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vonsch
04-28-2006, 03:18
The Temples of Rome: Total War - Barbarian Invasion

In the game files the temples are categorized by function rather than diety name. The specific dieties will be linked to the faction and category of temple below.

Most of the temples in BI run only from tier 1 to 3. The larger ones are for Mithras, Sol Invictus, Zoroaster and Christianity and will run from tier 1 to 4 or 5. The time to construct and cost are consistent among all types, based purely on the tier:

Tier Time Cost Generic Names
1 1 400 Shrine
2 2 800 Temple/Sacred Grove/Chapel
3 3 1600 Large Temple/Sacred Circle/Church
4 5 3200 Awesome Temple/Cathedral
5 6 6400 Pantheon/Basilica


Building temples of your own religion generally has a small chance (6%) of boosting the matching Piety trait in the governor present when they are completed.

Converting: As long as you are going from one pagan temple to another, it's fairly straightforward. Take into account the happiness and law bonuses and adjust taxes or garrisons to make up for the drop when demolishing the existing temple. No surprises.

But when you go among Pagan, Zoroastrian and Christian be careful. Along with the drop from demolishing the existing temple, you can get large religious unrest when the local population is forced to begin converting. If the population is 100% of one religion and you replace the existing temple with one for another religion, you will see 50% penalty for that alone. Combined with the loss of 5-35% positive bonuses that can mean a shift of up to 85% or so. That's more that a full garrison (80%) can compensate for on its own. You can easily go from green smiley faces to red riots. If you have to do this in a large city, try to begin converting first by piling in faction members with the target religion (and ancilliaries too if you have them) to boost conversions. If you can at least pump your conversion rate up significantly, even if not enough to overcome the influence of the temple you are about to tear down, you can significantly shorten the period of unrest. Watch out for spies and other enemy or neutral characters hiding in the territory too. If they follow the old religion they can add their conversion "help" to it, which slows your rate of converting the local populace to the new one.

When you're a horde it appears that you can occupy a city (as long as it's your first one) and destroy the temple or church, then immediately rehorde and sack it. Forming a horde when you're already a horde (giving up your "last" city) seems to not spawn rebels in the city so you can just immediately sack it with no assault or seige. The downside is you lose the horde units, so this is best reserved for special situations, like really big, well developed cities you want as your new capital (Rome, Constantinople, Antioch, etc.) This lets you get past that initial huge drop. Eliminating the existing temple or church and reseiging after you sack it will give you the period of the seige to convert most of the population.

Ancilliaries (and relics) require the general in question to be of the same religion as the temple to receive them. Some are location specific also such as the five Patriarchs.

Anti-religious traits: There are all sorts of traits relating to hating other religions or disillusion with a religion. Many of these are triggered by being governor of a city when a temple of a religion other than the general's is completed. They won't be listed under each temple since they are generic (anti-pagan, anti-Zoroastrian, etc.) and universal. There are a bunch of other negative traits unique to each case that also have a low chance of appearing if you do this (girls, infertile, sobriety, etc.) Think hard before building a temple to other than your religion. It's okay to capture them, just not build them. Some of the anti/hate ones are created by ending a season with a temple of another religion too, as are some of the piety lines which boost faith in the general's own religion. If you want to avoid chances of disillusion in your generals, don't park them with a temple of another religion.

Hermitages: These have potential to create various negative traits in all generals who share a city with them at the end of a season. And they can create the anti-Christian traits in non Christians. And they create heresies in Christians.

Traits: Most of the temple created traits require generals to spend the whole turn in the city with the temple. The chance of acquiring a given trait runs from 1-7% in most cases.

Agents: Assassins get no religion, too cynical. Spies and diplomats have a 10% chance to be created with the faction leader's religion. If they do not receive one, putting them into a city with a temple or higher will have a 10% chance of converting them every full season.


