Hadraf
Legionary
posted 16 October 2007 05:48 EDT (US)
good day fellow commanders! and lend me your ears, for Lord Hadraf of Noobia seeks your counsel.
when fighting unrest (due to cultural penalty), is it sufficient to destroy the other faction's temple and build your own, or should you destroy their other buildings too? I have read both in this forum and wonder what is true.
I checked the stickies but could not find a clear answer...
Smackus Maximus
Legionary
posted 16 October 2007 06:54
EDT (US)
1 / 8
The biggest building contributing to public order is the town centre, but it cannot be crushed - simply replace it when you get the option. Barracks, practice range, blacksmith, market, stables and port type buildings can all be upgraded as the settlement advances, only knock down and replce these if you have nothing left in the settlement to build.
Temples usually cannot be upgraded and need to be taken down, they also affect culture change more than the other buildings (except for the town centre). As for faction specific buildings - types are common through several factions i.e. arena, odeons, taverns, acedemies, execution square, sewers etc. If it looks like a foreign cultue building tear it down. i.e. arena is foregin to non-Romans, tarvens are foreign to non-Barbarians.
Just consider the public order affects though - if the foregin building boosts law/happiness significantly, and you have already got "near riot" public order, you may want to wait a few turns until unrest dies down.
BastWorshiper
Sensei
posted 16 October 2007 09:23
EDT (US)
3 / 8
Just to add some numbers to this discussion...
Foreign temples and government buildings reduce public order by 20 - 25%. All other buildings reduce public order about 5%. Rarely do foreign temples provide more public order than they cost. However, some other structures can provide a greater benefit than penalty.
mikecz
Legionary
posted 16 October 2007 12:35
EDT (US)
5 / 8
I agree with previous replies about governor's building causing most unrest. If you didn't build it, even tho your faction "type", it causes 30-40% unrest. This is, to me, the main reason you want to pump up population in conquered cities A.S.A.P. - so you can build your own government center & knock that unrest way down. It's the main reason I seldom exterminate conquered cities, & think twice about even enslaving them. Especially if a city is just under the next size level when you take it, if you take out 1/2 -3/4 of the people when you occupy it, it takes an awful long time to regain that population.
I disagree that temples cause more than their share of unrest. In my experience no building EXCEPT the government center causes more than 10% unrest (plain RTW v1.5). Check this yourself - before ending turn note (write it down!) for each city where a building project will complete on this end-turn what kind of building is completing, what is the governing style (with or without a family member governor), what is the happiness % & what is the unrest %. Next turn recheck all these numbers for each city. Do it for a few turns & you'll see what's going on.
I'm often a temple keeper (a minority faction, apparently). A foreign temple that gives 15% happiness AND 3 experience to troops trained here? I'm keeping. 15% happy AND gold ranged equipment - KEEP! (Have you fought with or against gold chosen archers?)
Have fun!