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  1. #1

    Default Improving culture

    New to the mod, I installed both TATW and MoS.

    After searching on my forums, here and internet, I can't find if what I see the right behavior.

    I understand culture and building, some building give 2-3% etc... and over time this is supposed to change like the priest you sent in the normal medieval.

    However, in my first 2 games so far, when I take a new region I start at maybe 3-5% (playing Dunedain culture)

    I would accept maybe +1% per turn, the neighboring region helps etc.. But in most region I take, I have no choice to build any culture building. In one game at turn 50, after maybe 30 turns, one region is still at 3%. (it was first region I took based on the council mission. I tested also putting a general, and many army from that faction to maybe speed up converting people but nope. (including Aragorn for a few turns)

    Is this a bug or a behavior based to slow down expansion at all ?

    I have not tried any other faction is this related to Eriador ? (and the building of the new kingdom ?)

    Is moving capital to a region with 0% your culture will help converting people ?


    Thanks for any help.

  2. #2

    Default Re: Improving culture

    Sometimes you cannot build that building in a town if it is too small. I believe it's thought this way, you need to wait till it grows. Let´s see what others can add.

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Improving culture

    The starting level of "culture" (so called in TATW; technically it's religion, as in M2) depends on what each region is coded for to have from scratch.
    The only factor to change the culture level are the buildings. They become avilable first in settlements larger than village, for 'civilian-settlements', and larger than motte & bailey, for 'castle-settlements'.
    MOS use the DaC-map that have loads of small settlements, that's why you can't build in many of them until they grown.

    However, you do not want the Dúnedain-culture when you play as Eriador, you want the Northmen-culture (that you can see for example when you open a barrack, as what you need to recruit a unit is listed). The Dunedain culture is used by Gondor.
    First when you fulfill the requirments to reforge Eriador into, and transform into, the Kingdom Arnor your culture will switch from Northmen to Dunedain.


    EDIT: @ Flinn
    Hohoho
    Last edited by Ngugi; November 12, 2015 at 08:04 AM.

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  4. #4
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Improving culture

    Hello zakumara,

    well met and welcome at TATW fora

    Culture can ONLY be increased by building and you will get no bonus at all for the presence of armies or agents or neighbouring regions or whatever.

    Culture buildings can only be constructed from Town and up and from Wooden forts and up IIRC, so if you conquer a Village you have to wait till it grows into a Town before you can actually build culture stuff in it.
    The purpose of this feature (along with many others, such as the Garrison Script or the reduced growth for player-controlled settlements) is that of preventing players to rush the map and of course to add difficulty to the campaign.

    The best way to deal with this is to plan forward the development of your faction and to choose carefully what settlements to conquer before: in general go for bigger ones, custom places (like Edoras, Isengard, Minas Tirith and so) are always better settlements well developed and that can repay the money you invested to conquer them pretty quickly (this is true for almost all original capitals).

    edit: Ngugi

    Lol ok I'll take the chance of the edit to add this bit

    It is also important to use a correct taxation policy, both to grow and to exploit properly each settlement you have; that's the strategy I normally use (mostly for turtling but it's good in general IMO).

    Quote Originally Posted by me
    even though the general rule is to keep taxes to low level to encourage population growth, this is not a must, and a good turtler should learn when and where rasing taxes is the correct choice; let's have a look on my idea.
    Some settlements do not really need to grow up population: Minas Tirith, Moria, Erebor just to mention the most known, start as full developed settlements, so there is no real need to grow up the population as you are not going to upgrade them; for such settlements having normal tax as a standard should be the rule in the beginning, raised to high and then to very high as soon as you can do it without badly effecting public order. At the same time there are also other settlements which are almost completely developed (first level of stone walls), for those too it won't be very useful to set tax to low, I like to keep them to normal as a standard, because at this stage the city already has many buildings to be built and by the time you have built them all the city should be very close to the quantity of pupulation needed for the last level of development.
    Villages: villages should always have low taxes and if you have him, you should also send there a general with 7 or more Respect (grants 0,5% pop growth), because villages are pretty useless both from the economic and the military point of view (and they can't even garrison a single unit for free!).
    Towns: growth should be encouraged here, but you should also keep in mind where they are located compared to your borders, because, in particular for those towns which already have walls but start with a population of 500, it might take a while before they'll be developed to Large Towns and by this time your front will probably be very far from there; in this case I prefer to have normal or even high taxes on them, as their military impact will be null and the immediate increase in income can be really useful to develop cities and castles that will be your main recruitment centers.
    Large Towns: same as above, much depends on the position of the same.
    Final notice: never forget that before of anything you have to develop your income, so growing it is important of course, but if you don't have money to build that fairground on Minas Tirith or that Warehouse on Esgaroth, well having a bigger population means little, so when you need money to invest them in economic buildings, RAISE the taxes if this is the only solution.
    Last edited by Flinn; November 12, 2015 at 08:02 AM.
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  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Improving culture

    Quote Originally Posted by Flinn View Post
    you will get no bonus at all for ... neighbouring regions
    Neighbouring regions do slightly affect a settlement's religion/culture. Maybe only if they're trading partners ... not sure about that.

  6. #6
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Improving culture

    Quote Originally Posted by Withwnar View Post
    Neighbouring regions do slightly affect a settlement's religion/culture. Maybe only if they're trading partners ... not sure about that.
    honestly I never see this, but if the value is that small it could be I simply missed this, though I wonder how small it is in order to be unnoticed when you normally deal with 2-3% values
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  7. #7

    Default Re: Improving culture

    Thanks for reply.

    If I look at population number then, do we have a table of number when what is available.

    I might have made mistake in culture, I love the theme but not expert in name. I must have been mistaken that Eriador was Dunedain, and was monitoring this culture...

