View Full Version : Saka - camps & courts in conquered provinces, destroy always?
When taking a city with a western faction I often leave in place any mics that correspond to my faction. I know it is not bug causing, but it is considered an exploit to (for example) build level 5 mic to get Scordisci Infantry then build a level 2 gov. But if something is already in place I leave it (often I build level 2 gov in Byzantion with KH even though there is already a level 4 local mic).
How does this work with Nomads?
Pastoralism and nomadism offer different troops according to this: https://img474.imageshack.us/f/nomad7fp.jpg/.
So does leaving Camps (archers/HA) and Courts (Noble HA/Cav) in place cause bugs/ctd/etc down the road? Or does it only cause problems if you are doing pastoral (like leaving a 'Warlords Camp' in a future Pastoralism)? Or is it only an exploit?
A lot of people say "destroy everything" with 'barbaric' factions. I do not believe this is always the best or most realistic policy. Even with the Saka.
Titus Marcellus Scato
02-11-2011, 14:01
Personally, with nomad cultures, I decide with each town if I'm going to Migrate my people to it (I intend to build the Migration building in the future) or if I'm going to leave the existing culture in place for a while, and only build Military Occupation.
If I'm Migrating to a new town straight away:
Before building Migration, I always destroy any town building that has '(Western Greek)' after its name in the Town panel. '(Western Greek)' doesn't mean that it IS actually Western Greek (Greeks wouldn't have building in the middle of the steppe! '(Western Greek)' actually means '(Foreign).' This shows that it's an Eleutheroi building, not affiliated to your own faction (even if the same type of building is in your own building tree). It's foreign - so I destroy it. I also destroy any building that isn't in my own building tree. If an existing building is in your building tree, and DOESN'T have '(Western Greek)' after it, then it's fine - I keep it.
If I'm just going to Occupy the town (I'm not intending to build Migration yet, just stick with Military Occupation):
Then I allow myself to keep any existing building I want (except for enemy governments and barracks.)
However, Military Occupation will usually be a temporary measure with nomads. Long-term, either they intend to Migrate their own culture to the region - or loot it and abandon it altogether. Military Occupation is simply exploiting the conquered local culture while they are still useful to me (although it's culturally demeaning to accept help from foreign outsiders, sometimes it is necessary.) Once I don't need 'help' from a foreign culture anymore, I wipe it out and migrate my own people to the region to live according to my proper traditional nomad culture.
Ok. thank you. I was concerned about bugs and (to a slightly lesser degree) realism.
Before building Migration, I always destroy any town building that has '(Western Greek)' after its name in the Town panel. '(Western Greek)' doesn't mean that it IS actually Western Greek (Greeks wouldn't have building in the middle of the steppe! '(Western Greek)' actually means '(Foreign).'
Western Greek doesn't mean foreign, IIRC it just marks the buildings that have been placed by script in eleutheroi settlements because the game engine doesn't allow something else. E.g. the starting reform markers and expansion markers are 'Western Greek' in all starting eleutheroi settlements.
The building trees of nomads are way more complex then that of the other factions. Very often certain 'buildings' of the nomadism build-path block pastoralism and the other way round. IIRC there's no way to have 'buildings' that allow recruitment from both nomadism and pastoralism but the regional barracks don't block one of the both I think.
Thank you. I left all the "western greek" camps/courts in place in the early expansion. Now my game is CTD. Not sure if this is related. I guess I should have posted in technical section. Does blocking patorialism with nomadic type recruitment buildings (or blocking nomadism with pastoral recruitment buildings) cause ctd?
It shouldn't, at least I can't think of a reason why, certain buildings block the building of others and that's used all the time in the game. But it's RTW, it's not the best designed piece of software and there're a lot of reasons for CTDs...
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.