Imperator: Rome – Tips & Tricks for Beginners
Articles, Imperator: Rome /
25 Feb 2019
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- There are 3 distinct types of countries that play very differently: Republics, Monarchies and Tribes.
- Those then have a number of subtypes with different bonuses.
- Only one of those worth mentioning is Migratory Tribe that has access to the unique migration mechanic.
- Countries with the same government type will play very differently based on the populations as well as terrain in and around them.
- Map is split into Cities.
- Cities are grouped into Provinces.
- Provinces and grouped into Regions.
- Almost all interactions happen on city or province level.
- Each province has a city that is a province capital. They are marked with a white column on the map.
- Each country has their Capital Province and Capital Region based on where their Capital City is located. Capital City is marked on them map with a white column adorned with a golden wreath.
- Each country has a ruler who’s abilities and traits may have a major effect on the whole state.
- Gold is generated by taxes and commerce (see: Pops, Trade) and spent on armies, fortifications and wages for characters, among other things.
- Army upkeep will be your main cost and a limiting factor.
- Manpower is generated by certain pops and spent to reinforce your armies or train new units.
- Military, Civic, Oratory and Religious Powers are generated every month based on the 4 matching abilities of your ruler with additional points for matching government civics.
- Each government type has 2 or more civic slots to be filled with available bonuses for 50 oratory power a piece.
- Each of those slots has assigned a type based on a country’s government. Matching those types will provide important bonuses, including additional monthly power income. It’s important to fill those asap.
- New civics become available upon reaching rank 6 and then 12 of the matching research.
- Countries are ranked by the number of cities they control: City State, Local Power, Regional Power, Major Power and Great Power.
- Each subsequent rank provides increasing bonuses and unlock new diplomatic options.
- Becoming a Regional Power (25 to 99 cities) doubles your governmental bonuses including ones to power income. It is important to reach that level as soon as possible.
- Only countries of the same rank can be allies. For example a Regional Power can’t ally with a Local Power, it can only guarantee it.
- You are eliminated from the game by being annexed or losing a civil war.
- Civil wars can be VERY scary and need to be managed with utmost caution.
- There are no piece deals in civil wars – side loses when it runs out of territory.
- Territory taken in a civil war siege instantly switches to the besieger. There is no occupation like with normal war.
- In Diplomacy screen (F7) you can switch your diplomatic stance for a base cost of 100 oratory power. Bonuses they provide may be very significant depending on your situation.
- Stability is decent, but not nearly as crucial as in EU4.
- Declaring an early war without a casus belli is a valid strategy most of the time, but has some limitations.
- At the same time religious power is usually something you have plenty of to spare.
- Aggressive expansion up to 50 points can be managed fairly easily if you assimilate your newly conquered pops fast enough. It will mess with your trading tho.
- Past 50 points aggressive expansion starts to increase all your power costs, so it would be expensive to stay that way for long.
- Tyranny can be very difficult to get rid of to any country that isn’t an Aristocratic Monarchy. Avoid when necessary, the bonuses it provides are not worth it.
- The value of different power points can vary greatly based on your country and overall situation, but Civic seems to be almost always a frontrunner.
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