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Thread: Synagogues should Be Demolish-able!

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  1. #1
    Silius Saurus's Avatar Biarchus
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    Default Synagogues should Be Demolish-able!

    Late in the game I notice that the rebel settlements build a lot of synagogues. Not that I care about that one way or the other- but you should be able to demolish them when you take the city. For example, I conquered Ireland and found that most of the towns/castles had at least 25% Jewish populations. Not terrible realistic.

    Purely from a realism standpoint - the synagogues can't be demolished once built. That leads to unrealistic population/faith numbers as the AI will build everything it can until the settlement/castle is taken.

    Before anyone jumps to the conclusion that I'm anti-Semitic, don't bother. I loathe all religions equally.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

  2. #2

    Default Re: Synagogues should Be Demolish-able!

    Well , I am anti-Semitic and I am not affraid to admit it.
    First - there was no such thing as jewish population and sinagogues in medieval Bulgaria.
    Second - it is not realistic at all that you can't demolish sinagogues in the game.
    Third - there weren't any jewish armies in the Middle Ages, except the Khazars who addopted jewdaism but ethnically were not jews at all.

  3. #3

    Default Re: Synagogues should Be Demolish-able!

    Quote Originally Posted by dominus810321 View Post
    Well , I am anti-Semitic and I am not affraid to admit it.
    First - there was no such thing as jewish population and sinagogues in medieval Bulgaria.
    Perhaps if you were less ignorant you would be more tolerant, but I doubt it. Just for your information, there was a Jewish presence in Bulgaria long before the time represented in this game. Do a little research.

    I do agree with you that synagogues should be demolishable. Jews were subject to pogroms and other persecution throughout the centuries all over Europe. It is most realistic to have their synagogues destroyed from time to time, even as a random event generated by the AI, particularly in central and eastern Europe.

  4. #4
    Silius Saurus's Avatar Biarchus
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    Default Re: Synagogues should Be Demolish-able!

    OK, then. Which files do I edit to allow demolishing or even to remove them from the tech tree?

    Thanks for any help.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

  5. #5
    Silius Saurus's Avatar Biarchus
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    Default Re: Synagogues should Be Demolish-able!

    So this is what I have done - I edited export_descr_buildings, export_descr_buildings_dark, export_descr_buildings_early and made the minimum settlement size for the synagogue a large city. And it worked perfectly. So that's an easily workable and realism-based solution.
    Last edited by Silius Saurus; November 02, 2009 at 09:08 PM.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

  6. #6

    Default Re: Synagogues should Be Demolish-able!

    Quote Originally Posted by Silius Saurus View Post
    So this is what I have done - I edited export_descr_buildings, export_descr_buildings_dark, export_descr_buildings_early and made the minimum settlement size for the synagogue a large city. And it worked perfectly. So that's an easily workable and realism-based solution.
    Very good, I will add it to the mod.

    Also, you probably noticed there are alot of religious buildings thay can't be destroyed (Monastaries, etc..). They are basically to help maintain the historic religions in the province. The aim is to increased unrest when conquered by a different culture.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  7. #7

    Default Re: Synagogues should Be Demolish-able!

    If I recall correctly... I think I increased the cost of the Synagogue, to deter the AI from building so many of them, but rewstricting them base don settlement size seems to be a better solution.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  8. #8
    VVILHELM DUX's Avatar Tiro
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    Default Re: Synagogues should Be Demolish-able!

    I think all improvments should be demolishable. Even farms. There was a tactic to poison the airable lands of ones enemy if you didnt intend to occupy the region.

  9. #9

    Default Re: Synagogues should Be Demolish-able!

    Actualy i dont mind about this it increases realism in a way. for example , it gives you manny religions on some setlements, wich indeed happened. its a matter of keeping a stronger garisson, and lower your taxes, and bet on entertaining buildings, and law buildings. its pain, i know, but i like it.

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