Difference between revisions of "State"

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A '''state''' is any political structure comprising a community of people organized under some form of [[government]]. A state can be sovereign or constituent (tributary, satrapy, etc.).
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{{Version|1.0}}
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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 [[cities|city]], one [[population|pop]] and some [[characters|characters]]. ''The player plays as a state.'' Please consult [[Countries|List of all states in Imperator: Rome]] for an overview in tabular form.
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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.
  
== State culture/religion ==
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== State culture and religion ==
Each state starts the game with a predefined [[culture]] and [[religion]]. This cannot be changed, but the [[Population#Population_culture_and_population_religion|culture and religion of populace]] living in the state can be altered to match the state's.
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Each state begins the game with a predefined [[culture]] and [[religion]]. This '''can''' be changed afterwards through a [[Beginner's_guide#Decisions|decision]], under the [[File:Top_bar_decisions.png|48px|Decisions|link=]] [[Beginner's_guide#Decisions|decisions]] button at the top bar.
 +
 
 +
Most often the [[Population#Population_culture_and_population_religion|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 ==
 
== Government ==
 
{{Main|Government}}
 
{{Main|Government}}
  
The government sub-type and even the government type (Democracy, Monarchy or Tribe) can be changed! It is hidden behind the [[Beginner's_guide#Decisions|Decisions]]-button in the top bar.
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[[File:Top_bar_government.png|48px|Government|link=]] Each state also begins with a predefined [[government|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 [[Beginner's_guide#Decisions|decisions]] button at the top of the screen.
  
The changing of the current government involves having certain [[Laws]] passed, the capital having a minimum [[City#Civilization_value|Civilization value]], having a certain [[Technology]] level researched, etc.
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In order to change the current ''government,'' the player is required to pass certain [[laws]], the capital [[territories|territory]] may need a minimum [[City#Civilization_value|civilization value]], a specific [[technology]] level should be researched first and so forth.
  
The government type defines the available [[Laws]] and the three uber-types differ in the modifiers the offices provide! E.g. the "Tribune of the People" (Republic) comes with Freemen Happiness: +0.5%, the "Steward" (Monarchy) with National Tax: +1% and the "Magistrate" (Tribal) National Tax: +2%!
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The ''government form'' defines the available [[laws]] and provides special modifiers by each office, according to the [[character]]'s attributes and [[Rebellion#Loyalty|Loyalty]]. [[Government]] offices also provide [[political influence]] depending upon the holder's [[Rebellion#Loyalty|Loyalty]].
  
 
== Ruler ==
 
== Ruler ==
Each state has a ruler, one of the [[character]]s living in it and having citizenship. The type of government dictates the way of the succession of power.
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{{Main|Character}}
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 +
Each state is managed by a ''ruler,'' who is one of the [[character]]s living within its borders. They are visible on the [[File:Top_bar_government.png|48px|Government|link=]] [[government]] panel.
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 +
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.
 +
 
 +
{| class="wikitable"
 +
|+ style="text-align: center;" | Ruler / Co-Ruler
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|-
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! Attribute
 +
! Bonuses
 +
|-
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| {{icon|Martial}} Martial
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| Increases national commerce income & reduces build cost
 +
|-
 +
| {{icon|Charisma}} Charisma
 +
| Increases monthly Stability growth & reduces war exhaustion
 +
|-
 +
| {{icon|Finesse}} Finesse
 +
| Increases Manpower recovery speed & increases army morale recovery
 +
|-
 +
| {{icon|Zeal}} Zeal
 +
| Reduces Tyranny & increases claim fabrication speed
 +
|}
  
 
== Accumulated points==
 
== Accumulated points==
=== The four Power Points ===
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=== Political Influence ===
{{Main|power points}}
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''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 [[Rebellion#Loyalty|Loyalty]], therefore, it may fluctuate consistently over the year. Each [[government]] office provides up to {{green|+0.25}} per month, if the holder's [[Rebellion#Loyalty|Loyalty]] is at 100.
 +
 
