Antic Olympic Games
The First civilization that discovers The Athletism founded the Olympic Games. As a first step they have relatively minor effects, but can help a civilization to grow a little faster.
Thus, at the founding of the Games, one of your cities is designated as the centre of Olympism. It earns 1 extra Culture point each turn and generates 1 happy citizen if the city hosts, in addition, your State Religion.
The effects of the Olympic Games do not stop there. Indeed, the units produced in the Olympic city are given double more free EXP.
Enjoy, however, because the effects of the ancient Olympics (except for the cultural bonus), ends with the discovery of Divine Right.
The Olympics are reborn when you discover the Tourism. See Modern Olympics.
In Total War, the bombings carried out by the Siege units, the Naval Units, and the Air Units on a city, are likely to destroy buildings.
Depending on your strategy, this may be an advantage or a disadvantage. So if you are the aggressor, but do not want/can capture an enemy city, the bombing may already cause some damages to your opponent. But as a conqueror, it is not sure that the destruction of buildings is a good thing. They won't have any chance during the catch to be recovered, or even to be looted (which would have brought you a little more money).
However, bombing may cause damages to buildings, it is a scientific fact. So it must be took into account.
The calculation of building destruction probabilities is quite tortuous, but we can still retain that a unit with a more powerful bombing potential and a more modern equipment will be more likely to destroy buildings. No chance, however, that a palace may be destroyed in this way. In advanced versions of Civilization IV, the Palace detruction triggers automatic rebuild in its city of origin or elsewhere if it is destroyed. Destroy the Palace by bombings trigger automatic reconstruction therefore, it is unnecessary and may even be misleading for inexperienced players.
Some units have, in addition to their bombing potential, the ability to traumatize an entire population. Concretely, it's translates into a probability that the city have to be affected by the Post-traumatic Stress. Depending on the level of war weariness in the city and the bombing potential of the unit, the installation of post-traumatic stress cannot be done in a city already affected by this scourge.
Capture of Unique Building
In Total War, the capture of a city give you chances to get the unique building of the ancient owner.
To do this, you must have discovered the Neoclassicism (which corresponds to the urban development of the Renaissance). The chances of capturing a unique building are minimal and are functions of the size of the city as well as the length of your relationship with targeted civilization. Thus, you have a better chance of stealing plans for a unique building of a civilization that you rub shoulders for a long time (it is actually easier for french stealing an idea that a German idea Korean).
The influence of the long working relationship with targeted civilization operates on a very simple approach. If you rub a civlisation since 1% of the total time of the game, you earn 0.1% chance to capture its unique building during a conquest. Thus, in a game with 550 turns, if you know people from 275 turns, you earn 5% chance to capture its unique building.
Regarding the size of the city conquered, we can considèrer that each point of population of the city saves you 0.33% chance to capture the unique building.
Thus, in the middle of a game, by capturing a mid-sized city, a people that you rub shoulders from the beginning, you will have more or less 10% chance to steal the plans for its unique building. You can increase this percentage to 75% (rather than 75 points) by opting for the doctrine Securalism.
Sometimes (rarely), that you find plans for a single building a potential replacement for your or replace a building previously stolen from another civilization. For example, if you are conducting the Cubans or the Greeks, you may be well embetté stealing building unique Mayan or Iberians, because all these people have a unique building replacing the Colosseum. In this case, you will need to choose which one of the buildings you want to keep.
Finally, be aware that when you capture a single building, it automatically replaces all buildings of the same type that you have already built. For example, if you capture the plans of French Salon, all your Observatories will be automatically replaced.
When your services find an enemy spy, it has 75% chance of being killed, and 25% of being caught. In the case of a capture, the enemy spy join your camp.
A captured spy can be tortured in order to make you earn Espionage points against its original civilization. However, any torture involves risks, dependending of the physical and mental condition of the unit. The more you torture an agent, the less he will offer you Espionage Points, and the more he will be able to succumb to its suffering. If you want to use a spy or give back an enemy, it is advisable not to abuse torture. Remember, finally, an agent weakened by torture will be more likely to be killed if you trust it with a mission and he gets (thus avoiding more easily catch).
An officer caught can also be returned to its original civilization by the command "offer unit". A people (led by IA), which receive a captured will appreciate you more for over 35 rounds. Some consider it is suicidal to give back an enemy spy, but ultimately it will relate without too much sacrifice knowing that the spies are anyway easy to produce for a player.
Finally, you can use a spy to carry out espionage missions or for a simple recognition. A spy caught will be much more difficult to neutralize, within its civilization of origin, if he does not act. Thus, it can move at will, thus providing you with valuable geostrategic informations without running great risk (risk core are divided by 3). And if you made him do a mission of espionage, know that it will cost half as much, but it has much less chance of success (as a double agent dies automatically if he fails, he can not be captured).
The last piece of information it is important to clarify is the costs engendered by the retention of captured spies. In fact, their loyalty is very low, they are affected by a surcost of 1 Gold/turn.
In Total War, and particularly with the discovery of the Medicine technology, you have access to chemical military units. This means they use biological agents to weaken opponents.
The chemical attacks are of two types: attacks with bombs and collateral damages.
In the case of a simple attack + collateral damage, with a chemical unit, attack will proceed as usual, except that the units suffering damage are likely to see their healing capacities reduced. In modern conflicts, often dangerous, the use of some chemical gunners can be very useful.
