I saw this posted at the .com site.
It's an interactive map showing all the Roman auxiliary troops and where they can be recruited.
http://tallmyr.se/rome2/
Printable View
I saw this posted at the .com site.
It's an interactive map showing all the Roman auxiliary troops and where they can be recruited.
http://tallmyr.se/rome2/
Since the last hot-fix (patch IV beta; now already out of beta) navies blockading cities suffer attrition.
A tip: use your dignitaries rather than champions with your active armies (use champions to train up the armies not presently being active). A dignitary can give a huge boost to the authoritas of the general: way more than the general can expect to gain over the life-span from battles. Sometimes the dignitary's effect is so large that my general's battlefield aura can cover the whole 20 unit stack. The authoritas boost from the dignitary allows one to invest in alternative qualities of the general (cunning for example, which unlocks night battles, improves ambushes, improves general's defenses against agent actions, political assassinations, etc.). As a bonus, dignitaries significantly reduce the upkeep of your armies.
There's a lot to be said for embedding all one's agents in armies, which I did in one of my campaigns. Each agent type has some pretty decent bonuses for its parent armies (spies maybe not quite as good...I don't really see how extra LOS helps that much). Another nice benefit is that every army always has an agent handy to pop out of the stack and go sabotage an enemy or town before battle. Just makes agents "easier" to manage, especially late in the campaign during 4th/5th imperium levels.
That actually really does help explain where the units are grouped.
Back to agent actions for a moment.
Any 'military sabotage' action by any agent against any army has the reduced movement effect on success. Not sure about the re-inforcement one, that may be champion specific. If you critically succeed then the army cannot move at all. THe flaw is that not only does it not tell you this anywhere useful (tooltip over the army effects is the only place I have found it) but it doesn't tell you whether your succes was normal or critical in your own agent success screen. Sigh.
Yep, the reinforcement nerf is available for all agents as well, and is really the best part of the action in many cases. As far as I can tell, it only requires normal, instead of critical, success to accomplish.
I agree with you that all this ought to be more readily visible than it is.
Don't know if it's documented but the replace button in army details (general's table) allow you to choose the right commander fo an army among your statesmen. The best way to compare their caracteristics is to open the faction's table though.
A. Provinces with gold and purple dye boost public order at higher levels. Of course, they still cost food.
Since gold cities have the highest industrial income, it is good to increase the industrial base and bonuses with both industrial buildings, and the industry boosting temples that many civs get.
Since purple dye provinces offer a large base income from commerce, in those provs build ports, and commerce boosting buildings like the commerce boosting temple and amphorae factory)
B. Provinces with lead and "market" boost the wealth from all buildings within the province (just like the main city in the province).
This means that lead and "market" provinces are ideal locations to put high income buildings (trading ports, the income producing temples and high income city center buildings like wine trader, brickmaker and unique high income buildings like the Ptolemaic Great Library and the Roman Colosseum).
C. The glassware cities give big boosts to research rates at higher levels.
Regarding dignitaries, I've found them to be VERY useful late game keeping corruption minimized. Using their dignitary skill (the one that increases authority) allows you to eventually get to the demagogy skill, that reduces corruption by as much as 15 percent. I was making around 10000 a turn with sparta before I recruited some dignitaries and powerleveled them, after which my income returned to a respectable level (because 10000 a turn goes quickly when you've got 100+ settlements to manage)
I don't think anybody has mentioned this yet, but I just realized that when one recruits a spy from the pool, it seems to work out best to pick the one on the far right of the group. It appears that they will be the youngest. I was just picking from left to right and was getting 40 year old spies who obviously were only going to last 20 turns or so. By switching to picking from the right end of the list, I've started getting spies who were only 17 or 18 years old. I haven't checked to see if a younger ones comes with less starting traits than the older ones, but obviously an 18 year old is going to be around 22 turns longer than one who is already 40, so one can get the chance to really level them up.
I haven't checked this for dignitaries and champions yet, but it could be the same for them also.
Cheers
P.S.
I'm too lazy to take the time to check this out, but I guessing that unless the agents in the pool are in some sort of frozen stasis until they are recruited they are also aging each turn---and that new agents added to the pool are added to the right end of the list and therefore are the youngest.
Yep, that's exactly what happens. The left and middle candidates have been sitting around getting grayer since the last time you passed them over. And oh by the way, same for generals as well.
