Jump to page:
Sponsors:
Farmland Management
-------------------
The amortization period is the time needed to "pay back" something one has invested in. In terms of MTW, it is the time needed to recover the cost of upgrading a farm. It's a mental handle on how profitable a farm is. Use these tables to decide whether they're worth upgrading.
Example: A province currently has a farm at the Improved 20% level, which has revenue of 119 florins. The game shows you that the 40% level will have a revenue of 139 florins, so you will be making 20 extra florin a year with the 40% upgrade. Since it costs 1000 florin to make the 40% upgrade, it will be amortized (paid off) in 50 years (1000/20) and everything past that is profit.
The "New level of revenue" table below should be compared against the revenue of the NEW upgrade to be built (on the Build popup), not against the revenue of the existing farm (which would be a different table). "Am Yrs" is the
Amortization Years.
Level & Cost
------------
20% 40% 60% 80%
600 1000 1500 2500
--- ---- ---- ----
Am Yrs NEW level of revenue needs to be:
------ ---------------------------------
10 374 694 1181 2286
25 150 278 472 915
40 94 174 295 572
50 75 139 236 457
60 62 116 197 381
75 50 93 157 305
100 37 69 118 229
Revenue Difference needs to be:
-------------------------------
10 60.0 100.0 150.0 250.0
25 24.0 40.0 60.0 100.0
40 15.0 25.0 37.5 62.5
50 12.0 20.0 30.0 50.0
60 10.0 16.7 25.0 41.7
75 8.0 13.3 20.0 33.3
100 6.0 10.0 15.0 25.0
It's hard to keep all the above numbers in your head, and I noticed that if one does a little rounding, a few Amortization Years will have numbers that are a lot easier to remember. So here it is... you might start by memorizing one line as a benchmark, then the others after you've learned it (and/or your game has progressed to where a different row is more relevant):
Rounded Numbers --
Level & Cost
------------
20% 40% 60% 80%
600 1000 1500 2500
--- ---- ---- ----
Am Yrs NEW level of revenue needs to be:
------ ---------------------------------
25 150 300 450 900
40 100 200 300 600
75 50 100 150 300
Note how 40% and 60% are 2 and 3 times the 20% value, and the 80% value is 2 times the 60% value. Also, the 40-Year row is 2x, and the 25-Year
Row is 3x, the revenue of the 75-Year row.
(Thanks to totalwar.org)
King Info
---------
1 "Great Warrior"
"He has a natural talent for combat, making him less likely to die in battle. +5 health"
2 "Mighty Warrior"
"His reputation for skill at arms is spreading as his fighting skills grow. +10 health, +2 valour"
3 "Famous Warrior"
"He is famous for his skill on the battlefield. Few can match him in single combat. +20 health, +3 valour"
4 "Natural Leader"
"He leads his men from the front, gaining much respect and inspiring his men. +2 morale, +1 loyalty"
5 "Fine Leader"
"He leads from the front, taking risks but gaining much respect and inspiring his men. +4 morale, +2 loyalty"
6 "Great Leader"
"He leads from the front with great courage, and all who follow him love him for it and are inspired. +6 morale, +3 loyalty"
7 "Legendary Leader"
"He leads from the front magnificently, inspiring awe in his troops and pride in his people. +6 morale, +3 loyalty, +1 happiness"
8 "Killer Instinct"
"He has a talent for killing, making him quite effective on the battlefield, and discomforting those who stand against him."
9 "Natural Born Killer"
"He is so adept at killing in hand to hand combat that few can match him, and those that are wise fear him."
10 "Secret Killer"
"He enjoys killing too much. He deliberately kills in practice tourneys, and tortures and kills any who offend him. So far he has managed to keep this vice secret."
11 "Murderer"
"His habit of torturing and killing has become public knowledge. He is feared and hated because of it."
12 "Scarred"
"He has been in the thick of things in battle and has some ugly scars as result, making him look quite intimidating. +1 dread"
13 "Impressive Scars"
"His habit of putting himself in harm's way has given him some gruesome scars, and one or two war wounds that trouble him from time to time.
-5 health, +2 dread"
14 "Hideous Scars"
"His hideous scars make him terrible to behold, and have given him a matching temperament. He also is almost crippled by several old wounds, making combat difficult. -5 health, +3 dread, -3 valour"
15 "Not so Bold"
"His reluctance to get directly involved in hand to hand combat has not gone unnoticed, and undermines the morale of his men. This reputation, however undeserved, is difficult to shake. -2 morale"
16 "Timorous"
"He has fought many battles but seldom gets into combat himself. His men joke about this, but it also lurks at the back of their minds as they put themselves in harm's way. -4 morale, -1 valour"
17 "Cowardly"
"His deliberate avoidance of combat in the past has become a source of ridicule. No efforts on his part can change this now. His men are reluctant to risk their lives when he will not. -6 morale, -2 valour"
18 "Good Runner"
"He is remembered for the way he ran from the battlefield on more than one occasion. Perhaps he had no choice, but whispers among his men say otherwise.
