Government

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Each country in Imperator: Rome is ruled by a government of a specific type.

Ranking[edit]

Each country in Imperator: Rome has one of the six rankings, which can change depending on the circumstances. The following are:

Migrant Horde[edit]

A migratory horde with no cities.

City State[edit]

This is only possible if your country is only 1 city large. A City State can be a part of a defensive league, and have the following bonuses:

  • +20% Commerce Income
  • +20% Defensiveness
  • +1 Diplomatic Relation

Local Power[edit]

These are countries that have from 2 to 24 cities. Local Powers can be part of defensive leagues, and they have the following bonuses:

  • +2 Diplomatic Relation

Regional Power[edit]

These are countries that have from 25 to 99 cities.

Major Power[edit]

These are countries that have from 100 to 499 cities. They can use the diplomatic abilities Threaten War and Guarantee, and they have the following bonuses:

  • +3 Diplomatic Relation
  • +1 Trade Route in Capital
  • +1 of each Power for matching Ideas to Government Form for a total of +2.

Great Power[edit]

These are countries with 500 or more cities, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War and Guarantee, but they cannot have any alliances. They have the following bonuses:

  • +5 Diplomatic Relation
  • +2 Trade Route in Capital
  • +2 of each Power for matching Ideas to Government Form for a total of +3.

Government Types[edit]

Each country has a government type, which regulates how its internal politics work.

Republics[edit]

The Senate view

The Senate[edit]

Main article: Politics

The Senate, in a republic, has 100 seats, and each seat belongs to one of five factions. Every adult character in a republic has a predilection to each faction, and is supportive of one. Each faction has a leader, generally the most prominent character that supports that faction.

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. The amount of seats in the senate changes over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats. If a nation wishes to instantly strengthen a faction's position in the senate, it can spend oratory power to convince 10 seats to join that faction. Doing so however, results in an increase of tyranny.

Senatorial factions[edit]
Faction Modifiers
Civic +25% tax income, -10% building cost, -10% building construction speed
Military +25% land morale, +25% naval morale
Mercantile +25% commerce income, +5 diplomatic reputation
Religious +10% omen duration, -33% religious conversion cost
Populist +10% power costs
Actions[edit]

There are three different categories of actions which require senate approval:

  • All changing of laws require approval by the senate
  • A lot of character interactions, like banishing, imprisoning, etc.
  • All diplomatic interactions with other nations.

The senate can block an action if less than 40 senators support it. If less than 60 senators back the action, it can be forced through, but it will increase the amount of tyranny. If the Senate approves an action or not depends on its composition, and what the nation's course is. When an action is passed, it impacts the characters of the nation. Loyalty is lost or gained depending on faction membership, and factions gain and lose senators.

Offices[edit]
Main article: Politics#Offices
Office Modifiers
Censor Each Charisma gives +0.2 Senate Influence for the Censor’s party.
Praetor Each Charisma gives +1% Commerce Income.
Tribunus Militum Each Martial gives +1% Discipline
Praefectus Militaris Each Martial gives +1% Tax Income
Augur Each Zeal gives +5% Omen Power
Pontifex Each Zeal reduces stability cost by 2%
Tribunus Plebis Each Finesse increases freemen happiness by 1%
Vulnerarius Each finesse increases health by 0.5
Mechanics
Domestic Policy PowerGovernment
Economic Policy TradeTrade goodsEconomyBuildings
Warfare ArmyLand units
Foreign Policy DiplomacyAlliance