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  1. #1

    Default Culture buildings

    Greetings!
    I've been searching through the forums for a list of culture inducing buildings but i have found no definitive list, so i started this thread.
    Please post buildings that you know for a certainty that "produce" culture.
    I will give some from the top of my head,
    -markets
    -colonies
    I've heard rumors about schools and temples, ports, strategic fortifications etc
    This is important not only to fasten the spreading of your culture but also to demolish said buildings from previous owners.
    Cheers!

  2. #2

    Default Re: Culture buildings

    Hey there,

    That's either a Rome: Total War mechanic no longer relevant in Med2 or an urban legend. Only buildings in mods/ebii/data/export_descr_buildings.txt that say something like this are doing any culture (aka religion) conversion:

    Code:
    religion_level bonus 1 requires factions { f_sauromatae, } and not region_religion rel_b 30 and event_counter ecReligionUpdate 1
    There's no reason to smash markets or temples or anything just because they have a different faction of origin, unless the artwork for it is really bothering you and you have money and build time to spare. But when they upgrade to the next level, they'll start using your artwork.

    Buildings that convert are going to be things like trade colonies, settler/raiding colonies, Hellenic colonies and to some extent poleis (to maintain a certain minimum), Native military colonies, Nomad enclaves, and stuff like that. Basically whatever is the conversion mechanism for each faction, plus as you see only certain factions unlock some of the conversion bonuses. To avoid digging into the files, every 3rd turn or so it's a culture conversion pulse. Just keep trying to right click on a known conversion building from my list here, and within 3 turns you'll see it mention "Culture Conversion" (unless of course you are already outside of its range; e.g. the one I linked above stops updating rel_b once rel_b is at 30%), and you should see the "Cultural Conversion" item on the building summary that you usually don't see. Then you can check out all your other buildings if you're wondering which are converting on this pulse.

  3. #3

    Default Re: Culture buildings

    Indeed, (some) governments and colonies are the only converting buildings in EBII. Even then nothing has uncapped conversion (ie to 100%) most are capped at a certain number and have to be upgraded before giving further conversion.

    As myarta says, there's never any reason to destroy building already in place, there is no conversion from a "foreign" building simply being in place.

    You'll also get conversion from high Influence Family Members.

  4. #4

    Default Re: Culture buildings

    Quote Originally Posted by QuintusSertorius View Post
    Indeed, (some) governments and colonies are the only converting buildings in EBII. Even then nothing has uncapped conversion (ie to 100%) most are capped at a certain number and have to be upgraded before giving further conversion.

    As myarta says, there's never any reason to destroy building already in place, there is no conversion from a "foreign" building simply being in place.

    You'll also get conversion from high Influence Family Members.
    but if i, as eg rome, take over province with hellenic military colony, does that colony still convert to hellenic?

    also, related thing: is it not a bit unfair how if you manage to lose your settlement for one turn, your government type and colonies can be gone? For example i played as epirus and got suprised by illyrians besieging ambracia (nice one), so they captured it, but i took it back but now i can't have dynastic land there anymore. and also in that campaign i took luceria and capua from rome, and i feel that if they ever reconquered them they would have to start from zero colony again, which is unfair.

  5. #5

    Default Re: Culture buildings

    Quote Originally Posted by NosPortatArma View Post
    but if i, as eg rome, take over province with hellenic military colony, does that colony still convert to hellenic?

    also, related thing: is it not a bit unfair how if you manage to lose your settlement for one turn, your government type and colonies can be gone? For example i played as epirus and got suprised by illyrians besieging ambracia (nice one), so they captured it, but i took it back but now i can't have dynastic land there anymore. and also in that campaign i took luceria and capua from rome, and i feel that if they ever reconquered them they would have to start from zero colony again, which is unfair.
    Converting buildings are an exception, no reason to leave foreign colonies in place.

    Fairness has nothing to do with this; stability of the game is why other faction's government building are always auto-destroyed on capture. The AI never destroys anything, which means if a settlement changes hands multiple times, it would stack up multiple instances of different faction's governments, until it hit the building limit then crashed the game.

    Colonies shouldn't be gone, but I think the AI always enslaves, which reduces buildings by a level.

  6. #6

    Default Re: Culture buildings

    Hellenistic military colonies do nothing for Rome so you can demolish them.

    Colony/government buildings are auto-destroyed if the settlement is taken by AI because AI is incapable of demolishing buildings on its own (and therefore would not be able to implement their own gov/colony). There was an earlier version where auto-destroy was disabled, but that resulted in AI having Allied Government _everywhere_

    Colos

  7. #7

    Default Re: Culture buildings

    I think QS meant never a reason to destroy a "regular" building just because it has the skin of a different culture. Though I see, for example, the Carthage punic colonies only have culture conversion when owned by Carthage, so as Rome I don't have to worry about destroying the Phoenician colonies in order to prevent conversion (plus they share the same culture due to engine limitations), BUT they still come with a happiness penalty and absolutely no benefit to me in recruitment or conversion, so I always knock em down ("you lost the battle, no you can't have a dedicated effort to bringing more of you untrustworthy folk in my new city").

    Hellenic colonies appear to gate their negatives to the same factions that get their positives, so for irrelevant owners they should be neutral except that they block building of a native colony, so you might want to smash them so you can build native colonies instead. Again, I think he was just talking about no need to smash things due to the culture skin on it. Functions the same as if you'd built it.

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