Follow TV Tropes

Following

History VideoGame / ImperatorRome

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* QuantityVsQuality: The better the unit is in combat, the more expensive it is to train or build and the more exotic resources it takes to make it in the first place. Inventions, which increase further troops capabilities, are expensive. This leads to situation where one can either muster hordes of [[CannonFodder light infantry and archers]] or instead rise a token force of just few cohorts of [[EliteMooks heavy infantry and cavalry]] and it is rarely advisable to do both.

Added: 3571

Changed: 193

Is there an issue? Send a MessageReason:
None


* HiredGuns: Mercenaries. Unlike any other Paradox title, ''Imperator'' has them as specific armies existing in specific locations that can be hired by whoever and then head toward their deployment. It is also possible to turn own armies into hirable mercenaries[[note]]Which is also a perfect way of dealing with disloyal commanders that also happen to be leading big army full of veteran soldiers loyal to their general - rather than risking facing them in combat, make money on renting them to others and removing them from internal power-play[[/note]]. Mercenaries are twice as expensive as regular troops to maintain and come in pre-defined composition, but they don't take up manpower and provide an instant army after signing their contract. Depending on who you are playing as, they vary from waste of time and money to being the mainstay of your armed forces.



* MadeASlave: You can do this to imprisoned characters; prisoners captured during combat count as well. On a larger scale, grabbing pops as slaves is a desirable goal during wars.

to:

* MadeASlave: You can do this to imprisoned characters; prisoners captured during combat count as well. On a larger scale, grabbing pops as slaves is a desirable goal during wars. Greeks and Indians also are capable of performing outright slave raids during peace-time, snatching unfortunate pops and regardless of their prior strata, turning them into slave pops instead.


Added DiffLines:

* SlaveGalley: By default, rowers are implied to be a freemen. One of the policies for the navy allows to draft them from slaves instead - and [[WeHaveReserves it increases manpower recovery of fleets]].
* SlobsVersusSnobs: One of the laws for monarchies is a decision if to rely on nobility to serve as warriors (increasing discipline and military traditions) or if to admit freemen as soldiers, which in turn increases quantity, but also starting experience (implying gruelling training). This can be further put into "snob" territory with picking instead a ''[[MadeASlave slave-catching policy]]'', taking prisoners in battle to provide servants and labour for the elites.
* SoldierVsWarrior: Various events, policies and decisions are about deciding if your armed forces should be just rowing bands, ad-hoc citizen militia or noble host ''or'' a professionals that are paid wage for their service, in turn put through extensive training and fighting for the state, rather than personal reasons. Most evident in tribal nations, where non-ruling families, instead of playing a political game, simply have their own troops, that are ''always'' loyal to specific clan, rather than the ruling one (as the concept of a state is absent for them entirely). More civilised nations have instead more or less soldier ethos, but the troops can still pledge their allegiance to their leaders if one isn't careful.


Added DiffLines:

* VideoGameCrueltyPotential: The very back-bone of your economy are slaves[[note]]To the point of freemen being "demoted" to slaves if you don't have enough of them[[/note]], with full encouragement of capturing more, with all means possible. Harsh treatment of conquered lands, desacrating of holy sites and outright murder of your enemies are all perfectly fine and provide direct benefits, often greatly outweighting more peaceful or open-minded approach. Prior to introduction of integration mechanics, it was also perfectly fine to trample "foreign" cultures and religions within your borders, as the game was automatically aiming to assimilate everyone into the ruling elite - even if said elite is ''the only members of that particular culture''. And this is all presented as a norm of the time period.
** VideoGameCrueltyPunishment: There is however a sharp divide between what's socially acceptable for the time period the game covers and simply doing things ForTheEvulz. Tyranny, aggressive expansion, popularity and loyalty are directly tied with how awful your ruler and country are, both internally and to other nations. Go too deep on being a blood-thirsty tyrant and you will end up with world ganging on your country, while the entire court will be plotting against you and your family.

Added: 948

Changed: 1389

Is there an issue? Send a MessageReason:
None


* PaperTiger: Both the Seleucid Empire and Phrygia are ''pathetically'' weak. While they control some massive tracts of land, this is the very reason why they are so weak: population is spread out [[note]]Also, both countries control large numbers of pops which differ from the state culture and religion, making them inefficient.[[/note]], cities are few and far in between, and moving troops around is nigh-impossible, as it predictably takes years to get from an area with manpower to the place where the war is fought. Money-making is restricted, since apart from the capital, concentrating slaves just won't happen. For comparison, any other country that gradually grows big, rather than starting as such, will be resilient to the issues related to its size.
** However, despite folding like a paper toy, both of those countries can still use their ''supposed'' might in diplomacy, strong-arming city-states and minor nations with mere threats of war.

to:

* PaperTiger: PaperTiger:
** The ranks for countries are based on number of settlements controlled. However, each rank other than lowest and highest have pretty wide range that still groups countries as "equal". In reality, the disparity of population, income and thus armies possible to field is ''massive'', especially when it comes to Major Powers (100-''499'' settlements). This makes the rank itself meaningless at measuring real powerbase of any given country - something [[ArtificialStupidity AI is notoriously incapable of doing]]. And anyone who barely qualifies for given rank can be usually easily taken down a peg.
**
Both the Seleucid Empire and Phrygia Antigonid Empires are ''pathetically'' weak. While they control some massive tracts of land, this is the very reason why they are so weak: population is spread out [[note]]Also, both countries control large numbers of pops which differ from the state culture and religion, making them inefficient.[[/note]], cities are few and far in between, and moving troops around is nigh-impossible, as it predictably takes years to get from an area with manpower to the place where the war is fought. Money-making is restricted, since apart from the capital, concentrating slaves just won't happen. For comparison, any other country that gradually grows big, rather than starting as such, will be resilient to the issues related to its size.
** *** However, despite folding like a paper toy, both of those countries can still use their ''supposed'' might in diplomacy, strong-arming city-states and minor nations with mere threats of war.



