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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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 states in Imperator: Rome]] for an overview to choose from.
  
 
== State culture/religion ==
 
== State culture/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]] [[Beginner's_guide#Decisions|decisions]] button at the top bar.
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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 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_overview.png|48px|Government]] 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 [[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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Each state is managed by a ''ruler,'' who is one of the [[character]]s living within its borders. 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]].
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The type of [[government]] establishes how the succession of power occurs, either by dynastic inheritance, Senate decision or Clan Chief voting.
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{| class="wikitable"
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|-
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! Ruler / Co-Ruler's Attribute
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! Bonuses
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|-
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| {{icon|Martial}} Martial
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| Increases national commerce income & reduces build cost
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|-
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| {{icon|Charisma}} Charisma
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| Increases monthly Stability growth & reduces war exhaustion
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|-
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| {{icon|Finesse}} Finesse
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| Increases Manpower recovery speed & increases army morale recovery
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|-
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| {{icon|Zeal}} Zeal
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| Reduces Tyranny & increases claim fabrication speed
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|}
  
 
== 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]].
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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.
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=== 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]].
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''Military Experience'' increases from the current average 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 Loyalty gain chance.
  
 
=== Wealth, Manpower, Research ===
 
=== Wealth, Manpower, Research ===

Revision as of 20:38, 25 September 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 states in Imperator: Rome for an overview to choose from.

State culture/religion

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

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.

Ruler

Each state is managed by a ruler, who is one of the characters living within its borders. 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 decision or Clan Chief voting.

Ruler / Co-Ruler's Attribute Bonuses
Military power.png 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

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.

Military Experience

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 from the 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, Manpower, Research


Cost Wealth - Spend gold currency on whatever the state needs.

Manpower.png Manpower - Spent toward recruiting new troops and replenishing attrition losses.

Research points.png Research - Automatically spent toward advancing fields of research.

Aggressive expansion and Tyranny

Conquering cities raises the Aggressive expansion.png 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 -?.? so that it defaults back to 0. There are of course modifiers for the growth rate.

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.

State rank

Solely based on the number of currently incorporated territories, 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.

Country rank 1.png Migrant Horde

  • Territory Range: 0
  • National Manpower: +1000
  • Army Weight Modifier: -25%
  • Number of Clan Chiefs: +1 (if Tribal)

Country rank 2.png City State

Country rank 3.png Local Power

Country rank 4.png Regional Power

Country rank 5.png Major Power

Country rank 6.png Great Power

Must not be a subject of another state.

Maximum civilization value

The maximum value the civilization level of any territory being part of a state; it cannot be higher than the country civilization level.

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.).