The Temples List:


Battle (Franks[Donar], Burgundii*[Donar], Lombardi*[Donar], Alemanni*[Donar], Saxons[Donar], Slavs[Dzarowit])

Happiness Pagan Morale
Bonus Conversion Bonus
Shrine of * 5% 5% -
Sacred Grove of *+ 5% 10% 1
Sacred Circle of *+ 10% 15% 2

Special Units: *Lombard Berserkers (available to Lombardii, Burgundii and Alemanni)
Ancilliaries: +Hun Witch
Traits: +Berserker, +TacticalSkill, +PaganPiety



Battleforge (Celts*+[Goibhniu], Huns[Chinglu], Ostrogoths[Agni], Goths[Agni], Roxolani[Agni], Sarmatians[Agni], Vandals[Agni])

Happiness Pagan Exp S Weapons
Bonus Conversion Bonus Bonus
Shrine of * 5% 5% 1 -
Sacred Grove of *+& 5% 10% 1 1
Sacred Circle of *+& 10% 15% 2 1

Special Units: *Hounds of Culann (available to Celts)
Ancilliaries: +Merlin (faction leader only), &Druid
Traits: &Brave, &PaganPiety


Christian (Celts, Burgundii, Lombardi, Alemanni, Franks, Carthaginian, Nomad, Roman, Berbers)

Happiness Christian Law Pop Growth
Bonus Conversion Bonus Bonus
Christian Shrine 5% 5% - -
Christian Chapel@ 10% 10% - 0.5%
Christian Church@ 15% 15% - 0.5%
Christian Cathedral@* 15% 20% 5% 1%
Christian Basilica@*+ 15% 25% 10% 1%

Special Units: none
Ancilliaries: *named saints (requires hermitage too), *Relic-Splinters of True Cross (1-2) (requires hermitage too), *Relic-Nail of True Cross (1-4) (requires hermitage too), +Patriarch of (Alexandria, Antioch, Constantinople, Jerusalem, Rome)(requires monastery also), *Heretic of Nestor or Pelagius (requires hermitage too, and disillusioned Christians only), *Bishop
Traits: @ChristianPiety, *ChristianConversion, +ChristianProselytism, +HatesPagan



Farming (Burgundii[Frigg], Lombardi[Frigg], Alemanii[Frigg])

Happiness Pagan Farm Lvl
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 10% 10% 2
Sacred Circle of* 15% 15% 3

Special Units: none
Ancilliaries: *Herbalist, *Agriculturalist
Traits: *GoodFarmer, *PaganPiety



Fertility (Slavs[Matka])

Happiness Pagan Pop Grow
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 5% 10% 2
Sacred Circle of* 10% 15% 3

Special Units: none
Ancilliaries:
Traits: *Fertile, *PaganPiety



Healing (Roxolani[Pai], Sarmatians[Pai])

Happiness Pagan Health
Bonus Conversion Bonus
Shrine of 5% 5% 5%
Sacred Grove of* 10% 10% 10%
Sacred Circle of* 15% 15% 15%

Special Units: none
Ancilliaries: *Witch, *Wise Woman, *Physician
Traits: *PaganConversion, *PaganPiety, *Hypochondriac, *HaleAndHearty



Horse (Huns[Ragrehs], Roxolani[Kolaksay], Sarmatians[Kolaksay])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 5% 10% 2
Sacred Circle of* 10% 15% 3

Special Units: none
Ancilliaries:
Traits: *PaganPiety, *GoodCavalryGeneral, *BadInfantryGeneral



Hunting (Celts*[Cocidius])

Happiness Pagan Miss Weap
Bonus Conversion Bonus
Shrine of Hunting 5% 5% 1
Sacred Grove of* 10% 10% 2
Sacred Circle of* 15% 15% 3

Special Units: *Druids
Ancilliaries: *Pet Hunting Dog, *Beastmaster
Traits: *Good Ambusher, *PaganPiety



Hunting Lots(Saxons[Ull])

Happiness Pagan Miss Weap
Bonus Conversion Bonus
Shrine of 5% 10% 1
Sacred Grove of* 10% 15% 2
Sacred Circle of* 15% 20% 3

Special Units: none
Ancilliaries:
Traits: *Good Ambusher, *PaganPiety, *Bloodthirsty



Law (Vandals[Papay])