If the unit has a capacity to chemically bomb a city, in this case, at each of its bombing , the population will have a percentage of chances equal to the bombing capacity of the unit, of being poisoned (+1 during 1 turn). This functionality requires a true chemical armada at its disposal to be really annoying. Also a unit capable of chemically bombing a city may not attack the defenses.
The cohesion level, expressed as a percentage, and you see constantly displayed on the screen of the main game, is the average loyalty of your people and your army. This is an indicator of the overall level of cohesion of your empire.
Apart from the fact that it can alert you to a disastrous level of loyalty of your governors and your army, the level of cohesion influences the level of pillages at each conquest of a city.
A level of cohesion more than 50% increases obtained following the capture of a city. A lower level risk to amputate a part of the spoils. These variations are in fact at the level of discipline of your people. If your people are loyal, disciplined and therefore, it is more likely to send you an important part of the gold looted. The peoples unfair plunder more on their own account and do not give a damn coffers of the state.
The apostolic authorities and the United Nations can vote on resolution of condemnation of a civic. If and only if this civic is adopted by one of the voting players. Are condemnable by the United Nations, some of the most extremist civics. And are condemnable by the apostolic palace, religious civics involving the choice of a state religion.
Choosing a condemned civic generate a diplomatic penalty from the voting members and exclude the civilization to the clan of members wich can vote, which in itself is not always a bad thing (as you assess the risks and benefits of such a situation.)
It is possible that a AI player proposes such a resolution and pass it, in which case it can influence the course of the game. But from a human point of view, the interest is more subtile. It allows to return some civilizations against another. Especially in the framework of the apostolic palace. Indeed, if you want to attack an opponent who has a state religion shared by you and your allies, but he chose a different religious doctrine, you can try to condemn it to make it a pariat and attack without offending your brothers in faith, even with their assistance.
From a historical point of view, the interest is basically to be able to condemn the reform, or the Crusades, among others.
In Total War, the United Nations and the Apostolic Palace have a constitution, that is to say, a charter of rules governing their functioning.
The constitution determines above all the criteria for allocation of votes and the rules inherent in the General Secretary (Number of candidates in particular).
The constitution is never drafted at random. When creating an institution, its members have to propose constitution projects, then chosen by a vote. This is done in as many rounds as necessary, each time eliminating projects with 0 votes and the least popular.
The criteria for the allocation of votes at the United Nations are: Population level, Prestige of cities, Military power, Commercial power, Industrial power, Cultural level, Territorial size, Number of cities, Egalitarian Votes (same number for all).
The criteria for the allocation of votes at the Apostolic Palace are: Number of followers cities ,Followers Populations, Prestige of followers Cities, Implementations Level, Egalitarian Votes, State Religion.
The rules inherent in General Secretary are quite simple, the choice is between the absence of General Secretary (anyone can propose a vote, depending on its electorate weight), double candidature, or triple candidature. An opt-cumulation of mandates for the Secretariat General is available in case of dual or triple candidature.
Corruption is added to the usual costs of cities. Generally lower than maintenance, it can cripple you if you do not take custody.
Two types of corruption exist: Political Corruption (calculated on the basis of crime and loyalty of the Governor), and Administrative Corruption (calculated from the level of crime and the level of construction of the city). As you can see, corruption is directly related to the climate of crime that rein in the city.
The best way to fight corruption is, of course, to reduce the level of crime. You can also install a Great General in a city to replace a few loyal governor, thus negating any political corruption.
Of course, you can also fight the effects of corruption by developing your economy.
Crime is a new element to be considered in the condition of your cities. Influenced by the level of poverty, it is primarily based on the number of dissatisfied and sick people. You will quickly find that the increase in crime will inevitably accompanied the expansion of a city. Nevertheless, there are very effective ways of decreasing it.
The effects of crime affect primarily the cost of corruption, the level of depression/gloom (unhealthy), and the mood of the citizens.
For the first time, the crime is almost impossible to reduce. You will not have much choice other than to compensate for its consequences until the installation of the first Tribunals. Later, you will also have access to the Prisons also very effective in reducing the level of crime. These two buildings are the easiest ways to combat this scourge.
Other more subtle methods will help fight crime. The installation of cottages for example, that increase the wealth of the city and make people richer (limited effect). Or minimize the reasons for dissatisfaction or illness of your subjects/citizens (archaic lifestyle and more peaceful policy creates conditions for a lower crime rate).
Some cultural resources have an impact on the production of culture of the peoples. Only in the context of diplomatic exchanges, however.
Thus, export one or more cultural resource(s) increases the production of culture in all your cities (+1 Culture point/turn and more with the technology of Mass Media). On the other hand, import of cultural resources reduces the production of culture of your cities.
The exchange of such resources becomes more complicated. And it is much cheaper to export. The penalty caused by the import may be cancelled if you create an International TV Station.
This concept can be disactivated by a game option.
In Total War, an excess of may trigger a disease, usually contagious.
Once affected by a disease, a city suffers disadvantages such as a level of increased, which can be determined in a more or less random (depending on the disease parameters), but which always corresponded to a percentage of the pre-existing .
In addition to direct disadvantages caused by a disease, it is often contagious and may spread to the around cities, even (to a small extent), to any connected city. The spreadchances of an infection can be determined by different factors. Some plagues propagate more in the cities already sick, others are favored by the presence of jungles, and some others are easily spread without prerequisites.
A city may recover naturally. His chances of recovery depends on the level of .