Would be nice if the game generated a new three-candidate "random sample" of three each time. At least for agents.
That's why their age needs to be listed when you pick them.
I pick based on starting trait as I'd rather get a bonus to unit xp while training with my champion than -2 unrest in local province.
I can't argue with the premise of choosing agents based on starting traits, but I think it that it could be equally important to also consider if there is a negative trade-off in said agent's longevity. Obviously, longevity would imply the ability to have your agent level up more and an extra 20 turns or more to do so could be significant.
It also could work out that picking based on traits works better for one type of agent and longevity for others. Of course this would also depend on how the player uses their agents with their particular play style. It's all good I guess.
Cheers
For me, champ and dignitary selection first depends on their military training and civil admin skills, as these directly impact how I use these guys. However, this usually doesn't play against also picking for young age. The older agents are older because I passed them over last time...which usually means they didn't have my preferred skill to begin with. It essentially comes down to a lottery over whether the newest, youngest candidate has the desired trait or not. When he doesn't, it means that none of the three have it, so then I can just pick the young one anyway.
Less clear for spies...I find their typical starting traits less useful, as I rarely embed them in armies or use them for intelligence/counter-intelligence. Most (not all) of their starting skills play into these type roles, where instead I use spies actively, converting/blocking enemy agents, sabotaging armies and towns. They quickly get pretty good at this regardless of starting skill, so I now generally default to picking the gal on the far right, figuring she's youngest.
tired of "events" cleaning out your treasury? invest your treasury in expensive buildings before the turn end. voila - "events" all of a sudden become much more affordable ;) on the next turn, cancel construction to recover costs.
might be considered an exploit.
I understand the logic of your tip...but I'm not really sure what "events" you're talking about in the first place. You mean the political ones where you have to pay $$$ when someone spreads rumors about your family?
If I had to guess its the political events. But to then go and reload and avoid it seems like cheating to me. Part of the fun is deciding if you need the money or if saving the reputation of that family member is more important!
The annoying thing is... they only happen if you have the money to pay for them. Just about. Seems like it was made to be annoying. If they happened all the time and put you into negative cash, that would be cool and less.. oh you're doing well? Here, have a branch between your legs :D
That seems to be true actually. I am always upgrading something so I rarely have an excess of 5k cash so they dont come too often. Annoying when they do though. I really wish though I can check my list of generals so I can make an informed decision.
No reloading involved: just canceling construction ;)
And, yes: those are the "political events" that seem to serve the only function of emptying your treasury. Surprisingly: those events tend to happen right at the moment when you successfully accomplish a mission giving you + cash...
Yes, the way these things delay a plan of yours by one turn is infuriating.
For a short intro to how gravitas and politics work try this. Roll as Suebi. You start with 1 general, 2 statesmen from your faction and one general from the opposition. Check that none of your generals/statesmen have any negative gravitas traits. If they don't you're fine. Replace your faction's general with a candidate from the opposition (you should have one in the waits). Check if the opposition replacement has no positive boost to gravitas per turn; check if the old opposition general has none. If they don't, you're fine to proceed. If not, you might have to re-roll (to see the test to completion).
If all is well, scroll through a few turns doing nothing. Your generals will be playing politics (and gaining gravitas) at home while the opposition will be sitting in the field doing nothing (gaining no gravitas). Observe the changes in gravitas and the change in influence. Profit... You can go from the starting 67% influence to high 70'ies in no time.
Maximizing your general's xp gain per turn: fight the armies camped outside the city first
Frequently, when you arrive at barbarian cities, they have one stack sitting inside the city and another one (or two) right next to the city. If your agent's carry out a sabotage mission on the army outside the city, it will not join the fight when you attack the town. However, that said army will retreat from the walls after you take the city. Your army led by the general whose xp you ant to maximize will be stuck inside the city for a turn and won't be able to reach the enemy stack (or two) that retreated.
In order to optimize xp, it is better to disable the army inside the city (and possibly also the one outside in order for it not to be able to retreat from battle) and attack the one outside first. That way, the city garrison will join (and can be annihilated in a field battle) but you will have at least one more battle for your general on that very turn: when you take the city. Of course, you have to plan your move points well to be able to pull this off. Even better if there are 2 enemy stacks next to the city. Then, you can have 3 battles instead of 1 (on the turn you take the city).
