Difference between revisions of "State"
DC123456789 (talk | contribs) (→Maximum civilization value: Minor rewrite, link to civilization value page) |
DC123456789 (talk | contribs) (→Maximum civilization value: Added note for marble increasing max civilization level and fixed missing gemstones word) |
||
Line 486: | Line 486: | ||
== Maximum civilization value == | == Maximum civilization value == | ||
{{main|Civilization value}} | {{main|Civilization value}} | ||
− | Every country has a base [[File:Civilization.png|28px]] '''country civilization level''', visible on the [[File:Top_bar_overview.png|28px|Overview|link=]] [[Beginner's_guide#Interacting_with_Your_Empire|Overview]] panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's [[government]] type, positive [[File:Centralization.png|28px]] centralization for [[Tribal|tribes]] (up to {{green|+10%}} at [[File:Centralization.png|28px]] 100), {{icon|research points}} [[Technology|Oratory Advances]] ({{green|+2%}} per level), the national idea [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] ({{green|+10%}}), the {{icon|gemstones}} capital surplus ({{green|+5%}}) and export {{green|+2.5%}} bonuses, and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual territory modifiers such as [[Urban Development]] and capital bonuses awarded when creating a [[formable nations|formable nation]] can push the maximum civilization value of any individual territory even higher. | + | Every country has a base [[File:Civilization.png|28px]] '''country civilization level''', visible on the [[File:Top_bar_overview.png|28px|Overview|link=]] [[Beginner's_guide#Interacting_with_Your_Empire|Overview]] panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's [[government]] type, positive [[File:Centralization.png|28px]] centralization for [[Tribal|tribes]] (up to {{green|+10%}} at [[File:Centralization.png|28px]] 100), {{icon|research points}} [[Technology|Oratory Advances]] ({{green|+2%}} per level), the national idea [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] ({{green|+10%}}), the {{icon|gemstones}} gemstones capital surplus ({{green|+5%}}) and export {{green|+2.5%}} bonuses, and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as [[Urban Development]], {{icon|marble}} marble surpluses, and capital bonuses awarded when creating a [[formable nations|formable nation]] can push the maximum civilization value of any individual territory even higher. |
Revision as of 23:09, 29 June 2020
A state is any political structure comprising a community of people organized under some form of government; it is also called a 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.
Contents
Culture
- Main article: Culture#State culture
Each nation also has a set heritage, offering two bonuses and one malus. This cannot be changed, even when forming a new nation, and its modifiers stay with you for the whole game.
Religion
- Main article: Religion#State_religion
Every country starts with a predefined state religion, which can be viewed just above the pantheon deities in the Religion tab. Every religion has bonuses that are applied to the entire country, and also determines the base deities that are always available regardless of the population or holy sites of the country. State religion also has a small effect on diplomacy—countries of the same religion get a
+10 opinion bonus with each other. There is no malus for having a different state religion.
There is no default happiness bonus or penalty for pop religion, but pops will receive a +4% happiness bonus for each deity in the state pantheon that matches their religion, making it useful for polytheistic states to take on pantheon gods of religions that are widespread inside their country - though spreading out the deity happiness bonus between deities of different religions means a smaller happiness modifier for each individual religion. The happiness of state religion pops specifically is also be increased with the
state religion happiness modifier, which is given by various omens and deities, inventions, laws, heritages, and more.
Additionally, the percentage of pops following the state religion is the nation's Religious Unity value, which is a major component of
Omen Power.
State Conversion
- Main article: Decisions#Religious Conversion decisions
The state religion can be changed by decision if there is at least 1 character of the new religion in the country, and either 50% of the non-slave pops in the capital or at least 20% of all the pops of the country, as well as at least one
pantheon deity, follow the new religion the country is converting to. Switching religions can only be done once every 10 years and costs
200 political influence and
30 stability, also giving a temporary drop of
−15 Loyalty for all characters that are followers of the old faith.
Government
- Main article: Government
The other main defining feature of a state is its government type, which can be classified into one of three more general government forms - Republic, Monarchy or Tribal.
