Population Center Developmentby Brian D. Mason
ABSTRACTOne of the most important aspects of the early game is deciding where to create or post camps. While many nations lack the emissaries with the necessary skill level to create camps, despite it being an easy skill, almost all possess one or more commanders with the skill level necessary to post camps, an average difficulty order. One of the most difficult decisions in the early game is deciding where camps should be located. This article will discuss some of the reasons behind the placement of camps: which type of character should do it, resource production, financial considerations, and security. Then the strengths and weaknesses of various nations will be discussed, as well as some possible camp locations.
1. Who Should Place the Camps?Many of the nations have commanders who, when travelling with an army, have the command skill which would allow order 552 (Post Camp) to be executed with a very good chance of success. Also, very few nations have emissaries with even the modest skill level needed to execute order 555 (Create Camp) with a good chance of success. Despite this, those nations without good ( > 30) emissaries would be advised to create one using order 725 (Name New Character), and then subsequently have that emissary execute order 734 (Name New Character as Emissary) as many times as necessary. Having a character in an army posting camps is not advisable for several reasons: one, it does not improve the command skill of the commander, two, when posting camps rather than training troops or training the army the commander does not improve his command rank and the training rank of the army or troops is not improved, and three it costs twice as much. For the additional cost of posting three camps you could name an additional character and have gold to spare. A stable of about three good emissaries can be used at all stages of the game, in creating camps when their skill levels are low, in improving population centers and bribing/recruiting characters or double agents when their skill levels are moderate or high. As it becomes more difficult to place camps at later stages of the game, it is important that you create emissaries fast and get your camps created quickly, especially if you start the game with few good emissaries.
2. Resource ProductionThe most important factor in camp placement is determining what types of which resources you need production, and where in nearby hexes these can be located. The spell reveal production is relatively easy to research (if you do not already have a character who can cast it) and this can determine locations which can supply the most needed commodity. Another option is having an agent Scout Hex (915), however, that has the detrimental effect of only determining production value of one hex (although with much greater precision). Another disadvantage of the Scout Hex option is that it takes an agent into a hex with no objectives where he may be unable to cast a skill order on the following turn. It is usually better in the early game to have agents improving their ranks or out performing more specialized agent tasks. Below is a list of the mean production of each hex type taken from several games, and setups of many different nations, as well as additional contributions from other players. The production has been modified such that this is the production value of a camp in warm weather (that is, 100 percent production values). Keep in mind that the climate in your area will effect these mean production values and that mountainous terrain also will typically have one or two grades cooler climate than surrounding plains. The first column gives the resource type, the second column describes the rows, the first row being the terrain type, the second row the number of sites in the sample. Within each production type the first row is the number of sites in which that product is present, the next row the average of those sites and the final row the average of all sites. Some of these (especially desert terrain) may suffer from small number statistics, so the results may skewed. Also, note that no information is given for swamp hexes.
Looking over your production and estimating needs for your nation and then placing camps to produce what you need is often a good plan. If you start with few mounted troops and few sources of the supplies that are needed to build them (mounts, leather, bronze or steel if desired for armor and weapons) it is unlikely that you can get that all cavalry army you want on the field anytime soon. However, if you are fighting someone who is aware of your nation strengths and weaknesses then planning to build them in later turns might be an good plan.
3. Financial ConsiderationsSometimes camps can be placed to make resources to sell. For many nations, selling supplies is a vital (and sometimes necessary) means to float your economy. Despite the initial outlay, almost all hexes can produce in just a couple of turns the supplies which could be sold to pay for themselves, even if they do not produce gold directly. Some nations can choose one or two resources which they can use to buy and sell on succeeding turns to drive up and down the price of that commodity. This "playing of the market" can be most effective when several nations cooperate to buy all of a commodity and then sell all the following turn when prices or high. Increasing production in this commodity will allow you to generate larger profits, or give you the production you need to develop on the one hand, and execute buy/sell orders with, one the other.Gold production does not decrease with increasing population center size however other resources do. Each increase in the size of a population center will require a few turns to recoup the losses for development. Listed below are the turns needed to "break even" on population center improvement at several various tax rates. In considering a break even cost, it is necessary to not only consider how long it takes you to recover the cost of investment, but also how long to catch up to the amount that the population center would produce.
In addition to the time needed to "break even" on the cost is the lost production over the interval. Depending on the commodity the production loss may or may not be trivial. It is generally a good idea to improve population centers whose production type you do not need.
4. SecurityAnother important consideration in improving population centers is the safety of the population center. Don't improve population centers you cannot hold. There is no need to improve population centers for your enemies to take. Also, in developing population centers try to put them in locations which are hard to get to or not on the maps of other players (especially neutrals and enemies). If you have a surplus of secure areas then allowing your allies to develop in some of them is often a good idea for team play. Also, population centers without fortifications, characters, or armies present will begin to disintegrate if the loyalty drops too low.
5. Nation Strengths, Weaknesses, and Camp PlacementNow, a short rating for each nation is listed below. Ranked as good, average or poor are emissary strength and possible camp placement as well as a short listing for where might be good locations to place camps for that nation. Locations can be rated as good, average, or poor based on their relative security from enemy nations. If this region is not on your map (where you can keep an eye on it) the location rating is downgraded. Also, if you are competing with many other nations over a small area to develop (e.g. many of the Dark Servants in Mordor) the location rating is downgraded.
An alternative strategy to selecting secure locations would be to select locations far from you and not appearing on any other nation map. These locations, if developed, could serve as jumping off points for campaigns. Obviously, cooperation is needed among the Dark Servant players in deciding what parts of Mordor to develop. Care must also be taken that the very good emissaries of the Witch-King and the Dragon Lord have somewhere to develop. Also, the Free People pairs of the Woodmen and Sinda, Noldo and Dwarves, Arthedain and Cardolan, Eothraim and Northmen also need to cooperate in developing population centers. Most of the Neutrals can work independent of others with the possible exception of the Haradwaith and Corsairs.
6. ConclusionPopulation centers can have noticeable effects on your nations place in the game and effective placement of these population centers can dramatically effect your outcome.The author gratefully acknowledges the contributions to Table 1 and the comments of Tom Walton, Glen Mayfield and Jeff Holzhauer.
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