The disabling I mentioned above can be done by any of the sabotage missions of any of your agents. If you succeed at any sabotage attempt, the target army loses either half or all of its move points and cannot reinforce a battle. A side effect of a successful sabotage is that the AI seems unable to retreat battle either if it feels your force is superior.
Another tip: generals joining a battle as reinforcements earn gravitas too.
This is something I noticed recently. The generals who join your battle as reinforcements do not earn battle experience. However, they DO earn gravitas. Thus, if your main general wins the battle and earns gravitas, yet your reinforcing army was led by an opposition general who also gained gravitas, the total impact on your party's influence could be nil (both party's earned +1 gravitas creating a wash situation unless the ambition differential of generals skews it one way or another). So, better have your own party's general leading the reinforcing army if you have one.
Actually, with patch 7 the re-inforcing generals will earn experience too now.
Yep. Can be a bit of a pain if one is trying to manage internal faction politics, but otherwise a great help to developing general's capabilities.
Yup, since patch 7, reinforcing gens do earn xp and can level pretty fast on the lower levels. Yes, it is another thing to consider when managing poltics. Anyone got CW with patch 7 yet? Just curious for the conditions of it happening.
Patch 7, Seleucids, turn 34, VH campaign
Any sense of danger?
Spoiler Alert, click show to read:
Looks like you're doing pretty good to me. I guess that's your point...
No, my point is... it's too easy. On VH. Still. Patch 7...
Actually, patch 7 spoiled Seleucids for me in a sense.
Before patch 7, I was oblivious to diplomatic reputation consequences since whatever I did, I was still showing as "steadfast" with everyone except my immediate target. So, my first action as Seleucids, pre-patch 7, would have been to declare war on Cyprus (or Egypt, depending on my mood). This would result in a cascading series of events (my Eastern satraps declaring war on me; some Greeks declaring war on my remaining satraps, etc.). It was exciting that way.
Post patch 7: I discovered that actually, there was a pre-exising truce with Cyprus; this, by extension is a truce with Egypt (since Cyprus is a satrapy of Egypt). So, fine, i decide to play 'by rules': no DOW on Egypt for 10 turns. No truce with Quidri (a truce with Quidri also results in a hit to diplo reliability and satraps as well).
The result you see: a very boring Seleucid game. All my Eastern satraps are still satraps some 30 turns into the game; Egypt I have conquered (waiting for 10 turns to do so); I have a bunch of extremely friendly Greek allies, etc.
I guess, the only way to have a fun game is to break all truces, DOW anyone you see :)
I haven't opted into the latest beta, so I can't guarantee it will play out the same way. Try Carthage as the Barcid family. They have a moderate diplomatic penalty with ALL factions. I played about 50 turns over the weekend on VH. The entire time was spent running low on funds and rushing half stack armies between cities in an attempt to stave off the latest invasion. The only faction willing to trade was the Etruscans. Everyone else declared war shortly after we met. I fought well over a dozen battles just to defend Qart-Hadasht. I finally gave up when faced with a turn that would have cost me Carthage and Lilybaeum.
@Jacque Schtrapp Been there, done that (Barcid, VH, post patch 5): got to around the same turn mark you had (50), but... had an extremely boring campaign. The difference was: the first thing I did was evacuate Qart-Hadast. Went after Sicily (an easy kill); then proceeded into Southern Italy. In these wars, I managed to drag Lybia along and as a result, they grew very friendly (no separation of that vassal); I also supported them in a war against some desert minor and that cemented our relationship even further. I guess, as a result of that power balance, the other desert tribes became friendly too, asked for NAP's, etc.
Ironically, it turned out, my troops sitting in Qart-Hadast were a trigger for AI's aggression there. Once my troops were gone, Spanish AI sued for peace and paid 5000 for it... by turn 50: no one has even bothered to take a peek in my empty Spanish province.
By the way, as Carthage, no one wants to trade with you mostly because you do not have any trade goods to trade (dunno why they made it so for a merchant nation). Once you conquer Italy, you have plenty to go around. Suddenly everyone wants to trade.
As to keeping Seleucid vassals friendly: the key seems to keep declaring small, manageable wars on anyone and dragging the satraps into those wars. As long as you beating up on the same enemy, satraps are happy. The satraps love when you behead captives, poison your enemy's wells, etc.
Suebi.
Impossible.
Go for THIS IS TOTAL WAR acheivement (declare war with every faction immediately when meeting them, including on the first turn, declare war on everyone).
Enjoy the challenge.