 +
=== Military Experience ===
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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 {{green|+0.30}} per month, modified by current average [[Land_units|cohort]] experience and [[war exhaustion]], where reliance on [[Army#Mercenaries|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 [[Rebellion#Loyalty|Loyalty]] gain chance.
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 +
=== Wealth ===
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{{main|Economy}}
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 +
{{icon|cost}} ''Wealth'' - Basic monetary currency. ''Wealth'' [[Economy|income]] is provided by tax collection, domestic commerce, [[Subject_nations|subject]] tributes, and export/import routes.
 +
 
 +
Expenses are comprised of army and fleet maintenance, fort maintenance, [[character]]s' wages, [[building]] costs, founding of [[cities]]/metropolises, [[Technology|invention]] acquisition, some [[character]] interactions, and slave resettlement between [[territories]]. If a state runs into deficit, a random event may grant some [[Economy|gold]] in exchange for a temporary drawback.
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 +
=== Manpower ===
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 +
{{icon|manpower}} ''Manpower'' represents a pool of ready-to-fight people who are drawn from [[File:Pop_freemen.png|30px|Freeman|link=]] [[Population|freeman]] and [[File:Pop_tribesmen.png|30px|Tribesman|link=]] [[Population|tribesman]] pops inhabiting a state. It is required to [[Land_units|recruiting]] new army cohorts and replenishing [[Army#Attrition|attrition]] or combat losses.
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 +
''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 [[File:Pop_freemen.png|30px|Freeman|link=]] [[Population|freeman]] / [[File:Pop_tribesmen.png|30px|Tribesman|link=]] [[Population|tribesman]] happiness and output.
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 +
=== Research ===
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 +
{{icon|research points}} ''Research Points'' represent the progression of techniques and discoveries during the time period. They are produced by [[File:Pop_citizen.png|30px|Citizen|link=]] [[Population|citizen]] pops inhabiting a state, and it is recommended that at least 1/3 of a state's population is made up of [[File:Pop_citizen.png|30px|Citizen|link=]] [[Population|citizens]] in order to achieve 100% research efficiency. The player can track research production on the [[File:Top_bar_technology.png|48px|Technology|link=]] [[technology]] panel.
  
=== Wealth, Manpower, Research ===
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They are automatically spent towards advancing the four fields of [[Technology#Research_Points|technology]]: martial, civil, oratory and religious. Each new advance in a field grants several bonuses and unlock three new random [[Technology#Inventions|inventions]] which are acquired with [[Economy|gold]].
{{expand}}
 
  
{{icon|cost}} Wealth - Spend gold currency on whatever the state needs.
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''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 [[File:Pop_citizen.png|30px|Citizen|link=]] [[Population|citizen]] happiness and output.
  
{{icon|manpower}} Manpower - Spent toward [[Land_units|recruiting]] new troops and replenishing [[City#Supply_Limit|attrition]] losses.
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=== Aggressive Expansion ===
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{{icon|aggressive expansion}} ''Aggressive Expansion'' value is primarily raised by conquering new [[territories]] or forcing [[Subject_nations|vassalization]].  
  
{{icon|research points}} Research - Automatically spent toward advancing fields of [[Technology#Research_Points|research]].
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''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 [[Treaties#Defensive_Leagues|defensive leagues]]. It also negatively affects the happiness of non-state [[culture]] population, as well as reduces claim fabrication speed and [[Subject_nations|subject]] [[Rebellion#Loyalty|Loyalty]].
  
=== Aggressive expansion and Tyranny ===
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The base value is '''0''', and it cannot go negative. The base monthly reduction rate is {{green|-0.20%}} of current ''Aggressive Expansion,'' which is affected by several modifiers, such as [[Technology#Inventions|Oratory inventions]], [[government]] offices, and the [[character]] interation ''"Inspire Disloyalty".''
Conquering cities raises the {{icon|aggressive expansion}} Aggressive expansion-value. Aggressive expansion value acts as strong modifier in diplomatic relations between states. The higher this is, the less other nations likes this state. This might influence the likelihood to form alliances and defensive pacts. The base value is '''0''', it cannot become negative. The base growth rate is a negative of {{green|-?.?}} so that it defaults back to 0. There are of course modifiers for the growth rate.
 
