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  1. #1

    Default Town Square

    Yes, I know, I know, there HAS to be a town square. But unforntunately, I cannot (or I have been unablo to find) a way to stop it working as a malus on the region's loyalty. eg when playing the romans, all the town squares in Gaul are of Barbarian origin. That's al right, but they will ALWAYS be Barbarian. Even 50 years after its conquest, when the face of whole city has changed, there still is this Town Square and it will never cease to take 20 loyalty points off for foreign influence; even if the original culture has long since died in the dust (or somewhere else).

    Now it's too bad that the Town Square just has to exist; however, I remember that foreign buildings like roads, mines and farms do not have any influence on loyalty. Would it be possible to create the Town Square this way? Or is there a way to assimilate the Town Square?

  2. #2
    Mikail Mengsk's Avatar Primicerius
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    Default Re: Town Square

    yes, a little amount of cultural difference will always exist. I think it's good: it's iillogical to think that a Gallic city would be TOTALLY loyal to the ROmans...

  3. #3

    Default Re: Town Square

    the culture penality goes away if you upgrade the governor's home


  4. #4

    Default Re: Town Square

    Quote Originally Posted by beatoangelico View Post
    the culture penality goes away if you upgrade the governor's home
    No, it doesn't.

  5. #5

    Default Re: Town Square

    Quote Originally Posted by Scorn View Post
    No, it doesn't.
    yes it does, if there's some culture penality left is because of other buildings. Just build new stuff.


  6. #6
    Quinn Inuit's Avatar Artifex
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    Default Re: Town Square

    Quote Originally Posted by beatoangelico View Post
    yes it does, if there's some culture penality left is because of other buildings. Just build new stuff.
    He's right. The original town square gave a culture penalty to all non-Roman factions, but that was fixed in the first patch and doesn't do that anymore.
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  7. #7

    Default Re: Town Square

    Quote Originally Posted by beatoangelico View Post
    yes it does, if there's some culture penality left is because of other buildings. Just build new stuff.
    There are settelements that do not have any foreign buildings except the town square. In I receive -20 on loyalty for that. I did not destroy any buildings, I just upgraded them.

    Quote Originally Posted by florin80 View Post
    What do you mean? And also, where are you heading with this? Do you need directions on how to remove the townsqare from your game or do you propose it for someone else to do?
    What I mean is this: roads, mines and farms won't give me any penalty if they were build by another party. Would it be possible to move the town square into this category?

    Quote Originally Posted by Quinn Inuit View Post
    He's right. The original town square gave a culture penalty to all non-Roman factions, but that was fixed in the first patch and doesn't do that anymore.
    As a matter of fact, I am playing the Romans. btw what kind of patch?

  8. #8

    Default Re: Town Square

    Quote Originally Posted by Mikail Mengsk View Post
    yes, a little amount of cultural difference will always exist. I think it's good: it's iillogical to think that a Gallic city would be TOTALLY loyal to the ROmans...
    And well, it is quite logical for the settlement to be loyal to me after 50 years with all the original Gaul faction erased. And I would wonder if cities like Syrakus would have regarded the Romans as evil oppressors arund 100 BC.

    Can sb tell me about the idea with Town Squares in the way of roads/farms/mines?

  9. #9

    Default Re: Town Square

    Quote Originally Posted by Scorn View Post
    Can sb tell me about the idea with Town Squares in the way of roads/farms/mines?
    What do you mean? And also, where are you heading with this? Do you need directions on how to remove the townsqare from your game or do you propose it for someone else to do?

  10. #10
    AqD's Avatar 。◕‿◕。
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    Default Re: Town Square

    Quote Originally Posted by Mikail Mengsk View Post
    yes, a little amount of cultural difference will always exist. I think it's good: it's iillogical to think that a Gallic city would be TOTALLY loyal to the ROmans...
    It is after you kill all the gauls there.

    BTW isn't it safe to remove the town_square after applying revolt CTD fix?
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    Last edited by AqD; September 20, 2011 at 06:52 AM.

  11. #11
    Quinn Inuit's Avatar Artifex
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    Default Re: Town Square

    Scorn: No idea what kind of patch. We're talking about a bug that was fixed >1 year ago, so I don't remember it very well.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  12. #12

    Default Re: Town Square

    What hotfix? Can you post a link? I don't know what to look for.

  13. #13

    Default Re: Town Square

    There`s only one pinned thread that has hotfix in the title...
    Revolt CTD HotFix (for RTRPE v1.9)

    It`s the real fix for the revolt ctds. The one with the townsquares might have helped, but it wasn`t the right solution in the end. As a result, the townsquares could be removed and I don`t think it will increase the risk to have revolt ctds to an important extent. The only use it has now is to act as a backup recruiting building in case the government building and barracks are too damaged to produce troops.

  14. #14
    AqD's Avatar 。◕‿◕。
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    Default Re: Town Square

    I found something weird: I removed the town_square and give all government core buildings the illyrian hoplite (for all factions) to recruit for revolt - but all of my revolting cities in seleucid campaign get mercenaries instead of the hoplite
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    Last edited by AqD; September 20, 2011 at 06:52 AM.

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