Why don't you play on Legendary? I think you're long past the VH threshold.
@Myth, I've played legendary: the change from VH to Legendary (got to turn 120 with Pontus before patch 7) is not that significant in terms of AI behavior: the same World Peace AI (and stupid as hell on the battlefield)... Legendary just adds the annoyance of not having the radar map and the tactical overview. The lack of pausing I don't care about yet the lack of tactical overview is important since it allows one to get rid of the occasional frame-rate drop in battles. TAB'ing into tactical overview and back into the battle gets rid of the stutter. Also there is the rain slowdown bug. If it is raining I during the weather selection the frame-rate drops to practically zero. Frequently this gets inherited into the battlefield as well. On VH, I can opt out of that battle (lose it) and reload from my quicksave.
With I could have the AI bonuses of legendary but have the tactical overview map and ability to reload from the start of the battles (to work around the rain slowdown).
I am also playing a VH MPC with a friend (he is Iceni, I am Macedon). Due to time zone differences we can do that only on weekends. But in that campaign, things are different. Since we play as the AI in each battle where odds are less than 90% in favor of the player, we make progress very slowly. Every battle, every agent action matters in that campaign. By year 245 BC, Iceni have managed to add only 1 extra region. We've had some epic slinger battles in Britannia: the region is covered with heroic battle markers... Macedon has 6 regions total, but I just lost a region to an AI faction since I was defeated in a siege defense battle which I otherwise would have won (if the AI troops were not controlled by a human). And, to be honest, I am not sure for how long I will be able to hang in. 4 Greek factions have declared war on me. Every one of those incoming armies will be controlled by a human. :)
Alright, little siege tip:
If you are choosing to sally out during their siege assault, do it from a gate which they arent currently near. Because if you do counter-attack from a gate they are near and your gates have boiling oil, the oil does not discriminate and your guys will drop like flies. I recently lost over 1,500 men of a 2,000 man sallying force because I stupidly charged them through the very gate that the enemy was assaulting and I lost the 1,500 is about 3 minutes. That was not a fun battle. I ended up having a very convenient crash before the battle ended.
So in short, be careful where you charge your guys out of in a siege battle.
Patch 7, coastal Lusitania can have any resource you want (a wildcard option)
Not sure if this is WAD, but here it goes.
Last night, playing as Romans, I captured a coastal Lusitanian region (where today's Portugal is). I proceeded to destroy the barbarian town center as I usually do since they build them too high for my taste (and there was no resource in the town anyway). The next turn, I was surprised to learn I could have any resource I wanted in the town. The building options for the town center offered about a dozen town center options, basically for any resource in the game. I picked silk, LOL.
One thing I noticed, usually, when I destroy a barbarian city center, it downgrades to barbarian level 1. In this case though, the town center was wiped out completely: just an empty building slot there.
There, a screenshot of the above. The town name is Olisipo.
Spoiler Alert, click show to read:
Not sure if that is supposed to be that way. It sounds pretty silly.
here is another one, a reversed sign bonus for a champion deployed in enemy territory...
A champion deployed in enemy territory has the expected effect of increasing your zeal based action chances. Actually, a champion deployed in enemy territory REDUCES your zeal based action chances. Another reversed sign bug similar to uphill battle bonus that was fixed a couple patches ago.
It seems, I am getting much better performance in sieges if I turn missile tracers off...
Does anyone know how to tell when a province has exhausted it's growth potential? Some regions seem to only have 3 slots versus 4 while capitals also seem to vary somewhat from province to province. I am guessing it is when all potential building slots disappear but I am hoping for confirmation.
When the growth thing no longer rises.
It is true that there are varying numbers of build slots for each settlement, but it is not random. The differences in slots among various settlements is due to two factors: First, whether the city is a capital or a minor, and second, whether it is coastal or inland. The city and port slots are always fixed (e.g., the player cannot opt to replace a port or city with, say, a farm or barracks). So, settlements have a consistent number of "player-discretion" slots as far as what is built in them (4 for capitals, 2 for minors).
Coastal capitals have 6 slots (1 city, 1 port, 4 discretionary).
Inland capitals have 5 slots (1 city, 4 discretionary).
Coastal minor settlements have 4 slots (1 town, 1 port, 2 discretionary).
Inland minor settlements have 3 slots (1 town, 2 discretionary).
Once all settlements in a province have reached those numbers, then provincial growth stops.
