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In '''Imperator: Rome,''' a ''state'' owns at least one [[territories|territory]], one [[population|pop]] and some [[characters]], except for ''Migrant Hordes;'' it can be sovereign (i.e, independent) or a [[Subject_nations|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 [[Countries|list of all countries in Imperator: Rome]] for an overview to choose from.
 
In '''Imperator: Rome,''' a ''state'' owns at least one [[territories|territory]], one [[population|pop]] and some [[characters]], except for ''Migrant Hordes;'' it can be sovereign (i.e, independent) or a [[Subject_nations|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 [[Countries|list of all countries in Imperator: Rome]] for an overview to choose from.
  
== Culture ==
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== State Culture and Religion ==
{{Main|Culture#State culture}}
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Each state begins the game with a predefined [[culture]], which can be seen at the top right corner of the [[File:Top_bar_overview.png|32px]] National Overview screen, and [[religion]], which can be viewed just above the pantheon dieties in the [[File:Top_bar_religion.png|32px]] Religion tab. State religion '''can''' be changed during the game through a [[Beginner's_guide#Decisions|decision]] under the [[File:Top_bar_decisions.png|32px|Decisions|link=]] [[Beginner's_guide#Decisions|decisions]] button at the top bar if there are characters of that religion in your court and it is dominant in your capital. State culture generally cannot be changed except for through a few special events and decisions, such as startup events for {{flag|Heraclea Pontica}} and {{flag|Egypt}}, the {{flag|Parthia}} formation decision, and events during the Yuezhi migrations.
{{#lsth:Culture|State culture}}
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Most often the [[Population#Population_culture_and_population_religion|culture and religion of populace]] living in the state is diverse, but they can be gradually changed to match the state religion and culture during the playthrough via assimilation and conversion. Pops of a different culture and culture group have a happiness malus that is significantly exacerbated by {{icon|aggressive expansion}} [[Aggressive expansion|Aggressive Expansion]], while pops of a different religion will count against religious unity and have a significant effect on {{icon|omen power}} [[Religion#Omen_power|Omen Power]]. [[Culture#Pop_culture_and_assimilation|Assimilation]] and [[Religion#Base_mechanics|conversion]] is also slowed if the dominant province religion or culture, respectively, is not the same as that of the state, all of which makes the conquest of wrong culture (especially wrong culture group) and wrong religion areas significantly more difficult, especially in the early game. Outside of events pops will always assimilate and convert to the state culture and religion.
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State culture and religion also an affect on diplomacy. States of a different culture (in the same culture group) get a [[File:Improve relation.png|21px]] {{red|-10}} opinion malus, while those in a different culture group get a [[File:Improve relation.png|21px]] {{red|-25}} opinion malus. States of the same religion instead get a [[File:Improve relation.png|21px]] {{green|+10}} opinion bonus; there is no malus for having a different religion. The subject types available also depend on state culture; another state can only be made a [[Subject_nations#Feudatory|feudatory]] if it is in the same culture group as its new overlord, and [[Subject_nations#Satrapy|satrapies]] can only be made of states with [[Persian_traditions|Persian military traditions]], which consist mostly of countries in the Persian, Scythian, Bactrian, and Aramaic culture groups.
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The state's [[Military Traditions|Military Tradition tree]], which determines the unit abilities and bonuses that can be accrued over the game by spending [[State#Military_Experience|Military Experience]], is fixed at the start of the game based on the state culture/culture group (with a few exceptions) and cannot be changed except for through a few special events (such as the {{flag|Heraclea Pontica}} startup event).
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Each nation also has a set [[heritage]], offering two bonuses and one malus. This cannot be changed, even when [[Formable_Nations|forming a new nation]], and its modifiers stay with you for the whole game.
 
Each nation also has a set [[heritage]], offering two bonuses and one malus. This cannot be changed, even when [[Formable_Nations|forming a new nation]], and its modifiers stay with you for the whole game.
  
== Religion ==
 
{{Main|Religion#State_religion}}
 
{{#lsth:Religion|State religion}}
 
 
== Government ==
 
== Government ==
 
{{Main|Government}}
 
{{Main|Government}}

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