In addition, there are methods to increase the cure rate of a city and/or to limit the chances of spread to other cities:
Massacre sick people
Available in the Epidemics Screen, this feature allows you to sacrifice all or part of the infected (known) population to increase the chances of cure. This is of course a radical solution, which has the merit of being relatively effective because, beyond its effect, it allows, with a smaller population to have a report / more conducive to good recovery. It is still advisable not to use it only in order to heal faster. Prefer rather the combination with other solutions in the context of a counter-propagation strategy.
In the Civics Screen, you can apply Local Acts to cities, that can help you in the fight against an epidemic. These are specific to each city, and generally require that she is already reached (which is logical).
During the capture of a city, a player has the option of creating a free city. This type of act must be careful thoughtful as it will determine the fate of the city for some time. Indeed, no city can leave this status, except in cases of conquest (or recapture) by the enemy, or when decolonization (Resolution of the UN).
When you create a free city, you acknowledge the city a form of regional autonomy, which will increase its level of dissatisfaction (due to the ambiguity of the status and rebels), and generates new maintenance costs (+50%) . Some disadvantages non-negligible know that it will take into account.
The interest of the Free City is an immediate effect on the cultural level of the conquest. Indeed, the city recovers 100% of the points of culture available to it before your "coming". In addition, the risk of cultural revolt are halved, and the destroyed world wonders probabilities are reduced by 50% during the conquest.
Thus, the Free City is a good choose if you take a city with strong cultural potential, and/or if your troops are too much undisciplined to preserve World Wonders from plundering. Finally, remember that a Free City could not be created in case of recapturing one of your cities.
In Total War, by dint of capture/raze cities, it can happen to genocide a people.
YIn this case, you get all technologies, in its possession, that you have not even discovered. And your cities know a nationalist euphoria during one turn, to celebrate the death of your enemies.
Nevertheless, the ancient cities ofgenocided people know consequent discontent (25% of the population), and a number of your opponents are likely to want you. The project Work of Memory can put an end to these effects in exchange of other disadvantages.
In Total War, the governor of each city is rated according to his level of loyalty towards you. This level of faithfullness is between 0 to 100% and can be easily gauged on the main screen, depending on the color of the bust associated with the city (green = very good, red = execrable).
Loyalty of the city governor has an impact on the politic Corruption (jointly with the level of crime), the chances and conditions of Revolt due to dissatisfaction, the loyalty of units came from the city and, in a certain measure on the amount of International Taxes.
The basic loyalty of a governor is determined more or less randomly. A capital city starts automatically with a maximal level of loyalty. Other cities start with a loyalty level randomly chosen (more or less depending on the distance from the capital), and can not be located below 25. This starting loyalty is increased after the discovery of the Polyarchy.
The governor of each city expresses a number of reasons for satisfaction, and reasons for frustration. At each turn, a number between the level of frustration (necessarily negative) and the level of satisfaction (necessarily positive), is chosen at random and determine the gain or loss (if any) of loyalty with the governor. For example, a governor with 3 points of contrariety and 8 points of satisfaction will see its loyalty modified by a number between -3 and 8. This may of course be 0, in which case the loyalty does not change.
There is a case in which the loyalty of the governor never changes: when the player has installed in the city, one (or more) Military Instructor or Magistrate. In this case, the loyalty of the governor is locked to 100% and does not move until the city is still standing.
Moreover, the doctrine Plebs makes Governors' loyalties never considered less than 33%. Caution, however, the governors' loyalty may still continue to fall, the minimum of 33% is a mask that will fall since the doctrine will be abandoned.
Great Peoples (evolutions)
In Total War, the unit Prophet has a new capacity unlocked with the discovery of the Anthropomorphism: the creation of an animal resource. Usable only on a valid plot, owned by the player, and with no known resource. This feature is however a double-edged sword: each plot can only have one type of resource, so, the installation of horses or cattle may replace an Oil or Uranium resource that you do not already know the existence.
Sailors are units with capabilities of exploration and colonization. In addition to the classical ones (onset of a Golden Age, discovery of a technology, creation of a commercial company), the sailor has special abilities:
He can found a Trading post. Such a specific city is particularly suited to the creation of a small distant colony. Indeed, a single and alone distant city cannot become a vassal state, but can have difficulties to develop itself. If such a city was founded as a trading post, it will have facilities making it more interesting.
He may also move more easily than other units, thanks to his amphibious capability. If he can not cross the ocean before the discovery of the Astronomy, he can penetrate any type of land and at a constant speed, which makes him a good explorer. In addition, he have a cargo capacity of 3 units, and so can temporarily replace a non-existent fleet of transport, but only if no danger exists.
Politicians are units with illustrious capabilities. In addition to the classical ones (onset of a Golden Age, discovery of a technology, installation of an Great Specialist), the politician has special abilities:
He can capture an enemy city if his owner have at least 35% of the cultural influence of the city and only during an ethnic revolt.
It can also capture pacifically a barbarian city. It automatically becomes a Trading post. In addition, the barbarian units present in the city have 50% chance of joining the empire.
To carry out both missions previously explained, this unit can explore the enemy territory and remain totally invisible to your opponents.
Finally, he can launch a Social reform in a city, in order to accelerate the growth of its Cottages, Hamlets, and Villages.
The first player to discover Humanism technology, creates Human Rights. Besides the fact that this has an impact on relations with the AI players (better relations with the moderate nations, less good relations with the extremist nations), humanism gives you 50% chance of stealing a city just switching from one camp to another, for ethnic and cultural reasons.
In Total War, participation in the UN (obligatory) involves some additional expenses based on the percentage of votes held by the player. The collected money feeds the treasury of the institution, which then finance resolutions requiring funding (such as development aid or intervention of the peacekeepers). Being a non-voting member (excluded) of the institution does not exempt to pay the international fees.
In addition, a supplementary cost which doesn't feed the United Nations's treasury increases the amount of money you must pay every turn. It corresponds to the hijacking and corruption inherent in this type of public expenditure basically opaque. The corruption cost of is based on the loyalty of your governors.
In Civilization: Total War, you have, from the start, a unit representing your Leader. This unit improves the level of experience of one of your units and can generate a Golden Age if it obtains a level above 5 (valid only once per level).
The leader unit operates as a Great General. She greefe to other units. If your leader dies in combat, he is reborn automatically at level 0, in your capital city. ATTENTION, if you do not have a capital while your Leader has just died, it can not revive (and not ever be reborn). And in any case, the death of your leader may result from 0 to 2 turns of anarchy within your civilization! Try therefore to spare him.
The Military Base is a status that you can apply to a foreign and freindly city, by using a General General
It allows a player to post permanently, 4 air units in the city. It also reduces the impact of distance on the Units' loyalty. It can also enable your units to heal efficiently in the city (it is most useful if you want to defend the territory of an ally), and to enjoy its healing facilities (Hospitals).
The two first advantages of the military base are well suited to a distant conflict, the two others are especially useful if the current conflict focuses on the territory of your ally and if you wish to support him by the participation of your troops.
Modern Olympic Games
When the civilization wich have created Olympic Games discover Tourism, the Modern Olympic Games can begin.
As a first step, the Olympic city wins 2 extra Culture points/turn (the culture of the ancient Olympics does not become obsolete with the Divine Right, so Modern Olympism produces 3 Culture points in total).
It goes on held every 13 laps, new Olympics. The preparation of the Games lasted 3 turns and their beneficial effects lasted 10 turns.
The preparation of the Games therefore takes 3 turns. During the first one, civilizations wich have contact with the creator of the Olympics designate one of their cities as a candidate for the organization of the Games. Indeed, hosting the Olympic Games can increase suddenly the cultural level of the city on the order of 10 to 80% from its current level (imagine the interest to hold the Olympics in a very cultivated city...). They also enable it to generate a little more Tourism, for the duration of the Games. The only drawback is that the city sees its maintenance costs increased (in the order of +100%). A civilization can of course decide not pose any candidature.
Then the second round. The city wich will host the Olympics is designated by the IOC. If no one has filed any candidature or the few applications that are truly bad, the IOC may cancel the Games. Once the deliberation made public, potential participants choose whether or not to participate in the forthcoming sports competition. Joining saving medals and thus bonuses, and not get angry with the Nation.
Boycott Games on the other hand, damage the state of your relationship with the organizer (0 to -4 points), but improves your relations with other countries wich boycott too. In addition, the boycott reduces the cost of maintenance of your cited by 15% (for the duration of the games) which is not negligible, and it also reduces the impact of the Games in preparation (an excellent means of sabotage in the sum). Worse, if more than half of nations boycott the Games, they are cancelled.
The handling of the Olympic Games is very subtle, it is important to assay its interests, reducing its maintenance costs at the risk of his deteriorate relations with another nation is not necessarily wise. Finally, an important point namely the IOC will organize more often Olympics within the Olympics' original nation.
Once the preparation is complete, the Olympics are held, this is the Third round. 20 proofs (4 by category: Athletics, Water sports, Mountain Sports, Team Sports, and Combat Sports) are contested by the participating nations. Only gold medals are counted, of course, and then are awarded bonuses to the civilizations that have prevailed over the victory.
Each medal obtained increase of 1 Commerce/10 points of population, incomes from tourism in your cities.
Be caution, however, this bonus is temporary and ends at dawn the next Games.
In Total War, from a certain era (End of Antiquity), civilizations can be in a monopoly position on certain resources.
To do so, one must first satisfy certain conditions. Lay, in the first place, at least two production sites of the resource. And control 100% of world production.
Having a monopoly simply increases the amount of commerce generated by the exploitation of the resource.
Some resources (fewer) are more conducive to the emergence of a monopoly. Putting his hand on a site operating abroad, in order to complete a monopoly, could become an additional ground for war. You can be helped by the Table of resources (info screens) to know what proportion of world output you hold, and get a glimpse of the road ahead to a new monopoly.
The cultural resources (Music, Movies, Myths) are not affected by the monopoly for obvious reasons. Monopolies are desactivated automatically on small/very smal maps (less than 3 players). For others, monopolies can be disabled via the game options (File XML/GameInfo/CIV4GameOptionInfos.xml).
In Total War, religions are classified into three types: Monotheist, Polytheist and Moral philosophy.
The monotheistic religions generally appear later. However, they have the ability to spread twice more than polytheistic religions and, as a State Religion, they have a greater cultural potential. The only exception, Judaism which spreads relatively poorly, has less cultural potential, but significantly increases your finances, which is not negligible.
In Total War, religions are classified into three types: Monotheist, Polytheist and Moral philosophy.
The moral philosophies have no direct bonus unlike other types of religions. Instead, their places of worship are of particular interest. So, you have any interest to develop in order to gain access to their buildings.
Followers of Confucianism, for example, will have access to monasteries which increase their potential for espionage. And their holy place foster the emergence of Great General while disciplining the governors of the Empire.
Similarly, places of worship Jains benefit non-negligible. By combining a jain monastery and a jain cathedral, a city can reduce by 50% its rate of corruption. And as a bonus, the city hosting the jain holy place benefits from a further reduction of 50% of its level of corruption. Thus, the economic development of a people influenced by Jainism will certainly be early.
The possession of nuclear weapons reduces the chances that your opponents have to consider a conflict against you. Depending on the state of your relationships, the number of atomic bombs they have, and you have, the heat of war your enemies can be restrained.
Nuclear dissuasion is less effective as soon as your opponent has created SDI and/or get a large nuclear arsenal. But as long as you have atomic weapons, it remains ever present, even at a minimum level.
The nuclear winter can happens, only if at least one atomic bomb was dropped in the world. The chances of nuclear winter are low but gradually increasing as new atomic bombs are used (or if a nuclear plant explode).
When a Nuclear Winter happens, a fertile ground is transformed into a tundra.
In Total War, the Free Passage Agreement is splited into 4.
Thus, the ground units, naval units and aerian units have, each, an associated passage agreement. It becomes impossible, for example, to make naval units crossing foreign waters without the signature of a treaty designed specifically for this purpose.
The Fourth Agreement is the commercial agreement. It allows to connect the cities of two empires, particularly in the context of trade routes.
After the discovery of Piracy and before the discovery of Electricity, coastal cities have a chance to produce pirate ships. This is not an advantage.
These vessels are generated randomly, depending on the level of discontent in the city. A city largely satisfied no worries to be. The others may well become a breeding ground for piracy.
The pirate units plunder improvements, maritime trade routes, and attack ships whatsoever, trying to collect a consequent loot.
Each vessel that the attacker manages to destroy it makes money. Each also looting. After 50 Gold harvested, he retires. Until that time, it may be quite disruptive, but also an interesting prey. Indeed, destroying an attacker lengthy you can capture a part of his loot.
In Total War, players have the opportunity to replant forests, provided they have discovered the Biology technology.
Of course, replant some forests can be part of a restructuring strategy of your territory, but it can also be a way to compensate for an alarming level of pollution.
Note, finally, that a forest replanted do not produce if it is cleared. This is perhaps not realistic, but it is essential not to destroy the gameplay.
Pollution - Global warming
The level of global pollution is calculated based on the balance between polluting buildings and quantity of plants wich absorbe the Co2, on all the globe. You can see the details of the environmental phenomenon via the screen wich is dedicated to it (Victory Screen -> Pollution).
The level of pollution appears on the main screen when it reaches at least 50%. This rate correspond to the capacity of absorption of CO2 in the world. Thus, a rate of 75% means that the peoples of the world pollute 25% less than what is supportable by the Earth. There is, in this case, no any danger.
The danger appears when pollution level exceed 100%. This means that plants and environmental policies are no longer sufficient to absorb 100% of the greenhouse gases. Suddenly, the lands, such as glaciers, tundras, grasslands, and ss plains are likely to transform into hotter land.
The aridification is never massive, there can be no more than one square transformed by turn. Conversely, the higher the level of pollution is high above 100%, and the higher are chances to process.
The best way to avoid the greenhouse effect is not necessarily limiting industrial or environmentalism policies. The most important thing is to maintain, from the outset, a sense of balance by keeping a number of forests. Not all, but a number. A world without forest will undoubtedly suffer global warming!
Global warming is not a significant risk for all civilizations. A people who have many deserts will have any interest to aridify lands of his opponents.
Similarly, people with many cold land (tundras, glaciers), will see any interest in his field to warm it up in more fertile land.
As a result, each IA has an ecological rate, reflecting its interest in limiting pollution. A people with a low ecological rate won't care a lot about what's happening in the atmosphere.
In Total War, religions are classified into three types: Monotheist, Polytheist and Moral philosophy.
The polytheistic religions are those that usually appear first. This allows them to more easily establish itself as State Religion among the people involved. In addition, thanks to your technological advances, they can become powerful development factors increasing your production of civilian units, and promoting loyalty of Governors of your cities rich in animal resources (horses, cattle, etc...).
Depending on the chosen difficulty level, you start with a population limit beyond which your cities can not grow. You are alerted when one of your cities reach this threshold, and you can see that your food excedent is useless in this situation (the growth is blocked).
The population limit is a way not to grow up too fast for the players who do not use micromanagement (= careful management of cities) and who might have to suffer the effects of overcrowding (unhappiness, disease, crime). However, if your territory is well-supplied in infrastructures, this limit becomes a serious handicap, particularly in economic terms.
There are two ways to push the population limit of a city:
TheSewer doubles the population limit of a city. Available at the end of the classical era, it is essential because it is your only solution to the Renaissance.
The Neoclassicism technology, removes any population limit in the Empire. In the measure that a player has usually been induced to build sewers in all of his cities, the discovery of neoclassicism is little urgent.
This is a purely aesthetic concept, which has no major impact on the games. A profile, or skin, is a pack including specific name and flag for the civilization, which may be similar from one profile to another.
These skins are used to change, depending on your desires, the name and/or the flag of your civilization, where at least one profile/skin is available for you. They will always be consistent with the real history of a people. For example, Phoenicians may become Lebanese, which remains quite realistic.
