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  1. #1

    Default Old government buildings in newly conquered towns

    I am not sure if I understood well. What should do with old government building when capture new settlement and damaged government building is already there? To repair it - many times it is very good, fast and cheep option but somehow I feel it like cheating? Or it is intended to represent option to conqueror who want to retain old government. which was in place before conquest? And finally, is there any difference in same type of government of your faction and those you have rebuilt?
    Tribal Total War

  2. #2

    Default Re: Old government buildings in newly conquered towns

    Always destroy government building and (re)build your own.

  3. #3

    Default Re: Old government buildings in newly conquered towns

    Thanks. Rep + So, I guess old buildings are there because of limitations of engine and moding?
    Tribal Total War

  4. #4

    Default Re: Old government buildings in newly conquered towns

    I think you're supposed to demolish them, as you cannot build barracks unless the conquered city has the same culture as you and a valid government. So as the Ptolemaics you can build barracks in conquered cities from the Seleucids without demolishing the Government, but not in the Roman cities. Personally I demolish all government buildings when conquering a city as part of my role-playing (unless I am re-conquering a city that I had lost, then I repair it - but occasionally the game gets confused and I end up demolishing it anyway), since a conquering power would take time to take full control of law and order.

    For your second question, the government re-building will only work if it is the same type of culture as you - if not them it will probably just keep being 100% damaged at the end of the turn. Either way it is useless and should be demolished so you can choose your own government type.

    Edit - Mediolanicus beat me to it! The old "government" buildings are there since the AI cannot destroy buildings. If it could, then they would be destroyed.

  5. #5

    Icon3 Re: Old government buildings in newly conquered towns

    Quote Originally Posted by 4th Regiment View Post
    Thanks. Rep + So, I guess old buildings are there because of limitations of engine and moding?
    Yes. The scripting engine cannot destroy buildings, so the team damages them to 99% and hopes the player takes the hint.

  6. #6

    Default Re: Old government buildings in newly conquered towns

    Actually, there is an exploit which the AI abuses: You can just leave the old government in place, or even repair it (this only works when there is only one government already in place; otherwise, the game may crash).
    The use of this is that you can build stuff in outlying regions that is normally only available in homeland regions. The most drastic example is Pahlava - who can build up one of the three strongest economy/infrastructure systems in the game (together with Rome and Carthage) - but only in Iran, Iraq, and Armenia. Outside of this region, their build tree is limited to such an extent that they can't even build proper ports. So, one of my standard tricks is to leave Seleukid governments in place a little longer (which isn't that inaccurate BTW. The Pahlava were pretty pragmatic).

  7. #7

    Default Re: Old government buildings in newly conquered towns

    @athanaric,

    yes, that was way or role playing I was thinking about, but it is kind of cheating. Although, sometimes factions are really restricted, way beyond they should be, you are right.

    So, considering this, there is one suggestion for moders, at least for New EBII – in my game with Haysdan , they can not build level 2 of government almost no where in Persia, which is kind of strange, since they were mostly under Persian influence and culture and should be allowed to have level 2 , in most of Iran.

    Also about Hyasdan victory conditions. It is practically the same as for Pontos (except the Crimea). Considering their culture, they expansion interest should be focused deeper towards Persian lands. I find it very strange that moders have shifted their expansion, deep into Europe up to Pannonia. Since they are not Hellenistic faction, even conquering Greece and Macedonia should not be their focus. Natural interest in the west for them would be to control Bosporus and Black Sea coast (and trade). No more west.

    @Irenaeus, you are wrong - If you rebuild damaged government building, no matter of culture, you get bonuses as for you own type of government. Also, you should destroy military barracks of other culture anyway, they are useless and it is not connected to government.

    PS. Is there a way to personally fix nonexistent moral bonus to units for some temples? I have built many, only to find out, it is not working in the game
    Tribal Total War

  8. #8

    Default Re: Old government buildings in newly conquered towns

    Quote Originally Posted by 4th Regiment View Post
    So, considering this, there is one suggestion for moders, at least for New EBII – in my game with Haysdan , they can not build level 2 of government almost no where in Persia, which is kind of strange, since they were mostly under Persian influence and culture and should be allowed to have level 2 , in most of Iran.
    Hayasdan can actually build a type II government in most Persian regions - after the Orontid reforms, which take some time to implement (on the brighter side, they are not dependent on any AI faction).


    Also about Hyasdan victory conditions. It is practically the same as for Pontos (except the Crimea). Considering their culture, they expansion interest should be focused deeper towards Persian lands. I find it very strange that moders have shifted their expansion, deep into Europe up to Pannonia. Since they are not Hellenistic faction, even conquering Greece and Macedonia should not be their focus. Natural interest in the west for them would be to control Bosporus and Black Sea coast (and trade). No more west.
    I've also found this strange, but then I realized that the depicted victory conditions have not been updated since an earlier release. The current VCs (which are included in your faction leader's traits and character description) are more directed towards rebuilding the Persian Empire, and include only raiding certain parts of Greece (no more "Ottoman Empire" with Hayasdan).


    PS. Is there a way to personally fix nonexistent moral bonus to units for some temples? I have built many, only to find out, it is not working in the game
    I think the best thing is to just turn it into a corresponding happiness bonus (5% for every point of morale would be appropriate, methinks) - or a moderate experience bonus (+2 at most - after all, experience includes a morale boost).

  9. #9

    Icon3 Re: Old government buildings in newly conquered towns

    Quote Originally Posted by 4th Regiment View Post
    So, considering this, there is one suggestion for moders, at least for New EBII – in my game with Haysdan , they can not build level 2 of government almost no where in Persia, which is kind of strange, since they were mostly under Persian influence and culture and should be allowed to have level 2 , in most of Iran.
    As athanaric pointed out: this is unique for Hayashdan, who's governments are tied to reforms. EB2 will use an entirely different system to represent government.

  10. #10

    Default Re: Old government buildings in newly conquered towns

    What`s up with an AI city having 2 governments at the same time? Which one do i demolish?

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