(Note: Costs used in this article may vary from Campaign
to Campaign.)
No matter what your goal in Lords the key to it is money. Money lets
you build your troops, your AQRs, your religious stats, etc. Even the strongest
position will crumble for lack of adequate funds to maintain its military
and government as well as expand to face future threats. In short, at its
basis Lords is a game where economics is the key to power. Too many new
players think that to achieve this goal they need a large empire. This is
not so. Developing economic growth requires territorial basis that most
players can achieve. Large empires are not necessary. Starting with five
or six regions, preferably friendly and cultivated, that allow you access
to several potential trading partners you can build yourself into an economic
powerhouse. Once there any other goal becomes very easy to achieve. The
key to economics is trade. The key to trade is cities.
Many players will tell you that the most cost efficient investment is Regional
Public Works bought through NFP. In most games this is a ration of 5 NFP
to one Public works. As Regional Public Works gives you 1 gold back (a 5/1
NFP/Gold ratio) and slightly increases your NFP pool it is one of the best
investments for a small country. However, once you have reached a stage
where you have several trading partners Cities will make you far more gold.
For example take an Empire with a Trade Value of 10 and an NMV of 0.18.
Let us assume that the country has several level 4 port cities and the next
break point on Trade value is a level 7 city. The cost to raise a city from
level 4 to level 7 is 45 gold and 30 NFP (assuming the city is in a cultivated
region). This has the effect of giving the country 3 gold through increased
City Value, 3 gold through Inter-City trade and increases your trade value
from 10 to 11. This increase in trade value will directly increase the gold
you receive from trade by 10%. So, if said country was making 100 gold per
turn through trade that would go to 110 gold. The effect of this increase
in city value is 16 gold a turn giving you a ratio of 2.8/1 gold to build
to revenue generated and 1.9/1 NFP to gold generated. As you can see this
is a far more efficient ratio than the 5/1 generated by spending NFP alone
on Regional Public Works.
This process gets even more cost efficient as a country grows. If a country
with a trade value of 30 making 450 gold a turn through trade increases
a city from level 4 to level 7 they generate 6 gold from City and Inter-City
Trade plus increases his trade value by 3.3%, which translates in to 15
gold, for a total increase of 21 gold a turn. Thus the ratio of gold spent
to gold generated per turn drops to 2.1/1.
Getting to the point where this process starts to be useful does take time
but it is time well spent. To start with, once you have your territory established,
your first goal should be to build a level one city in each province starting
with your cultivated ones. This is the fastest way to bring up your trade
value as well as building your city and inter-city trade incomes. Begin
with the cultivated provinces where you can build port cities. As you are
building these cities establish trade with everyone that you can.
Once you have all of these cities built, you want to start adding to them
in a vertical manner. In other words you want to build as many levels as
it takes to reach the next trade value break point to an individual city
as you can in one turn. Remember, even though only one level of the city
will be constructed in a turn, you can pay for several levels of building
at one time. This process has two effects. First, it makes your wall building
much less expensive as walls are half cost to rebuild on the turn that you
expand the city and they do not need to be rebuild as it develops. The second
is that in the long term it allows you to sustain your economic growth through
tough times.
If for example, you are hit by a plague or a famine, or you need to divert
money into your military, your city growth is already paid for and will
not be effected. The next turn pick a different city repeat the process.
So, if you have three level one cities, and the next break point for increasing
your trade value is a level four city, you would start by building one of
the cities to level four (or as close as you can get in one turn) and then
move on to the next until all of them have been increased in this manner.
Once your port cities have reached a level where they can handle multiple
fleets you should consider building internal trade fleets. Each Internal
Trade Fleet will advance your Trade value and your city and inter-city
income and may be cheaper than expanding your port cities to the next trade
value break point. The also immediately increase these values where as increasing
the city size may take several turns. One thing to remember, though, is
that you have to have your cities developed enough to handle multiple fleets
as Internal Trade Fleets are a support, not a substitute for, External Trade.
While this process is going on you should concentrate your extra moneys
into building regional public works. Not only does this give you gold back,
but it also increases your NFP, which, in turn, increases the number of
city levels you can build. This, of course, increases your trade value,
and gives you more gold to build more cities and more public works. It is
a beautiful self feeding cycle.
Hopefully, you will find this a simple enough process. If you build up
your trade income through development of your cities and public works you
will find that all of your other goals are that much easier. After all,
you can't build the armies you want till you can pay for them. |