Happiness Pagan Law
Bonus Conversion Bonus
Shrine of 5% 5% 5%
Sacred Grove of* 10% 10% 10%
Sacred Circle of* 15% 15% 15%

Special Units: none
Ancilliaries: *Magician (must be Superstitious)
Traits: *Sobriety, *HarshJustice, *Austere, *PaganPiety



Leadership (Slavs+[Svarog], Romans*[Sol Invictus])

Happiness Pagan Law
Bonus Conversion Bonus
Shrine of +* - 5% 5%
Temple of +*& - 10% 10%
Large Temple of +*& 5% 15% 15%
Awesome Temple of *@& 10% 20% 20%

Special Units: none
Ancilliaries: +*Wise Man (no religion requirements, but needs Governor's Villa too), @Pontifex, &Fasces (need Harsh Justice too)
Traits: &StrategicSkill, &Trusting, &PaganPiety, &PaganConversion



Mithras (Roman)

Happiness Pagan Law Exp
Bonus Conversion Bonus Bonus
Shrine of Mithras 5% 5% 5% 1
Temple of Mithras+ 5% 10% 5% 1
Large Temple of Mithras*+ 5% 15% 10% 1
Awesome Temple of Mithras*+ 10% 20% 10% 2

Special Units: none
Ancilliaries: *Priest of Mithras (1-2)
Traits: +PaganPiety, +PaganConversion, +Feck, +Drink



One God (Eastern[Zoroastrian])

Happiness Zoroastrian Law
Bonus Conversion Bonus
Zoroastrian Shrine - 5% 5%
Zoroastrian Temple - 10% 10%
Zoroastrian Large Temple* 5% 15% 15%
Zoroastrian Awesome Temple*+ 10% 20% 20%
Zoroastrian Pantheon* 10% 25% 25%

Special Units: none
Ancilliaries: *Zoroastrian Teacher (1-3), +Office-Mobadan Mobad
Traits:




Ultraviolence (Celts[Morrigan], Goths[Tyz])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of 5% 5% -
Sacred Grove of 10% 10% 1
Sacred Circle of 15% 15% 2

Special Units: none
Ancilliaries:
Traits: *Bloodthirsty, *Berseker, *PaganPiety



Viking (Franks[Wotan], Saxons[Wotan], Burgundii[Wotan], Lombardi[Wotan], Alemanii[Wotan])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of - 5% 1
Sacred Grove of* - 10% 2
Sacred Cirlce of* 5% 15% 3

Special Units: none
Ancilliaries:
Traits: *Berserker, *PaganPiety



Violence (Vandals[Tagimsad])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of 5% 5% -
Sacred Grove of* 10% 10% 1
Sacred Circle of* 15% 15% 2

Special Units: none
Ancilliaries:
Traits: *Anger, *Bloodthirsty, *Energetic, *PaganPiety

vonsch
04-28-2006, 03:20
Gah, I figured code tags would preserve the tables, which they did. But I should have broken the text into short lines.

Should I repost with it fixed?

vonsch
04-28-2006, 03:51
The Temples of Rome: Total War - Barbarian Invasion

In the game files the temples are categorized by function rather than
diety name. The specific dieties will be linked to the faction and
category of temple below.

Most of the temples in BI run only from tier 1 to 3. The larger ones are
for Mithras, Sol Invictus, Zoroaster and Christianity and will run from
tier 1 to 4 or 5. The time to construct and cost are consistent among all
types, based purely on the tier:


Tier Time Cost Generic Names
1 1 400 Shrine
2 2 800 Temple/Sacred Grove/Chapel
3 3 1600 Large Temple/Sacred Circle/Church
4 5 3200 Awesome Temple/Cathedral
5 6 6400 Pantheon/Basilica


Building temples of your own religion generally has a small chance (6%)
of boosting the matching Piety trait in the governor present when they
are completed.

Converting: As long as you are going from one pagan temple to another,
it's fairly straightforward. Take into account the happiness and law
bonuses and adjust taxes or garrisons to make up for the drop when
demolishing the existing temple. No surprises.

