![]() Your building and infrastructure strategy is going to change depending on faction choice, where on the map you are and where your expansion is, your preferred army makeup, how you approach the tech tree, what the other factions are doing around you and "who they are" (culturally and diplomatically, their leader temperament and such), and also what kind of victory you are aiming for. There is a general principle, of course, that you want maximum food + maximum incomes + diverse incomes but that is an ideal that will be difficult to attain, at least consistently throughout all stages of the game. ![]() So there really isn't a one-size-fits approach here, or a formula about how to get maximum efficiency out of your development strategy. Strategic crossroads, or areas where cultural blocs intersect, may also need Allegiance buffing buildings and public order buildings, all of which consume food, which in turn may see you revising a region in a commerce province to rebuild towards food production instead of goods and wealth. This means even minor settlements in such areas can help, with the chains for unit XP, and armor and weapon smithing, again in spite of what the color coding may indicate. ![]() There are going to be some walled towns of your kingdom that are in strategically vital locations, because of the lay of the land and the nature of surrounding factions, so you'll want such places to be built up for garrison, and for replenishing your campaigning forces. The strategic situation has an affect too. This means that other provinces that seem like they should develop around Church or industry are going to need to focus on food instead, to form breadbaskets. ![]() On the other hand, if you just focus around "yellow card" for commerce and trade, that seems fine until you realize that food supplies are next to nothing, especially as you upgrade within the other chains, which use food surpluses. The faction traits come into play too: Dyflin has very solid infantry and its troops have a huge advantage fighting at sea against non-Sea King factions, so this makes some buildings kinda superfluous, again despite that it matches to the red chain. Just because the longhport itself is "a red card" doesn't mean therefore that going red makes sense, especially when that is garrison stuff that will very quickly eat up both food and gold. With all the ocean trade routes and the bonuses available to such income, if I'm Dyflin then I'm going to look at tradeable resources such as copper and salt differently than another faction, and I'm going to use slots in longhport towns for thrall markets and other trade development. This all means you have a totally different way to maximize income from many other factions, and a different geography for your initial expansion. As you expand, you're going to be moving on the longhports around Ireland as well. If you're Dyflin, for example, you're going to start off with a lot of ocean tiles next to your regions, and you have nice faction buffs to port commerce and Dyflin's unique thrall market chain. It depends on what your kingdom as a whole looks like, and what your main sources of income are, and then how both are effected by your faction buffs and mechanics. How do you tackle this in your particular game? Any tips besides min/max food/gold production in regards to what buildings to go for? The color matching can be extremely inefficient, because it doesn't take in any larger context. Is there a guide / spreadsheet or a resource somewhere to help me accomplish this and maybe get the most out of my regions? match green (farms/pastures/fishing) with mills/granary/tithe halls and so forth. I'm trying to go beyond the basics of color matching production cards i.e. Originally posted by Silentskills:So I'm trying to min/max the buildings in my region's capitals for the best synergy with whatever the small villages are producing food/mining/church.
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