21
• Farming can be improved by up to +80%. Doing this will take a lot of money and time,
but can be very worthwhile in valuable agricultural areas.
• Trading Posts and Merchants improve trade by selling the goods from a province firstly to
their own people and then to foreign provinces overseas. See
Trade Routes
, below for a
full explanation.
• Ports improve income from trade by allowing exports through fleets. They also allow
imports
,
and your officials tax these (at a low level) as they come into one of your provinces.
• Mines and Mining Complexes exploit natural resources such as gold, silver, copper or salt.
These make money every turn they operate.
• Natural Disasters: It’s worth mentioning here that there are events that can cause a loss of
income. Famine and Flood will wipe out harvests, as you might expect. Storms at sea can
also affect trade income because ships can be sunk, and this could break a link in a
trade route.
Protect Your Income: The areas with the highest income, either from agriculture, mines or
trade are your greatest assets. Without the money they produce, you will have no armies.
They should be protected in depth.
• Castles: A castle allows you to hold out in a siege. The larger the fortification, the more
men you can garrison there and the longer they can hold out.
• Disputed Regions: If a region is disputed (there are armies belonging to more than one
faction, or there are rebels present) no faction derives any income until the conflict in the
province has been resolved.
IMPROVING PROVINCES
Constructing buildings in a province always improves it in some way for your faction. This can
be by raising income (by improving farmland, for example), by making the defences stronger
(by building or improving a castle) or by allowing you to train military units and agents there.
No building in the game makes a province weaker or damages its potential in any way.
Left click on the building to bring up the construction parchment. This is
where you order new buildings for a province. You can find full details of the
rest of the construction process in
Buildings and the Technology Tree
section
of this manual.
Medieval: Total War
has quite a complicated technology tree,
so it’s worth looking at this as a separate issue from provinces.
20
RESOURCES
Always check a province’s natural resources, whether you own it or not (this can be useful
when deciding where to invade) as these can be exploited to raise income, or can be very
useful in other ways:
• Income: The number of florins that the province generates as tax. This is a grand total, so
it is affected by the tax rate, the governor’s acumen rating, farming improvements and
whether or not any trading posts, merchants or mines have been constructed.
• Trade goods: The number and type of trading goods gives some indication of the potential
income from a province when trade routes in place and functioning.
• Iron Deposits: Where iron is plentiful, you can build a Metalsmith to improve the quality of
weaponry for troops trained in the province.
• Other Factors: Some provinces are particularly noted for the soldiers they produce.
Switzerland produces superb Pikemen, for example, while Wales is noted for Longbowmen.
It can often be worth invading a province to be able to train these specialists.
TAX AND INCOME
As Cicero wrote in Roman times,
Nervos belli, pecuniam infinitam
(The sinews of war, unlimited
money), so goes warfare in
Medieval: Total War
. You’ll never have unlimited money, but making
sure that you do have a strong treasury is very, very important in bringing your plans of conquest
to a successful conclusion. Once you run out of money you won’t be able to construct new
buildings, train more soldiers, bribe people or pay ransoms for your captured generals.
All factions in the game use the same currency in their treasuries: the
florin
, a type of coin
first minted in the Italian city of Florence. In the middle ages, providing a coin contained
the correct amount of gold or silver no one cared where it had been minted (some kings
were not above ‘cheating’ when minting coins by putting cheaper metals into the mix).
Taxes are your faction’s only guaranteed income, and tax rates are set on a province-by-province
basis. The default rate is
normal
, which yields a reasonable amount of cash without damaging
the loyalty of the locals too much. The rates are
very low, low, normal, high
and
very high
, and
these equate to approximately 30%, 40%, 50%, 60%, and 70% taxes. High taxes will give
higher income, but the loyalty of any people being taxed to the hilt will be strained.
Left click on either of the arrows either side of the tax rate to change it for the province.
You’ll see that the income and loyalty values change in response to any taxation change.
Tax rates don’t have to be the same across a whole kingdom or empire, so take a moment
to look at your provinces regularly and see which can be squeezed for more money and
which need to be given a reduction to keep them feeling loyal.
Remember that as well as costing money to construct buildings and train units, soldiers also
cost money each turn in maintenance. Even peasants have to be provided with weapons and
food when they are being soldiers, and some unit types can be very expensive to keep around.
Maintenance money is always deducted first, before any tax income is added to your treasury.
Improving Tax Income: Taxes come from farming, trade and mines. All of these can be
improved to bring in more income in future years: