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Thread: Factions not replacing towns/citys in campaign

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  1. #1

    Default Factions not replacing towns/citys in campaign

    Has anyone else had the problem that when a faction conquers a city they don't replace the main town/city, for example a Hellenic faction conquers a barbarian town/city they just convert the minor buildings but leave the town/city as barbarian?

  2. #2

    Default Re: Factions not replacing towns/citys in campaign

    Personally, i think that replacement should be much slower and costlier than it is right now.. Rebuilding the city is something that cant be done in one year, would usually take at least a decade and yet in game one turn passes and its done..

  3. #3

    Default Re: Factions not replacing towns/citys in campaign

    Yes I think converting should take a bit longer maybe not for the minor buildings but for the town/cities yes, still its a weird when you see barbarian villages/towns with with hellenic or eastern buildings in them because the AI doesn't covert them

  4. #4

    Default Re: Factions not replacing towns/citys in campaign

    No one else? its really annoying me seem like the AI doesn't understand how to build at all -.-

  5. #5
    Dago Red's Avatar Primicerius
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    Default Re: Factions not replacing towns/citys in campaign

    It's not the only thing the AI doesn't know how to do....

    In the total shipwreck of a game that this is, this is really minor. Annoying, but nowhere near as annoying as transformer armies sailing the 7 seas sacking cities from here to timbuktu and not defending any of them, so that it happens all over again.

  6. #6

    Default Re: Factions not replacing towns/citys in campaign

    True, getting sieged by a 20 man army by a Hellenic faction mustered from their barbarian village!

  7. #7

    Default Re: Factions not replacing towns/citys in campaign

    Well unless you have your culture in high control, it's pretty expensive to convert the 'main' building. Also the AI tends to run in debt, they can't usually afford to do that. Converting the main building is also not always in your best interests... for example, Roman main buildings? Are worse in everything except they get slightly more Growth. Hellenistic gets a research bonus, Barbarians get better troops, etc. etc.

    Well, Rome might get more trade goods, but that's also a rather minor bonus.

  8. #8

    Default Re: Factions not replacing towns/citys in campaign

    In my Averni campaign, the provincial city of Massalia got developed into a tier-3 greek city. That's much better than anything I can build. Not only does it has stone walls, it has scorpions both on the wall and inside the town. Those things are killer. A unit of cavalry that tries to run past a scorpion tower gets 75% decimated. Needless to say, I felt no need to convert the city.

  9. #9
    Primicerius
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    Default Re: Factions not replacing towns/citys in campaign

    Quote Originally Posted by Kenios View Post
    In my Averni campaign, the provincial city of Massalia got developed into a tier-3 greek city. That's much better than anything I can build. Not only does it has stone walls, it has scorpions both on the wall and inside the town. Those things are killer. A unit of cavalry that tries to run past a scorpion tower gets 75% decimated. Needless to say, I felt no need to convert the city.
    Doesn't Massilia start as a rather high level Greek city? that would be historically accurate too.

  10. #10
    Primicerius
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    Default Re: Factions not replacing towns/citys in campaign

    Quote Originally Posted by Kenios View Post
    In my Averni campaign, the provincial city of Massalia got developed into a tier-3 greek city. That's much better than anything I can build. Not only does it has stone walls, it has scorpions both on the wall and inside the town. Those things are killer. A unit of cavalry that tries to run past a scorpion tower gets 75% decimated. Needless to say, I felt no need to convert the city.
    Doesn't Massilia start as a rather high level Greek city? that would be historically accurate too.

  11. #11

    Default Re: Factions not replacing towns/citys in campaign

    Quote Originally Posted by Kenios View Post
    In my Averni campaign, the provincial city of Massalia got developed into a tier-3 greek city. That's much better than anything I can build. Not only does it has stone walls, it has scorpions both on the wall and inside the town. Those things are killer. A unit of cavalry that tries to run past a scorpion tower gets 75% decimated. Needless to say, I felt no need to convert the city.
    The AI has a tendency to get the 'main' building tech pretty early. I've seen Barbarians with tier III cities when I still could only do II.

  12. #12
    Primicerius
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    Default Re: Factions not replacing towns/citys in campaign

    Hmm, considering the AI gets insta-builds, that's weird that they "do not know" how to convert.

  13. #13

    Default Re: Factions not replacing towns/citys in campaign

    I can understand why to a player there is no need to change the main building sometimes, but for the AI factions not to seems weird since the game is basically about spreading your culture o.O

  14. #14

    Default Re: Factions not replacing towns/citys in campaign

    I'm surprised that few are voicing this issue.

  15. #15

    Default Re: Factions not replacing towns/citys in campaign

    Simple answer is the AI isn't programmed to do that sort of stuff.

  16. #16

    Default Re: Factions not replacing towns/citys in campaign

    I don't do that either, it's 5000 for no real advantage. I imagine it's a bug with the new CAI that watches its squalor/food, but it's insignificant enough that you should just consider it a feature.

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