* SpaceFillingEmpire: Maurya, Seleucids, Phrygia and Carthage are those at the game start. Rome can steam-roll most of northern and central Italy within first 30-40 years. But the most literal example would be Ptolemaic Egypt and Kingdom of Kush south of it - both countries consists almost entirely out of provinces right next to the Nile and impassable desert around them. Whoever controls sufficient numbers of those provinces, "claims" the desert itself, painting large swath of map in their colour... while it's useless for anything else. [[note]]However, Kush is a small fish in a tiny pond; while it cannot hope to go head-to-head against Ptolemaic Egypt, it has plenty of expansion options to its south, netting it land and more crucially, pops belonging to its primary culture.[[/note]]

to:

* SpaceFillingEmpire: Maurya, Seleucids, Phrygia Antigonids and Carthage are those at the game start. Rome can steam-roll most of northern and central Italy within first 30-40 years. But the most literal example would be Ptolemaic Egypt and Kingdom of Kush south of it - both countries consists almost entirely out of provinces right next to the Nile and impassable desert around them. Whoever controls sufficient numbers of those provinces, "claims" the desert itself, painting large swath of map in their colour... while it's useless for anything else. [[note]]However, Kush is a small fish in a tiny pond; while it cannot hope to go head-to-head against Ptolemaic Egypt, it has plenty of expansion options to its south, netting it land and more crucially, pops belonging to its primary culture.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It is also one of the top priorities to keep as many seats within your ruling family. This is especially important with governors and army commanders, as it is easier to keep family members loyal than people from rival bloodlines.


Added DiffLines:

** To a lesser extent, minor characters. Unless adopted or married into any of the major families, they are useful outsiders with loyalty to either state, highest bidder or most charming person in the country and can switch sides during civil wars and revolts to their backers or friends, rather than following their relatives (which they usually lack).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*{{Nepotism}}: Powerful families of every state are expected to be given a certain number of positions (government or military) to fill. If the state is able to give a family twice their expected number of positions, the family is deemed grateful, giving bonuses to loyalty and reduction in wages.

Changed: 82

Is there an issue? Send a MessageReason:
None


* OutofFocus: Anyone who isn't Rome, Carthage and the diadochi kingdoms gets generic missions. And they are truly generic, without any sort of even regional or cultural flavour attached. The only way to gain few more country-specific missions is to buy [=DLCs=], at average rate of 2 countries per content pack, which only adds to the already poor reception of ''Imperator''.

to:

* OutofFocus: Anyone who isn't Rome, Carthage and the diadochi Diadochi kingdoms gets generic missions. And they are truly generic, without missions; this applies even to the Maurya. The generic missions do not have any sort of even regional or cultural flavour attached. attached to them. The only way to gain a few more country-specific missions is to buy [=DLCs=], at an average rate of 2 countries per content pack, which only adds to the already poor reception of ''Imperator''.
Is there an issue? Send a MessageReason:
None


* OutofFocus: Anyone who isn't Rome, Carthage and the diadochi kingdoms gets generic missions. And they are truly generic, without any sort of even regional or cultural flavour attatched. The only way to gain few more country-specific missions is to buy [=DLCs=], at average rate of 2 countries per content pack, which only adds to the already poor reception of ''Imperator''.

to:

* OutofFocus: Anyone who isn't Rome, Carthage and the diadochi kingdoms gets generic missions. And they are truly generic, without any sort of even regional or cultural flavour attatched.attached. The only way to gain few more country-specific missions is to buy [=DLCs=], at average rate of 2 countries per content pack, which only adds to the already poor reception of ''Imperator''.

Added: 783

Changed: 882

Is there an issue? Send a MessageReason:
None


* AnOfferYouCantRefuse: A viable alternative to waging wars is to threaten with one. If the disparity of military power is big enough, the threatened side will automatically yield to the demand (and it's impossible to issue the threat otherwise). However, the threat only allows a single settlement to be acquired, rather than whole provinces or even regions and once the demand is met, a regular truce period is issued, as if finishing an actual war. It is still handy for those strategically important settlements. Especially when the "military might" only exists on paper: Seleucids have a hard time to get their armies where they are needed on time, while Carthage is a naval power backed by mercenaries, without almost any means to raise regular armies in meaningful quantities.



