Imperator Rome: Tips for Pops

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.

Imperator Rome Tips for Pops

  • Each pop has 3 defining characteristics: type, culture and religion.
  • Base happiness is 20% for citizens, 25% for freemen and 100% for both Tribesmen and Slaves.
  • Base happiness is then changed by type-specific, culture-specific and religion-specific modifiers resulting in the happiness value for each and every pop.
  • Average happiness of each pop type (citizens, slaves etc.) in the city determines the base output of that pop type. (I.e. 2 citizens with happiness of 100 and 1 with happiness of 40 will result with base output of 240/3=80 for that whole strata).
  • Bonuses to pop output are multiplicative rather than additive (I.e. +10% citizen output with average 50% happiness will only result in 55% output) only reaching their full potential when average happiness is 100%)
  • Happiness of a pop can’t go over 100% and excess happiness doesn’t count for average happiness of the pop type in the city.
  • Bonuses to happiness are better than ones to output when the former is low, but become worthless once it’s maxed out.
  • Every single pop with happiness below 50% will produce unrest in the city (see: Cities and Provinces)
  • Culture of the pop has by far the most impact on its happiness.
  • Happiness of pops of the main culture are only affected by country’s Tyranny score as well as low ruler’s popularity.
  • Happiness of pops of the wrong culture but of the same culture group gets a 10% hit and then and additional 0,5% for every point of Aggressive Expansion score.
  • Happiness of pops of the wrong culture group gets a 30% hit and then and additional 1% for every point of Aggressive Expansion score.
  • Assimilating pops to your culture is crucial for making them productive and your real stable.
  • Best way to assimilate pops is using a “Cultural Assimilation” policy in the province, but you can also manually assimilate them for the base price of 20 oratory power per pop when necessary, but it gets very expensive very soon.
  • Happiness hit for wrong religion caps out at 15% (5% for wrong state religion and 10% for wrong religion of the local governor).
  • Wrong religion among pops will lower your religious unity and thus affect your omen power, but that’s about it.
  • Best way to convert pops is using a “Religious Conversion” policy in the province, but you can also manually convert them for the base price of 20 religious power per pop when necessary.
  • Pops can be promoted from tribesmen and slaves to freemen as well as from freemen to citizens for the base cost of 10 oratory power.
  • Pop type makeup of your cities can be also affected by “Civilization Effort” and “Social Mobility” edicts.
  • “Civilization Effort” gradually turns tribesmen into slaves and freemen with a speed based on civilization level of the city.
  • “Social Mobility” will slowly balance out the number or citizens, freemen and slaves in the cities without affecting tribesmen.
  • Citizens are the only pop that produces research points. They also produce some commerce income.
  • Citizens’ base happiness of 20% is modified by the civilization value of their city. Which makes them quite easy or very difficult to please based on a country you play.
  • Freemen are your main source of manpower, but they don’t produce anything else.
  • Freemen’ base happiness of 25 is modified by the half of the civilization value of their city. That makes them quite easy or difficult to please based on a country you play.
  • Other happiness bonuses for freemen are easier to come by than the ones for citizens.
  • Tribesmen provide both manpower and tax, but not as much as freemen or slaves respectively.
  • Tribesmen start with basic happiness of 100%, but it is lowered by the civilization value of the city. You want to start getting rid of them once your civilization values start reaching the 40s.
  • Slaves provide tax and can produce trade good surpluses in cities (see: Cities and Provinces)
  • Slaves start with 100% base happiness and have no inherent modifiers.
  • Unhappy slaves can revolt. If not defeated quickly they will enlist slaves from provinces they occupy bolstering their numbers.
  • Pops can be moved between cities within the province or neighboring cities (even between provinces) for the base cost of 5 civic power for slaves and 20 civic power for others.
  • As of game version 1.0 there are no easy way to look through all those pop characteristic at one place, but there are few views that when combined will give you a close to full picture:
  • Nation screen (F1) allows you to see how many pops of each type are in every province and city (upon hovering over the province number).
  • Nation screen’s (F1) total number of pops will list the religion+culture group of pops in your nation when hovered over.
  • Religion screen’s (F6) Religious Unity value will tell you how many pops of wrong religion are in your country when hovered over.
  • Switching to culture mapmode (T) and hovering over cities will list the inhabiting pops by their cultures and split into pop types.
  • Switching to religion mapmode (Y) and hovering over cities will list the inhabiting pops by their religions and split into pop types.
  • Going into Macro Builder (top left of the screen, just under the flag) and selecting “Convert” or “Assimilate” action will allow you to quickly highlight the cities that have the pops of wrong culture or religion. Hovering over those cities will provide similar details to ones shown using mapmodes above.
  • Similar technique can be employed to look for those elusive tribesmen later in the game.

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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