    I will do some testing monitoring tonight to see what the population increase in my town.

  8. #8
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Improving culture

    To know how much more population you need to upgrade, hold your cursor over the current population number; then you get up a quick (see example #1 in the image below).


    To know what culture you have, when checking teh settlement info scroll you see the name spelled out above the counter + the image for your culture is the one that is on the upper row (in #2 in the image below, the Northmen culture image is the green-blue one above all the rest; this is irrelevant of whether your culture is in majority or not)



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  9. #9

    Default Re: Improving culture

    Thanks for feedback again, I play and tested more, and it is correct that growing village is more important than trying to convert them at first.

    Maybe it is because I play with MoS but I am nearly sure I started with Dunedain culture.

    Yesterday a new character appeared a "Eriador LoreMaster", this is great help, as he does the job of the priest of regular total war..

    Can we only have one ? or is there a building that cause this one to pop up ?

  10. #10

    Default Re: Improving culture

    I have always wondered what the (in the example #2) means the "+20%". According to what we are mentioning, it doesn't seem to have a sense... or does it?

  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: Improving culture

    Quote Originally Posted by Flinn View Post
    honestly I never see this, but if the value is that small it could be I simply missed this, though I wonder how small it is in order to be unnoticed when you normally deal with 2-3% values
    It is very small. Can't remember how small.

    Quote Originally Posted by Joseignacio View Post
    I have always wondered what the (in the example #2) means the "+20%". According to what we are mentioning, it doesn't seem to have a sense... or does it?
    It's just the "+" row % minus the total "-" row %. I don't think the number has any relevant meaning. 0% means that you have just as much of own culture as you do the sum of all other cultures, i.e. your own culture is at 50%. If you like it is an indication of how much your own culture is in the majority, but yeah, so what?

  12. #12
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Improving culture

    Quote Originally Posted by zakumara View Post
    Maybe it is because I play with MoS but I am nearly sure I started with Dunedain culture.

    Yesterday a new character appeared a "Eriador LoreMaster", this is great help, as he does the job of the priest of regular total war..

    Can we only have one ? or is there a building that cause this one to pop up ?
    In both TATW and MOS Eriador has Northmen culture; until it reforge Arnor, that is.

    Loremaster: he's an imam, but on "he does the job of the priest of regular total war" the answer is yes and no.
    Yes, he can call the Tôl Acharn [jihad] against the enemies of the Dunedain peoples.
    No, he do not convert population. Since only a few factions can get one (good Men factions), and only two can have a loremaster permanent (Gondor and Arnor; for the others, including unreformed Eriador, he appear for a turn and is then disbanded), it would be an unbalanced feature for those two factions if loremasters did convert.
    Since loremasters only role is to call Tôl Acharns they are limited to one per faction, anything else would be waste of cash. They can not be recruited, but if your current dies then a new one will be spawned.

    Quote Originally Posted by Joseignacio View Post
    I have always wondered what the (in the example #2) means the "+20%". According to what we are mentioning, it doesn't seem to have a sense... or does it?
    Quote Originally Posted by Withwnar View Post
    It's just the "+" row % minus the total "-" row %. I don't think the number has any relevant meaning. 0% means that you have just as much of own culture as you do the sum of all other cultures, i.e. your own culture is at 50%. If you like it is an indication of how much your own culture is in the majority, but yeah, so what?
    Aye, it's the difference between your and the other cultures percentage; in my image example the Northmen had 60% of the culture while the rest had 40% together, meaning the player's culture had a +20 percentages more than all the others.
    In another example I had taken a castle and had 5% of my culture in it, the rest was other cultures and the result displayed was -90%. Same counting; 5% Northmen - 95% other cultures = -90%
    Indeed not really useful, as it would been more useful if it said just the percentage 60% or 5% outright hehe.
    Last edited by Ngugi; November 13, 2015 at 08:13 AM.

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  13. #13

    Default Re: Improving culture

    Aaaaah, That's what it means...

    So What! True all the same.

    thx,

  14. #14

    Default Re: Improving culture

    Thanks for those detailed explanations.

    Is there something based on turn 70 that the culture start to change/convert faster ?

  15. #15

    Default Re: Improving culture

    Quote Originally Posted by zakumara View Post
    Thanks for those detailed explanations.

    Is there something based on turn 70 that the culture start to change/convert faster ?
    Nope. However, culture change will be most rapid in a settlement with 0% your culture, and will be slower in settlements with more of your culture. Maybe you observed a newly-conquered territory at Turn 70 with culture changing rapidly.

    If a culture building says +2% culture per turn, it will decay 2% of the REMAINING culture. If you have 0% culture it will give +2% next turn. If you have 50% culture, it will give +1% next turn.

  16. #16

    Default Re: Improving culture

    Quote Originally Posted by DrDragun View Post
    Nope. However, culture change will be most rapid in a settlement with 0% your culture, and will be slower in settlements with more of your culture. Maybe you observed a newly-conquered territory at Turn 70 with culture changing rapidly.

    If a culture building says +2% culture per turn, it will decay 2% of the REMAINING culture. If you have 0% culture it will give +2% next turn. If you have 50% culture, it will give +1% next turn.
    Don't tell me!!! That's like that? It should be told somewhere in the info of the building.

  17. #17
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Improving culture

    Haven't heard that previously either; can it be confirmed by screen shots?

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  18. #18
    Withwnar's Avatar Script To The Waist
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    Default Re: Improving culture

    Me neither but I tested it and DrDragun is absolutely correct. Another thing learnt after all these years.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Improving culture

    Würd ^^

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  20. #20

    Default Re: Improving culture

    I wanted to confirm, that "Eriador LoreMaster" does indeed convert population.

    I sent mine to foreign territory and they started to increase culture every turn.

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