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  1. #1

    Default Re: Culture Guide

    Very helpful, I just used to destroy the Temples of foreign gods, now I will have to destroy everything, more work...
    Leaver Dea as Sleaf!

  2. #2
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Culture Guide

    Quote Originally Posted by TimDogg
    Very helpful, I just used to destroy the Temples of foreign gods, now I will have to destroy everything, more work...
    you do'nt have to destroy everything just build enough of your own culture buidings to reduce it to 0
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  3. #3
    Just an Oldfart Member Basileus's Avatar
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    Default Re: Culture Guide

    so by micromanaging this you wont need to exterminate all the citys your conquer eh?

  4. #4
    Swarthylicious Member Spino's Avatar
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    Default Re: Culture Guide

    Certain buildings should not have any negative cultural impact on a city's Order rating. The fact that the penalty applies to all structures of a different culture implies that this cannot be changed on a per structure basis.

    What idiotic barbarian would prefer a dinky wooden stockade over an epic stone wall, a dirt road over a paved road and a muddy stream just outside the city to an aqueduct that brings in water from a river a mile away?

    "What have the Romans ever done for us?"
    "Why spoil the beauty of the thing with legality?" - Theodore Roosevelt

    Idealism is masturbation, but unlike real masturbation idealism actually makes one blind. - Fragony

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  5. #5
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: Culture Guide

    Great info, thanks oaty. I'll have to stop my happy practice of extermination or slavery for every town I take
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  6. #6
    Senior Member Senior Member RedKnight's Avatar
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    Default Re: Culture Guide

    Hey thanks Oaty... good stuff!

    If I could put some pieces together - correct me if wrong -

    If the total is 50%, the guv's house is 20%, and each building is 5%, this is kind of implying that one has to replace 6 additional buildings, for the Penalty to be totally gone (50%-20%=30%, at 5% each = 6 buildings). Putting in your experience with Cyrene, it sounds like there's a "building counter" that adds one for each building a culture makes (max 6). Does this sound logical?

    I personally had a strange situation - Kydonia (an island) had 4k people but only a guv's house - not any other buildings at all. It was owned by rebels and had several different factions' armies standing around blocking each others' movement, including a big stack of rebels outside the town - perhaps they got locked in a negative cash flow somehow; couldn't get back in the town?

    Anyway, I just spent a lot of time playing with Culture Penalty (CP) after taking Kydonia and found that:

    1) CP is 50% when I take Kydonia, but if I make a Villa it goes to 0% just like that. So, for oddball situations like this (very few buildings), there's probably a rule that "if there are no more foreign buildings, CP becomes 0".

    2) Otherwise, any building I made (of any type, including walls and barracks) caused a decrease of 0 to 10 CPs. Usually 5, but sometimes 10, and a very few times, 0. Shrines were no better or worse than other buildings. (Known exception: governor's building, which is 20.)

    3) The very first thing I built always got a +10 CP reduction. So I was often at only 35 CP (10+5) or even 30 CP (10+10) after my first building, never less than 35.

    The above holds true for seven reloads and building various things until Kydonia was to 0%.

    4) In reviewing the rest of my cities though, I see that a few of them are at 45 CP. They are all massacred towns which have not had time to reach their next level, and all I've built (probably) was to replace their temple.

    Putting all this together, I'm thinking that there is some randomness in how much each building will lower CP. Also notice that you didn't have to replace the Egyptian stable in Cyrene, specifically - a new wall fixed the problem. So it may not matter which building, it's just a building "count". Which may very well mean you don't have to scrap old buildings - if you can build new ones (not yet built before), that's probably just as good. Of course, any upgrades serve the same purpose.

    Also, one of two things is true (or both):

    Either the proportion of "other" buildings matters, thus Kydonia acculturated pretty "fast" because it had VERY few (and also, my first idea, about "does that mean we only need 6?", is wrong),

    and/or

    Various other cultures are treated differently and acculturate faster or slower. Like, Romans may be "close" to Greeks (and easier to "convert"; needing fewer buildings), but "far" from Egypt. This could extend to the initial reduction, too. So, Kydonia was a "close" culture to me, but some of the other ones are not. (I know this is not a distance thing per se, because a couple of the 45% CPs are pretty close to my capitol.)

    ***

    Okay, there are some more observations. Anybody else want to spend some time reloading a lot of games?

  7. #7
    Cynic Senior Member sapi's Avatar
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    Default Re: Culture Guide

    I'm not 100% sure, but i think that upgrading to the next level of city will upgrade all buildings except temples to that of your culture.

    Great info, thanks oaty. I'll have to stop my happy practice of extermination or slavery for every town I take
    I woundn't go that far!
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