* AnOfferYouCantRefuse: A viable alternative to waging wars is to threaten with one. If the disparity of military power is big enough, the threatened side will automatically yield to the demand (and it's impossible to issue the threat otherwise). However, the threat only allows a single territory to be acquired, rather than whole provinces or even regions and once the demand is met, a regular truce period is issued, as if finishing an actual war. It is still handy for those strategically important settlements. Especially when the "military might" only exists on paper: Seleucids have a hard time to get their armies where they are needed on time, while Carthage is a naval power backed by mercenaries, without almost any means to raise regular armies in meaningful quantities.

to:

* AnOfferYouCantRefuse: A viable alternative to waging wars is to threaten with one. If OutofFocus: Anyone who isn't Rome, Carthage and the disparity of military power is big enough, the threatened side will automatically yield to the demand (and it's impossible to issue the threat otherwise). However, the threat only allows a single territory to be acquired, rather than whole provinces or even regions and once the demand is met, a regular truce period is issued, as if finishing an actual war. It is still handy for those strategically important settlements. Especially when the "military might" only exists on paper: Seleucids have a hard time to get their armies where diadochi kingdoms gets generic missions. And they are needed on time, while Carthage is a naval power backed by mercenaries, truly generic, without almost any means sort of even regional or cultural flavour attatched. The only way to raise regular armies in meaningful quantities.gain few more country-specific missions is to buy [=DLCs=], at average rate of 2 countries per content pack, which only adds to the already poor reception of ''Imperator''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UnstableEquilibrium: Research speed is tied with number of citizens vs. total number of pops and prices of inventions increase with size of the country. If those two factors are properly tuned to each other, research ''explodes'', while costing pocket change to implement results.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarlyGameHell: Any state whose capital region is near or largely occupied by the great powers of the era; examples include Kamarupa, Samatata (Maurya) and Syracuse (who faces a double whammy of having to face Carthage ''and'' Rome).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrewTheRulesIHaveMoney: Money is a dangerous commodity in ''Imperator''.
**By itself, it increases the prestige of the family.
**It can be used to purchase holdings in the state, which increases income ''and'' adds to the family's power base.

Added: 234

Changed: 64

Is there an issue? Send a MessageReason:
None


* AntagonisticGovernor: A disloyal governor, especially if the region they administer is richer than the ruler's capital region. In a vast empire, it is possible to have a host of them and if that happens, a civil war is on the cards.



* CivilWarcraft: Likely, considering the setting. Displease too many people within a single family while controlling a large, unstable country and they ''will'' start to plot toward a civil war.

to:

* CivilWarcraft: Likely, considering the setting. Displease too many people within a single family the great families of the realm or powerful regional governors while controlling a large, unstable country and they ''will'' start to plot toward towards a civil war.

Changed: 195

Is there an issue? Send a MessageReason:
None


* PowerupLetdown: Playing as Syracuse and managing to reform into Sicily, which requires beating Carthage, one of the most powerful and wealthy nations at the game start, as a tiny country controlling ''at best'' half of Sicily and a bunch of settlements in Calabria, offers nothing in return aside from a new country name and finishing the starting mission tree. Worse, you don't really need Carthage itself for anything; you just have to kick them out of Sicily, so it's a massive war over a literal handful of worthless settlements. The letdown is only topped by the ability to form [[NintendoHard Magna Graecia]], which on top of beating Carthage, also assumes ''beating Rome'' and doing it ''at least twice'' due to the inherent value of provinces needed for it, as it's just not gonna happen in a single peace talk. Once you achieve that, you gain...a new country name and flag, bordering on BraggingRightsReward. To put this in perspective - Syracuse is a small, but tasty snack between two land-hungry empires with resources and manpower vastly exceeding your own, while having no other direction of expansion other than to fight said empires, as Syracuse lacks the supply range to conquer anything outside the Magna Graecia region, the southern-most parts of the Italian Peninsula. It's not helping that a whole DLC, aptly titled ''Magna Graecia'', has as one of its main focuses Syracuse and its possible raise to power... and doesn't address any of this. At all.

to:

* PowerupLetdown: Playing as Syracuse and managing to reform into Sicily, which requires beating Carthage, one of the most powerful and wealthy nations at the game start, as a tiny country controlling ''at best'' half of Sicily and a bunch of settlements in Calabria, offers nothing in return aside from a new country name and finishing the starting mission tree. Worse, you don't really need Carthage itself for anything; you just have to kick them out of Sicily, so it's a massive war over a literal handful of worthless settlements. The letdown is only topped by the ability to form [[NintendoHard Magna Graecia]], which on top of beating Carthage, also assumes ''beating Rome'' and doing it ''at least twice'' due to the inherent value of provinces needed for it, as it's just not gonna happen in a single peace talk. Once you achieve that, you gain...a new country name and flag, bordering on BraggingRightsReward. To put this in perspective - Syracuse is a small, but tasty snack between two land-hungry empires with resources and manpower vastly exceeding your own, while having no other direction of expansion other than to fight said empires, as Syracuse lacks the supply range to conquer anything outside the Magna Graecia region, the southern-most parts of the Italian Peninsula.Peninsula [[note]]It also makes sense for Syracuse to expand in the region, as the ruler would be able to administer the newly acquired lands directly, rather than go through a regional governor.[[/note]]. It's not helping that a whole DLC, aptly titled ''Magna Graecia'', has as one of its main focuses Syracuse and its possible raise to power... and doesn't address any of this. At all.

Added: 337

Removed: 139

Is there an issue? Send a MessageReason:
None


* ArrangedMarriage: Like in ''Crusader Kings'', you can marry your leaders with other families to secure alliances and general politicking.


Added DiffLines:

* ArbitraryHeadcountLimit: You can only assign ''one'' governor per region. This means that as your state conquers more and more territories in the same region, that governor's power will only grow.
* ArrangedMarriage: Like in ''Crusader Kings'', you can marry your leaders with other families to secure alliances and general politicking.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BewareTheQuietOnes: Characters can have a scheme named "Plotting Quietly". It cannot be stopped and the character will have decreased loyalty while the scheme is active.
**Also, heads of great families may buy and amass holdings without the ruler's knowledge. Cue the ruler's surprise when the family head gets powerful and wealthy enough to trigger a civil war due to these holdings.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*TheStarscream: Any disloyal governor can be this, especially if they control their assigned region completely. Inept rulers of vast empires can even have a whole host of them!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BadassBureaucrat: Rulers and governors who control most or all of their regions' territories. For rulers, this usually means a solid power base for themselves; for governors, this means that should they feel like it, they can flip the metaphorical table and rebel against their master.