-3 morale"
19 "Doubtful Courage"
"There are serious doubts about his courage in the face of the enemy.
Reports of him screaming like a girl as he departed the field are not exaggerated. His men are not inspired. -6 morale"
20 "Coward"
"He is considered by all to be a coward in battle, and men who serve him on the battlefield are just waiting for him to turn and run. It makes it hard for him to keep his army on the field. -9 morale."
21 "Captured"
"He did not enjoy the process of being captured and ransomed, and instills a fear of being captured in all his men. This makes them less likely to rout, but makes them harder to command. +3 morale, -1 command"
22 "Tortured"
"Having been captured and tortured, he is obsessed with avoiding capture.
This makes his army harder to break, but seriously affects his judgement on the battlefield. +6 morale, -2 command"
23 "Traumatised"
"His experiences as a prisoner have left him traumatised. He will kill any man who even considers surrender, and avoids danger in battle.
Paradoxically this makes his capture more likely. +9 morale, -3 command"
24 "Nervous"
"He is constantly worried about being assassinated, causing sleepless nights and troubled days. It is not good for his health. - 5 health"
25 "Very nervous"
"His fear of assassins is so great he does not eat well, sleeps little, and rarely goes out in public. This does give him plenty of time for administrative duties. -5 health +1 acumen"
26 "Recluse"
"His deep and constant fear of assassins has made him a recluse. He eats and sleeps little, and is rarely seen. The lack of exercise is affecting his combat ability. -5 health, +2 acumen, -1 valour"
27 "Secret Paranoia"
"His efforts to test his own defences against potential assassins have caused the deaths of several food tasters and one or two guests.
Fortunately he has managed to keep this quiet so far. -5 health,
+2 acumen, -1 valour"
28 "Paranoid"
"After poisoning several guests including a priest, he is now infamous as a scheming poisoner with little faith. In fact he is just paranoid about being poisoned himself. -5 health -4 piety +2 dread"
29 "Survivor"
"Having survived an assassination attempt by killing the assassin with a cooking spit, he is very keen to practice combat with a wide variety of weapons, to the detriment of his other duties. +1 valour -1 acumen"
30 "Strong Security"
"Repeated assassination attempts have led him to make security a high priority, with extra guards, constant training and incessant drills.
It leaves little time for administration. +2 valour -2 acumen"
31 "High Security"
"He spends much of his time devising ingenious new security measures to defend against assassins. He himself is now a master of self defence.
+3 valour -3 acumen"
32 "Secret Paranoid Security"
"His efforts to defend against potential assassins go to insane lengths.
An important guest was recently killed by a pit trap while looking for the privy. He has not yet been missed. +3 valour -3 acumen"
33 "Paranoid Security"
"The accidental death of a famous entertainer who was his guest has caused a public outcry. Claims that he fell down a spiked pit are not widely believed. +3 valour,
-2 happiness, -3 acumen"
34 "Suspicious"
"After surviving an assassination attempt he is suspicious of all around him, and his justice is swifter and harsher than most. +1 dread"
35 "Rough Justice"
"After surviving more than one assassination attempt his deeply suspicious nature often manifests as harsh and summary justice. +2 dread"
36 "Secret Murderer"
"His irrational fear of assassins has lead him to torture and execute a completely innocent visiting nobleman. Fortunately he has the signed confession. +2 dread"
37 "Murderer"
"The confession of a visiting nobleman recently tortured and killed has been proved to be false, after his son successfully underwent a gruelling ordeal. +3 dread, -3 piety"
38 "Secret Murderer"
"His paranoid fantasies about lurking assassins have caused him to torture and execute many men, including one nobleman, for little or no discernable cause. +3 dread -3 piety"
39 "Mass Murderer"
"It has become widely known that he insanely believes all men with bald heads and brown beards are assassins, and has tortured and executed many men of that appearance unjustly. +4 dread -5 piety"
40 "Devout"
"After a recent interview with the Inquisition he has taken to spending long hours in prayer, and is vociferous in his support for the Church. -2 dread, +2 piety"
41 "God Fearing"
"He has attracted much interest from the Inquisition, despite spending most of his time praying and much of the rest engaged in good deeds. -4 dread, +4 piety"
42 "Born Again"
"He has repented his sins and claims to be born again.
He has taken a vow of poverty and donated his wealth to the Church.
-------------------
The amortization period is the time needed to "pay back" something one has invested in. In terms of MTW, it is the time needed to recover the cost of upgrading a farm. It's a mental handle on how profitable a farm is. Use these tables to decide whether they're worth upgrading.