  
{{icon|tyranny}} '''Tyranny''' is a value accumulated by each state by acts such as imprisoning characters on false charges, crucifying people, sacrificing infants, or other things generally considered malevolent to the populace. Tyranny is tracked by a meter, and as it increases, so do the negative ramifications for the player's country.
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=== Tyranny ===
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{{icon|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 {{green|-0.2}}, which is affected by several modifiers, such as [[Technology#Inventions|Oratory inventions]], marble [[Trade goods|trade good]] ({{green|-0.01}} per month as capital/export bonus), [[Government#Republics|Republican Dictatorship]] and [[Government#Monarchies|Aristocratic Monarchy]] government types.
  
 
== State rank ==
 
== State rank ==
Solely based on the number of currently incorporated [[cities]], a state has one of the six rankings. All state sizes can be in [[alliances]] with other states of the same rank except Great Powers.
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[[File:Top_bar_government.png|48px|Diplomacy|link=]] 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.
  
=== [[File:Country_rank_1.png]] Migrant Horde ===
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All states can join [[alliances]] with other countries of same level, except for '''Great Powers.'''
  
* City Range: 0
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=== [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde ===
* National Manpower: {{green|+1000}}
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* Army Weight Modifier: {{green|-25%}}
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* [[Territories|Territory]] range: 0
 +
* National manpower: {{green|+1000}}
 +
* Army weight modifier: {{green|-25%}}
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
  
=== [[File:Country_rank_2.png]] City State ===
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=== [[File:Country_rank_2.png|City State|link=]] City State ===
  
* City Range: 1
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* [[Territories|Territory]] range: 1
* Diplomatic Relations: {{green|+1}}
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* Diplomatic relation(s): {{green|+1}}
* National Commerce Income: {{green|+20%}}
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* National commerce income: {{green|+20%}}
* Fort Defense: {{green|+20%}}
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* Fort defense: {{green|+20%}}
 +
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.05}}
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
* May be part of defensive leagues
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* May be part of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_3.png]] Local Power ===
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=== [[File:Country_rank_3.png|Local Power|link=]] Local Power ===
  
* City Range: 2 to 24
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* [[Territories|Territory]] range: 2 to 24
* Diplomatic Relations: {{green|+2}}
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* Diplomatic relation(s): {{green|+2}}
 
* [[Diplomatic range]]: {{green|+10%}}
 
* [[Diplomatic range]]: {{green|+10%}}
 +
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.10}}
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
* May be part of defensive leagues
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* May be part of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_4.png]] Regional Power ===
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=== [[File:Country_rank_4.png|Regional Power|link=]] Regional Power ===
  
* City Range: 25 to 99
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* [[Territories|Territory]] range: 25 to 99
* Diplomatic Relations: {{green|+3}}
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* Diplomatic relation(s): {{green|+3}}
* Capital Import Routes: {{green|+1}}
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* Capital import route(s): {{green|+1}}
 
* [[Diplomatic range]]: {{green|+50%}}
 
* [[Diplomatic range]]: {{green|+50%}}
* [[National_ideas#Government_bonus|Government Bonus]] Multiplier: {{green|+100%}}
+
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.15}}
 +
* Monthly [[Political Influence]] gain: {{green|+25%}}
 +
* Threshold for [[Rebellion|civil war]]: {{red|-3%}}
 +
* Threshold for [[rebellion]]: {{red|-1%}}
 
* Number of Clan Chiefs: {{green|+2}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+2}} ''(if [[Government#Tribal|Tribal]])''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'' and ''"Guarantee"''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'' and ''"Guarantee"''
 +
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
  
States of this level and above may '''no longer''' be a member of a defensive leagues
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=== [[File:Country_rank_5.png|Major Power|link=]] Major Power ===
  
