Code:The Temples of Rome: Total War - Barbarian Invasion In the game files the temples are categorized by function rather than diety name. The specific dieties will be linked to the faction and category of temple below. Most of the temples in BI run only from tier 1 to 3. The larger ones are for Mithras, Sol Invictus, Zoroaster and Christianity and will run from tier 1 to 4 or 5. The time to construct and cost are consistent among all types, based purely on the tier: Tier Time Cost Generic Names 1 1 400 Shrine 2 2 800 Temple/Sacred Grove/Chapel 3 3 1600 Large Temple/Sacred Circle/Church 4 5 3200 Awesome Temple/Cathedral 5 6 6400 Pantheon/Basilica Building temples of your own religion generally has a small chance (6%) of boosting the matching Piety trait in the governor present when they are completed. Converting: As long as you are going from one pagan temple to another, it's fairly straightforward. Take into account the happiness and law bonuses and adjust taxes or garrisons to make up for the drop when demolishing the existing temple. No surprises. But when you go among Pagan, Zoroastrian and Christian be careful. Along with the drop from demolishing the existing temple, you can get large religious unrest when the local population is forced to begin converting. If the population is 100% of one religion and you replace the existing temple with one for another religion, you will see 50% penalty for that alone. Combined with the loss of 5-35% positive bonuses that can mean a shift of up to 85% or so. That's more that a full garrison (80%) can compensate for on its own. You can easily go from green smiley faces to red riots. If you have to do this in a large city, try to begin converting first by piling in faction members with the target religion (and ancilliaries too if you have them) to boost conversions. If you can at least pump your conversion rate up significantly, even if not enough to overcome the influence of the temple you are about to tear down, you can significantly shorten the period of unrest. Watch out for spies and other enemy or neutral characters hiding in the territory too. If they follow the old religion they can add their conversion "help" to it, which slows your rate of converting the local populace to the new one. When you're a horde it appears that you can occupy a city (as long as it's your first one) and destroy the temple or church, then immediately rehorde and sack it. Forming a horde when you're already a horde (giving up your "last" city) seems to not spawn rebels in the city so you can just immediately sack it with no assault or seige. The downside is you lose the horde units, so this is best reserved for special situations, like really big, well developed cities you want as your new capital (Rome, Constantinople, Antioch, etc.) This lets you get past that initial huge drop. Eliminating the existing temple or church and reseiging after you sack it will give you the period of the seige to convert most of the population. Ancilliaries (and relics) require the general in question to be of the same religion as the temple to receive them. Some are location specific also such as the five Patriarchs. Anti-religious traits: There are all sorts of traits relating to hating other religions or disillusion with a religion. Many of these are triggered by being governor of a city when a temple of a religion other than the general's is completed. They won't be listed under each temple since they are generic (anti-pagan, anti-Zoroastrian, etc.) and universal. There are a bunch of other negative traits unique to each case that also have a low chance of appearing if you do this (girls, infertile, sobriety, etc.) Think hard before building a temple to other than your religion. It's okay to capture them, just not build them. Some of the anti/hate ones are created by ending a season with a temple of another religion too, as are some of the piety lines which boost faith in the general's own religion. If you want to avoid chances of disillusion in your generals, don't park them with a temple of another religion. Hermitages: These have potential to create various negative traits in all generals who share a city with them at the end of a season. And they can create the anti-Christian traits in non Christians. And they create heresies in Christians. Traits: Most of the temple created traits require generals to spend the whole turn in the city with the temple. The chance of acquiring a given trait runs from 1-7% in most cases. Agents: Assassins get no religion, too cynical. Spies and diplomats have a 10% chance to be created with the faction leader's religion. If they do not receive one, putting them into a city with a temple or higher will have a 10% chance of converting them every full season. The Temples List: Battle (Franks[Donar], Burgundii*[Donar], Lombardi*[Donar], Alemanni*[Donar], Saxons[Donar], Slavs[Dzarowit]) Happiness Pagan Morale Bonus Conversion Bonus Shrine of * 5% 5% - Sacred Grove of *+ 5% 10% 1 Sacred Circle of *+ 10% 15% 2 Special