You can change the skin/profile, clicking on the second small triangle at the top left of the main screen. With the proviso that the triangle appears in white, which means that alternative skins are indeed available. Some of them require the discovery of a technology (usually the Nationalism).
Note finally that the AI also uses skins, particularly over its history. In a solo part, it is not uncommon to see many people change their name and/or flag over the discoveries.
Religion implantation rate
In Total War, every religion, in every city, has a Religious Score, which changes each turn, and could be compared to a faith level.
The religion score in a city, is determined by the strength of its location (which is itself influenced by the date of installation, the reception given by the people, and religion State / freedom worship), what religion carry in terms of and reasons of Governor's Satisfaction, the population of the city, and the date of religion's establishment. In its Holy City, a religion has also a higher score.
As a player, you have access only to partial informations about the faith scores. Indeed, you have only, in each city, the percentage that represents the score of each religion, in the total of the city. In the same way you have, in the victory screen, the percentage that represents the score of the best established religions, in the overall faith score of all cults.
The implantation level of a religion has a variety of interests. The first concerns the Religious Victory, which takes into account not only the level of propagation, but the actual level of impregnation into the peoples' spirits.
Depending on the Constitution of the Apostolic Palace, the implementation score of a religion can influence the number of votes allocated to each member.
Within the context of the Ecclesiastical justice resolution, the part of the Apostolic Palace's religion in the total faith scores of a city can influence the level of Crime from poverty, and the chances of Revolt due to .
The level of implementation of a cult in a city, also affects the that the city will suffer if this worship is driven out by the player or an opponent. If it's an opponent who is hunting the religion by an espionage mission, the cost of the mission (in ) is also determined by level of implementation of the cult.
Finally, the Papal Pikeman has an advantage against cities which shelter a cult he is supposed to fight according to its implementation level.
A religion can be driven out of a city in 3 cases: by the people (randomly), by an opponent or by your own services.
In the first case, it is the citizens of a city that hunt for themselves a religion, seeing it as a sect of low importance. A religion can not be hunted if it is state religion, or if you have opted for the civic Free Religion. It is therefore advisable, if you want to keep a number of religions within your civilization, moving to a very tolerant religious system. In any case, a religion can not be driven out of his holy city.
A religion can also be driven by the spies of your opponents. Of course, you can chase a religion in an opponent city too (if you think it is a factor of development too important). As in the first case, a religion can not be evicted in case of Free Religion, let alone its Holy City. In contrast, a state religion may well be the target of such an attack.
Finally, a religion can be driven out by your own means by clicking on a religion in the city screen. As in the other cases, a religion can not be expelled from his holy city, and no city in the event of Finally, a religion can be driven by your own means by clicking on a screen religion in one of your cities. As in the other cases, a religion can not be expelled from his holy city, and no city in case of Free Religion. You can not drive out your own state religion. Similarly, a vassal can not hunt a religion created or chosen as a state religion by his master.
This article help you to understand functioning of some of the new resolutions of the UN and the Apostolic Palace who deserve a little more explanations.
Assistance to developing countries
his type of resolution is strictly UN action, not a law. This means it can be passed and voted again several times.
Assistance to least developed countries represents a sum of Advanced Start Points distributed to half of nations with lowest scores. The number of points distributed is determined by the player proposing the resolution, and will be divided equally among all beneficiaries.
This resolution, like few others, has a cost that will be deducted from the treasury of the institution. This cost is determined by the number of Advanced Start Points attributed.
This type of resolution is altruistic, but it can also serve as a support to large empires. So if you and your allies have vassals still weak, you better use the treasury of the United Nations to help them grow.
No war Charter
In Total War, some resolutions may directly penalize the members of an institution by imposing strict rules. If a member doesn't respect one of it, he becomes a excluded member, he lost its votes and can't participate to any debate. The no war charter is one of those resolutions.
Available for the UN and for the Apostolic Palace, this rule excluded from the institution, States triggering a conflict without using a war resolution. Thus, an unilateral war, while this rule is in effect, makes a player leave the institution in the hands of your opponents, which may take the opportunity to get everything and anything without your consent.
Condemn a civic
Like the No war charter described above, the condemnation of a civic imposes a rule that must be respected not to be excluded from the institution. The UN and the Apostolic Palace both have this type of resolutions, but are not condemning the same civics: the Apostolic Palace seesk to interfere only with religious policies of its members.
Sending of troops in a conflict zone
This type of resolution is available at the UN and only on areas where a conflict takes place. For each application for assistance correspond a conflict area (an island or a continent) where a conflict takes place (there must be belligerent troops and/or civilians on the referred ground).
The resolution is also granted by the player who decides to propose a vote, a number of units to send. For each unit sent an additional cost will be deducted from the treasury of the institution. These units are Peacekeepers. They have an automated and defensive behavior, parameterized by some options which can be found in the mod's INI file. By default, they defend all the cities in the territory of intervention, and can therefore hinder a project of conquest.
his type of resolution is associated with an action (not with a rule/law), it can be voted again several times and in different contexts.
This resolution, available in UN, prevents all players to produce in plots that only a foreign city can work. Over time, it can terminate the nibbling of border by peoples culturally strong on weaker peoples.
Reprove a Religion / Ban a religion (Concern the Apostolic Palace only)
In the same way that a civic can be condemned and lead to the exclusion of members who have adopted it, a religion can be reproved, so the members who have adopted it as State religion lose their seat in the institution (becoming excluded members).