Changed: 73

Is there an issue? Send a MessageReason:
None


** True barbarians are hostile to every state, and reduce the civilization level of a territory when they occupy it.

to:

** True barbarians are hostile to every state, and reduce the civilization level of a territory when they occupy it. They spawn more frequently when the region has a low civilization level.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*BarbarianTribe: Both aspects of the trope are used.
**True barbarians are hostile to every state, and reduce the civilization level of a territory when they occupy it.
**Playable tribes are portrayed as less civilised than monarchies or republics.

Added: 178

Changed: 4

Is there an issue? Send a MessageReason:
None


**The game also rewards players who set out to do this, by implementing the rule that subject states cannot have foreign relations (other than trading) except with their hegemon.



* HistoricalInJoke: The province id for Byzantion, at this point a minor Greek city-state, is 1453.

to:

* HistoricalInJoke: The province id ID for Byzantion, at this point a minor Greek city-state, is 1453.

Changed: 230

Is there an issue? Send a MessageReason:
None


Unlike its predecessor, Imperator fleshes out the non-Roman states that ruled Eurasia during this time period, with a concave map that stretches from Iberia to India. The game begins in 450 [[AbUrbeCondita A.U.C]] (304 BCE), with the Roman Republic as merely one power among many, and the player is challenged to either repeat Rome's ascendancy or guide another power to the greatness that Rome possessed in our timeline. The game itself combines mechanics from VideoGame/EuropaUniversalis, [[VideoGame/VictoriaAnEmpireUnderTheSun the Victoria series]], and VideoGame/CrusaderKings, featuring population mechanics, with [=POPs=] divided by culture, religion, and class, trade mechanics and trade goods, and fleshed out characters and character interaction, allowing for the simulation of both economic growth and political intrigue. The map is the largest yet for a Paradox game, containing over 9000 provinces and numerous cultures, tribes, and states. The game launched with three political systems: Roman-style republics, authoritarian monarchies, and tribal clans. Probably unique to ''Imperator'' among PDS games, the smallest unit of land on the map is not a "province", but a settlement; "provinces" here are groupings of settlements.

to:

Unlike its predecessor, Imperator fleshes out the non-Roman states that ruled Eurasia during this time period, with a concave map that stretches from Iberia to India. The game begins in 450 [[AbUrbeCondita A.U.C]] (304 BCE), with the Roman Republic as merely one power among many, and the player is challenged to either repeat Rome's ascendancy or guide another power to the greatness that Rome possessed in our timeline. The game itself combines mechanics from VideoGame/EuropaUniversalis, [[VideoGame/VictoriaAnEmpireUnderTheSun the Victoria series]], and VideoGame/CrusaderKings, featuring population mechanics, with [=POPs=] divided by culture, religion, and class, trade mechanics and trade goods, and fleshed out characters and character interaction, allowing for the simulation of both economic growth and political intrigue. The map is the largest yet for a Paradox game, containing over 9000 provinces and numerous cultures, tribes, and states. The game launched with three political systems: Roman-style republics, authoritarian monarchies, and tribal clans. Probably unique to ''Imperator'' among PDS games, the smallest unit of land on the map is not a "province", but a settlement; territory (a rural settlement, city or metropolis); "provinces" here are groupings of settlements.
territories.



** The reward for forming nations usually comes with claims for all territories related to the new nation. Thing is, barring some rare occurrences, you will control all of that region anyway, since new territory can be only taken if it has a connection with your existing country. And even if you only took the settlements you need for the new nation, you still needed a claim to get there, from either a mission or a diplomatic action.

to:

** The reward for forming nations usually comes with claims for all territories related to the new nation. Thing is, barring some rare occurrences, you will control all of that region anyway, since new territory can be only taken if it has a connection with your existing country. And even if you only took the settlements territories you need for the new nation, you still needed a claim to get there, from either a mission or a diplomatic action.



* TheEmpire: "Empire" is a special form of monarchic government, which a country can enact once it controls ''[[SpaceFillingEmpire 600]]'' settlements. For comparison, getting to Great Power status requires ''only'' 500 and is already a feat by itself [[note]]At the game's start, ''only'' the Maurya is a Great Power, and after accepting territories from the Seleucids in exchange for some war elephants and a truce.[[/note]]. It offers four (as opposed to the regular three) national ideas to be active at once - and one from each type, thus providing a lot of flexibility. Also comes in religious variety, by running an [[TabletopGame/Warhammer40000 imperial cult]] instead.

to:

* TheEmpire: "Empire" is a special form of monarchic government, which a country can enact once it controls ''[[SpaceFillingEmpire 600]]'' settlements. territories. For comparison, getting to Great Power status requires ''only'' 500 and is already a feat by itself [[note]]At the game's start, ''only'' the Maurya is a Great Power, and after accepting ''no'' nation has even 400 territories from the Seleucids in exchange for some war elephants and a truce.to its name.[[/note]]. It offers four (as opposed to the regular three) national ideas to be active at once - and one from each type, thus providing a lot of flexibility. Also comes in religious variety, by running an [[TabletopGame/Warhammer40000 imperial cult]] instead.