Units: *Lombard Berserkers (available to Lombardii, Burgundii and Alemanni) Ancilliaries: +Hun Witch Traits: +Berserker, +TacticalSkill, +PaganPiety Battleforge (Celts*+[Goibhniu], Huns[Chinglu], Ostrogoths[Agni], Goths[Agni], Roxolani[Agni], Sarmatians[Agni], Vandals[Agni]) Happiness Pagan Exp S Weapons Bonus Conversion Bonus Bonus Shrine of * 5% 5% 1 - Sacred Grove of *+& 5% 10% 1 1 Sacred Circle of *+& 10% 15% 2 1 Special Units: *Hounds of Culann (available to Celts) Ancilliaries: +Merlin (faction leader only), &Druid Traits: &Brave, &PaganPiety Christian (Celts, Burgundii, Lombardi, Alemanni, Franks, Carthaginian, Nomad, Roman, Berbers) Happiness Christian Law Pop Growth Bonus Conversion Bonus Bonus Christian Shrine 5% 5% - - Christian Chapel@ 10% 10% - 0.5% Christian Church@ 15% 15% - 0.5% Christian Cathedral@* 15% 20% 5% 1% Christian Basilica@*+ 15% 25% 10% 1% Special Units: none Ancilliaries: *named saints (requires hermitage too), *Relic-Splinters of True Cross (1-2) (requires hermitage too), *Relic-Nail of True Cross (1-4) (requires hermitage too), +Patriarch of (Alexandria, Antioch, Constantinople, Jerusalem, Rome)(requires monastery also), *Heretic of Nestor or Pelagius (requires hermitage too, and disillusioned Christians only), *Bishop Traits: @ChristianPiety, *ChristianConversion, +ChristianProselytism, +HatesPagan Farming (Burgundii[Frigg], Lombardi[Frigg], Alemanii[Frigg]) Happiness Pagan Farm Lvl Bonus Conversion Bonus Shrine of 5% 5% 1 Sacred Grove of* 10% 10% 2 Sacred Circle of* 15% 15% 3 Special Units: none Ancilliaries: *Herbalist, *Agriculturalist Traits: *GoodFarmer, *PaganPiety Fertility (Slavs[Matka]) Happiness Pagan Pop Grow Bonus Conversion Bonus Shrine of 5% 5% 1 Sacred Grove of* 5% 10% 2 Sacred Circle of* 10% 15% 3 Special Units: none Ancilliaries: Traits: *Fertile, *PaganPiety Healing (Roxolani[Pai], Sarmatians[Pai]) Happiness Pagan Health Bonus Conversion Bonus Shrine of 5% 5% 5% Sacred Grove of* 10% 10% 10% Sacred Circle of* 15% 15% 15% Special Units: none Ancilliaries: *Witch, *Wise Woman, *Physician Traits: *PaganConversion, *PaganPiety, *Hypochondriac, *HaleAndHearty Horse (Huns[Ragrehs], Roxolani[Kolaksay], Sarmatians[Kolaksay]) Happiness Pagan Exp Bonus Conversion Bonus Shrine of 5% 5% 1 Sacred Grove of* 5% 10% 2 Sacred Circle of* 10% 15% 3 Special Units: none Ancilliaries: Traits: *PaganPiety, *GoodCavalryGeneral, *BadInfantryGeneral Hunting (Celts*[Cocidius]) Happiness Pagan Miss Weap Bonus Conversion Bonus Shrine of Hunting 5% 5% 1 Sacred Grove of* 10% 10% 2 Sacred Circle of* 15% 15% 3 Special Units: *Druids Ancilliaries: *Pet Hunting Dog, *Beastmaster Traits: *Good Ambusher, *PaganPiety Hunting Lots(Saxons[Ull]) Happiness Pagan Miss Weap Bonus Conversion Bonus Shrine of 5% 10% 1 Sacred Grove of* 10% 15% 2 Sacred Circle of* 15% 20% 3 Special Units: none Ancilliaries: Traits: *Good Ambusher, *PaganPiety, *Bloodthirsty Law (Vandals[Papay]) Happiness Pagan Law Bonus Conversion Bonus Shrine of 5% 5% 5% Sacred Grove of* 10% 10% 10% Sacred Circle of* 15% 15% 15% Special Units: none Ancilliaries: *Magician (must be Superstitious) Traits: *Sobriety, *HarshJustice, *Austere, *PaganPiety Leadership (Slavs+[Svarog], Romans*[Sol Invictus]) Happiness Pagan Law Bonus Conversion Bonus Shrine of +* - 5% 5% Temple of +*& - 10% 10% Large Temple of +*& 5% 15% 15% Awesome Temple of *@& 10% 20% 20% Special Units: none Ancilliaries: +*Wise Man (no religion requirements, but needs Governor's Villa too), @Pontifex, &Fasces (need Harsh Justice too) Traits: &StrategicSkill, &Trusting, &PaganPiety, &PaganConversion Mithras (Roman) Happiness Pagan Law Exp Bonus Conversion Bonus Bonus Shrine of Mithras 5% 5% 5% 1 Temple of Mithras+ 5% 10% 5% 1 Large Temple of Mithras*+ 5% 15% 10% 1 Awesome Temple of Mithras*+ 10% 20% 10% 2 Special Units: none Ancilliaries: *Priest of Mithras (1-2) Traits: +PaganPiety, +PaganConversion, +Feck, +Drink One God (Eastern[Zoroastrian]) Happiness Zoroastrian Law Bonus Conversion Bonus Zoroastrian Shrine - 5% 5% Zoroastrian Temple - 10% 10% Zoroastrian Large Temple* 5% 15% 15% Zoroastrian Awesome Temple*+ 10% 20% 20% Zoroastrian Pantheon* 10% 25% 25% Special Units: none Ancilliaries: *Zoroastrian Teacher (1-3), +Office-Mobadan Mobad Traits: Ultraviolence (Celts[Morrigan], Goths[Tyz]) Happiness Pagan Exp Bonus Conversion Bonus Shrine of 5% 5% - Sacred Grove of 10% 10% 1 Sacred Circle of 15% 15% 2 Special Units: none Ancilliaries: Traits: *Bloodthirsty, *Berseker, *PaganPiety Viking (Franks[Wotan], Saxons[Wotan], Burgundii[Wotan], Lombardi[Wotan], Alemanii[Wotan]) Happiness Pagan Exp Bonus Conversion Bonus Shrine of - 5% 1 Sacred Grove of* - 10% 2 Sacred Cirlce of* 5% 15% 3 Special Units: none Ancilliaries: Traits: *Berserker, *PaganPiety Violence (Vandals[Tagimsad]) Happiness Pagan Exp Bonus Conversion Bonus Shrine of 5% 5% - Sacred Grove of* 10% 10% 1 Sacred Circle of* 15% 15% 2 Special Units: none Ancilliaries: Traits: *Anger, *Bloodthirsty, *Energetic, *PaganPiety
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