Imperator Rome: Tips for Cities and Provinces

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 Cities and Provinces

  • Each city has an assigned terrain type and a trade good produced. All the other stats are subject to change.
  • For each 15 slaves in the city (base value) it will produce and additional “copy” of its trade good.
  • That number can be affected by local (I.e. -2 for “Farmland” type of terrain) as well as country-wide modifiers.
  • First copy of each resource produced in the province will always stay there providing bonuses to all the cities in it, but the subsequent ones (be it via multiple cities producing the same thing or by slave-induced surplus) can be traded away. (See: Trade).
  • For each 10 pops in the city you can build an additional building.
  • Marketplaces will increase tax and commerce income as well as both current and max civilization value.
  • They work best in cities with a lot of slaves and/or citizens and in provinces that import/export a lot. Very useful for increasing the civilization value when needed.
  • Training camps increase local manpower and in turn both maximum and monthly manpower of your country.
  • Training camps only make sense in cities with a lot of freemen or (less likely) tribesmen.
  • Fortresses are also buildings so you can only build them if there are free slots in the city and the province is loyal. (See: Military)
  • Fortresses also cost a pretty penny every month, so try not to build to many and check every other war or so if you shouldn’t demolish some of the conquered ones.
  • Granaries mainly serve to provide pop growth, but with the current 0.06% increase it would take a single granary 138 years to produce a single pop. Spam responsibly.
  • Each city has a civilization value between 0 and the max (hover over green bar under the number to check it).
  • Civilization value increases population growth and supply limit as well as affects the happines of the pops in the city(see: Pops).
  • Civilization level will usually slowly climb towards the max. It can be sped up using “Civilization Effort” province edict.
  • Civilization level can go down rapidly if it’s pillaged. Even more so if it is done by the AI controlled neutral barbarians that periodically spawn in parts of the map. Check barbarian power mapmode (Ctrl+Q).
  • If your province borders a barbarian stronghold and your civilization value is high enough (not sure about exact numbers) your “Civilization Effort” edict will gain another effect – chance of increasing the civilization value of the stronghold eventually resulting in its destruction.
  • Dominant culture and religion of the province is determined by the most numerous option among all the pops regardless of their type. In case of the draw there will be no change.
  • As of 1.0 both dominant culture and religion don’t properly update, often taking months or even years. You can force an update by manually assimilating or converting a pop in the city. (see: Pops).
  • Each city is a part of the province, which is a part of a region.
  • Each province has an automatically generated capital – it’s most populous province at the given time. It has to be conquered to allow demanding the whole province in the peace deal.
  • If province is split between multiple states each of those parts will have its own capital for the time being.
  • All provinces in the region share the same governor.
  • Capital region has the ruler as its governor.
  • Governor policies are applied to every province separately and are changed by the AI every time a new governor is appointed (except for capital region).
  • Changing a governor policy costs base 50 oratory power and an additional 1 tyranny when done outside capital region.
  • Choose your governors wisely. Young (to prevent having to change the policies after an old appointee dies), loyal, not corrupt with high Finesse (for assimilation) and Zeal (if conversion is needed) is what you’re looking for.
  • Each city has an unrest score affected by unhappy pops (see: Pops), corrupt governors (see: Characters), war exhaustion, laws, local modifiers, edicts and others.
  • Positive unrest score of the city will affect city’s output as well as lower the loyalty of the province the city. The loyalty hit will be based on the % of the province population living in the city.
  • If the province loyalty falls below 33 it becomes disloyal disabling almost all the interactions, including ones that would allow you to rectify the problem.
  • Your capital province is always loyal.
  • 33% of the pops lives in disloyal provinces and subjects a countdown to the civil war will start.
  • Turing a province from disloyal to loyal may take a while so it’s important to monitor the loyalty before it’s too late.
  • The short term solution is changing governor policy to Local Autonomy or/and lowering the local unrest by changing laws or activating a proper omen.
  • Since the most common cause of unrest are unhappy citizens of wrong culture group the best long term solution is using “Cultural Assimilation” governor policy to slowly but surely disarm the problem.
  • Colonization is done by moving a single pop to the new city using a “Colonize” button on its interface. It costs base 20 civic power.
  • To colonize a city you need to have a neighboring one (be it by land or sea) with at least 10 pops and a dominant culture and religion matching the state one.
  • It may be beneficial to move some slaves around or manually convert some pops to enable colonization.

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.
0 Share
0 Tweet
0 Pin it
0 Share
0 Share
0 Share
0 Share