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Rome Rome is a Hellenic Hellenic Culture Roman Monarchy Empire encompassing mostly in the European continent, Mashriq region (Near East subcontinent of the Asia continent) and northern areas of Africa. Existing at the start of the timeline in year 2, along with its core cores, the empire borders Germanic Germanic and Zamolxism Zamolxist tribes and kingdoms to the north from Europe, Fetishist Fetishist kingdoms and tribes on their southern African borders, South arabian Southern Arabian, Ashurism Ashurist and Nabatean Nabataean countries to the east from Asia.

Rome will split itself into Chalcedonism Chalcedonian West Rome West Rome and Byzantium Byzantium on January 17, 395, losing its corecores and never appearing on-map again. The nation can also be formed by the player if they own the necessary core provinces.

Rome begins with 9 Vassal vassals: Mauretania Mauretania, Odrysia Odrysia, Cappadocia Cappadocia, Pontus Pontus, Bosporus Bosporus, Iberia Iberia, Judea Judea, Corduene Corduene, and Commagene Commagene.

Called "RomanEmpire" on-file

See also: Byzantium Byzantium, West Rome West Rome, Gallia Gallia, Egypt (ancient) Egypt, Parthia Parthia, Pictland Pictland, Dacia Dacia, Huns Huns, Sassanid Sassanid, Italy Italy, Soissons Soissons, Britannia Britannia, Palmyra Palmyra.

History[]

Rome Rome, also known as the Roman Empire, is economically and militarily 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 its rival, Parthia Parthia, in the east, minor African tribes at the south, and mostly barbaric German tribes in the north.

Despite being the most powerful nation in the world at that time, they aren't by any means 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 Gallic from the Celtic culture group are accepted, as well as Greek, Illyrian and Roman from the Byzantine culture group are accepted cultures at the start.

Form Rome[]

decision Restore the Roman Empire (West Rome)[]

  • Requirement(s):
    • Is West Rome West Rome
    • Does No not exist: Rome Rome or Byzantium Byzantium
    • Vassal Is No not a subject
    • War Is No not at war
    • core Own core Province province(s): Roma (118), Campania (121), Messana (124), Konstantinoúpolis (151), Adrianoúpolis (149) and Athína (146)
  • Effect(s):
    • Change country to Rome Rome
    • Prestige Gain 50 Prestige

decision Restore the Roman Empire (Byzantium)[]

  • Requirement(s)
    • Is Byzantium Byzantium
    • Does No not exist: Rome Rome or West Rome West Rome
    • Vassal Is No not a subject
    • War Is No not at war
    • core Own core Province province(s): Roma (118), Campania (121), Messana (124), Mediolanum (104) and Dalmatia (136)
  • Effect(s):
    • Change country to Rome Rome
    • Prestige Gain 50 Prestige
    • Tradtions Can switch to Roman Ideas and Traditions

decision Restore the Roman Empire[]

  • Requirement(s):
    • Is No not: Holy Roman Empire Holy Roman Empire, West Rome West Rome, Byzantium Byzantium or The Papal State The Papal State
    • Rome Rome does No not exist
    • Religious Group is: Catholicism Christian or Hellenic Hellenic
    • States Own all provinces of region(s): Italy, France Iberia, Balkans, Anatolia and Mashriq
    • Province Own province(s): Roma (118), Fez (343), Tunis (341), Cairo (361), London (236), Yorkshire (245), Zeeland (96) and Vienna (134)
    • War Is No not at war
    • Subject tributary Is a tributary or free
    • Steppe nomads Is No not nomadic
  • Effect(s):
    • Capital Move capital to Roma (118)
      • core Gain core on the province
    • Change country to Rome Rome
    • Culture Every original main owner culture changes to Roman
      • Culture Primary culture becomes Roman
    • Holy Roman Emperor Country is No removed from the HRE
    • Empire rank Change government rank to Empire
    • Prestige Gain 50 prestige
    • Tradtions Can embrace Roman Ideas and Traditions
    • Country modifier Gain 'Increased Centralization' for Time 20 years
      • Global unrest opposite +1.00 National Unrest
      • Autonomy -0.05 Monthly Autonomy Change

Related Decisions[]

decision Reform Religion hellenism Hellenism (before 380)[]

Requirements:[]

  • Administrative technology Administrative Tech at least 9
  • Administrative monarch power Administrative Power at least 50
  • Own at least 20 provinces in the Chalcedonism Christian religious group.

Upon Enactment:[]

  • Lose Administrative monarch power 50 Administrative Power
  • Gain country modifier Reformed Clergy until the end of the game.
    • +10% Stability Stability Cost Modifier
    • +1% Missionary strength Missionary Strength
    • +1 Tolerance of the true faith Tolerance of the True Faith
    • -2 Tolerance of heathens Tolerance of Heathens

decision End Pax Romana[]

Requirements:[]

  • Has modifier Pax Romana
  • Does not have modifier Empire Collapsing

Upon enactment:[]

  • Removes Pax Romana modifier
  • Lose Stability 2 Stability
  • If does not have modifiers: Empire Destabilized, Empire Declining, Empire Fragmenting, Empire Collapsing, or Total Collapse.
  • Receive Empire Destabilized modifier
    • If have Empire Destabilized modifier, then receive Empire Declining modifier
    • If have Empire Declining modifier, then receive Empire Fragmenting modifier
    • If have Empire Fragmenting modifier, then receive Empire Collapsing modifier
    • If have Empire Collapsing modifier, then receive Total Collapse modifier

decision Declare Pax Romana[]

Requirements:[]

  • Has Stability Stability at Least 1
  • Is at Peace
  • Number of Revolts is less than 1
  • War exhaustion 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

decision Government Reform[]

Requirements:[]

  • Has the government Monarchy "Roman Empire" (government at start)
  • Is at peace
  • Has Stability Stability at least 1
  • Administrative technology Administrative technology at least 12
  • Administrative monarch power 200 Administrative power
  • Imperials’ faction Imperial faction is in power

Upon Enactment:[]

  • Lose Administrative monarch power 200 Administrative Power
  • Lose Stability 1 Stability
  • Government type is changed to Monarchy "Despotic Monarchy"

decision Mend the Great Schism[]

Requirements:[]

Upon Enactment:[]

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

decision Ban Christianity[]

The AI will never pass this decision.

Requirements:[]

Upon enactment:[]

  • Lose Administrative monarch power 50 Administrative Power
  • Gain "Christianity banned" until decision Legalize Christianity is taken:
    • Missionary strength +2% Missionary Strength
    • Global unrest +1 National Unrest
    • Tolerance of heathens -2 Tolerance of Heathens

decision Legalize Christianity[]

AI will always pass this decision

Requirements:[]

  • Has banned Christianity
  • Administrative monarch power Administrative Power at least 50

Upon enactment:[]

  • Lose Administrative monarch power 50 Administrative Power
  • Lose country modifier "Christianity banned"

Decisions[]

decision Convert to Chalcedonism[]

  • Requirement(s):
    • Religion is:
      • Pagan (animism Animist or Shamanism Shamanist)
      • Hellenistic (Hellenic Hellenic, Zamolxism Zamolxist, Nabatean Nabataean or Druidist Druidist)
      • American Pagan (Totemism Totemist, Mesoamerican Mayan, South american South American, Nahuatl Nahuatl and Inti Inti)
      • Germanic Pagan (Germanic Germanic and Norse Norse)
      • East European Pagan (Suomenusko Suomenusko, Romuva Romuva and Slavic Slavic)
      • Eastern (Tengri Tengri)
      • African Pagan (Fetishist Fetishist and Egyptian Egyptian)
      • Mesopotamian (Ashurism Ashurist and South arabian South Arabian)
    • core Any core province is Chalcedonism Chalcedonian
    • Yes One of the following must be true:
      • Subject tributary Is a tributary or free
      • Vassal Overlord is Chalcedonism Chalcedonian
    • Stability Stability at least 1
    • War Is No not at war
  • Effect(s):
    • Chalcedonism Chalcedonian becomes the new religion of the country
    • Stability Lose 4 Stability
    • Country modifier Get 'Recent Conversion' for Time 5 years
      • Global unrest opposite +2.00 National Unrest
      • stability cost +20.0% Stability Cost Modifier

decision Division of Rome[]

  • Requirement(s):
    • Is Rome Rome
    • Province Own province(s): (118) and (151)
    • War Is No not at war
  • Effect(s):
    • Stability Gain 1 Stability
    • Gain 50 Administrative monarch power administrative, Diplomatic monarch power diplomatic and Military monarch power military power
    • event "Division of Rome" Event Spawns:

decision Technology Reform (Roman)[]

  • Requirment(s):
    • Roman technology group Technology Group is Roman
    • War Is No not at war
    • Stability Stability at least 2
    • Administrative technology Administrative Technology at least 46
    • Administrative monarch power Administrative Power at least 100
  • Effect(s):
    • Administrative monarch power Lose 100 Administrative power
    • Stability Lose 2 Stability
    • Eastern technology group Technology Group changed to Eastern
    • Eastern technology group Unity Types changed to Eastern

Strategy[]

Startdate[]

It's strongly advisable to play the Rome 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 Rome's one weakness: Stability stability. Whatever you do, never get Stability negative stability or else...

Roman-Parthian War[]

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

Religion[]

Ignore the rise of Christianity. Focus your missionaries on the various pagan religions to Religion hellenism 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 Administrative monarch power administration points, max Stability stability, and happiness in the realm.

Culture[]

Spread Roman culture as close to Italy as possible with the intent of solidifying the Roman borders around Italy in case the Barbarian technology group 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 Religion druidism Druidist religion is eliminated as another fall back safeguard. Beware of changing the culture of Egypt (ancient) Egypt, anywhere in the Middle East, and Northern France. It's usually the case that Gallic rebellions can eliminate all the progress you've made in France, and others elsewhere. Also, avoid changing Greek, Illyrian and other accepted cultures, because this will only waste your Diplomatic monarch power diplomatic points.

Barbarian Invasion[]

At a certain point in the game, after 395, the Germanic Tribes, as well as Pictland and Irish tribes, will declare war as well as Barbarian Migrations 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[]

A good strategy to prevent the Barbarian technology group barbarian sack of Rome is to create Germanic Vassal 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 Vassal vassals so that the unvassalized horde has no border with Rome, and they will not attack your German puppets.

Annexation[]

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

Country Conversion[]

Note: Rome is by default an end game tag. End game tags are not allowed to form other countries even if they otherwise meet the prerequisites. However, end game tags are only restricted from taking vanilla country forming decisions (e.g. Rome cannot form France or Spain, but can form Ancient Egypt). Nothing added by ET is unavailable to end game tags. There are dozens of countries added by ET that end game tags including Rome are able to form. In EU4 1.30 you will be able to deactivate the end game tag rule.

Another possible strategy is to initiate a cultural shift as to form an entirely new country, as the barbarian tribes can only invade Rome, Western Rome or the Byzantine Empire. After the Barbarian Invasion, it should be fairly easy to claim both the Mashriq Region and the British Isles necessary to restore the Empire afterward.

Three more or less easy-to-form country are possible, with some others that are more difficult even: these three are the country of Egypt (ancient) Ancient Egypt, Spain Spain (after adm tech 10) and France France.

Since Rome Rome possesses most of the Kemetic Egyptian provinces, it is fairly easy to initate a cultural shift after displacing some states and forming Kemetic Egypt (ancient) Egypt.

France and Spain Spain are a little more difficult to form, as it is necessary to switch to Basque culture beforehand; if you haven't annexed Vasconia Vasconia, you possess only one Basque province. However, being able to switch to Basque to form France France or Spain Spain give you the incredible bonuses their starting ideas provides, in the case of Spain Spain, and in the case of France France, their extremely powerful morale boost after the third idea group completed, both of which will be coupled with the Roman Empire government type, already adding 10% land morale bonus.

Other formable nations for Rome include:

  • Israel Israel (necessitate a religious shift to Religion judaism Judaism)
  • Assyria Assyria or Babylon Babylon if Rome controls the Mashriq and switches to either Assyrian or Babylonian culture

Rebels and Unrest[]

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

Mercenaries[]

The relatively Manpower low manpower but strong economy of the Roman Empire suggest the use of Available mercenaries mercenaries. Replace all standard infantry with Available mercenaries mercenaries, therefore preserving your Manpower manpower. Use normal Cavalry cavalry for cost-saving. The Manpower manpower will only be used to replace Cavalry cavalry losses; the costs are usually manageable.

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