Once reproved, a religion can be prohibited with a newly available resolution. In this case, any implementation of the religion is driven out of the members' cities and their installation becomes impossible. This type of solution can enable you to fight against the spread of a cult enemy, but it can also allow you to make more place for the influence of the Palace's religion, in you target Religious Victory.
Prohibit a resource
Numerous resolutions of the UN propose to prohibit a resource. If one of them pass, the corresponding resource will disappear from the map, and therefore will no longer be exploited. In passing on a plot which have the prohibited resource, you can see a red note telling you that there were at that place, a source of this resource, now banned. Of course, this kind of resolution can be "un-voted" in which case the resource re-emerged on the map and can be further exploited. The interest of this type of resolution is clearly strategic, especially in a world where the players are not too inter-dependent.
A city can know a trouble period wich stop all of its activities, and that in 4 cases: if it had just been conquered, whether ethnic minorities have claims to assert, when the dissatisfaction is too high, or even following a random event. Revolts caused by ethnic claims and discontents are also more frequent and/or more intensive in cities where the governor believes you shortly.
In the Total War mod, a city that revolted have some chance to paralize units wich were born at its home. This is a new factor to be taken into account during wartime.
The chances of paralysis are directly related to the level of loyalty of the Governor. A few loyal governor will be faster, and more frequently willing to paralyze its units in the case of revolt. In all cases, the revolt turns happeining after the conquest of a city have no chance to cause this kind of inconvenience, the governor is in place for too short a time. Similarly, the units paralysis is decided at the beginning of the revolt. So, if it takes 2 turns and if during the first one, units were not paralysed, they will not be during the second.
The best way not to have to deal with this kind of surprise is not to train too units in an agitated city, and/or to install your Great Generals in cities too often rebelled so that they are directed skillfully by a governor 100% fair (never crippling its units).
Depending on the level of difficulty, AI players may be less affected by this phenomenon.
Under some types of government (Representation, Universal Suffrage), the Senate can interfere with your military policy. Thus, it may invalidate your declarations of war and/or force you to sign a peace treaty with your enemies.
The decisions of the Senate depend in particular on the scale of the conflict, either potential or actual, and its real interest. Thus, pursue a policy military under democratic regime becomes more difficult.
However, when an opponent make unpleasant acts to your nation, by a boycott, a negative vote, an espionage mission, etc. ..., you have a sufficient pretext to carry out or suffer a war without the Senate to intervene. Any excuse is valid for one turn and then throughout the conflict in case of a declaration of war. Of course, malicious acts of enemies who are already at war against you should not be a pretext to circumvent the Senate.
The slaves are civilian units sacrifiables for many purposes, relatively low value but which can make a real difference.
The slaves are usually obtained at the end of a battle or by raiding a conquiered city. The standard rate of enslavement is defined in function of the difficulty level, and can be knowned in the Empire info screen. Various factors can increase your rate of enslavement, and in particular the civic Slavery.
You can also get a slave from one of your opponents, particullary if he's your vassal (when slavery is abolished, vassals give you a migrant instead of a slave).
The slaves have multiple uses. They can be sacrificed for the construction of an improvement (with Serfdom civic). Thus, they will fill the job of a worker in a single round but succumb under the weight of the work.
They may also be assigned to a city, as a specialist. But be careful, because if you can win 2 Yields/Turn, the slave specialist also generates an unhappy citizen. Instead, it is advisable to use such a practice, at least early.
The slave can also permit to accelerate a production. It can, as easily, be sold and make money, or sacrificed and enhance the cultural level of a city. The slave can be freed to accelerate growth of a city. Or it may be given to a governor, increasing his loyalty. Finally, once you have discovered the Guerilla, you will be able to arm them (but it will cost you some money).
Abolition of Slavery
To abolish slavery, through the appropriate civic, prohibits production of slaves. Your existing slaves (specialists and units) become migrants wich can be settled in a city to accelerate its growth.
The Social reform is a specific ability of the Politician. It is made in a city, it destroy the unity, and it develop automatically the Cottages into Hamlets, the Hamlets into Villages and the Villages into Towns in the plots usable by the city.
This feature is only useful in certain circumstances, and can enable a civilization to take slightly ahead in its economic development.
In Total War, spies are able to gain experience. After each successfull mission, depending on the risk incurred by the spy, his level of EXP is increased from 1 to 6 points.
Of course, these EXP points rise the unit's level, likewise a fighting unit. At each level gained, the spy is able to receive a new promotion increasing its proficiencies.
The promotions availables for the spy are numerous, and are useful to specialize your unit (counterespionage, poisoning of cities, reduction of costs ...).
Concept totally done by Trojan Sheep (Super Spies)
Stealing of research work
In Total War, when a player captures a city, he has a chance of stealing scientific work to its previous owner.
In concrete terms, this work are materialized by a certain amount of obtained for the discovery of a technology.
This one is chosen on several criteria: it must have been fully discovered by the stolen player and should obviously not have been discovered by the thief player.
In addition, it must be in some way, "colored" like the city and the former owner. Thus, after capturing a city with many economic buildings and specialists, you have more chances to steal for an economic technology, than for an other.
The proportion of obtained (expressed as a percentage of the cost of the technology in question), is determined by the level of population of the city captured, the number of buildings such scientific, and by the chosen political regime (certain doctrines not only increasing the chances of theft of technology but also the proportion).
In Total War, some technologies have an addition called technological option. It is a supplement that complements the effects of a technology.
