View Full Version : Creative Assembly What to do with enemy buildings
SirGrotius
01-15-2006, 18:11
Playing as the Alemani, BI, 1.6--pagan, of course.
As background, I haven't been able to churn a profit by any means but exterminating enemy cities, but I still keep the cities so that I can win the game. (I suppose all those dead pops don't do much for my tax revenue.)
My main question is, what to do with pagan Roman temples. For example, one of my cities hasa level-three Temple to Mithras. I think I'm receiving all its bonuses as normal, even though I'm the wrong culture. Should I trash it for one of my gods' temples?
Reading through the manual, I noticed it said something about not all pagan gods are made equal, if my pop is used to following one they might not be as happy following a different one. My pops and characters are listed as Pagan, not any specific religion. What does this mean? Is it just that one type of pagan temple may give a higher Happiness bonus than another?
I wonder how this affects other buildings as well (e.g., governmental--guild hall vs. imperial palace)?
Any tips are appreciated. :2thumbsup:
Antiochius
01-15-2006, 20:00
I woundn`t change the religion if i know that the population of this city is content. Except the Franken. there do you have to change the religion fo getting the best units.
Mouzafphaerre
01-15-2006, 21:21
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Raze Roman and Nomad ones (except do retrain your conquering armies if they are higher level ones with high bonus beforehand), keep the Barbarian temples if you think they work for you. Culture penalty is bad; you won't want it under your feet when your pop increases.
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x-dANGEr
01-16-2006, 08:08
If a person destroys all Roman buildings in settlement and build all from his culture. Would a culture penalty appear later?
Captain Fishpants
01-16-2006, 10:05
If a person destroys all Roman buildings in settlement and build all from his culture. Would a culture penalty appear later?
No. The culture penalty from buildings comes about because they are a constant reminder of the 'good old days' before the conquerors came. If you want to eliminate cultural penalties permanently, you need to replace any buildings with a cultural mismatch.
Of course, you may not be able to do that: roads, for example, can't be demolished and many barbarian/nomad factions lack the ability to improve existing (Roman) roads.
Does anyone know what buildings cause culture penalties? It's often a big factor in unrest and so I am often looking to demolish (or at least, overwrite) buildings that give rise to the penalty. But it seems that around half the buildings do cause penalties and half do not.
I know temples and the governor's palace type buildings cause culture penalties. What are the other types?
Bulawayo
01-16-2006, 10:55
As far as I know all type of buildings cause cultural penalties. The overall penalty is capped on 50%, with the government type buildings having 25% and every other building 5%. I have also noticed that it is indeed possible to have buildings of other cultures while not receiving any penalty at all. If you have upgraded the government building yourself it's still possible to have a few buildings of other cultures.
As for the Mithras temples I never raze them as a barbarian faction due to both types being pagan and therefore not giving any religious troubles at all. There are no pagan barbarian temples that give such a huge happiness bonus as the level 4 Mithras temple.
SirGrotius
01-16-2006, 17:58
I see, so that temple to Mithras isn't causing any unrest whatsoever, in fact, it's helping improve happiness a lot.
What to do about that Imperial Palace in Rome then...:dizzy2:
Mouzafphaerre
01-16-2006, 18:14
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The temple is improving happiness but causing culture penalty, which is probably axing what it gives already. After retraining your units raze it and build your own temple complex. You won't regret it. ~;)
So solution for the imperial palace. :no:
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Watchman
01-16-2006, 18:54
Or top-level roads, or walls, or farms, none of which can be demolished and can be a bit tricky to "build over"...
Mouzafphaerre
01-16-2006, 19:25
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Some of them can be surpassed with light and ugly modding unless they are at the topmost level but I'd love it if we could demolish the governer mansions, walls and farms and repairing updated the culture with the repairer's, at least in high damage levels.
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Watchman
01-16-2006, 19:30
Fair enough.
AntiochusIII
01-17-2006, 04:02
Of course, you may not be able to do that: roads, for example, can't be demolished and many barbarian/nomad factions lack the ability to improve existing (Roman) roads.Is there a way to mod indestructible buildings...destructible? I rather hate late-game conquests of civilized factions because of all those huge cities and their gigantic Palaces. If not, is there a way to mod the % of Cultural Penalty such buildings can affect?
I hope so. :bow:
x-dANGEr
01-17-2006, 10:51
No. The culture penalty from buildings comes about because they are a constant reminder of the 'good old days' before the conquerors came. If you want to eliminate cultural penalties permanently, you need to replace any buildings with a cultural mismatch.
Of course, you may not be able to do that: roads, for example, can't be demolished and many barbarian/nomad factions lack the ability to improve existing (Roman) roads.
What if I upgrade an existing Barbarian building to a Roman one, will the culture effect that building had remain?
and as a possible option for a later game perhaps you could have the option of converting a top level building rather than having to knock it down and start from scratch- just look at some of the great spanish churches that have been converted from moorish mosques.
Mouzafphaerre
01-17-2006, 16:13
and as a possible option for a later game perhaps you could have the option of converting a top level building rather than having to knock it down and start from scratch- just look at some of the great spanish churches that have been converted from moorish mosques.
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:yes:
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Doug-Thompson
01-17-2006, 16:23
Temple destruction and religion are obviously closely related topics.
As others have said, check the city status screen and see whether the temple is causing you as much harm as good.
Also, use family member's as "missionaries." For instance, suppose I'm playing the Byzantines and I counquer Sassinid cities. Those cities are wholly Zorosterian. If I destroy a town's temple right away, I'm guaranteed a revolt.
I leave the temple in place while sending a new family member to Jerusalem. He eventually gets a nail from the true cross, a splinter from the true cross, a bishop, etc. The retinue/relics greatly increase his conversion power. He goes to the conquered city and converts a majority of the population in a couple of years. Unrest rises, but I can destroy the temple after the city is majority Christian. Then the unrest disappears in a turn or two because conversion really takes off after the temple is destroyed and new churches are built.
My "missionary" family member goes to the next town. It doesn't matter whether he's governor of the town or not. He still influences conversion.
Watchman
01-18-2006, 11:43
What if I upgrade an existing Barbarian building to a Roman one, will the culture effect that building had remain?Of course not.
SirGrotius
01-18-2006, 19:47
Is there an absolute value that a building gives in terms of culture penalty?
I feel as though I've destroyed Roman barracks a million times as the Alemanni, but I still have the same culture penalty?
Perhaps it takes some time to show? Or perhaps one has to knock down a lot for it to be noticed? Or, finally, maybe I'm not just following closely enough (I've got a lot of cities to manage, cut me a break!).
x-dANGEr
01-18-2006, 20:38
Because a Barracks effects only 5% I think. Or take it this way:
The maximum the culture penalty can get to is 50%, 25% from the main building (Imperial Palace) and 25% from the other buildings spread on 5% each. So if you have 6 Roman buildings and destroy one, it will stay the same. (Not an absolute answer though)
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