Different government types have different modifiers, bonuses, and National Idea slots, and it can be useful to switch to one that better synergizes with the current strategy and playstyle. Changing between government types is generally done by decision and the requirements can generally be seen at any time. These requirements may include a minimum
stability level, certain
laws (or not having certain laws), a minimum
civilization value in the capital territory, a specific
technology level, and more, and will almost always cost stability. Certain
mission trees, such as the
Carthaginian mission tree Aegis of Africa, may also allow for changing government type even when if the country does not meet the normal requirements.
The government form defines the method of succession, the available laws, and the makeup of the offices, which give political power and various bonuses according to the character's attributes and Loyalty. Each government form also has different mechanics that a player must deal with - Republics must seek the approval of the Senate for nearly every major action, Monarchies must watch their Legitimacy and deal with angry Pretenders, and Tribes must appease their Clan Chiefs and decide on the direction of Centralization. Government offices also provide political influence depending upon the holder's Loyalty. Changing the government form is usually harder than changing government type; reforming from a Tribal government to a Republic or Monarchy involves going through the Tribal Reform mission tree, changing from a Republic to a Monarchy requires high Tyranny and the declaration of a Dictatorship, and changing from a Monarchy to a Republic is not generally possible outside of a few special events or missions (such as the Syracusan mission tree Death to Tyrants).
Ruler
- Main article: Ruler
Each state is headed by a ruler, prominently visible on the Show Government tab of the
government panel, and their traits, attributes, and relationships have a significant effect on
character loyalty,
Senate support, and state modifiers from
national commerce income to
army morale recovery to
monthly stability change. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. A ruler may be supported by a co-ruler or consort, who contribute any of their four main attributes if they are higher than those of the ruler, but may also have effects on
political influence generation and modifier for ruler
popularity and
corruption. Succession varies widely depending on the country's government form, ranging between dynastic inheritance in a monarchy, Senatorial election in republics, and rotation between Clan Chiefs in tribes, and the length of office may vary widely as well.
Accumulated points
Wealth
- Main article: Economy
The nation's Treasury stores all of its currently accumulated wealth. The nation's income is calculated monthly and comes from tax collection, domestic commerce, trade route income, and subject tributes. Many events can also give gold into the treasury, often scaled by the nation's current income.
Monthly expenses include army and fleet maintenance, tributes to an overlord, fort maintenance and character wages. Wealth is also spent on building costs, founding of cities/metropolises, invention acquisition, some character interactions, slave resettlement between territories, and many more. If a state runs into deficit, a random event may grant some gold in exchange for a temporary drawback.
Manpower
Manpower represents a pool of ready-to-fight people who are drawn from
freeman and
tribesman pops inhabiting a state. Manpower is used when recruiting new army cohorts and replenishing attrition or combat losses; if manpower becomes low, a nation can become very vulnerable to attack.
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 /
tribesman happiness and output.
Political Influence
- Main article: Political influence
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
Military Experience 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.
Research
- Main article: Technology#Research_Points
Research Points represent the progression of techniques and discoveries during the time period. They are produced by
citizen pops inhabiting a state, and it is recommended that at least 1/3 of a state's population is made up of
citizens in order to achieve 100% research efficiency. The player can track research production on the
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 happiness and output.
Stability
Stability represents the trust that the characters and population of your country has in your government, and its general ability to withstand threats and discontent from within. Stability runs from 0 to 100, with a base value of 50 that the stability value will naturally decay to. Positive (above 50) has many economic benefits, increasing population growth, commerce income, research points, and legitimacy. Negative stability (below 50) will increase unrest, decrease primary culture happiness and legitimacy (in monarchies), and lower the thresholds for triggering civil wars and rebellions, making it more likely that a revolt will break out if stability is not quickly raised.
Stability is decreased by certain diplomatic or political actions, such as breaking truces, changing laws, or swapping pantheon deities. It is also spent by migratory tribes to start migrations. The primary method of increasing stability is to spending on the Sacrifice to the Gods action in the Religion view, which will increase the monthly stability change. Certain omens, traits and laws also increase monthly stability change. Many Queued Events also offer immediate stability boosts, usually at the cost of spending or forgoing a bonus in some other currency (especially wealth and political power).
Your nation is considered disorganized if stability is below 30, which will prevent you from assigning characters to offices or declaring wars.
Generally speaking higher stability is always better, though because decay increases as stability gets further away from 50, it is usually not worth it to intentionally try to keep stability very high. Low stability should always be a cause for concern unless your nation is very well managed, as prolonged instability will eventually lead to revolts and rebellions.