The interest of technological options, (that you can enable or disable via a game option) is that among all those existing, each player receives only one. It may be considered like a system similar to the unique units/buildings, except that the allocation of these technologic options is at the beginning of each party, and completely random.
Technologies which have an option are: Ecology (Option Deep Ecology), Imperialism (Option Fortification), Psychology (Option Archeology).
In Total War, a new element is added to the many causes of of the inhabitants of a city: the time. Not that the subjects/citizens have so many difficulties to bear the weight of years, but over time, their requirements in terms of happiness are increasing. A man of antiquity will be satisfied with wine and horse racing, while the modern man will requires freedoms and access to exotic resources to be happy. Dissatisfaction related to the time is there to realize that these requirements are refined over the ages.
Thus, depending on your difficulty level, you will see that a certain rate of are linked to higher requirements that people have over their ancestors. You must take this into account, and be vigilant: A city with just enough should be monitored because its level of is constantly increasing.
Note that with Colon difficulty level, this is not the that grow with time, but the .
Tourism generates income depending on the cultural influence your Wonders, and the commercial potential of your cities. This income is increased by choosing Cooperation civic.
Tourism is only possible if you discover the technology of the same name.
The Trading Posts are specific cities, adapted to the distance. They are less expensive in maintenance and have 5% of chances to each turn to produce a slave, as long as you did not abolish the slavery.
It is the ideal solution to base a remote city, interesting on the geostrategic plan. Less expensive, its production of slaves will help you to develop it, even far from your grounds of origin. The governor of a trading post is less affected by government distance.
Of course, it is not prohibited to build a trading post on grounds close to your capital but the trading post not being able to be founded that by a Navigator (Great Person), it is very little probable that there remain virgin lands close to on your premise.
In Total War, all the ground and fighting units have a level of loyalty, corresponding to a sense of moral and loyalty. The loyalty of a unit can be Excellent, Good, Neutral, Bad, or Very Bad.
The level of units' loyalty influence the level of Cohesion of the empire (which makes the captured cities pillage more or less chaotic), but as individual, the loyalty of a unit gives to it a strenght bonus or penalty. Thus, with a positive level of loyalty, the unit will have a strenght bonus during the battle, while with a negative one, it will have a strenght penalty. If loyalty is neutral, the unit does not receive any bonus or penalty.
The level of loyalty of a unit is determined, first, by the governor of its original city. If he's faithfull, the unit will be too. It is therefore strongly advised to produce units in a city whose the governor is acquired to you. In fact, it is quite simple to have units with a good loyalty: produce them in your capital (often very loyal, especially at the beginning), or install a Military Instructor, which not only gives additional EXP to the city's produced units, but also ensures maximum and permanent loyalty of the city (a Magistrate can also ensure maximal loyalty).
The units' loyalty is mainly influenced by the loyalty of their original city, but some other factors may come into play. Indeed, a Great General or a Leader increase loyalty levels of 5 units (max. per General / Leader) on the same plot.
The adoption of the doctrine Propaganda also increases by 2 the loyalty level of the units.
The place where the unit is, also influence its level of loyalty. Thus, a unit can see its loyalty level decreased if it is in one of your cities/military bases in chaos (or anarchy), or if it is stationned out of any of your cities/military bases in function of the distance from its original city. Thus, being away from home can be a bad experience for a unit, and this will be felt on the level of loyalty. One way to solve this problem is to fortify the unit, but this solution loses its effectiveness depending, again, to the level of remoteness.
Finally, each victory of a unit have a chance to increase its level of loyalty (proportionally to its experience).
Vassal States (evolutions)
In the Total War Mod, vassalage estates are divided into several types. Each type of vassalage has its own particularities, and each has a field in the civilopedia (see the dedicated category).
Other new thing: a human player can become vassal of an AI player.
Victory Conditions (evolutions)
This type of win means to possess the 5 most prestigious citie in the world (Prestige points are visible in the city screen, at the left of the city name). It is rare in a game, that one player has the 5 brighter cities without passing through a vast plan of conquest. Because the capitals of each civilization have often strong levels of Prestige.
Besides, it is adviced to make the most prestigious conquests, Free Cities, which keep a minimum of their old assets.
Win a game by the religious way required to have 65% of religious global influence with one religion. It is not enough to have converted 65% of cities to worship, you need solid implantations.
Numerous strategies can be developed to approach this victory: Control the most religions and their development, invade and convert peoples, push your opponents to take the same state religion, etc...
Note however that depending on the number of religions available in a game, this type of victory can be more or less difficult to achieve.
It has several elements included in this winning type. You must have a capital city (which requires no effort), and have access to the most modern weapons technology (and be able to produce it). Not very hard so far. Except that you should also control the monopoly of a certain percentage of available resources. This is a type of victory very difficult to achieve and which may need to call to arms.
In Total War, you can construct territory improvements to expand your visibility. It can obviously be built on your land, but it can save you, depending on its positioning, visibility on a neighboring territory.
There are some of them which simply expand your visibility. They are 3, automatically updated when more efficient one is found: Thus, Guard Tower, is transformed as soon as possible into Watch Tower, which transforms itself then into Radar.
But there are also improvements which enable to both broaden your field of vision, but also detect invisible units. Thus, Aerian Radar, as its name does not indicates, is capable of identifying Stealth Navires. And Naval Radar can detect Submarines.
Concept totally done by PrimemOver (Vision Improvement ModComp)