Mike wrote:Does a fort go around a town or is it built beside it .
I think is more like a citadel.
Maybe build in a specific position, becomes a fortified position able to resits small scale sieges and offering protection from raiding parties.
Mike wrote:Does a fort go around a town or is it built beside it .
Nexus06 wrote:One of the major challenges of Russia is surely how to handle famine, as food supplement is poor to say at least.
Historically Russia managed to push south and west to seek for grain lands. But for the sake of discussion I'll consider those options unavailable.
I see that is to be expected that many of the towns are to be of less than 2,500 inhabitants. Historically i think Russia was a northern part of some trade tows and many scattered villages (were hunting and fishing was a concrete supplement to poor harvest) so i expect the number of "true towns" to be smaller that the 55 or 62 depending on maps.
Southern Russia should be about the same situation, with some trade towns and many scattered "Cossacks".
given that, you think it is possible to use recruits to increase the Town population? Would this be useful in order to support HH or a better way is to assign them to a internal trade?
Nexus06 wrote:
regarding administration, reading this thread i've come to the conclusion that a "roadmap" to develop administration in huge nations could be:
1. Trained admin to increase efficiency in government running. (this save 25% of Gov.Run.Cost).
2. Invest in Custom and excise and tax collector.
3. Introduce administrative division
4. Train further admin to meet the new amount of admin required for the increased complexity of the administration.
This has been historically done almost in every medium to big country. Sweden for example, Great Britain, France, UDP. Wonder if, since a significant number of recruits are required, this could bring some level off efficiency in the government, and witch?
Nexus06 wrote:The good guy guide to farming might be:
1. Night soil man in every named town (i think you have a point that a good number of named towns are scattered villages, but rules state that, in order to work, night soil man are to be raised in all named town of a said nation).
2. Discover hardy seed grain
3. train farmers
then things get quite confused.
1. farming tools (there are a number that can be discovered) are to be provided to population. This should bring benefits, but introducing for example improved ploughs in my Russia has caused a reduction of production and hh damage
2. Farming mission to help introduce the Norfolk system?
3. introduce potatoes?
Papa Clement wrote:Nexus06 wrote:One of the major challenges of Russia is surely how to handle famine, as food supplement is poor to say at least.
Historically Russia managed to push south and west to seek for grain lands. But for the sake of discussion I'll consider those options unavailable.
I see that is to be expected that many of the towns are to be of less than 2,500 inhabitants. Historically i think Russia was a northern part of some trade tows and many scattered villages (were hunting and fishing was a concrete supplement to poor harvest) so i expect the number of "true towns" to be smaller that the 55 or 62 depending on maps.
Southern Russia should be about the same situation, with some trade towns and many scattered "Cossacks".
given that, you think it is possible to use recruits to increase the Town population? Would this be useful in order to support HH or a better way is to assign them to a internal trade?
If it helps, increasing the size of towns (or building new towns) requires civilian resettlement, not recruits.
A new town costs £400K and 10,000 civilians. But if you want to expand the population of an existing town from say pop.8000 to 10,000 then it will need 2,000 civilians plus 2/10*400K=£80K. Getting civilians to move may also require some incentive payment depending, so it is worth checking with the GM in individual cases, but this should be enough as a guide. I would imagine that building up towns in Siberia would take more of an inducement than building up a town on the Black Sea coast?Nexus06 wrote:
regarding administration, reading this thread i've come to the conclusion that a "roadmap" to develop administration in huge nations could be:
1. Trained admin to increase efficiency in government running. (this save 25% of Gov.Run.Cost).
2. Invest in Custom and excise and tax collector.
3. Introduce administrative division
4. Train further admin to meet the new amount of admin required for the increased complexity of the administration.
This has been historically done almost in every medium to big country. Sweden for example, Great Britain, France, UDP. Wonder if, since a significant number of recruits are required, this could bring some level off efficiency in the government, and witch?
You might be confusing 2 separate things here.
1. Customs/Excise and tax collectors should increase the tax take. This is separate from administration which relates to how it is spent.
2. Trained administrators can give the improved civil service which can then be tasked with saving money on government running costs. I don't think it is as straight forward as 25% saving though.
I've just gone through a huge exercise with England in G7 on this and it has revealed a few anomalies with things not always working how I expected.Nexus06 wrote:The good guy guide to farming might be:
1. Night soil man in every named town (i think you have a point that a good number of named towns are scattered villages, but rules state that, in order to work, night soil man are to be raised in all named town of a said nation).
2. Discover hardy seed grain
3. train farmers
then things get quite confused.
1. farming tools (there are a number that can be discovered) are to be provided to population. This should bring benefits, but introducing for example improved ploughs in my Russia has caused a reduction of production and hh damage
2. Farming mission to help introduce the Norfolk system?
3. introduce potatoes?
I'm not the best to answer questions on agriculture, but I certainly agree with the night soil men. Simple and easy to understand them!
I don't understand the hardy seed grain and might be getting confused with botanists in a later rule book. I have just been given some hardy seed grain, but can't find in the rulebooks what it is, how to use it, how to get more of it, etc. Does it just keep longer than ordinary grain without going off, or does it have a higher yield?
Improved ploughs can be developed as a research advance and is useful in working heavier soils.
Norfolk system can be introduced after research.
Potatoes are mixed - they can be introduced immediately, but if the harvest fails it tends to be much worse.
J Flower wrote:Playing Russia can be a bit daunting, due to size, Putting in place administrators, clergy, doctors etc can seem an uphill struggle, in G7 Russia has divided itself into 8 "Districts" Each with its own District government in a city in that district then raised the required academies in each district & allow them to develop independently, each area is roughly 2,000,000 pop so it is easier to keep an oversight, means when recruits are available they can be allocated to target areas, it is easier ot put out universal education as well as it can be rolled out over a number of years a few districts at a time.
It may not be the best solution but it has worked for me in G7
Nexus06 wrote:J Flower wrote:Playing Russia can be a bit daunting, due to size, Putting in place administrators, clergy, doctors etc can seem an uphill struggle, in G7 Russia has divided itself into 8 "Districts" Each with its own District government in a city in that district then raised the required academies in each district & allow them to develop independently, each area is roughly 2,000,000 pop so it is easier to keep an oversight, means when recruits are available they can be allocated to target areas, it is easier ot put out universal education as well as it can be rolled out over a number of years a few districts at a time.
It may not be the best solution but it has worked for me in G7
Interesting.
I'm following the same strategy, but i didn't build different academies for each governorate.
Nexus06 wrote:Amazing how in deep you can go in this game!
Deacon wrote:
I always thought that G7 was our Macbeth game, drenched in blood.
Lots of crazy mad people, stabbing other crazy mad people. Hmm, maybe 18th century Mad Max might be a better analogy.
Deacon wrote:
I always thought that G7 was our Macbeth game, drenched in blood ... Lots of crazy mad people, stabbing other crazy mad people.
Stuart Bailey wrote:Of course if Louis XIV declares war because of what that bloody parrot told him to do ...