Imperator Rome: Tips for Characters

Imperator Rome

A living world of characters with varying skills and traits that will change over time. They will lead your nation, govern your provinces and command your armies and fleets. We also introduce our new, more human-like character art.

Citizens, freemen, tribesmen and slaves – each population with its own culture and religion. Whether they fill your armies, fill your coffers or fill your colonies, keep an eye on their happiness – your success depends on their satisfaction.

Tips for Characters

  • 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.

Basic Tips

  • 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.

General Tips

  • 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 (See: Military)
  • 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.
  • 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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