- Effects of stability
- positive stability >50. Values multiplied with stability-50
- research points +0.5%
- global commerce +0.5%
- monthly legitimacy +0.3%
- civil war threshold +0.3%
- rebellion threshold +0.1%
- global population growth +0.01%
- positive stability >50. Values multiplied with stability-50
- negative stability <50. Values multiplied with 50-stability
- global unrest +0.04 (-1% EXTRA revolt risk each step)
- monthly legitimacy -0.01%
- primary culture happiness -0.8%
- loyalty gain chance +0.3%
- populist faction influence = +0.06
- threshold for civil war -0.02%
- rebellion threshold -0.1%
- monthly stability decay -0.01% (reduced stability decay)
- negative stability <50. Values multiplied with 50-stability
Aggressive Expansion
![]() |
Please help with verifying or updating this section. It was last verified for version 1.4. |
Aggressive Expansion (AE) represents the resentment that other states and pops in your empire have against conquests and other aggressive actions you take. The primary effect of Aggressive Expansion is to decrease the happiness of non-state culture population and lower the loyalty of all subject States, significantly increasing unrest at higher levels and raising the risk of a rebellion. Higher Aggressive Expansion also significantly decreases the opinion of nearby states (though allies have a much reduced opinion malus) and makes it more likely that the nation is viewed as a threat, making it more difficult to conduct diplomacy and encouraging other states to form alliances or defensive leagues against the expanding country. Very high Aggressive Expansion will have an impact on even primary culture pops and reduces political influence generation. Aggressive Expansion has a base value of 0, where it has no effects, and can become arbitrarily high, but cannot become negative.
Each point of Aggressive Expansion has the following modifiers:
-0.40% Wrong Culture Happiness
-0.80% Wrong Culture Group Happiness
-0.02 Claim Fabrication Speed
-0.5 Loyalty of Subject States
Each point of Aggressive Expansion beyond 50 also has the following effects, in addition to the ones above:
-0.10% Monthly Political Influence
-0.50% Primary Culture Happiness
-2.00% Aggressive Expansion Impact
Aggressive Expansion is primarily accrued through conquering new territories or forcing vassalization during a war. Several diplomatic actions, character interactions, and unit abilities also increase Aggressive Expansion.
![]() |
Type | |
---|---|---|
+25 |
| |
+20 |
| |
+10 |
| |
+5 |
| |
+2 |
| |
+1 | ||
+0.5 |
The base Aggressive Expansion Decay is -0.20% of current Aggressive Expansion per month, which can be increased by another -0.20% with the
Appeasing Diplomatic Stance and another -0.20% if your ruler has the
Righteous trait; however, this decay is active only if your country is not currently on the side of the aggressor in a war. There are also several sources of flat monthly
Aggressive Expansion Change that is active at all times, including Oratory inventions, government offices, and various deities. All static sources of monthly Aggressive Expansion Change are listed below:
![]() |
Type | |
---|---|---|
+0.020 |
| |
-0.010 |
| |
-0.015 |
| |
-0.020 |
| |
-0.025 |
| |
-0.03125 |
| |
-0.050 |
|
Aggressive Expansion Impact modifies how much aggressive expansion is accrued from conquering land and vassalizing other states after a war, primarily decreasing the AE cost of conquest. Sources of Aggressive Expansion Impact include Oratory inventions, Laws, ruler traits, heritages, mission/event modifiers, and high aggressive expansion; the last in particular means that at some point above 50 you will accrue very little additional Aggressive Expansion for any further conquests, effectively providing a soft cap to the modifier. The effects of Aggressive Expansion Impact are capped at -95.00%, corresponding to an absolute minimum of 0.05 aggressive expansion per territory annexed or vassalized. Static sources of Aggressive Expansion Impact are listed below:
![]() |
Type | |
---|---|---|
+15.00% |
| |
+10.00% |
| |
-2.00% | ![]() | |
-5.00% |
| |
-6.25% | ||
-10.00% |
| |
-20.00% |
| |
-50.00% |
The impact of Aggressive Expansion is felt most in the early game, when diplomacy is most important and the lack of Aggression Expansion Impact means that taking even a few provinces can rack up a large amount of Aggressive Expansion. Governor armies may be necessary to suppress unrest in wrong culture group provinces in order to handle province loyalty and allow for conversion and assimilation to happen, while judicious use of Improving Relations can help prevent the diplomatic situation from getting out of hand. An expansionist empire should focus on sources of Aggressive Expansion Change and Impact, as well as Wrong Culture Group Happiness bonuses as this is where the bulk of the effects are felt. In the later game, when the player has built up a large empire that can easily stand against its neighbours, developed a large enough base of primary culture provinces that will be largely unaffected by Aggressive Expansion-driven unhappiness, accumulated many of the AE Change and Impact modifiers, and either accrued enough wrong culture group happiness modifiers or have sufficient garrison army capacity to handle different culture group provinces even at relatively high AE values, an empire can take advantage of the Aggressive Expansion Impact for having higher than 50 AE to be able to conquer large amounts of territory at little to no additional aggressive expansion penalty.