Example: A province currently has a farm at the Improved 20% level, which has revenue of 119 florins. The game shows you that the 40% level will have a revenue of 139 florins, so you will be making 20 extra florin a year with the 40% upgrade. Since it costs 1000 florin to make the 40% upgrade, it will be amortized (paid off) in 50 years (1000/20) and everything past that is profit.
The "New level of revenue" table below should be compared against the revenue of the NEW upgrade to be built (on the Build popup), not against the revenue of the existing farm (which would be a different table). "Am Yrs" is the
Amortization Years.
Level & Cost
------------
20% 40% 60% 80%
600 1000 1500 2500
--- ---- ---- ----
Am Yrs NEW level of revenue needs to be:
------ ---------------------------------
10 374 694 1181 2286
25 150 278 472 915
40 94 174 295 572
50 75 139 236 457
60 62 116 197 381
75 50 93 157 305
100 37 69 118 229
Revenue Difference needs to be:
-------------------------------
10 60.0 100.0 150.0 250.0
25 24.0 40.0 60.0 100.0
40 15.0 25.0 37.5 62.5
50 12.0 20.0 30.0 50.0
60 10.0 16.7 25.0 41.7
75 8.0 13.3 20.0 33.3
100 6.0 10.0 15.0 25.0
It's hard to keep all the above numbers in your head, and I noticed that if one does a little rounding, a few Amortization Years will have numbers that are a lot easier to remember. So here it is... you might start by memorizing one line as a benchmark, then the others after you've learned it (and/or your game has progressed to where a different row is more relevant):
Rounded Numbers --
Level & Cost
------------
20% 40% 60% 80%
600 1000 1500 2500
--- ---- ---- ----
Am Yrs NEW level of revenue needs to be:
------ ---------------------------------
25 150 300 450 900
40 100 200 300 600
75 50 100 150 300
Note how 40% and 60% are 2 and 3 times the 20% value, and the 80% value is 2 times the 60% value. Also, the 40-Year row is 2x, and the 25-Year
Row is 3x, the revenue of the 75-Year row.
(Thanks to totalwar.org)
King Info
---------
1 "Great Warrior"
"He has a natural talent for combat, making him less likely to die in battle. +5 health"
2 "Mighty Warrior"
"His reputation for skill at arms is spreading as his fighting skills grow. +10 health, +2 valour"
3 "Famous Warrior"
"He is famous for his skill on the battlefield. Few can match him in single combat. +20 health, +3 valour"
4 "Natural Leader"
"He leads his men from the front, gaining much respect and inspiring his men. +2 morale, +1 loyalty"
5 "Fine Leader"
"He leads from the front, taking risks but gaining much respect and inspiring his men. +4 morale, +2 loyalty"
6 "Great Leader"
"He leads from the front with great courage, and all who follow him love him for it and are inspired. +6 morale, +3 loyalty"
7 "Legendary Leader"
"He leads from the front magnificently, inspiring awe in his troops and pride in his people. +6 morale, +3 loyalty, +1 happiness"
8 "Killer Instinct"
"He has a talent for killing, making him quite effective on the battlefield, and discomforting those who stand against him."
9 "Natural Born Killer"
"He is so adept at killing in hand to hand combat that few can match him, and those that are wise fear him."
10 "Secret Killer"
"He enjoys killing too much. He deliberately kills in practice tourneys, and tortures and kills any who offend him. So far he has managed to keep this vice secret."
11 "Murderer"
"His habit of torturing and killing has become public knowledge. He is feared and hated because of it."
12 "Scarred"
"He has been in the thick of things in battle and has some ugly scars as result, making him look quite intimidating. +1 dread"
13 "Impressive Scars"
"His habit of putting himself in harm's way has given him some gruesome scars, and one or two war wounds that trouble him from time to time.
-5 health, +2 dread"
14 "Hideous Scars"
"His hideous scars make him terrible to behold, and have given him a matching temperament. He also is almost crippled by several old wounds, making combat difficult. -5 health, +3 dread, -3 valour"
15 "Not so Bold"
"His reluctance to get directly involved in hand to hand combat has not gone unnoticed, and undermines the morale of his men. This reputation, however undeserved, is difficult to shake. -2 morale"
16 "Timorous"
"He has fought many battles but seldom gets into combat himself. His men joke about this, but it also lurks at the back of their minds as they put themselves in harm's way. -4 morale, -1 valour"
17 "Cowardly"
"His deliberate avoidance of combat in the past has become a source of ridicule. No efforts on his part can change this now. His men are reluctant to risk their lives when he will not. -6 morale, -2 valour"
18 "Good Runner"
"He is remembered for the way he ran from the battlefield on more than one occasion. Perhaps he had no choice, but whispers among his men say otherwise.
