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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.).

In Imperator: Rome a state owns at least one city, one pop and some characters. The player plays as a state. Please consult List of all states in Imperator: Rome for an overview in tabular form.

State culture/religion

Each state starts the game with a predefined culture and religion. This cannot be changed, but the culture and religion of populace living in the state can be altered to match the state's.


Main article: Government

The government sub-type and even the government type (Democracy, Monarchy or Tribe) can be changed! It is hidden behind the Decisions-button in the top bar.

The changing of the current government involves having certain Laws passed, the capital having a minimum Civilization value, having a certain Technology level researched, etc.

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%!


Each state has a ruler, one of the characters living in it and having citizenship. The type of government dictates the way of the succession of power.

Accumulated points

The four Power Points

Main article: power points

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 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.

Country rank 1.png Migrant Horde

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

Country rank 2.png City State

  • City Range: 1
  • Diplomatic Relations: +1
  • National Commerce Income: +20%
  • Fort Defense: +20%
  • Number of Clan Chiefs: +1 (if Tribal)
  • May be part of defensive leagues

Country rank 3.png Local Power

  • City Range: 2 to 24
  • Diplomatic Relations: +2
  • Diplomatic range: +10%
  • Number of Clan Chiefs: +1 (if Tribal)
  • May be part of defensive leagues

Country rank 4.png Regional Power

States of this level and above may no longer be a member of a defensive leagues

Country rank 5.png Major Power

Country rank 6.png Great Power

Must not be a subject of another state.
May not have any alliances.

Maximum civilization value

The maximum value the civilization level of any city being part of a state. The base value is …, modifiers are …