If a person destroys all Roman buildings in settlement and build all from his culture. Would a culture penalty appear later?
If a person destroys all Roman buildings in settlement and build all from his culture. Would a culture penalty appear later?
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
No. The culture penalty from buildings comes about because they are a constant reminder of the 'good old days' before the conquerors came. If you want to eliminate cultural penalties permanently, you need to replace any buildings with a cultural mismatch.Originally Posted by x-dANGEr
Of course, you may not be able to do that: roads, for example, can't be demolished and many barbarian/nomad factions lack the ability to improve existing (Roman) roads.
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Does anyone know what buildings cause culture penalties? It's often a big factor in unrest and so I am often looking to demolish (or at least, overwrite) buildings that give rise to the penalty. But it seems that around half the buildings do cause penalties and half do not.
I know temples and the governor's palace type buildings cause culture penalties. What are the other types?
As far as I know all type of buildings cause cultural penalties. The overall penalty is capped on 50%, with the government type buildings having 25% and every other building 5%. I have also noticed that it is indeed possible to have buildings of other cultures while not receiving any penalty at all. If you have upgraded the government building yourself it's still possible to have a few buildings of other cultures.
As for the Mithras temples I never raze them as a barbarian faction due to both types being pagan and therefore not giving any religious troubles at all. There are no pagan barbarian temples that give such a huge happiness bonus as the level 4 Mithras temple.
I see, so that temple to Mithras isn't causing any unrest whatsoever, in fact, it's helping improve happiness a lot.
What to do about that Imperial Palace in Rome then...![]()
"No Plan survives Contact with the Enemy."
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The temple is improving happiness but causing culture penalty, which is probably axing what it gives already. After retraining your units raze it and build your own temple complex. You won't regret it.
So solution for the imperial palace.
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Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony
Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
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Or top-level roads, or walls, or farms, none of which can be demolished and can be a bit tricky to "build over"...
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Is there a way to mod indestructible buildings...destructible? I rather hate late-game conquests of civilized factions because of all those huge cities and their gigantic Palaces. If not, is there a way to mod the % of Cultural Penalty such buildings can affect?Originally Posted by Captain Fishpants
I hope so.![]()
What if I upgrade an existing Barbarian building to a Roman one, will the culture effect that building had remain?Originally Posted by Captain Fishpants
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
and as a possible option for a later game perhaps you could have the option of converting a top level building rather than having to knock it down and start from scratch- just look at some of the great spanish churches that have been converted from moorish mosques.
.Originally Posted by symball
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Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony
Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
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Temple destruction and religion are obviously closely related topics.
As others have said, check the city status screen and see whether the temple is causing you as much harm as good.
Also, use family member's as "missionaries." For instance, suppose I'm playing the Byzantines and I counquer Sassinid cities. Those cities are wholly Zorosterian. If I destroy a town's temple right away, I'm guaranteed a revolt.
I leave the temple in place while sending a new family member to Jerusalem. He eventually gets a nail from the true cross, a splinter from the true cross, a bishop, etc. The retinue/relics greatly increase his conversion power. He goes to the conquered city and converts a majority of the population in a couple of years. Unrest rises, but I can destroy the temple after the city is majority Christian. Then the unrest disappears in a turn or two because conversion really takes off after the temple is destroyed and new churches are built.
My "missionary" family member goes to the next town. It doesn't matter whether he's governor of the town or not. He still influences conversion.
Last edited by Doug-Thompson; 01-17-2006 at 16:24.
Of course not.Originally Posted by x-dANGEr
"Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."
-Church of the Flying Spaghetti Monster
Is there an absolute value that a building gives in terms of culture penalty?
I feel as though I've destroyed Roman barracks a million times as the Alemanni, but I still have the same culture penalty?
Perhaps it takes some time to show? Or perhaps one has to knock down a lot for it to be noticed? Or, finally, maybe I'm not just following closely enough (I've got a lot of cities to manage, cut me a break!).
"No Plan survives Contact with the Enemy."
Because a Barracks effects only 5% I think. Or take it this way:
The maximum the culture penalty can get to is 50%, 25% from the main building (Imperial Palace) and 25% from the other buildings spread on 5% each. So if you have 6 Roman buildings and destroy one, it will stay the same. (Not an absolute answer though)
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
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