=== [[File:Country_rank_5.png]] Major Power ===
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* [[Territories|Territory]] range: 100 to 499
 
+
* Diplomatic relation(s): {{green|+4}}
* City Range: 100 to 499
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* Capital import route(s): {{green|+2}}
* Diplomatic Relations: {{green|+4}}
 
* Capital Import Routes: {{green|+2}}
 
 
* [[Diplomatic range]]: {{green|+125%}}
 
* [[Diplomatic range]]: {{green|+125%}}
* [[National_ideas#Government_bonus|Government Bonus]] Multiplier: {{green|+100%}}
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* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.20}}
* Change [[Provinces#Governor_Policy|Governor Policy]] Cost: {{green|-20%}}
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* Monthly [[Political Influence]] gain: {{green|+50%}}
 +
* Threshold for [[Rebellion|civil war]]: {{red|-5%}}
 +
* Threshold for [[rebellion]]: {{red|-3%}}
 +
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Rebellion#Loyalty|Loyalty]] loss: {{red|-0.01}}
 +
* Change [[Provinces#Governor_Policy|governor policy]] cost: {{green|-10%}}
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'' and ''"Support Rebels"''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'' and ''"Support Rebels"''
 +
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_6.png]] Great Power ===
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=== [[File:Country_rank_6.png|Great Power|link=]] Great Power ===
  
 
Must '''not''' be a subject of another state.<br>
 
Must '''not''' be a subject of another state.<br>
May '''not''' have any [[alliances]].
 
  
* City Range: 500+
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* [[Territories|Territory]] range: 500 or more
* Diplomatic Relations: {{green|+5}}
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* Diplomatic relation(s): {{green|+5}}
* Capital Import Routes: {{green|+2}}
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* Capital import route(s): {{green|+2}}
 
* [[Diplomatic range]]: {{green|+225%}}
 
* [[Diplomatic range]]: {{green|+225%}}
* [[National_ideas#Government_bonus|Government Bonus]] Multiplier: {{green|+200%}}
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* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.25}}
 +
* Monthly [[Political Influence]] gain: {{green|+75%}}
 +
* Threshold for [[Rebellion|civil war]]: {{red|-8%}}
 +
* Threshold for [[rebellion]]: {{red|-5%}}
 +
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Rebellion#Loyalty|Loyalty]] loss: {{red|-0.02}}
 +
* Change [[Provinces#Governor_Policy|governor policy]] cost: {{green|-30%}}
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
* Change [[Provinces#Governor_Policy|Governor Policy]] Cost: {{green|-40%}}
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* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'', ''"Support Rebels"'', ''"Intervene in War"'' and ''"Enforce Peace"''
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Intervene in War"'', ''"Enforce Peace"'', ''"Threaten War"'', ''"Guarantee"'' and ''"Support Rebels"''
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* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
 +
* May '''no longer''' have any [[alliances]]
  
 
== Maximum civilization value ==
 
== Maximum civilization value ==
The maximum value the civilization level of any [[city]] being part of a state. The base value is , modifiers are …
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The maximum civilization level of any [[Territories|territory]] being part of a state; it '''cannot''' be higher than the country civilization level, which is visible on the [[File:Top_bar_overview.png|48px|Overview|link=]] [[Beginner's_guide#Interacting_with_Your_Empire|Overview]] panel.
 +
 
 +
The value is based on the state's [[government]] type, modified by up to {{green|+10%}} at 100% centralization level of [[Government#Tribal|Tribes]], {{green|+2%}} per [[Technology|advance level in Oratory]], the national idea [[National_ideas#Religious|State Religion]] ({{green|+10%}}), [[Trade_goods#Economy_.26_Technology|gemstones]] trade good ({{green|+5%}} for capital surplus or {{green|+2.5%}} for exportation bonus), and {{green|+5%}}/{{green|+10%}} capital [[Territories|territory]] bonuses by forming regional tags (such as [[Saxonia]], [[Gaul]], [[Albion]] etc.).

Latest revision as of 17:11, 21 October 2019

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.).