Bram is correct. And I will just add that what is considered coastal and what is not is a bit arbitrary (or it is historically accurate, haven't checked). For example, Rome has no port (which is accurate). Then again, some regions like Sparta don't have one either, which is just weird.
I understand how CA assigned the building slots, but the result underplays the great cities. Rome with five seems smaller than many towns or cities that get six builds and leaves me wondering why I must choose between the Coliseum and the Circus Maximus.
Rome should have room to at least build the most famous of her structures. I think the great cities of the time like Rome, Alexandria and Athens should get extra slots.
Thanks. I actually found your answer on another thread after posting here. This helps me stop worrying about growth for those regions where it is no longer possible.
One odd thing I notice that pops up periodically is I will suddenly not be able to build a certain type such as the cattle line when I normally should. However, I find that if I start the first level of some other building type in that slot then destroy it I usually can build the line I was denied a few turns earlier.
Patch 8 introduced an undocumented but welcomed fix for the unit size in multiplayer battles
here is my inital visualization about this issue, CA accepted some time ago.
https://www.youtube.com/watch?v=X2Ab6IxEjJ0
http://forums.totalwar.com/showthrea...hosted-battles
It seems, the effects of the new culture system have very different results for different factions. Playing as a Hellenic faction, for example, there is not much of a dent created by the new system. But try playing Galatia, for example, after conquering a few provinces you'll be stuck with clicking "next turn" for a looong time in order to get culture balance right and happiness to acceptable levels. This is on legendary difficulty, normal might be easier.
I thought I saw the answer to this previously but I cannot find it. How do I force the army to stay in a formation without creating one large group? I want to be able to have in effect sub groups (eg right center and left) that move in a coordinated fashion. I think this has always been possible but I never learned how.
@Seyavash
1. Arrange your army the way you want it.
2. Select all (CTRL + A would do it)
3. In the field (not on unit cards), left click-hold on one unit in that army (while everybody is selected)
4. while holding down the left mouse button, drag the cursor to where you want your army to go; you will see a ghost of your army in the formation you selected moving there
5. upon releasing the cursor, the army will move to the target place and arrange themselves in the original formation
6. if you pres CTRL while doing #4, you'll be able to change the rotation of the army
7. while your army is marching (looking all messy) you can select everyone again (not waiting for them to stop) and give them a new location; they will still remember their original formation from step 1.
Finally got a chance to try it out, but cannot get it to work. All it does is create a single line of troops. If I make 4 groups it does not line them up according to the layout I set. Instead it makes 1 line of my 4 groups. Basically what I was hoping to do is create army formations that combine various groups. Say a one group 3 line left wing, a one group 5 line center, a one group 3 line right wing and a 2 line reserve wing in the back. when I move the entire army the left, center, right and back groups stay in their individual group formations and maintain their order in relation to each other.
@Seyavash from what you are telling it seems you are using right click drag; you should be using LEFT click hold drag as per my original post.
Hi Slaists, I had tried left but wasn't getting it to work so tried right which as you noted was not correct and got the results I mentioned in my 2nd post. However, I tried a few more times and I have figured out what I was doing wrong. I was not properly holding the mouse button down while dragging the cursor as outlined in step 4 but inadvertantly releasing it. Your steps work perfectly. Thanks for the assistance.
While on your global rampage, always check the diplomacy screen to see your next target's allies and enemies. Then check each of the enemies to see which one will pay the most for joining them in the war against your target just before you intend to declare war on the target. That way you gain some extra cash and boost your relationship with the enemies of your target at the same time.
You can also join wars against those AI you haven't met yet to gain a bunch of cash from those you have met. In my current campaign I manged to earn close to 10k (1-2k per AI) several times from this by turn 40 or 50. I think the first time I tried this was around turn 15-20 and I raked in about 6-8k just from selling my joining their wars.
Once you've done all the "join war" for profit bit, you can generally make even more lump sum cash from signing NAPs and setting up trade routes. In some cases you might have to pay 500-1000 for the NAP, but can then either re-coop that cash or even more more when signing the trade agreement. For instance I might pay 500 for the NAP, which then boosts our relationship enough to get them to pay 1000 for the trade agreement.
Doing all this from the beginning can go a long way towards helping you afford to buy all your buildings and troops fairly quickly.