-3 morale"
19 "Doubtful Courage"
"There are serious doubts about his courage in the face of the enemy.
Reports of him screaming like a girl as he departed the field are not exaggerated. His men are not inspired. -6 morale"
20 "Coward"
"He is considered by all to be a coward in battle, and men who serve him on the battlefield are just waiting for him to turn and run. It makes it hard for him to keep his army on the field. -9 morale."
21 "Captured"
"He did not enjoy the process of being captured and ransomed, and instills a fear of being captured in all his men. This makes them less likely to rout, but makes them harder to command. +3 morale, -1 command"
22 "Tortured"
"Having been captured and tortured, he is obsessed with avoiding capture.
This makes his army harder to break, but seriously affects his judgement on the battlefield. +6 morale, -2 command"
23 "Traumatised"
"His experiences as a prisoner have left him traumatised. He will kill any man who even considers surrender, and avoids danger in battle.
Paradoxically this makes his capture more likely. +9 morale, -3 command"
24 "Nervous"
"He is constantly worried about being assassinated, causing sleepless nights and troubled days. It is not good for his health. - 5 health"
25 "Very nervous"
"His fear of assassins is so great he does not eat well, sleeps little, and rarely goes out in public. This does give him plenty of time for administrative duties. -5 health +1 acumen"
26 "Recluse"
"His deep and constant fear of assassins has made him a recluse. He eats and sleeps little, and is rarely seen. The lack of exercise is affecting his combat ability. -5 health, +2 acumen, -1 valour"
27 "Secret Paranoia"
"His efforts to test his own defences against potential assassins have caused the deaths of several food tasters and one or two guests.
Fortunately he has managed to keep this quiet so far. -5 health,
+2 acumen, -1 valour"
28 "Paranoid"
"After poisoning several guests including a priest, he is now infamous as a scheming poisoner with little faith. In fact he is just paranoid about being poisoned himself. -5 health -4 piety +2 dread"
29 "Survivor"
"Having survived an assassination attempt by killing the assassin with a cooking spit, he is very keen to practice combat with a wide variety of weapons, to the detriment of his other duties. +1 valour -1 acumen"
30 "Strong Security"
"Repeated assassination attempts have led him to make security a high priority, with extra guards, constant training and incessant drills.
It leaves little time for administration. +2 valour -2 acumen"
31 "High Security"
"He spends much of his time devising ingenious new security measures to defend against assassins. He himself is now a master of self defence.
+3 valour -3 acumen"
32 "Secret Paranoid Security"
"His efforts to defend against potential assassins go to insane lengths.
An important guest was recently killed by a pit trap while looking for the privy. He has not yet been missed. +3 valour -3 acumen"
33 "Paranoid Security"
"The accidental death of a famous entertainer who was his guest has caused a public outcry. Claims that he fell down a spiked pit are not widely believed. +3 valour,
-2 happiness, -3 acumen"
34 "Suspicious"
"After surviving an assassination attempt he is suspicious of all around him, and his justice is swifter and harsher than most. +1 dread"
35 "Rough Justice"
"After surviving more than one assassination attempt his deeply suspicious nature often manifests as harsh and summary justice. +2 dread"
36 "Secret Murderer"
"His irrational fear of assassins has lead him to torture and execute a completely innocent visiting nobleman. Fortunately he has the signed confession. +2 dread"
37 "Murderer"
"The confession of a visiting nobleman recently tortured and killed has been proved to be false, after his son successfully underwent a gruelling ordeal. +3 dread, -3 piety"
38 "Secret Murderer"
"His paranoid fantasies about lurking assassins have caused him to torture and execute many men, including one nobleman, for little or no discernable cause. +3 dread -3 piety"
39 "Mass Murderer"
"It has become widely known that he insanely believes all men with bald heads and brown beards are assassins, and has tortured and executed many men of that appearance unjustly. +4 dread -5 piety"
40 "Devout"
"After a recent interview with the Inquisition he has taken to spending long hours in prayer, and is vociferous in his support for the Church. -2 dread, +2 piety"
41 "God Fearing"
"He has attracted much interest from the Inquisition, despite spending most of his time praying and much of the rest engaged in good deeds. -4 dread, +4 piety"
42 "Born Again"
"He has repented his sins and claims to be born again.
He has taken a vow of poverty and donated his wealth to the Church.
Jump to page:
Sponsors:
Other files from this game:
- Medieval: Total War - Viking Invasion walkthrough by System on 03/05/2006, 02:37
- Medieval: Total War - Viking Invasion trainer by System on 14/03/2006, 06:30
Money trainer (for v2.01) - Medieval: Total War - Viking Invasion trainer by System on 14/03/2006, 06:30
Money trainer - Medieval: Total War - Viking Invasion FAQ by System on 09/03/2006, 09:50






