M2:TW Random Questions Thread

I find it useful to be able to move where I want, trade where I want and stop everyone else doing the same, but maybe that's just me ;)
 
The amount of revenues lost by a blockade seems to be negligible, compared to the 500-1000 gold lost per round in ship upkeep. Carrying troops around is only necessary, or even useful, if you're playing as England or an Italian faction (for the most part). There is the case of crusades, though other Christian factions won't attack you if you're sailing to a holy war, so that point is moot.
 
Navies are a big help in the Mediterranean. You can move armies and agents much more quickly, and sail from Marrakesh to Sarkel in a matter of turns. Navies are invaluable when crusading; you can load up a crusader army onto the ships, select all the ships, sail as far as you can (extremely far when crusading), and then be able to move the fleet even further, though then they won't be able to disembark their troops.

Blockading is largely useless, though, especially in the late game when navies cost so much.
 
Is it me, or is maintaining a navy in M2 and Rome completely not worth the cost? The upkeep of even as small as five ships is likely more than what is lost in the rare occasion when a port is blockaded. Troop transportation and destroying ships carrying enemy units are both good uses, but that also is too rare to justify the cost in my eyes.

Though there was a time when I slew 60% of Scotland's armed forces and their king by sinking a transport with a full army. Only has happened once, though.

I don't know about Rome, but for me in MTW2, maintaining a large navy is important, or at least till you gain total control of the sea, and especially in the Mediterranean. Usually the enemy you are at war with 2 or 3 nations plus pirates who, while independently are meek, their combined strength and the scattering of their ships in various places makes army transportation via ships a saliva-swallowing feat.

By having a large navy (About 10 ships) enables you to fight enemy ships without losing so many sailors that the navy need stop at every port to recruit new sailors because after the intial attack, your fleet might not have enough men to survive a second or third one.

5 ships can beat 3 ships with ease. But can it defeat 2 more squadrons of three?

Perhaps it is because you are playing a North/Baltic Sea nation and don't fight off that many naval countries. In the North Sea, there is only England, Scotland and Denmark (France's navy is usually concentrated in the South). In the Baltic only Russia (who I never see build more than 3 ships ever) Denmark, Poland and to a very small extent HRE.

But in the Mediterranean you face Milan, Venice, Papal States, Spain, Moors, Egypt, Turkey, Sicily, HRE, France, Byzantine Empire and if you include the Black Sea, Hungary. And the Italian states really like ships.

Thats 3 vs 4 vs 13
 
Hi, I'm a M2:TW noob! I've only played the game for 5 hours and I've started over about 4 times. As a Civilization veteran, I just can't seem to get into it. :(

One thing I find especially annoying is that it's so easy to overlook idle cities or units/agents. In Civ, units without orders will flash so I know they want something to do. Also, if a city finishes production, the game will ask me what to build next. In fact, the game not ony asks what to do next, it simply halts until I give my orders. It isn't possible for any unit or city not to do anything.

In M2:TW however, it's really, really easy to forget to give orders to a faraway ship or a remote city. Strangely, I haven't found anyone else having this problem. Am I simply too forgetful for this game or is there some option that I'm overlooking? :confused:
 
Nah, once you get into the mid to late game your worst opponent tends to be the level of management rather than the enemy. Then again, that applies to most strategy games tbh.

The thing about TW games is that there's no equivalent to the "shields" in Civ. If you're building or producing something, it costs money, of which you can and will run out. So it wouldn't make sense for the game to remind you to be producing and/or building something in each city because sometimes you won't actually be doing that. (And if you play with the option that cities can't produce anything without a family member inside them, well, things start to get more complicated.) And I honestly don't know why CA hasn't come up with a method of better MMing everything on the campaign map than the city governors auto-production thing, which I don't trust anyway. :dunno:
 
At the beginning of every turn, every finished building and unit should appear in a briefing at the bottom left corner of the screen. I use those to let me know what settlements are idle in production.
 
They do. See the Construction Report and the Recruitment Report briefings when they come down.
 
Thank you all for your replies. :)
I know about the turn report and it sure is a great help for city management. But there's still the problem of merchants, princesses and armies that I tend to forget about as soon as they're out of sight. :mischief:
Well, I guess I have to live with it. I think I'm going to like this game (it's my first TW) and I'm not planning to put it away so soon.
 
Actually, there are a number of ways with which you can keep track of agents and armies. You'll see in the bottom center of the screen four tabs: Armies, Agents, Cities, and something I forget, if indeed anything. Right-click on these to pull up a list of armies, agents, cities, etc. This feature can give you a quick overview of a settlement, and allows you to locate a selected agent/settlement. You can also access this by clicking on your faction symbol and going through its various tabs.
 
:mad:

After installing the game and patch to 1.2 for couple of hours the game crashes when it loads battle map. It says "unspecified error".

I think my computer is better than the recommendations, though graphics card (Radeon HD 3650) might not be, but that shouldn't crash the came, should it? Any good suggestions?
 
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