Suebi unit longbow hunters has the ability to remain hidden while firing. On the field, the feature is not really working since enemy notices longbows as soon as they crawl within firing distance [simply the sight distance seems to be set longer than the firing distance]. This, of course, mutes the usefulness of the feature on the battlefield.
The fun part starts when you try longbows against defending city fortifications. As long as there are no enemy units nearby the longbows stay hidden to enemy towers and gates. They can even fire torches while hidden and take over whole sections of city defenses without losing a man.
Sounds like an exploit, then again, this is exactly the sort of thing that a stealth/special ops unit is supposed to do.
A little tip if it's not well known already - culture researches give a massive income boost. 20% in wealth from culture can ramp up income considerably.
It's not clear to me whether +20% from culture applies to only culture type wealth (libraries, etc.) or to the aggregate wealth. Hmm, have to re-test this.
Naval commerce and boosts to it from techs and temples is what usually turns out to be the biggest cash cow in my campaigns. Sometimes even a 3-region, 2 port province (with stacked temple effects) can generate in excess of 10K income per turn especially after the civil war when one can reduce global corruption via the empire government decision.
One trick with naval commerce is that one has to control all the ports that are located in the sea-zone(s) of the commerce province. Even an ally controlled port causes a significant reduction in the naval commerce income. An enemy controlled port (or enemy stacks present in the sea-zone) will have a dramatic impact.
So that is actually still in the game?
I didn't realise. Over all their streamlining, they've made the whole income thing really really complicated, with percentages heaped upon more percentages and modifiers. I kind of miss the settlement scroll that told you this settlement is making X amount of money because of Y, Z and S. (Yes, I know there exists a window that tells you that but seriously... has anyone ever bothered to sit down with a calculator or a spreadsheet or something to try and figure out the best possible way to build a settlement? Actually, no, don't answer that, I am sure someone does do that sort of thing but it is not very 'streamlined' or anything. If I can't be bothered with it, there must be thousands of players who can't be bothered and just take a new province and go... Farm Farm Farm Farm Farm Culture Conversion Temple, forget about region for the rest of the game)
Yeah, it is still in the game (stacking and naval commerce effects).
Hover your mouse over a sea-zone where you have presence. A tool-tip will show up telling you exactly what affects your naval commerce income. This is separate from trade, by the way. I have seen huge jumps in income as I clear sea zones or obtain full control of a zone.
As to econ stacking: as Rome try taking Africa (the province) early and spam trade ports + Neptune temples + temples of Mercury + a slave market + max city centers there (you'll need food surplus from somewhere else to do this). Once done, stick in a dignitary [for extra tax]. The province is a cash cow with its 4 ports. Mauritania is very good too.
Factions have different stacking schemes though since the bonuses of temples and econ buildings vary. Also, combinations of maxed out city centers with resource production + edicts can have interesting stacking benefits.
On top of that, diplo considerations can lead to different solutions. Playing as Carthage, for example, Tarraconensis turned out to be my cash province (it has only 2 ports and 3 regions) while I left Africa under Lybian control and Mauritania under Nova Carthago.
Trade is also an interesting beast. There are buildings that boosts trade income. What the building description does not tell you is that the boost applies to your global trade, not just the trade from the province you build the building in. So, as you grow, spamming trade buildings can become a very viable option.
All in all, I personally like RTW 2 income system better than any previous TW games. There are many ways to develop. I agree it all is poorly explained though.
@edyzmedieval, I did some checking on the culture bonus mentioned earlier. It seems, it applies only to the part of the wealth generated by culture buildings, nothing else. Take a look at this pic of Rome. The tooltip shows breakdown of wealth for Rome itself.
Spoiler Alert, click show to read:
In this case, the base wealth for Rome is shown as 700 coming from subsistence (the city center). There is a 32% bonus applied to it to result in total wealth for Rome of 924. This bonus comes entirely from the city center buildings (20% from Rome itself and 12% from one of the minor town centers; 20% + 12% = 32%). There is no extra +20% bonus from culture even though I have the tech.
In another province where I had a library, there was a 20% bonus applied to the wealth from the library (not to the wealth coming from other sources).
So, in order for one to see a substantial increase from the culture tech, the empire needs a heavy emphasis on culture producing buildings. By the way, temples in most cases do not provide culture wealth. At least, the Roman ones don't.
Since my only very advanced campaign is with Carthage, the temples of Baal-Hammon offer a culture bonus, which means that the 20% culture boost applied in pretty much every one of my provinces.