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Thread: Buildings in Captured towns... Do they help your faction?

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  1. #1

    Icon5 Buildings in Captured towns... Do they help your faction?

    Howdy all,

    I am playing the Orcs and Goblins campaign and I was curious if enemy buildings in towns that I have captured help my faction with running the newly captured town?

    Ex... Does a Graveyard 1 (Empire) [Which gives Public Health bonus: 5% and Religion Conversion Bonus: 1%] positively effect my faction in the town... in other words would a graveyard help with my factions faith or should I destroy it because it negatively effects my faction in the town?

    Also... do any other or can any other buildings in captured towns positively effect my faction other than O&G buildings and Night Goblin buildings? Or should I just destroy them all for Gold?

    Thanks a ton for any clarity on this matter.

  2. #2

    Default Re: Buildings in Captured towns... Do they help your faction?

    I believe public health bonus will positively effect other cultures but majority of buildings are best destroyed for gold. As Orcs the only things I keep are +public health and war dog camps though maybe there is some building I am destroying that I shouldn't be I can't remember anything else. The religion conversion bonus can be overcome by your own temples while there isn't alot you can build as Orcs to benefit public health and the squalor of Empire cities makes riots pretty common so I usually leave them for that reason. Each culture has different considerations but some cultures benefit a bit more than others.

  3. #3
    Artifex
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    Default Re: Buildings in Captured towns... Do they help your faction?

    What about trade buildings? They should be good for all, shouldn't they?

    Somehow it still doesn't feel quite appropriate for an imperial faction to keep the slave markets of Druchii settlements...
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  4. #4
    cenkiss's Avatar Domesticus
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    Default Re: Buildings in Captured towns... Do they help your faction?

    You can right click on their portraits to learn their effects. If you see none you better destroy it for gold.

  5. #5
    Lord Baal's Avatar Praefectus
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    Default Re: Buildings in Captured towns... Do they help your faction?

    Well in the case of such markets you can think they are not slave markets anymore, just that they stickied with the name. However in this specific case:

    Code:
    building dark_elven_slave_market
    {
        religion dark_elf
        levels dark_elven_slave_market_1 dark_elven_slave_market_2 dark_elven_slave_market_3
        {
            dark_elven_slave_market_1  requires factions { mongols, nord_culture, aztecs, } and not factions { egypt, } 
            {
                capability
                {
                    trade_base_income_bonus bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_defensive bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_military bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_other bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_religious bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_stone bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_wooden bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_defensive bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_military bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_other bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_religious bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_stone bonus 3 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_wooden bonus 3 requires factions { mongols, nord_culture, aztecs, }
                }
                material wooden
                construction  6 
                cost  4000 
                settlement_min village
                upgrades
                {
    				dark_elven_slave_market_2
                }
    		}
            dark_elven_slave_market_2  requires factions { mongols, nord_culture, aztecs, } and not factions { egypt, } 
            {
                capability
                {
                    trade_base_income_bonus bonus 5 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_defensive bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_military bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_other bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_religious bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_stone bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_wooden bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_defensive bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_military bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_other bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_religious bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_stone bonus 6 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_wooden bonus 6 requires factions { mongols, nord_culture, aztecs, }
                }
                material wooden
                construction  5 
                cost  4500 
                settlement_min town
                upgrades
                {
    			dark_elven_slave_market_3
                }
    		}
            dark_elven_slave_market_3  requires factions { mongols, nord_culture, aztecs, } and not factions { egypt, } 
            {
                capability
                {
                    trade_base_income_bonus bonus 10 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_defensive bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_military bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_other bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_religious bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_stone bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_cost_bonus_wooden bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_defensive bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_military bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_other bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_religious bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_stone bonus 9 requires factions { mongols, nord_culture, aztecs, }
    				construction_time_bonus_wooden bonus 9 requires factions { mongols, nord_culture, aztecs, }
                }
                material wooden
                construction  7 
                cost  6500 
                settlement_min town
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    You can see that the effects are also dependent on the faction or at least the culture. In this case it will only benefits to the Dark Eldar(mongols) and the Chaos factions (nord_culture), chaos dwarves included(aztecs) with a speedier construction of buildings apparently. So, yes, as the empire, it would not make sense lore and gameplay wise to keep that hideous structure.

    If you are doubting about the utility of a building see the export_descr_buildings.txt file in your mod and check out it's effects, if that's too advanced for you, then just ask here and I will look it up for you.
    Last edited by Lord Baal; February 15, 2013 at 07:15 AM.
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  6. #6

    Default Re: Buildings in Captured towns... Do they help your faction?

    Gracias Capitan Baal!

    I was wondering if any other factions buildings other than Orcs and Goblins/ Night Goblins help the O&G faction once the O&G have captured a town? thanks a ton!

  7. #7
    Lord Baal's Avatar Praefectus
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    Default Re: Buildings in Captured towns... Do they help your faction?

