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  1. #1

    Default Huge cities and culture problems

    As we should all know by know having buildings that are of a differant culture type in our cities cause unrest. Therefore we have two options, knock them down or build over them.

    The problem I'm encountering is this, having too (well and really wanting too) take roman cities in Northern Italy. As mentioned with a walls threat not to long ago though, there are buildings you cant knock down, specifically, walls, the government building, palace type thing, roads and farms.

    This causes a probelm in large/huge cities as the barbarian/nomad tpes cant build over them either, which leads to a constant 35%ish addition to unrest due to the culture penalty.

    So has anyone come up with a clever way of dealing with this probelm? other than using more and more troops?

    p.s. not too keen on having to withdraw and re-slaughter the population every now and again
    Last edited by red comyn; 01-25-2006 at 08:54.

  2. #2

    Default Re: Huge cities and culture problems

    Not sure of this, but try sabotaging a building, then repairing it. Will that make it from your culture?
    "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.

  3. #3

    Default Re: Huge cities and culture problems

    the only thing you can do is knock it down completely and start again- for barbarians this usually means a lower level building after much money and time spent on it- it is easier to just slaughter the population occasionally.

    if only there were a new TW game coming out where you might be able to change this so you can simply re-style an existing building. *waggles eyebrows at CA*

  4. #4
    Member Member Ragnor_Lodbrok's Avatar
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    Default Re: Huge cities and culture problems

    Is there any way to change the government building's "uncrushability"?
    The CP is a great problem playing as Barbarians.

  5. #5

    Default Re: Huge cities and culture problems

    Quote Originally Posted by symball
    the only thing you can do is knock it down completely and start again- for barbarians this usually means a lower level building after much money and time spent on it- it is easier to just slaughter the population occasionally.

    You cant do this, and thats why I'm having the problem, there are some structures the Roman can build to a higher level, and the same ones non-demolishable. Hence the constant disorder penalty.

  6. #6

    Default Re: Huge cities and culture problems

    Heres suggestion for a roundabout way to solve the issue.

    Gift the problem city to an enemy faction or withdraw your troops, then re-take it. While playing the siege, use your onagers to crumple the foreign buildings. Would it work?

  7. #7
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Huge cities and culture problems

    Not that I know of. The adminstrative buildings are a particular pain, since if they're out of order their squalor-reducing effect is also pants and then you have a serious issue about that causing unrest.

    Roads and farms obviously can't even be affected in combat anyway. Actually, I think they're totally immune to harm although I won't vouch for what Horde sacking might do in BI.
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