But when you go among Pagan, Zoroastrian and Christian be careful. Along
with the drop from demolishing the existing temple, you can get large
religious unrest when the local population is forced to begin converting.
If the population is 100% of one religion and you replace the existing
temple with one for another religion, you will see 50% penalty for that
alone. Combined with the loss of 5-35% positive bonuses that can mean a
shift of up to 85% or so. That's more that a full garrison (80%) can
compensate for on its own. You can easily go from green smiley faces to
red riots. If you have to do this in a large city, try to begin converting
first by piling in faction members with the target religion (and
ancilliaries too if you have them) to boost conversions. If you can at
least pump your conversion rate up significantly, even if not enough to
overcome the influence of the temple you are about to tear down, you can
significantly shorten the period of unrest. Watch out for spies and other
enemy or neutral characters hiding in the territory too. If they follow
the old religion they can add their conversion "help" to it, which slows
your rate of converting the local populace to the new one.

When you're a horde it appears that you can occupy a city (as long as it's
your first one) and destroy the temple or church, then immediately rehorde
and sack it. Forming a horde when you're already a horde (giving up your
"last" city) seems to not spawn rebels in the city so you can just
immediately sack it with no assault or seige. The downside is you lose
the horde units, so this is best reserved for special situations, like
really big, well developed cities you want as your new capital (Rome,
Constantinople, Antioch, etc.) This lets you get past that initial huge
drop. Eliminating the existing temple or church and reseiging after you
sack it will give you the period of the siege to convert most of the
population.

Ancilliaries (and relics) require the general in question to be of the
same religion as the temple to receive them. Some are location specific
also such as the five Patriarchs.

Anti-religious traits: There are all sorts of traits relating to hating
other religions or disillusion with a religion. Many of these are
triggered by being governor of a city when a temple of a religion other
than the general's is completed. They won't be listed under each temple
since they are generic (anti-pagan, anti-Zoroastrian, etc.) and universal.
There are a bunch of other negative traits unique to each case that also
have a low chance of appearing if you do this (girls, infertile, sobriety,
etc.) Think hard before building a temple to other than your religion.
It's okay to capture them, just not build them. Some of the anti/hate ones
are created by ending a season with a temple of another religion too, as
are some of the piety lines which boost faith in the general's own
religion. If you want to avoid chances of disillusion in your generals,
don't park them with a temple of another religion.

Hermitages: These have potential to create various negative traits in all
generals who share a city with them at the end of a season. And they can
create the anti-Christian traits in non Christians. And they create
heresies in Christians.

Traits: Most of the temple created traits require generals to spend the
whole turn in the city with the temple. The chance of acquiring a given
trait runs from 1-7% in most cases.

Agents: Assassins get no religion, too cynical. Spies and diplomats have a
10% chance to be created with the faction leader's religion. If they do
not receive one, putting them into a city with a temple or higher will
have a 10% chance of converting them every full season.


The Temples List:



Battle (Franks[Donar], Burgundii*[Donar], Lombardi*[Donar],
Alemanni*[Donar], Saxons[Donar], Slavs[Dzarowit])

Happiness Pagan Morale
Bonus Conversion Bonus
Shrine of * 5% 5% -
Sacred Grove of *+ 5% 10% 1
Sacred Circle of *+ 10% 15% 2

Special Units: *Lombard Berserkers (available to Lombardii, Burgundii and
Alemanni)
Ancilliaries: +Hun Witch
Traits: +Berserker, +TacticalSkill, +PaganPiety



Battleforge (Celts*+[Goibhniu], Huns[Chinglu], Ostrogoths[Agni],
Goths[Agni], Roxolani[Agni], Sarmatians[Agni], Vandals[Agni])

Happiness Pagan Exp S Weapons
Bonus Conversion Bonus Bonus
Shrine of * 5% 5% 1 -
Sacred Grove of *+& 5% 10% 1 1
Sacred Circle of *+& 10% 15% 2 1

Special Units: *Hounds of Culann (available to Celts)
Ancilliaries: +Merlin (faction leader only), &Druid
Traits: &Brave, &PaganPiety


Christian (Celts, Burgundii, Lombardi, Alemanni, Franks, Carthaginian,
Nomad, Roman, Berbers)

