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Thread: Saka - camps & courts in conquered provinces, destroy always?

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  1. #1

    Default Re: Saka - camps & courts in conquered provinces, destroy always?

    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.
    Last edited by Titus Marcellus Scato; 02-11-2011 at 14:14.

  2. #2

    Default Re: Saka - camps & courts in conquered provinces, destroy always?

    Ok. thank you. I was concerned about bugs and (to a slightly lesser degree) realism.
    Last edited by moriluk; 02-12-2011 at 16:54. Reason: tl:dr

  3. #3

    Default Re: Saka - camps & courts in conquered provinces, destroy always?

    Quote Originally Posted by Titus Marcellus Scato View Post
    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.

  4. #4

    Default Re: Saka - camps & courts in conquered provinces, destroy always?

    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?

  5. #5

    Default Re: Saka - camps & courts in conquered provinces, destroy always?

    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...

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