* LonelyAtTheTop: After achieving Great Power rank (500 or more controlled settlements), a country can no longer have alliances.

to:

* LonelyAtTheTop: After achieving Great Power rank (500 or more controlled settlements), territories), a country can no longer have alliances.



* AnOfferYouCantRefuse: A viable alternative to waging wars is to threaten with one. If the disparity of military power is big enough, the threatened side will automatically yield to the demand (and it's impossible to issue the threat otherwise). However, the threat only allows a single settlement to be acquired, rather than whole provinces or even regions and once the demand is met, a regular truce period is issued, as if finishing an actual war. It is still handy for those strategically important settlements. Especially when the "military might" only exists on paper: Seleucids have a hard time to get their armies where they are needed on time, while Carthage is a naval power backed by mercenaries, without almost any means to raise regular armies in meaningful quantities.

to:

* AnOfferYouCantRefuse: A viable alternative to waging wars is to threaten with one. If the disparity of military power is big enough, the threatened side will automatically yield to the demand (and it's impossible to issue the threat otherwise). However, the threat only allows a single settlement territory to be acquired, rather than whole provinces or even regions and once the demand is met, a regular truce period is issued, as if finishing an actual war. It is still handy for those strategically important settlements. Especially when the "military might" only exists on paper: Seleucids have a hard time to get their armies where they are needed on time, while Carthage is a naval power backed by mercenaries, without almost any means to raise regular armies in meaningful quantities.

Changed: 179

Is there an issue? Send a MessageReason:
None


** In case the player still hasn't received the memo, they are to try avoiding this trope as much as possible, as it is how many pops they control and how happy these pops are which is crucial; territory is rather secondary in ''Imperator''.

to:

** In case the player still hasn't received the memo, they are to try avoiding this trope as much as possible, as it is how many pops they control and how happy these pops are which is crucial; territory is rather secondary in ''Imperator''. This is reinforced in nation tier levels: a nation only requires 100 territories to be rated a "Major Power" (second highest tier), but needs ''500'' to be rated a "Great Power".

Changed: 111

Is there an issue? Send a MessageReason:
None


** Once you have a city with at least 10 [=POPs=] adjacent to an uncolonized inhabitable settlement, you can move a POP into that settlement and claim it as your own, though the native [=POPs=] will retain their religion and culture. This is vital to shutting down barbarian strongholds, as they can only be shut down by bordering settled, civilized settlements and having civilization spread to them by those means.

to:

** Once you have a city settlement with at least 10 [=POPs=] (and the settlement has a majority of pops belonging to your state religion and culture) adjacent to an uncolonized inhabitable settlement, you can move a non-slave POP into that settlement and claim it as your own, though the native [=POPs=] will retain their religion and culture. This is vital to shutting down barbarian strongholds, as they can only be shut down by bordering settled, civilized settlements and having civilization spread to them by those means.

Added: 178

Changed: 4

Is there an issue? Send a MessageReason:
None


*MadeASlave: You can do this to imprisoned characters; prisoners captured during combat count as well. On a larger scale, grabbing pops as slaves is a desirable goal during wars.



* WarForFunAndProfit: The economy is literally run by slaves. And you need a lot of them to get things done. Since there is no actual slave market in-game, your main source of slaves is going to come from wars. The weaker and more numerous the enemies, the better, because that means just running around their land and throwing pops into shackles. Depopulated entire settlements in the process? No sweat, just colonise it with your own people once the war is over, preferably with your war veterans.

to:

* WarForFunAndProfit: The economy is literally run by slaves. And slaves, and you need a lot of them to get things done. Since there is no actual slave market in-game, your main source of slaves is going to come from wars. The weaker and more numerous the enemies, the better, because that means just running around their land and throwing pops into shackles. Depopulated entire settlements in the process? No sweat, just colonise it with your own people once the war is over, preferably with your war veterans.

Changed: 708

Is there an issue? Send a MessageReason:
None


Unlike its predecessor, Imperator fleshes out the non-Roman states that ruled Eurasia during this time period, with a concave map that stretches from Iberia to India. The game begins in 450 [[AbUrbeCondita A.U.C]] (304 BCE), with the Roman Republic as merely one power among many, and the player is challenged to either repeat Rome's ascendancy or guide another power to the greatness that Rome possessed in our timeline. The game itself combines mechanics from VideoGame/EuropaUniversalis, [[VideoGame/VictoriaAnEmpireUnderTheSun the Victoria series]], and VideoGame/CrusaderKings, featuring population mechanics, with [=POPs=] divided by culture, religion, and class, trade mechanics and trade goods, and fleshed out characters and character interaction, allowing for the simulation of both economic growth and political intrigue. The map is the largest yet for a Paradox game, containing over 9000 provinces and numerous cultures, tribes, and states. The game launched with three political systems: Roman-style republics, authoritarian monarchies, and tribal clans.

to:

Unlike its predecessor, Imperator fleshes out the non-Roman states that ruled Eurasia during this time period, with a concave map that stretches from Iberia to India. The game begins in 450 [[AbUrbeCondita A.U.C]] (304 BCE), with the Roman Republic as merely one power among many, and the player is challenged to either repeat Rome's ascendancy or guide another power to the greatness that Rome possessed in our timeline. The game itself combines mechanics from VideoGame/EuropaUniversalis, [[VideoGame/VictoriaAnEmpireUnderTheSun the Victoria series]], and VideoGame/CrusaderKings, featuring population mechanics, with [=POPs=] divided by culture, religion, and class, trade mechanics and trade goods, and fleshed out characters and character interaction, allowing for the simulation of both economic growth and political intrigue. The map is the largest yet for a Paradox game, containing over 9000 provinces and numerous cultures, tribes, and states. The game launched with three political systems: Roman-style republics, authoritarian monarchies, and tribal clans. \n Probably unique to ''Imperator'' among PDS games, the smallest unit of land on the map is not a "province", but a settlement; "provinces" here are groupings of settlements.