Happiness Christian Law Pop Growth
Bonus Conversion Bonus Bonus
Christian Shrine 5% 5% - -
Christian Chapel@ 10% 10% - 0.5%
Christian Church@ 15% 15% - 0.5%
Christian Cathedral@* 15% 20% 5% 1%
Christian Basilica@*+ 15% 25% 10% 1%

Special Units: none
Ancilliaries: *named saints (requires hermitage too), *Relic-Splinters of
True Cross (1-2) (requires hermitage too), *Relic-Nail of True Cross (1-4)
(requires hermitage too), +Patriarch of (Alexandria, Antioch,
Constantinople, Jerusalem, Rome)(requires monastery also), *Heretic of
Nestor or Pelagius (requires hermitage too, and disillusioned Christians
only), *Bishop
Traits: @ChristianPiety, *ChristianConversion, +ChristianProselytism,
+HatesPagan



Farming (Burgundii[Frigg], Lombardi[Frigg], Alemanii[Frigg])

Happiness Pagan Farm Lvl
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 10% 10% 2
Sacred Circle of* 15% 15% 3

Special Units: none
Ancilliaries: *Herbalist, *Agriculturalist
Traits: *GoodFarmer, *PaganPiety



Fertility (Slavs[Matka])

Happiness Pagan Pop Grow
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 5% 10% 2
Sacred Circle of* 10% 15% 3

Special Units: none
Ancilliaries:
Traits: *Fertile, *PaganPiety



Healing (Roxolani[Pai], Sarmatians[Pai])

Happiness Pagan Health
Bonus Conversion Bonus
Shrine of 5% 5% 5%
Sacred Grove of* 10% 10% 10%
Sacred Circle of* 15% 15% 15%

Special Units: none
Ancilliaries: *Witch, *Wise Woman, *Physician
Traits: *PaganConversion, *PaganPiety, *Hypochondriac, *HaleAndHearty



Horse (Huns[Ragrehs], Roxolani[Kolaksay], Sarmatians[Kolaksay])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 5% 10% 2
Sacred Circle of* 10% 15% 3

Special Units: none
Ancilliaries:
Traits: *PaganPiety, *GoodCavalryGeneral, *BadInfantryGeneral



Hunting (Celts*[Cocidius])

Happiness Pagan Miss Weap
Bonus Conversion Bonus
Shrine of 5% 5% 1
Sacred Grove of* 10% 10% 2
Sacred Circle of* 15% 15% 3

Special Units: *Druids
Ancilliaries: *Pet Hunting Dog, *Beastmaster
Traits: *Good Ambusher, *PaganPiety



Hunting Lots(Saxons[Ull])

Happiness Pagan Miss Weap
Bonus Conversion Bonus
Shrine of 5% 10% 1
Sacred Grove of* 10% 15% 2
Sacred Circle of* 15% 20% 3

Special Units: none
Ancilliaries:
Traits: *Good Ambusher, *PaganPiety, *Bloodthirsty



Law (Vandals[Papay])

Happiness Pagan Law
Bonus Conversion Bonus
Shrine of 5% 5% 5%
Sacred Grove of* 10% 10% 10%
Sacred Circle of* 15% 15% 15%

Special Units: none
Ancilliaries: *Magician (must be Superstitious)
Traits: *Sobriety, *HarshJustice, *Austere, *PaganPiety



Leadership (Slavs+[Svarog], Romans*[Sol Invictus])

Happiness Pagan Law
Bonus Conversion Bonus
Shrine of +* - 5% 5%
Temple of +*& - 10% 10%
Large Temple of +*& 5% 15% 15%
Awesome Temple of *@& 10% 20% 20%

Special Units: none
Ancilliaries: +*Wise Man (no religion requirements, but needs Governor's
Villa too), @Pontifex, &Fasces (need Harsh Justice too)
Traits: &StrategicSkill, &Trusting, &PaganPiety, &PaganConversion



Mithras (Roman)

