- Dec 14, 1999
- 21.820
- 244.113
If "upper class" pops are all employed by buildings, do they stop trying to fund more buildings?
no
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If "upper class" pops are all employed by buildings, do they stop trying to fund more buildings?
Do buildings automatically select Production methods based on profitability/availability, or does it have to be micro'd?
Does the profit from a building making a resource (eg. the paper mills) just go to the tax base of the location?
does the goods give a bonus like in eu4? for example cloth -10% local dev cost and wine -1 local unrest
'd not go with less than 32gb for anything these days anyway.But Johan, it would be very helpful if you could state hardware that you think will not run the game. For example, if you are undecided between 16GB and 32GB of RAM, stating that 8GB of RAM will not be enough will avoid disappointing people. At some point I'm going to buy a GPU and if I buy one that definitely can't run Project Caesar then you've lost a customer for several years after launch.
It seems like buildings have tiers. There is also a book with a question mark next to it such as the stone quarry. What does it mean?
Why shouldn't I use automatic PMs if it updates to the most efficient one constantly? Like when is it relevant to micro it?
So you know how in EU4 for example I can just sort buildings by income they would provide when built. Is this possible in Project Caesar as well? I really don't want to micromanage or think about it much. I see big green number, I build. I like having the buildings, I just don't want to think about them too much.
Are you saying that as a dev or as a player? I min-maxed my build for PDX GSGs, but so far with 16GB of RAM the worst bottleneck I've had was with the graphics card, or lack thereof. Upgrading to a GTX 960 (this was in 2021 for reference) fixed that though.
Eitherway, what I'm asking is, all else equal, could I expect significant performance improvements from doubling my RAM at this point? Or is that for running Excel spreadsheets and two dozen browser tabs on another screen? I don't need a concrete answer for this game, but for the rest of your catalogue I'm genuinely curious.
Does the UI allow operating on many building for such purposes? For example, can you change all Paper producing buildings to start using some PM or does it have to be done one by one? Or can you change the PM of all buildings for some specific goal, i.e. to maximise the price of X good in Y market etc.?
So if you need weaponry to recruit regiments, does that mean you will need horses to recruit cavalry?
I haven't played imperator so forgive me if this is a dumb question, but will we be able to build multiple castles in a province, in different locations? And if so how would that affect the occupation of provinces with multiple castles and the buildings in the province?
The process to produce paper from wood pulp wasn't invented until the end of the 18th century and did not become widespread until the 19th. Why is it available here?
Will there be building slots like in EU4/CK3? I can foresee myself being absolutely livid if these autonomous estates waste a limited slot on some random building I don't actually want.
I love this, it provides a much deeper simulation and hence gameplay for peace time.
Quick question though: Say a paper mill produces 1 unit of paper. As I understand, the profit from the mill is added to the locations tax. But only if the unit of paper is sold on the market to another country? If all of my buildings and pop require a cumulative total of 1 unit of paper, the mill would not provide profit?
Will buildings also be locked behind Tech
Would as an example of specific culture/tag buldings, the Dutch culture/tag get to build polders as unique building option for them in wetland/marsh locations to improve food and/or agricultural production at that location?
Preposterous! We must have stroopwafels as a compensation. They were invented in 1810 so go well with the paper pulp invention!
Alternatively, you get meatballs, we get tulips, deal? They're supposedly both Turkish anyways, so that might appease the call for Turkish language until you can confirm its inclusion, winwinwin![]()
@Johan
You mentioned here production methods are about reducing the number of buildings, but in the DD you mention "there are hundreds of different types of buildings".
Does the "hundreds" mean the max permutation of production methods X building types? Or purely buildings types alone?