Imperator Rome: Tips for Research

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 Research

  • Citizens are the only source of research points.
  • Your capital city, province and region each provide a serious, stacking modifier to citizen output, so getting a lot of citizens close or in your very capital, making them happy and then showering them with further research point bonuses is a good way to boost your tech.
  • Same goes for other provinces with a lot of citizens – importing some papyrus there can do wonders.
  • Most important value for research is Research Efficiency – a ratio of research points produced in the country in a year to the total number of pops in it.
  • Research Efficiency tooltip is confusing. The 1st number is a yearly research output which is just Research Points (as shown to the left of it) multiplied by 12.
  • That in turn gives a Monthly Research value which is then affected by research speed multipliers as shown next to every research type.
  • Most effective bonuses are usually Research Point ones (since they ten to have higher values), then global research speed bonuses and finally ones affecting only one of advances.
  • Make sure to periodically check your assigned researchers – every single point of the ability in question gives you additional 10% speed – an amount difficult to come by using other means.
  • Each level of advances gives the stacking bonus in its field (hover over “Current level: x” and a green bar for details).
  • Each level also gives access to 3 predefined inventions.
  • Inventions can be picked up for a base cost of 100 oratory power each.
  • As of 1.0 only 3 inventions per advance type are accessible with the recently unlocked replacing the older, unpicked ones.
  • To be able to pick the older inventions you need to “dig” for them by selecting the newer ones until you reach the ones you want.
  • Depending on your research speed and(to lesser extent) oratory power income you may struggle to keep up with the torrent of new inventions.
  • Value of inventions varies a lot, both situationally and objectively, so choose them wisely and cherish every point of civic power, especially if your research speed is up to par.
  • You can get “ahead of time” in your research resulting in increased cost of new advances and serious diminishing returns.
  • Still – bonuses provided by each level are powerful, especially the military one.
  • In general smaller and slower to expand nations will research more quickly while more expansionist ones and bigger may struggle. Especially if they’re tribes that have difficulty keeping their citizens happy.

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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