Happiness Pagan Law Exp
Bonus Conversion Bonus Bonus
Shrine of Mithras 5% 5% 5% 1
Temple of Mithras+ 5% 10% 5% 1
Large Temple of Mithras*+ 5% 15% 10% 1
Awesome Temple of Mithras*+ 10% 20% 10% 2

Special Units: none
Ancilliaries: *Priest of Mithras (1-2)
Traits: +PaganPiety, +PaganConversion, +Feck, +Drink



One God (Eastern[Zoroastrian])

Happiness Zoroastrian Law
Bonus Conversion Bonus
Zoroastrian Shrine - 5% 5%
Zoroastrian Temple - 10% 10%
Zoroastrian Large Temple* 5% 15% 15%
Zoroastrian Awesome Temple*+ 10% 20% 20%
Zoroastrian Pantheon* 10% 25% 25%

Special Units: none
Ancilliaries: *Zoroastrian Teacher (1-3), +Office-Mobadan Mobad
Traits:




Ultraviolence (Celts[Morrigan], Goths[Tyz])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of 5% 5% -
Sacred Grove of 10% 10% 1
Sacred Circle of 15% 15% 2

Special Units: none
Ancilliaries:
Traits: *Bloodthirsty, *Berseker, *PaganPiety



Viking (Franks[Wotan], Saxons[Wotan], Burgundii[Wotan], Lombardi[Wotan],
Alemanii[Wotan])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of - 5% 1
Sacred Grove of* - 10% 2
Sacred Cirlce of* 5% 15% 3

Special Units: none
Ancilliaries:
Traits: *Berserker, *PaganPiety



Violence (Vandals[Tagimsad])

Happiness Pagan Exp
Bonus Conversion Bonus
Shrine of 5% 5% -
Sacred Grove of* 10% 10% 1
Sacred Circle of* 15% 15% 2

Special Units: none
Ancilliaries:
Traits: *Anger, *Bloodthirsty, *Energetic, *PaganPiety

Avicenna
04-28-2006, 07:16
Nice work, vonsch. Why's there Carthaginians in the list of factions that can build Christian churches?

x-dANGEr
04-28-2006, 09:42
Maybe Vandals should be their?

vonsch
04-28-2006, 15:26
Nice work, vonsch. Why's there Carthaginians in the list of factions that can build Christian churches?


Gah, I figured code tags would preserve the tables, which they did. But I should have broken the text into short lines.

Should I repost with it fixed?


Heh, good question. I was working from the game files so it must be in there. I plead "tired and distracted" (was playing around with Rox on onther computer and compiling and writing while waiting for seasonal end updates. :dizzy2:

Probably should be Vandals, but they may be in a catch-all category too.

If any mod wants to delete the first bad format post (or replace it with the good one's text and kill the later one, I'd feel less :embarassed:

Patricius
04-28-2006, 20:35
I am fairly certain that I have got religious assassins in BI. Now this was with the Romano-British whom I had edited into a game that was only otherwise modified in terms of models. Very fine study of the matter, anyhow.

vonsch
04-28-2006, 20:46
I am fairly certain that I have got religious assassins in BI. Now this was with the Romano-British whom I had edited into a game that was only otherwise modified in terms of models. Very fine study of the matter, anyhow.

I just noticed all the exclusions ("all but assassin") in the agent/religions lines in the traits files. It's possible that the code itself tosses in a preliminary chance or as always a comma might be misplaced in once of the lines somewhere. The way the various triggers layer makes it pretty tough to rule out ALL possibilities, but the intent appears to be that assassins are nonreligious (or members of a death cult no one is allowed to speak about!)

All the modding (including tiny tweaks of my own here and there on my end) does tend to muddy up the clarity of things. I HATE the ease with which the bad farmer trait appears, so I've tweaked that one back to lower odds closer to the chance of good farmer traits :juggle2: . Seems to work. I'm annoyed at my governors a LITTLE less often now. :2thumbsup: (darned drunken, imbeciles with their hands in the municipal kitty! Off to garrison the forts with you!)

Ludens
04-29-2006, 12:01
Excellent work, Vonsch.

AndyNgFL
05-21-2006, 04:09
This thread is good for reference esp when u are modding