    Umm let's see. To make something clear, in vanilla medieval there where two kind of buildings for some buildings, castle buildings and normal buildings. Generally the thing were like mines and c_mines for example. In the mod the castle lines where used mostly for the "bad factions" and made them buildable in towns too.

    The ports do let you build Ork Hulks (ships I guess, I never saw one in my life), however the Shipwright wont let you build anything meaning that if you capture a coastal settlement with a level two port (shipwright) you will have to demolish it and build a port again. To be clear by port I mean castle ports in the file, castle ports can only be build by chaos, dark eldar, chaos dwarves and green skin factions. So a captured empire or otherwise "not bad" coastal settlement is captured by you, you'll better demolish the current port and build a new one.

    Farm and roads are global things that well benefit any faction I think, not that you can build them or destroy them as an ork anyway.

    Mines do benefit you, even when you can't build them. Please do not confuse them with castle mines. That's it, if you conquer a place with "good" mines, don't demolish them (don't know if possible, I've never tried, but they being hinterland buildings I guess is impossible). If you conquer a place with regular mines you can also build your castle mines, doubling the income I think. This would need testing to see if I'm right or full of bullocks.

    The weapon smith and workshop of bows from the empire, the border princes, the dwarfs, the eldar, all those are squat to you as an ork and you might as well demolish them.

    Surprisingly the fishing settlement and the workshop of jeweller give their benefits to any faction it conquers them, you however are not able to build them, so if you conquer a province with them don't demolish them, the guild of hunters also gives it's happiness bonus to all factions, it doesn't however give you it's farming and trading benefits unless you are the empire. On the other hand the sawmill, the textile workshop, wool farm, foundry, windmill, watermill, mint and marble workshop are only in your way. You can demolish them for the cash and no one of your boyz will miss them.

    The same happens with the smith (normal smith on the files, not the c_smith). It doesn't work for you. Surprisingly neither does the c_smith (the bad factions weapons smith), so demolish them both for the cash without remorse.

    The barracks, ranges and stables of the good guys, none of them work for you, demolish them. The cannon arsenal and military academy are the same, trash them. So the good guys markets, schools, taverns and town halls lines, even when some of them work for the other bad factions, they don't work for the greenskin.

    The banks, the printing houses and tourney fields are useless to you, as any and all knightly orders building's of the empire. They will do more for you by becoming money.

    The temples of Sigmar, temples of the Border Princes, Temples of Chaos and Altars of Daemons should, as always with the enemy religion buildings in the game be properly looted and demolished right away after conquering a new city.

    Now, the chaos barracks found in all bad factions settlements, are completely useful for you, keep them to keep churning out boyz.

    The chaos cannon buildings (only available for the chaos dwarves) are useless to you too. As well as the sacrificial altar, leader hall, hunting grounds and smiths of chaos factions (this is different from the first smith, this is the one that improves armor for chaos factions and only chaos factions, not dark eldar or chaos dwarves).

    All the dwarf buildings, dwarf guild of inventors, dwarf guild of merchants, dwarf guild of architects, halls of elders, halls of grudge, caves_farms, dwarven taverns, water drain and dwarven temple of the mountain gods, are nothing but buildings full of shiny things to be looted for you.

    NONE of the Eldar, Dark Eldar or Kislev special buildings (smiths, temples) are worth for your faction. The graveyards do seem to give religion and health benefits to all, so you could keep them.

    The merc camps are a must for you, you shall keep them!

    Then there are some special buildings like ruins and dwarfs or elven living quarters on empire cities. They are also useless for you.

    So to resume, the only buildings you shall keep when conquering a town while playing as the orks are:

    - Chaos ports, you can build them (but not shipwrights, the second level of the building)
    - Roads, farms and mines, you can't build them (not that you can demolish them anyway)
    - Fishing settlement, you can't build them.*
    - Workshop of jeweler, you can't build them.*
    - Guild of hunters, you can't build them.
    - Chaos barracks, you can build them.
    - Graveyards, you can't build them.

    *This two giving benefits to everyone probably is something the mod team forgot to refine, but for the current 1.5.1 is valid
    Last edited by Lord Baal; February 15, 2013 at 08:17 AM.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
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  8. #8

    Default Re: Buildings in Captured towns... Do they help your faction?

    *tiphat* to you Commander Baal! You Rock! This info is absolutely amazing! Gracias! I will keep an open, and Steely, eye out for those buildings that the WAAAGH! can use for more dominating!

  9. #9
    Lord Baal's Avatar Praefectus
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    Default Re: Buildings in Captured towns... Do they help your faction?

    Don't worry pal. I'm here to help.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  10. #10

    Default Re: Buildings in Captured towns... Do they help your faction?

    Thanks Lord Baal, Much Obliged... I had made a topic about Ballista and Cannon Towers, I could use your insight on if you get a chance, *tiphat*

    http://www.twcenter.net/forums/showthread.php?t=590045

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