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View Full Version : Huge cities and culture problems



red comyn
01-24-2006, 22:16
As we should all know by know having buildings that are of a differant culture type in our cities cause unrest. Therefore we have two options, knock them down or build over them.

The problem I'm encountering is this, having too (well and really wanting too) take roman cities in Northern Italy. As mentioned with a walls threat not to long ago though, there are buildings you cant knock down, specifically, walls, the government building, palace type thing, roads and farms.

This causes a probelm in large/huge cities as the barbarian/nomad tpes cant build over them either, which leads to a constant 35%ish addition to unrest due to the culture penalty.

So has anyone come up with a clever way of dealing with this probelm? other than using more and more troops?

p.s. not too keen on having to withdraw and re-slaughter the population every now and again

x-dANGEr
01-25-2006, 09:33
Not sure of this, but try sabotaging a building, then repairing it. Will that make it from your culture?

symball
01-25-2006, 16:15
the only thing you can do is knock it down completely and start again- for barbarians this usually means a lower level building after much money and time spent on it- it is easier to just slaughter the population occasionally.

if only there were a new TW game coming out where you might be able to change this so you can simply re-style an existing building. *waggles eyebrows at CA*

Ragnor_Lodbrok
01-25-2006, 19:14
Is there any way to change the government building's "uncrushability"?
The CP is a great problem playing as Barbarians.

red comyn
01-25-2006, 20:36
the only thing you can do is knock it down completely and start again- for barbarians this usually means a lower level building after much money and time spent on it- it is easier to just slaughter the population occasionally.


You cant do this, and thats why I'm having the problem, there are some structures the Roman can build to a higher level, and the same ones non-demolishable. Hence the constant disorder penalty.:help:

orangat
01-25-2006, 20:58
Heres suggestion for a roundabout way to solve the issue.

Gift the problem city to an enemy faction or withdraw your troops, then re-take it. While playing the siege, use your onagers to crumple the foreign buildings. Would it work?

Watchman
01-25-2006, 21:14
Not that I know of. The adminstrative buildings are a particular pain, since if they're out of order their squalor-reducing effect is also pants and then you have a serious issue about that causing unrest.

Roads and farms obviously can't even be affected in combat anyway. Actually, I think they're totally immune to harm although I won't vouch for what Horde sacking might do in BI.

Barbarossa82
01-26-2006, 00:59
It's annoying, but not crippling and quite realistic I guess (although I think it should fade naturally over time as people grow up used to being ruled by you). What I normally do when I take a city which has been built by a different culture is to first repair any of their buildings necessary to retrain my troops. Then I'll pull down their temple while my army is still in the province to maintain order, and start erecting my own line of temples. The once the provice is well within my empire (i.e. no longer needed to retrain troops close to the front lines) I'll demolish all the original culture's buildings except for public order buildings (execution/secret police, Greek or Roman theatres, barbarian pubs), Dockyards, or the top-level health or economic buildings which I can't replicate. Usually their value outweighs the culture penalty associated with them.

You don't need to do this in Egypt once you have captured the Great Pyramid wonder, as it eradicates the culture penalty in Egyptian provinces. But if you don't pull down the Egyptian buildings, you'd better be careful not to lose Memphis or you will be in deep, deep trouble...

econ21
01-26-2006, 02:00
A high influence governor goes a long way. I've started to value the zero star/eight oak leaf generals almost as highly as I value the six star/zero oak leaf ones.

But I fear extermination (or enslavement) is the simplest solution.

Seasoned Alcoholic
01-31-2006, 19:08
You could try tweaking a couple of files to make core buildings etc flammable during sieges. There's more details on how to do this in this topic (https://forums.totalwar.org/vb/showthread.php?t=51382). Haven't tried it myself, so I'm not sure of the results of a destroyed core building on the battlefield.