** Turning a rural province into a city prevents it completely from having any sort of agriculture infrastructure, period. This ignores the fact most cities all the way until railroads became a thing were surrounded by fields, villages and serving settlements dedicated to providing food to the city.

to:

** Turning a rural province settlement into a city prevents it completely from having any sort of agriculture infrastructure, period. This ignores the fact most cities all the way until railroads became a thing were surrounded by fields, villages and serving settlements dedicated to providing food to the city.



* ChokepointGeography: Various areas are absolutely impassable, forcing troops to march over very specific paths. This in turn allows to use forts extensively, as it is entirely possible to block enemy invasion by forcing enemy army to first besiege a high-level fort with no chance of taking it over for years. The most prominent example are various Alpine passes, with most of the mountains being impassable terrain, but there are also deserts of Northern Africa and Middle East and such blockers like Caucasus or Hindu Kush Mountains.

to:

* ChokepointGeography: Various areas are absolutely impassable, forcing troops to march over very specific paths. This in turn allows to use forts extensively, as it is entirely possible to block enemy invasion by forcing enemy army to first besiege a high-level fort with no chance of taking it over for years. The most prominent example are various Alpine passes, with most of the mountains being impassable terrain, but there are also deserts of Northern Africa and Middle East and such blockers like the Caucasus or Hindu Kush Mountains.mountains.



* LandOfOneCity: The map is absolutely packed with minor tribes that are likely fated to be conquered by a greater power - unless they become a conqueror themselves. And there are of course various Greek city-states, which routinely control just a single province, often as an outpost in complete wilderness, surrounded by far more numerous barbarians.

to:

* LandOfOneCity: The map is absolutely packed with minor tribes that are likely fated to be conquered by a greater power - unless they become a conqueror themselves. And there are of course various Greek city-states, which routinely control just a single province, settlement, often as an outpost in complete wilderness, surrounded by far more numerous barbarians.



* LuckBasedMission: Upon settling a new city, if the province was producing a resource qualified as food, it will be replaced with some finished good. Which one exactly is a random roll. Likewise, if you happen to have a mission granting prospecting for minerals, the results are random, chances to find anything at all low and it's a one-time deal, with no retries - including anyone who conquers that ''entire region'' later and manages to generate the same mission, which will auto-fail.

to:

* LuckBasedMission: Upon settling a new city, if the province settlement was producing a resource qualified as food, it will be replaced with some finished good. Which one exactly is a random roll. Likewise, if you happen to have a mission granting prospecting for minerals, the results are random, chances to find anything at all low and it's a one-time deal, with no retries - including anyone who conquers that ''entire region'' later and manages to generate the same mission, which will auto-fail.



* NoBloodForPhlebotinum: There is a small handful of provinces that provide iron. If you don't have it and nobody that has spares likes you, you ''are'' going to fight for it. And once you have it, you ''are'' going to defend it. Part of the reason why Rome is so strong is readily access to not just iron itself, but a surplus of it.

to:

* NoBloodForPhlebotinum: There is a small handful of provinces settlements that provide iron. If you don't have it and nobody that has spares likes you, you ''are'' going to fight for it. And once you have it, you ''are'' going to defend it. Part of the reason why Rome is so strong is readily easy access to not just iron itself, but a surplus of it.



* PowerupLetdown: Playing as Syracuse and managing to reform into Sicily, which requires beating Carthage, one of the most powerful and wealthy nations at the game start, as a tiny country controlling ''at best'' half of Sicily and a bunch of provinces in Calabria, offers nothing in return aside from a new country name and finishing the starting mission tree. Worse, you don't really need Carthage itself for anything; you just have to kick them out of Sicily, so it's a massive war over a literal handful of worthless settlements. The letdown is only topped by the ability to form [[NintendoHard Magna Graecia]], which on top of beating Carthage, also assumes ''beating Rome'' and doing it ''at least twice'' due to the inherent value of provinces needed for it, as it's just not gonna happen in a single peace talk. Once you achieve that, you gain...a new country name and flag, bordering on BraggingRightsReward. To put this in perspective - Syracuse is a small, but tasty snack between two land-hungry empires with resources and manpower vastly exceeding your own, while having no other direction of expansion other than to fight said empires, as Syracuse lacks the supply range to conquer anything outside the Magna Graecia region, the southern-most parts of the Italian Peninsula. It's not helping that a whole DLC, aptly titled ''Magna Graecia'', has as one of its main focuses Syracuse and its possible raise to power... and doesn't address any of this. At all.

to:

* PowerupLetdown: Playing as Syracuse and managing to reform into Sicily, which requires beating Carthage, one of the most powerful and wealthy nations at the game start, as a tiny country controlling ''at best'' half of Sicily and a bunch of provinces settlements in Calabria, offers nothing in return aside from a new country name and finishing the starting mission tree. Worse, you don't really need Carthage itself for anything; you just have to kick them out of Sicily, so it's a massive war over a literal handful of worthless settlements. The letdown is only topped by the ability to form [[NintendoHard Magna Graecia]], which on top of beating Carthage, also assumes ''beating Rome'' and doing it ''at least twice'' due to the inherent value of provinces needed for it, as it's just not gonna happen in a single peace talk. Once you achieve that, you gain...a new country name and flag, bordering on BraggingRightsReward. To put this in perspective - Syracuse is a small, but tasty snack between two land-hungry empires with resources and manpower vastly exceeding your own, while having no other direction of expansion other than to fight said empires, as Syracuse lacks the supply range to conquer anything outside the Magna Graecia region, the southern-most parts of the Italian Peninsula. It's not helping that a whole DLC, aptly titled ''Magna Graecia'', has as one of its main focuses Syracuse and its possible raise to power... and doesn't address any of this. At all.



