Imperator Rome: Tips for Trade and Economy

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 Trade

  • Cities produce predefined trade goods at base rate of 1 per city
  • For every 15 slaves in the city (base value) that city will produce another “copy” of its trade good.
  • In some situations it may be worth it to move some slaves in order to produce a surplus of a key resource. (See: Pops)
  • Trade goods are managed on the level of provinces.
  • First copy of every trade good produced in the province will stay there and provide local bonuses to all the cities in that province.
  • Subsequent copies of a trade good make up a surplus that provides additional, albeit smaller bonuses for every copy present.
  • Surplus trade goods can be exported both internally to your different provinces and extrenally.
  • First copy of every trade good exported abroad provides a unique country-wide bonus.
  • First surplus in the capital province also provides a unique country-wide bonus, usually even more powerful one.
  • You can block other countries from requesting your capital surplus goods by switching a toggle in the top right corner of the Trade screen (F9).
  • Specific bonuses are of very different value depending on the country and the situation.
  • Both importing and exporting goods provides you with commerce value.
  • Commerce income provided by trading goods tends to scale much faster with expansion than tax income.
  • To import goods a province needs to have a free trading route available. Those are created by laws, inventions, achieving a power rank, governor policies other country modifiers and even events.
  • Creating a trade route costs base 25 civic power, but that cost can be lowered by selecting a mercantile diplomatic stance on diplomacy screen (F7)
  • Capital province trade routes are by far the most important and almost always worth spending the civic power to utilize.
  • You can only import goods from countries in your diplomatic range. It gets bigger as you climb the power ranking.
  • Diplomatic range can be seen both using a diplomacy mapmode and by selecting a trade route from the province menu. It is shown as the lighter shade of gray.
  • As of 1.0 diplomatic range seems borderline broken in some places so your milage may vary.
  • Import request from other countries are based on their diplomatic range, not yours.
  • Non-capital trade routes can be very useful as well, but I’d advice restrain considering their cost.
  • As of 1.0 AI tends NOT to break trades when they start hating you, but they’ll be automatically canceled when you end up at war with your partner, or the city that produced the good you import changes hands. It may end up costing you quite a lot of civic power if you aren’t careful.
  • At the same time high aggressive expansion resulting in lowered opinion will prevent you from establishing new international trade routes. It may be wise to let it tick down and/or to improve relations with key future partners (*cough
  • Egypt *cough*) between the series of wars.
  • Importing from other provinces to your capital is often a good idea. You may review your current exports in trade tab (F9) and possibly cancel an export agreement of something you need there as it will not show up on the province trade route screen.
  • Both high and low commerce taxation settings in Economy tab (F6) can be quite useful especially early on.
  • Additional import routes provided by “Free Trade” setting will easily provide enough income to pay for that -15% debuff few times over, but you need to have both goods to import and civic power to burn. Use with caution and trade route cost discounts.
  • “Transaction Taxation” on the other hand gives a basically free +15% commerce income to countries that are nowhere near getting 15 slaves in one of their provinces.
  • If a military unit requires an access to a trade resource to be built, you won’t be able to reinforce it if you lose access to it.

Tips for Economy

  • Economy tab (F6) provides a lot of useful information so make sure to give it a read
  • All of the economic policies can be switched in an instant for free so feel free to use them.
  • But keep in mind that armies, forts and fleets will not replenish their lost men or morale in an instant.
  • Deficit will give you nasty modifiers as well as periodic bad events – avoid as much as possible.
  • Most of your income is a result of pop and trade management so look for clues there.

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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