build health buildings? I don't.
I build some after I have build some food buildings, when the pop grows high I build more as pure food won't make it to grow.
Also as MarkShot says you get some events for pop growth with them.

Re: Building priority

Posted: Fri Jul 24, 2020 2:20 pm
by duirixuanyan
Have you played celtic? What will happen after building 4 shrine? After all, they take up 4 slots.

Re: Building priority

Posted: Fri Jul 24, 2020 2:56 pm
by Pocus
Random chance of one of 4 mini-events. One in particular is very powerful.

Re: Building priority

Posted: Fri Jul 24, 2020 9:30 pm
by duirixuanyan
Pocus wrote: Fri Jul 24, 2020 2:56 pm Random chance of one of 4 mini-events. One in particular is very powerful.
If I build four shrines in several regions, will the chance be improved?

Re: Building priority

Posted: Mon Jul 27, 2020 3:11 pm
by Pocus
yes

Re: Building priority

Posted: Sat Aug 01, 2020 12:24 pm
by duirixuanyan
Pocus wrote: Mon Jul 27, 2020 3:11 pmyes
There are 4 buffs: leader, general, health, experience level. Which one is the very powerful one?

Re: Building priority

Posted: Sat Aug 01, 2020 12:51 pm
by MarkShot
A 2-2 general with the right troops is a thing of beauty!

But then a leader with a big tax or trade boost can make stuff happen!

Tough question ... hmm ...

Re: Building priority

Posted: Sun Aug 02, 2020 9:21 am
by ess1
Buff?

Re: Building priority

Posted: Sun Aug 02, 2020 11:59 am
by MarkShot
I am not sure what you are asking.

The origin of the word "buff", I know it is a gamer term, but not its origin.

It's meaning an advantage in some game dimension generally be improving a coefficient or as in Empires by putting a lower bound on a die roll or by taking the best of repeated rolls.

I hope that was your answer.

---

Older gamer terminology was "plus" and "malus". But those seem less common these days. Someone should write an official dictionary of gamer-speak.

Re: Building priority

Posted: Mon Aug 03, 2020 11:13 am
by ess1
Thanks. For me you buff your shoes etc.

Re: Building priority

Posted: Fri Aug 07, 2020 2:41 am
by duirixuanyan
MarkShot wrote: Sat Aug 01, 2020 12:51 pm A 2-2 general with the right troops is a thing of beauty!

But then a leader with a big tax or trade boost can make stuff happen!

Tough question ... hmm ...
read the script, it refers to faction leader