>>13780752
first off, shitposter doesn't even know what a gook is….
>>13783331
>but you can only replenish troops in towns that can produce them
yeah, the city needs a pool with unit available of the same type, so for example you can replenish militia and nobles on pretty much any town (their pool is dependent on city size)
but like wise you would want to build some military hubs, the palace and walls don't take building slots so you can build them at leisure,
what would be ideal is having a central military hub (your capital probably) will all buildings there, and then smaller hubs on distance places to fill in
>>13776625
economy is very detailed too, trade can make up to half your income up till midgame, being even more important later on
thing is, cities will import whatever goods they don't produce, initially only from immediate neighbors, but later on you can build caravansary that also exports imported goods
thus increasing your trade network range, and naturally water borne trade can move much further, and rivers can be pretty big and expansive, usually having several cities along side it
there are other things too, some goods are produced by buildings, like pottery and silk, but can have significant bonuses with a resource present, others are resource dependent like copper or jade,
the building level of the corresponding good also affects overall price, and finally the more population you're exporting to, the bigger the profit
so naturally you would want to have each city producing a certain good and setting up the trade network so you have more consumers possible
regarding battles:
its quite hard to get the hang of it, its a really good concept for the game design, but needs ironing out and polish to perfect
right now it pays off having smaller groups rather than a big army with the exception of choke points
big battles can take several turns, and even when fighting off smaller skirmishes you may end up getting grind, so it pays off having smaller groups where one chases off the enemy while the other rests
you shouldn't disregard the readiness stat it can make or break battles, and it seems that when it reaches zero the unit will disband, other wise lasting to the very last man,
naturally, big numbers mean more in warfare, so it pays off still having a large militia, eventually centering off some elite armies to pierce and break enemy lines
sieges are insane and can take ages, unless you happen to stumble upon unprotected cities (can happen), otherwise you better bring up a ton of troops and siege equipment, and properly encircle the city
on a final note, combat seems to work better when each line has clearly defined battle plans, like a line for archers followed by melee, and the whole army be either offensive or defensive together, otherwise you might see situations where half your army is standing their ground while the other half is getting crushed just a few meters ahead