Results 1 to 10 of 10

Thread: Huge cities and culture problems

  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
    Join Date
    Apr 2005
    Location
    Switzerland(that's near Norway :D )
    Posts
    121

    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
    Join Date
    Aug 2004
    Location
    Helsinki, Finland
    Posts
    7,967

    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.
    "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

  8. #8
    Enforcer of Exonyms Member Barbarossa82's Avatar
    Join Date
    Aug 2004
    Location
    Englaland (and don't let the Normans tell you any different!)
    Posts
    575

    Default Re: Huge cities and culture problems

    It's annoying, but not crippling and quite realistic I guess (although I think it should fade naturally over time as people grow up used to being ruled by you). What I normally do when I take a city which has been built by a different culture is to first repair any of their buildings necessary to retrain my troops. Then I'll pull down their temple while my army is still in the province to maintain order, and start erecting my own line of temples. The once the provice is well within my empire (i.e. no longer needed to retrain troops close to the front lines) I'll demolish all the original culture's buildings except for public order buildings (execution/secret police, Greek or Roman theatres, barbarian pubs), Dockyards, or the top-level health or economic buildings which I can't replicate. Usually their value outweighs the culture penalty associated with them.

    You don't need to do this in Egypt once you have captured the Great Pyramid wonder, as it eradicates the culture penalty in Egyptian provinces. But if you don't pull down the Egyptian buildings, you'd better be careful not to lose Memphis or you will be in deep, deep trouble...
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

    My Armenian AAR

  9. #9
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: Huge cities and culture problems

    A high influence governor goes a long way. I've started to value the zero star/eight oak leaf generals almost as highly as I value the six star/zero oak leaf ones.

    But I fear extermination (or enslavement) is the simplest solution.

  10. #10

    Post Re: Huge cities and culture problems

    You could try tweaking a couple of files to make core buildings etc flammable during sieges. There's more details on how to do this in this topic. Haven't tried it myself, so I'm not sure of the results of a destroyed core building on the battlefield.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO