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General Information Edit

Rome The Roman Empire is perhaps the strongest country in the first centuries of the timeline. It is playable at all start dates between 2 and 395. The Roman Empire is located in Western and Eastern Europe, North Africa and part of the Middle East. The country borders it's rival, Parthia Parthia, in the east, minor African tribes at the south, and mostly barbaric German tribes in the north.

The Romans at the 2 A.D. start begin with 7 vassals: Mauretania Mauretania, Odrysia Odrysia, Cappadocia Cappadocia, Pontus Pontus, Bosporus Bosporus, Iberia Iberia, and Judea Judea Also, in addition of being the most powerful nation in the world at that time, this doesn't mean they're invincible. If the player isn't careful enough, the Roman Empire will fall.

To ensure that an empire of that size doesn't fall due to religious intolerance or nationalism. In the first two centuries, Celtiberian and Gallian from the Celtic culture group, Greek, Illyrian and Roman from the Byzantine culture group are accepted cultures at the start, being the last one, the primary culture of the Roman Empire.

See also: Parthia, Picts, Francia, Bosporus, Byzantium, West Rome, Gallia, Huns, Sassanid, Vandals, Ostrogoths, Italy, Soissons

Strategy Edit

Startdate Edit

It's strongly advisable to play the Roman Empire at the year 116, at its height according to the mod. Despite all the debuffs Rome gets, Rome is still very powerful militarily (number one in fact) and the largest nation at that time, with nothing serious to worry about. The only exception to this is Romes one weakness: stability. Whatever you do, never get negative stability or else...

Roman-Parthian War Edit

The Roman Empire is considered an interesting choice during this period. The player should be careful for the Parthian military force which is powerful due to its cavalry.

Religion Edit

Ignore the rise of Christianity. Focus your missionaries on the various pagan religions to Hellenism until mid-late 300's AD. This will maintain your religious unity and pave the way for the rise of Christianity. Once Religion chalcedonism Chalcedonian begins to spread on its own at a quicker pace, you might want to consider converting and spreading the new faith over Religion hellenism Hellenic territory as quickly as possible as your territories will be unhappy with the change. Convert to Religion chalcedonism Chalcedonian when you have plenty of administration points, max stability, and happiness in the realm.

Culture Edit

Spread Roman culture as close to Italy as possible with the intent of solidifying the Roman borders around Italy incase the Barbarian horde broke through the provinces. It can also be used as a tool to eliminate nationalism in North Africa as the cost of conversion is low. It might even be beneficial to assimilate Britain once the Druid religion is eliminated as another fall back safeguard. Beware of changing the culture of Egypt, anywhere in the Middle East, and Northern France. I found through experience that Gallian rebellions can eliminate all the progress you've made in France, and others elsewhere... Also avoid changing Greek, Illyrian and other accepted cultures.

Barbarian Invasion Edit

At a certain point in the game, after 395, the Germanic Tribes as well as the Picts Picts and Irish Tribes will declare war on you in mass even if you have an alliance with them. If you defeat them, they will re-declare war shorty after the truce expires. They will receive immense bonuses to military power and will most likely be unstoppable and lead to the historic downfall of the Roman Empire.

The Barbaric Wall Edit

A good strategy to prevent the barbarian sack of Rome is to create Germanic vassal states early in the game covering all of your German borders (from the North Sea to the Black Sea). Sell captured territory or Roman territory itself to your vassals so that the unvassalized horde has no border with Rome, and they will not attack your German puppets.

Annexation Edit

Alternatively, focus attention on Germanic tribes exclusively and annex / vasalize all of them before 395. Even if the Picts and Irish Tribes remain unconquered, they pose little risk to the Empire due to their lack of naval dominance and transportation.

Rebels and Unrest Edit

Avoid over-extension at all costs - you've got time, expand slowly. Increase autonomy whenever necessary. A lower income is favorable to rebels.

Mercenaries Edit

The relatively low manpower but strong economy of the Roman Empire suggest the use of mercenaries. Replace all infantry with mercenaries, thus preserving manpower. Use normal cavalry for cost-saving. The manpower will only be used to replace cavalry losses. The cost are manageable.

Decisions Edit

End Pax Romana Edit

Requirements:

  • Has Modifier Pax Romana
  • Does not Have Modifier Empire Collapsing

Upon enactment:

  • Removes Pax Romana Modifier
  • Lose 2 Stability
  • If does not have Modifiers: Empire Destabilized, Empire Declining, Empire Fragmenting, Empire Collapsing, Total Collapse
  • Receives Empire Destabilized Modifier
    • If have Empire Destabilized Modifier, Receives Empire Declining Modifier
    • If have Empire Declining Modifier, Receives Empire Fragmenting Modifier
    • If have Empire Fragmenting Modifier, Receives Empire Collapsing Modifier
    • If have Empire Collapsing Modifier, Receives Total Collapse Modifier

Declare Pax Romana Edit

Requirements:

  • Has Stability at Least 1
  • Is at Peace
  • Number of Revolts is less than 1
  • War Exhaustion is less than 2
  • Does not have Modifier:
    • Pax Romana
    • Total Collapse

Upon enactment:

  • Adds Pax Romana Modifier
  • Adds Country Restabilized Modifier for 5 Years
  • If have Empire Destabilized Modifier, Remove Empire Destabilized Modifier
  • If have Empire Declining Modifier, Remove Empire Declining Modifier, Receives Empire Destabilized Modifier
  • If have Empire Fragmenting Modifier, Remove Empire Fragmenting Modifier, Receives Empire Declining Modifier
  • If have Empire Collapsing Modifier, Remove Empire Collapsing Modifier, Receives Empire Fragmenting Modifier

Technology Reform Edit

Requirements:

  • Have "Roman" technology group
  • Is at Peace
  • Has Stability at Least 2
  • Administrative technology at least 46
  • 100 Administrative power

Upon Enactment:

  • Lose 100 Administrative Power
  • Lose 2 Stability
  • Technology group is changed to "Eastern"
  • Unit types are changed to "Eastern"

Government Reform Edit

Requirements:

  • Has the government "Roman Empire" (government at start)
  • Is at peace
  • Has stability at least 1
  • Administrative technology at least 12
  • 200 administrative power
  • Imperial faction is in power

Upon Enactment:

  • Lose 200 Administrative Power
  • Lose 1 stability
  • Government type is changed to "Despotic Monarchy"

Division of RomeEdit

Requirements:

  • Owns: Roma, Constantinople
  • At peace

Upon Enactment:

  • Gain 1 Stability
  • Gain 50 Administrative Power
  • Gain 50 Diplomatic Power
  • Gain 50 Military Power
  • Rome splits into:

Mend The Great SchismEdit

Requirements:

  • Is Religion orthodox Orthodox
  • Is at peace
  • Is not a subject nation
  • Country is:
  • Owns Orthodox Province: Roma, Constantinople, Syracuse, Beroea, Judaea, Alexandra

Upon Enactment:

  • Gain 25 28px-PrestigePrestige
  • Gains Schism Mender Flag

Ban ChristianityEdit

AI will never pass this decisions

Requirements:

  • Is either Rome Rome, West Rome West Rome or Byzantium Byzantium
  • Is HellenismHellenist
  • Has any ChalcedonismChalcedonian province
  • Admin power at least 50

Upon enactment:

  • Lose 50 admin power
  • Gain "Christianity banned" forever:
    • Global missionary strength: +2%
    • Global unrest: +1
    • Tolerance of heathens: -2

Legalize ChristianityEdit

AI will always pass this decisions

Requirments:

  • Has banned Christianity
  • Administrative power at least 50

Upon enactment:

  • Lose 50 admin power
  • Lose country modifier "Christianity banned"

Restore the Roman EmpireEdit

Requirements:

  • Is in the Christian or Pagan religious group
  • Is not:
  • Rome Rome does not exist
  • Is not a nomad nation
  • Is not a subject nation
  • At Peace
  • Owns the following regions: Italy, France, Iberia, Balkans, Anatolia, Mashriq
  • Owns Core Provinces: Fez, Tunis, Cairo, London, Yorkshire, Zeeland, Vienna

Upon Enactment:

  • Country changes to Rome Rome
  • Primary culture changes to Roman
  • Culture of all provinces of former primary culture is changed to Roman
  • Gain Roman Ideas & Traditions
  • Capital moves to Rome
    • Gain core on Rome
  • Set government rank to Empire Empire
  • All owned provinces are removed from the Holy Roman Empire Holy Roman Empire.
  • Gain 28px-Prestige50 Prestige.
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Roman Ideas and Traditions Edit

Traditions:

  1. +10% Infantry Combat Ability

Ideas:

  1. Flexible Recruiting: +20% Manpower Recovery Speed
  2. Skilled Commanders: +1 Land Leader Maneuver
  3. Scorch the Lands and Poison the Wells: +1 Attrition for Enemies
  4. Latin Islands: +1 Yearly Legitimacy
  5. Peasant Soldiers: +10% National Manpower Modifier & -10% Infantry Cost
  6. Phanariote Traders: +15% Global Trade Power
  7. Phanariote Taxes: +10% National Tax Modifier

Ambitions:

  1. -20% Land Maintenance Modifier

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