** Once you have a city with at least 10 [=POPs=] adjacent to an uncolonized inhabitable province, you can move a POP into that province and claim it as your own, though the native [=POPs=] will retain their religion and culture. This is vital to shutting down barbarian strongholds, as they can only be shut down by bordering settled, civilized provinces and having civilization spread to them by those means.
** Certain cultures have an option to establish a military colony, which turns part of the army into freemen pops in any province with small enough populations. It's the fastest and easiest way to turn newly conquered hinterland into your own culture, while providing manpower to form new armies.

to:

** Once you have a city with at least 10 [=POPs=] adjacent to an uncolonized inhabitable province, settlement, you can move a POP into that province settlement and claim it as your own, though the native [=POPs=] will retain their religion and culture. This is vital to shutting down barbarian strongholds, as they can only be shut down by bordering settled, civilized provinces settlements and having civilization spread to them by those means.
** Certain cultures have an option to establish a military colony, which turns part of the army into freemen pops in any province settlement with small enough populations. It's the fastest and easiest way to turn newly conquered hinterland into your own culture, while providing manpower to form new armies.



* SpaceFillingEmpire: Maurya, Seleucids, Phrygia and Carthage are those at the game start. Rome can steam-roll most of northern and central Italy within first 30-40 years. But the most literal example would be Ptolemaic Egypt and Kingdom of Kush south of it - both countries consists almost entirely out of provinces right next to the Nile and impassable desert around them. Whoever controls sufficient numbers of those provinces, "claims" the desert itself, painting large swath of map in their colour... while it's useless for anything else.

to:

* SpaceFillingEmpire: Maurya, Seleucids, Phrygia and Carthage are those at the game start. Rome can steam-roll most of northern and central Italy within first 30-40 years. But the most literal example would be Ptolemaic Egypt and Kingdom of Kush south of it - both countries consists almost entirely out of provinces right next to the Nile and impassable desert around them. Whoever controls sufficient numbers of those provinces, "claims" the desert itself, painting large swath of map in their colour... while it's useless for anything else. [[note]]However, Kush is a small fish in a tiny pond; while it cannot hope to go head-to-head against Ptolemaic Egypt, it has plenty of expansion options to its south, netting it land and more crucially, pops belonging to its primary culture.[[/note]]



** The game does not explain how food production works or how important it is or how one should deliberately keep most of the region rural aside from strategically placed cities, especially in food producing provinces. This leads to disastrous famines by mid-game and by that point dealing with them, while technically possible, is just not worth it, forcing a game over.

to:

** The game does not explain how food production works or how important it is or how one should deliberately keep most of the region rural aside from strategically placed cities, especially in food producing provinces.settlements. This leads to disastrous famines by mid-game and by that point dealing with them, while technically possible, is just not worth it, forcing a game over.



** Only pre-defined provinces can operate as ports and count toward trade-related mechanics. That tiny harbour animation isn't just for show, but aside from it, there is no other indication which province can work as a port.
* WarElephants: Available to anyone who can trade with a province that supplies elephants, which really means North Africa and India. They also cost double the supply limit of any unit.
* WarForFunAndProfit: The economy is literally run by slaves. And you need a lot of them to get things done. Since there is no actual slave market in-game, your main source of slaves is going to come from wars. The weaker and more numerous the enemies, the better, because that means just running around their land and throwing pops into shackles. Depopulated entire province in the process? No sweat, just colonise it with your own people once the war is over, preferably with your war veterans.
* WildCard: Barbarian armies. Not in the sense of barbarian countries, but roaming barbarian armies, spawned at frontiers of civilisation and acting like a special type of rebel army. They can be fought with, they can be paid off (which they might decline, but keeping the offered money anyway) and with proper incentive of military presence and fortifications, directed instead toward ''other'' nations. If left to their own devices, barbarians are going to pillage anything in their path and might even forcibly settle somewhere, essentially grabbing a province or five in the process.

to:

** Only pre-defined provinces settlements can operate as ports and count toward trade-related mechanics. That tiny harbour animation isn't just for show, but aside from it, there is no other indication which province settlement can work as a port.
* WarElephants: Available to anyone who can trade with a province settlement that supplies elephants, which really means North Africa and India. They also cost double the supply limit of any unit.
* WarForFunAndProfit: The economy is literally run by slaves. And you need a lot of them to get things done. Since there is no actual slave market in-game, your main source of slaves is going to come from wars. The weaker and more numerous the enemies, the better, because that means just running around their land and throwing pops into shackles. Depopulated entire province settlements in the process? No sweat, just colonise it with your own people once the war is over, preferably with your war veterans.
* WildCard: Barbarian armies. Not in the sense of barbarian countries, but roaming barbarian armies, spawned at frontiers of civilisation and acting like a special type of rebel army. They can be fought with, they can be paid off (which they might decline, but keeping the offered money anyway) and with proper incentive of military presence and fortifications, directed instead toward ''other'' nations. If left to their own devices, barbarians are going to pillage anything in their path and might even forcibly settle somewhere, essentially grabbing a province settlement or five in the process.