Tyranny
![]() |
Please help with verifying or updating this section. It was last verified for version 1.4. |
Tyranny represents the level of oppression in your country and produces resentment against the government by characters and primary culture pops, but also increases the willingness of pops and factions to accede to your demands and the centralization of power. The level of Tyranny must be carefully managed, particularly in the early game, in order to avoid large reductions in character loyalty that can ensue in civil war as well as ensuring the productivity of your primary culture population, but in the later game when inventions and growth in power make characters and pops easier to deal with the increased Senate support for actions and war score cost bonus can become quite useful. The base Tyranny values range from the base value of 0, where it has no effects, to 100, and cannot be negative.
Each point of Tyranny gives the following modifiers:
-0.50% Primary Culture Happiness
-0.50% War score Cost
+0.50% Pop Assimilation Speed
-0.25 Loyalty of Generals
-0.25 Loyalty of Admirals
-0.25 Loyalty of Governors
+0.50% National Slave Output
-1.00% Imprison Cost
-1.00% Execute Cost
In Republics, each point of Tyranny also increases Senatorial Faction support for actions according to the following table:
Action Type | ![]() ![]() ![]() ![]() |
![]() |
---|---|---|
![]() |
+1.00% | +1.00% |
![]() |
+0.50% | +1.00% |
![]() |
+1.00% | +2.00% |
Tyranny is primarily increased by various character actions, such as imprisoning, executing, and imposing sanctions on various characters, as well as overriding the will of the Senate in Republics when doing character interactions, changing laws, or conducting diplomacy. There are also many events, particularly those relating to characters and their interactions, that can raise or lower the country's tyranny level. The actions and interactions that cost or change the national Tyranny value are listed below by their base cost, which can be changed by various interaction-specific modifiers:
![]() |
Type | |
---|---|---|
+30 |
| |
+10 |
| |
+5 |
| |
+4 |
| |
+3 |
| |
+2 |
| |
+1 |
| |
+0.5 |
| |
+0.01 |
| |
-1 |
| |
-5 |
|
Tyranny is primarily lost through Monthly Tyranny change, which has a base reduction of -0.2 Tyranny per month. This can be increased and changed by many different modifiers, such as certain Oratory inventions, various deity and omen bonuses, ruler attributes and traits, and more, static sources of which are listed below:
![]() |
Type | |
---|---|---|
+0.04 |
| |
+0.025 |
| |
+0.02 |
| |
+0.01 |
| |
-0.01 |
| |
-0.015 |
| |
-0.02 |
| |
-0.025 | ||
-0.03125 | ||
-0.04 |
| |
-0.05 |
| |
-0.10 |
|
In Republics, the Senatorial faction support from even relatively low amounts of Tyranny can be quite useful, making it worthwhile to have some level of Tyranny even in the early game when its effects are hardest to counteract. While monarchies have somewhat less use of Tyranny in the early game where expansion is more likely to be limited by Aggressive Expansion, Tyranny is generally not particularly problematic at lower levels and it is not very important to keep it low unless the nation is already experiencing issues with loyalty. It is worth noting that since Tyranny decay does not scale according to its current value and there are no easy ways to quickly lower it, high Tyranny can be problematic if the state is not prepared, especially if the ruler has low Charisma.
The main economic impact of Tyranny tends to be in research, since research is produced exclusively by citizens who will get the Primary Culture Happiness malus with higher tyranny without the compensating factor that the
National Slave Output bonus gives for tax income. Therefore in games where research is a particular focus should be wary of high tyranny or otherwise ensure that there are enough other sources of primary culture citizen happiness to counteract the malus. However, generally the most important impact of Tyranny is in character Loyalty, and so prudent character management and/or aiming for character loyalty bonuses are important for dealing with high Tyranny.
