State

From Imperator Wiki
Revision as of 17:49, 25 September 2019 by Chrispim (talk | contribs) (Maximum civilization value)
Jump to navigation Jump to search

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.

Government

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%!

Ruler

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 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.).