Imperator: Rome – Characters
Articles, Imperator: Rome /
25 Mar 2019
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- Your country will have a number of important characters in it taking roles of rulers, governors, generals, government officials as well as pretenders and rebels.
- Characters are split into families.
- Families can become scorned causing all their members to slowly lose loyalty if less than 2% of state income is paid to them.
- You won’t be able to keep all the families happy, but it will be wise to satisfy the most powerful ones.
- Wages are paid to characters as a % of state income based on their job. Government officials and researchers get 1%, generals and admirals get 2% and a leader gets 5%.
- Each character has a number of statistics that describe them, including abilities, traits and personal relations with other characters.
- They also have their personal wealth used to pay for their own troops and in some events.
- Martial Ability is very important for generals and admirals. Three points of difference are enough to offset crossing a river into a mountain. Make sure your best generals fight your most crucial battles.
- Finesse is crucial for governors in provinces with pops you want to assimilate (change their culture to yours).
- Zeal is crucial for governors in provinces with pops you want to convert (change their religion to yours).
- All 4 abilities of your ruler influence your monthly power income by adding half of that number rounded down.
- Traits can have different effects based on characters occupation – rulers, governors and generals, respectively. They can also add special rules I.e. “Honest” characters can’t be bribed.
- Your ruler is also considered a governor of all the provinces in your Capital Region.
- Keep a close eye on a loyalty of your generals and governors including modifiers that affect it.
- Cohorts will on occasion become personally loyal to general and you won’t be able to disband the or take them from their command.
- Loyal cohorts are paid for by the character using their personal wealth, but they still reinforce using state manpower (except clan retinues). Disloyal general with 20 cohorts running around the desert may drain your manpower reserve in a couple of months.
- If the general runs out of money or dies the cohorts will return to the state.
- Each loyal cohort provides a stacking drain on character’s loyalty.
- Characters below 33 loyalty will be considered disloyal and will seek to start a civil war.
- You cannot unassign characters once they become disloyal. If 33% of your army is under the command of disloyal generals a timer for the civil war will start.
- Giving a character a job will increase their loyalty by 20. Sacking them will lower it by 20. This can be very important for pretenders, clan chiefs and party leaders.
- Corruption is another thing to keep track off. It will increase character wages as a base effect but it gets worse for rulers and governors. It also enables a number of nasty events.
- Corruption of the ruler will increase all power costs while they’re in charge.
- Corruption of governors will severally increase unrest in all the cities under his or her administration.
- As a ruler you can try to make friends with other characters. It helps with their loyalty and with support of the senate in republics.
- Attempting to befriend someone causes 3 consecutive events to fire ranging from very good (ruler giving their friend-to-be some of their wealth) to very bad (+5 tyranny).
- As of 1.0 you seem to have to always pick the most meaningful option to succeed. Otherwise you always fail.
- If you are forced to pass on one of the friendship events (to avoid tyranny for example) just pass on the rest and try again hoping for the better set.
- Characters will sometimes have an ambition that will affect their stats and which fulfillment can have some additional effects.
- There are too many big and small interactions between statistics themselves and other elements of the game to include them all here, so try to read the tooltips.
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