G'day all,
Does anyone know if the effects on unrest due to cultural differences in newly conquered cities fade with time or does it last forever? Surely the 'lucky' barbarians that I have just civilised should romanise after a while?
G'day all,
Does anyone know if the effects on unrest due to cultural differences in newly conquered cities fade with time or does it last forever? Surely the 'lucky' barbarians that I have just civilised should romanise after a while?
They will "romanise" but it helps if you replace barbarian style buildings with the version of your own culture.
Interesting little note on that is that when the city upgrades to the next size (after you build the appropriate palace building), your faction's equivalents will show up as the upgrades for buildings of another culture.Originally Posted by Westland
So let's say I, as the Julii conquer Alexandria, Egypt. The Egyptians had a Shrine to Horus there (the lowest level of temple). If/when that city upgrades to the next level, I can 'upgrade' that Shrine of Horus to a Temple of Jupiter without needing to destroy the Shrine and build a Shrine to Jupiter- Jupiter and Horus both give the same bonuses to your city (+X% to law and happiness).
I dunno if ALL buildings work that way, but it appears so.
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Thats good to know.. Now I wont have to tear down barbarian or greek temples anymore.
is that an established fact or just your idea? cos ive just been upgrading buildings allready in the province. i dont think i`ll change my strategy in this campaign but i certainly will for my next one if this information is correct.
I for one have never experienced such a thing. I would assume that the barbarian temple would have to have EXACTLY the same bonuses as one of the ones you can build, all the way along the tech tree.
Love is a well aimed 24 pounder howitzer with percussion shells.
If the population is far away from reaching the next stage, it would be wiser to just tear it down and rebuild rather than wait for the next growth stage, especially if you massacred the population....which I often do.... ...
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Thanks for the info about pulling foreign buildings down to speed up their becomming civilised. Maybe now the ungrateful barbarians will appreciate what roman culture has to offer them.![]()
Yes, I believe that's how it works- the buildings must have the same effects. That's why I used the Horus/Jupiter example. They both give the same bonuses. And it's not a theory; I have done it many times. I first noticed it after conquering a city which had apparently just made the leap to the next level, and I was able to build the next level Roman temple even though a barbarian temple was already standing there.Originally Posted by Khorak
It also works for other buildings too, not just the temples.
If you think about it, it worked that way in M:TW as well (except it was purely cosmetic back then; they only had different graphics rather than different names and stuff).
Last edited by Darth Binky; 10-15-2004 at 03:06.
Cheese. Cheese attracts the beer-filled. The hungry. The not-so-hungry. The famished. The sammiches. Cheese. Cheese is my ally!
Romans can convert greek temples to Roman ones since they were built similary in structure, You might be able to do that with hedgestones also but I'm thinking you ca'nt. When I played as the Julii I could'nt convert any of the temples of the northern lands but when I went west against the Greeks I noticed I could. The big difference is you have to convert it to the next level on the tech tree, you simply ca'nt convert it on the same level. The other thing though is that most of those northern lands did'nt have the population for a conversion.
So has anyone converted a barbarian temple into a civilised one or vice versa. Or is it barbarians can convert barbian temples and civilised cultures can only convert the civilised structures. Now that I think about it I could'nt convert the tmple to baal in Carhage if I'm right wich is the same as jupiter in bonuses
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
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Yes, I just said that I did, and that's how I discovered it. I converted one of the German ones I think it was; it was a Sacred Grove. Converted straight over to a Roman one, no problem.Originally Posted by oaty
I just checked and the barbarian Muster Fields convert straight over to the Roman Barracks.
Cheese. Cheese attracts the beer-filled. The hungry. The not-so-hungry. The famished. The sammiches. Cheese. Cheese is my ally!
Hey fellas,
I got a question. Do you know which buildings specifically must be destroyed to remove the culture penalty? I know that the temple structure must be destroyed, but what about the markets, ports, military buildings, etc? I've heard people say that these structures contribute to the culture penalty, too.
For instance, I'm playing the Julii right now, and as I march through Gaul-ish territory, I'm capturing cities that have structures like "tavern" and "meeting hall" in them. Now, those are clearly not roman-esqe buildings, so I'm wondering if they need to be destroyed to clear out the culture penalty. Any thoughts?
i think destroying the meeting hall will help.....
Has anyone noticed how large the 'distance to capitol' penalties are - it's insane!
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I have been destroying all foreign temples and replacing them with Roman ones, but it still takes forever for the culture penalty to go away.
In my Brutii campaign, my conquered cities in Greece and Macedonia still have culture penalties many years after I conquered them. In fact, the only conquered city where the culture penalty has dissipated is Apollonia (the city I captured in the first couple turns of the campaign). I have most of Egypt/Scythia/Dacia conquered now but my early conquests still haven't converted.
Perhaps the culture conversions only happen when the cities reach new population sizes and I'm keeping the population growth too low?
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