In the later game, when the player has accumulated enough loyalty and happiness bonuses to handle the penalties, high Tyranny is much more useful and players can take full advantage of its bonuses, particularly the warscore cost reduction. In conjunction with reductions from other sources and growing Aggressive Expansion Impact bonuses, a player with high Tyranny can conquer a vast amount of territory in the lategame as opposed to what is feasible early on. The
Pop Assimilation Speed and
National Slave Output can also be very useful once the happiness and unrest problems can be properly dealt with, making for a powerful tyrannical empire.
War Exhaustion
War exhaustion represents anger and discontent in the general population from casualties, blockades, and enemy occupation during a war. The effects of war exhaustion can be quite severe, significantly decreasing happiness of all pops and impacting ruler popularity, but also increasing Military Experience gain. High War Exhaustion will increase the AI's willingness to sign a more favourable peace, and conversely may force a player to sign a less favourable peace treaty rather than let their nation be consumed by unrest. War Exhaustion ticks down slowly based on the ruler's current
zeal, which can be increased through various omens, laws, and ideas. If War Exhaustion becomes too high, the
Invoke Devotio action in the religion panel can be taken to increase War Exhaustion decay at the cost of
Tyranny.
State rank
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
- Territory range: 0
- National manpower: +1000
- Army weight modifier: -25%
- Number of Clan Chiefs: +1 (if Tribal)
City State
- Territory range: 1
- Diplomatic relation(s): +1
- National commerce income: +20%
- Fort defense: +20%
- Subject integration speed: +0.05
- Number of Clan Chiefs: +1 (if Tribal)
- May be part of defensive leagues
Local Power
- Territory range: 2 to 24
- Diplomatic relation(s): +2
- Diplomatic range: +10%
- Subject integration speed: +0.10
- Number of Clan Chiefs: +1 (if Tribal)
- May be part of defensive leagues
Regional Power
- Territory range: 25 to 99
- Diplomatic relation(s): +3
- Capital import route(s): +1
- Diplomatic range: +50%
- Subject integration speed: +0.15
- Monthly Political Influence gain: +25%
- Threshold for civil war: -3%
- Threshold for rebellion: -1%
- Number of Clan Chiefs: +2 (if Tribal)
- May use the diplomatic actions "Threaten War" and "Guarantee"
- May no longer be a member of defensive leagues
Major Power
- Territory range: 100 to 499
- Diplomatic relation(s): +4
- Capital import route(s): +2
- Diplomatic range: +125%
- Subject integration speed: +0.20
- Monthly Political Influence gain: +50%
- Threshold for civil war: -5%
- Threshold for rebellion: -3%
- Monthly General/Admiral/Governor Loyalty loss: -0.01
- Change governor policy cost: -10%
- Number of Clan Chiefs: +3 (if Tribal)
- May use the diplomatic actions "Threaten War", "Guarantee" and "Support Rebels"
- May no longer be a member of defensive leagues
Great Power
Must not be a subject of another state.
- Territory range: 500 or more
- Diplomatic relation(s): +5
- Capital import route(s): +2
- Diplomatic range: +225%
- Subject integration speed: +0.25
- Monthly Political Influence gain: +75%
- Threshold for civil war: -8%
- Threshold for rebellion: -5%
- Monthly General/Admiral/Governor Loyalty loss: -0.02
- Change governor policy cost: -30%
- Number of Clan Chiefs: +3 (if Tribal)
- May use the diplomatic actions "Threaten War", "Guarantee", "Support Rebels", "Intervene in War" and "Enforce Peace"
- May no longer be a member of defensive leagues
- May no longer have any alliances
Maximum civilization value
- Main article: Civilization value
Every country has a base country civilization level, visible on the
Overview panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's government type, positive
centralization for tribes (up to +10% at
100),
Oratory Advances (+2% per level), the national idea
State Religion (+10%), the
gemstones capital surplus (+5%) and export +2.5% bonuses, and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as Urban Development,
marble surpluses, and capital bonuses awarded when creating a formable nation can push the maximum civilization value of any individual territory even higher.