* YouRequireMoreVespeneGas: You can only recruit certain units in a province if you have the required resource: iron for heavy infantry, horses for all cavalry, etc. If not, you can recruit any unit to a particular army, but it will have to walk all the way from the nearest province with the needed resource. Thankfully, trade routes allow you to allocate surplus resources to different parts of your empire, cutting down the time to get there.

to:

* YouRequireMoreVespeneGas: You can only recruit certain units in a province settlement if you have the required resource: iron for heavy infantry, horses for all cavalry, etc. If not, you can recruit any unit to a particular army, but it will have to walk all the way from the nearest province settlement with the needed resource. Thankfully, trade routes allow you to allocate surplus resources to different parts of your empire, cutting down the time to get there.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**In case the player still hasn't received the memo, they are to try avoiding this trope as much as possible, as it is how many pops they control and how happy these pops are which is crucial; territory is rather secondary in ''Imperator''.

Changed: 145

Is there an issue? Send a MessageReason:
None


* ApatheticCitizens: Nope. If pops are unhappy, they ''will'' be unproductive at best, and rebellious if conditions don't improve.

to:

* ApatheticCitizens: Nope. If pops are unhappy, they ''will'' be unproductive at best, and rebellious if conditions don't improve. In ''Imperator'', how much land you control is secondary for the most part; what is primary is how many pops you control and how happy they are.
Is there an issue? Send a MessageReason:
None


** Various city states don't contain an actual city settlement, instead being a rural backwater. This is especially jarring in case of Greece proper. ''Magna Graecia'' DLC adressed it for the most part.

to:

** Various city states don't contain an actual city settlement, instead being a rural backwater. This is especially jarring in case of Greece proper. ''Magna Graecia'' DLC adressed addressed it for the most part.

Added: 209

Changed: 260

Is there an issue? Send a MessageReason:
None


* AnnoyingArrows: Archers are ''the'' weakest and most useless type of troops. While they have a small bonus against heavy infantry, it's greatly outweighed by their pathetic stats.

to:

* AnnoyingArrows: Archers are ''the'' weakest only outclass light infantry, which exist pretty much entirely to have more bodies on the front lines. They fare poorly against all forms of cavalry and most useless type of troops. While their only niche is that they have a small bonus against heavy infantry, it's greatly outweighed by their pathetic stats.infantry and they're nearly as cheap as light infantry.


Added DiffLines:

* JackOfAllStats: Heavy infantry have good all around matchups, being at an advantage against everything except archers and horse archers and not being as ruinously expensive as heavy cavalry or war elephants.
Is there an issue? Send a MessageReason:
None


** Various city states don't contain an actual city settlement, instead being a rural backwater. This is especially jarring in case of Greece proper.

to:

** Various city states don't contain an actual city settlement, instead being a rural backwater. This is especially jarring in case of Greece proper. ''Magna Graecia'' DLC adressed it for the most part.



* PowerupLetdown: Playing as Syracuse and managing to reform into Sicily, which requires beating Carthage, one of the most powerful and wealthy nations at the game start, as a tiny country controlling ''at best'' half of Sicily and a bunch of provinces in Calabria, offers nothing in return aside from a new country name and finishing the starting mission tree. Worse, you don't really need Carthage itself for anything; you just have to kick them out of Sicily, so it's a massive war over a literal handful of worthless settlements. The letdown is only topped by the ability to form [[NintendoHard Magna Graecia]], which on top of beating Carthage, also assumes ''beating Rome'' and doing it ''at least twice'' due to the inherent value of provinces needed for it, as it's just not gonna happen in a single peace talk. Once you achieve that, you gain...a new country name and flag, bordering on BraggingRightsReward. To put this in perspective - Syracuse is a small, but tasty snack between two land-hungry empires with resources and manpower vastly exceeding your own, while having no other direction of expansion other than to fight said empires, as Syracuse lacks the supply range to conquer anything outside the Magna Graecia region, the southern-most parts of the Italian Peninsula.

to:

* PowerupLetdown: Playing as Syracuse and managing to reform into Sicily, which requires beating Carthage, one of the most powerful and wealthy nations at the game start, as a tiny country controlling ''at best'' half of Sicily and a bunch of provinces in Calabria, offers nothing in return aside from a new country name and finishing the starting mission tree. Worse, you don't really need Carthage itself for anything; you just have to kick them out of Sicily, so it's a massive war over a literal handful of worthless settlements. The letdown is only topped by the ability to form [[NintendoHard Magna Graecia]], which on top of beating Carthage, also assumes ''beating Rome'' and doing it ''at least twice'' due to the inherent value of provinces needed for it, as it's just not gonna happen in a single peace talk. Once you achieve that, you gain...a new country name and flag, bordering on BraggingRightsReward. To put this in perspective - Syracuse is a small, but tasty snack between two land-hungry empires with resources and manpower vastly exceeding your own, while having no other direction of expansion other than to fight said empires, as Syracuse lacks the supply range to conquer anything outside the Magna Graecia region, the southern-most parts of the Italian Peninsula. It's not helping that a whole DLC, aptly titled ''Magna Graecia'', has as one of its main focuses Syracuse and its possible raise to power... and doesn't address any of this. At all.

Top