State

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A state is any political structure comprising a community of people organized under some form of government; it is also called country.

In Imperator: Rome, a state owns at least one territory, one pop and some characters, except for Migrant Hordes; it can be sovereign (i.e, independent) or a subject (tributary, feudatory, tribal vassal, satrapy or client state). The player plays as a state, and controls the characters who compose the elite class. Please consult list of all countries in Imperator: Rome for an overview to choose from.

State culture and religion[edit]

Each state begins the game with a predefined culture and religion. This can be changed afterwards through a decision, under the Decisions decisions button at the top bar.

Most often the culture and religion of populace living in the state is diverse, but they can be altered to match the state's during the playthrough.

Government[edit]

Main article: Government

Government Each state also begins with a predefined bureaucratic structure. The government type (Aristocratic, Theocratic etc.) and even the government form (Democracy, Monarchy or Tribe) can be changed by fulfilling special requirements! It is also available under the decisions button at the top of the screen.

In order to change the current government, the player is required to pass certain laws, the capital territory may need a minimum civilization value, a specific technology level should be researched first and so forth.

The government form defines the available laws and provides special modifiers by each office, according to the character's attributes and Loyalty. Government offices also provide political influence depending upon the holder's Loyalty.

Ruler[edit]

Main article: Character

Each state is managed by a ruler, who is one of the characters living within its borders. They are visible on the Government government panel.

A ruler may be supported by a co-ruler who contributes their highest attributes, if the ruler's abilities are lower. It is required the ruler (and co-ruler) has full citizenship and belongs to a national family.

The type of government establishes how the succession of power occurs, either by dynastic inheritance, Senate appointment or Clan Chief election.

Ruler / Co-Ruler
Attribute Bonuses
Martial Martial Increases national commerce income & reduces build cost
Oratory power.png Charisma Increases monthly Stability growth & reduces war exhaustion
Civic power.png Finesse Increases Manpower recovery speed & increases army morale recovery
Religious power.png Zeal Reduces Tyranny & increases claim fabrication speed

Accumulated points[edit]

Political Influence[edit]

Political Influence represents the state's political capital and is used to perform actions directly relating to the government, such as selecting national ideas or implementing laws.

It is an abstract currency generated by loyal members of your government over time, who are chosen as office holders. The total value accrued each month is determined by each character's Loyalty, therefore, it may fluctuate consistently over the year. Each government office provides up to +0.25 per month, if the holder's Loyalty is at 100.

Military Experience[edit]

It is a countrywide value that measures the degree of Military Experience the state has built up. This currency is used to acquire Military Traditions.

Military Experience increases by +0.30 per month, modified by current average cohort experience and war exhaustion, where reliance on mercenaries reduces the speed it accumulates by. The player can activate the "Drill ability" on an army, which will build up cohort experience in exchange for increased maintenance cost and Loyalty gain chance.

Wealth[edit]

Main article: Economy

Cost Wealth - Basic monetary currency. Wealth income is provided by tax collection, domestic commerce, subject tributes, and export/import routes.

Expenses are comprised of army and fleet maintenance, fort maintenance, characters' wages, building costs, founding of cities/metropolises, invention acquisition, some character interactions, and slave resettlement between territories. If a state runs into deficit, a random event may grant some gold in exchange for a temporary drawback.

Manpower[edit]

Manpower.png Manpower represents a pool of ready-to-fight people who are drawn from Freeman freeman and Tribesman tribesman pops inhabiting a state. It is required to recruiting new army cohorts and replenishing attrition or combat losses.

Manpower is directly increased by several trade goods bonuses (e.g., horses and iron) and Barracks/Training Camp buildings, as well as it is modified by Freeman freeman / Tribesman tribesman happiness and output.

Research[edit]

Research points.png Research Points represent the progression of techniques and discoveries during the time period. They are produced by Citizen citizen pops inhabiting a state, and it is recommended that at least 1/3 of a state's population is made up of Citizen citizens in order to achieve 100% research efficiency. The player can track research production on the Technology technology panel.

They are automatically spent towards advancing the four fields of technology: martial, civil, oratory and religious. Each new advance in a field grants several bonuses and unlock three new random inventions which are acquired with gold.

Research points are increased by the Academy city building, and trade goods bonuses (cloth, earthenware, glass and papyrus). They are modified by characters employed as researchers, and Citizen citizen happiness and output.

Aggressive Expansion[edit]

Aggressive expansion.png Aggressive Expansion value is primarily raised by conquering new territories or forcing vassalization.

Aggressive expansion value acts as a strong modifier in diplomatic relations between states. The higher it is, the worse foreign nations view the expansionist state, becoming unlikely any immediate acceptance of alliances or defensive leagues. It also negatively affects the happiness of non-state culture population, as well as reduces claim fabrication speed and subject Loyalty.

The base value is 0, and it cannot go negative. The base monthly reduction rate is -0.20% of current Aggressive Expansion, which is affected by several modifiers, such as Oratory inventions, government offices, and the character interation "Inspire Disloyalty".

Tyranny[edit]

Tyranny Tyranny is a value accumulated by abusive acts, such as imprisoning characters on false charges, crucifying people, sacrificing infants, declaring war without Senate approval, and other decisions generally considered malevolent to the populace. Tyranny is tracked by a value at the top of screen, incurring negative consequences to the happines of society, as its value increases.

The base value is 0, and it cannot go negative. Tyranny base monthly reduction rate is -0.2, which is affected by several modifiers, such as Oratory inventions, marble trade good (-0.01 per month as capital/export bonus), Republican Dictatorship and Aristocratic Monarchy government types.

State rank[edit]

Diplomacy This a measure of how large a state is, according to land expansion. Ranks are based on the number of currently incorporated territories, each state is qualified under one of the six following tiers.

All states can join alliances with other countries of same level, except for Great Powers.

Migrant Horde Migrant Horde[edit]

  • Territory range: 0
  • National manpower: +1000
  • Army weight modifier: -25%
  • Number of Clan Chiefs: +1 (if Tribal)

City State City State[edit]

Local Power Local Power[edit]

Regional Power Regional Power[edit]

Major Power Major Power[edit]

Great Power Great Power[edit]

Must not be a subject of another state.

Maximum civilization value[edit]

The maximum civilization level of any territory being part of a state; it cannot be higher than the country civilization level, which is visible on the Overview Overview panel.

The value is based on the state's government type, modified by up to +10% at 100% centralization level of Tribes, +2% per advance level in Oratory, the national idea State Religion (+10%), gemstones trade good (+5% for capital surplus or +2.5% for exportation bonus), and +5%/+10% capital territory bonuses by forming regional tags (such as Saxonia, Gaul, Albion etc.).