Horreum Romanus

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Hope to be back on track for next week. Been sick for three weeks - welcome to 2019!

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Hello and welcome to another developer diary for Imperator:Rome!

Today I am here to talk about Character Ambitions, Persian Military Traditions, and the starting situation in the Caucasus and the northern Black Sea.



In order to run a country in Imperator:Rome you have to entrust various tasks to characters. Your characters are your monarchs, your ministers, your governors, they are the ones who will lead your armies and navies. Characters are however not just tools that you can make use of, they also have intentions of their own, ambitions that they will try to fulfill and the success of which will decide how they develop.


The most basic of ambitions is one that all characters will adopt after birth, that to grow up. This one is hard for them to fail but will as they grow shift into what type of person they want to to grow up to be. Some might want to be a great warrior, others have other desires. These ambitions will shape their development, but unlike the ambitions for adults there is not a lot you can do about them. Nonetheless they give you some idea of where children are going.


Other categories of ambitions come with adulthood. This is when some will start to aspire to certain positions. Some characters might expect a specific one of your governorships, others might aspire to be a specific type of minister. Failing to fulfill some ambitions will slowly make their loyalty and faith in the state deteriorate, while others will have less hard felt effects.


What ambitions a certain character will adopt is dependent on traits. A hungry general might get an ambition to conquer a specific area, someone with a friend in prison might get an ambition to have them set free (and prisoners themselves will get ambitions to get out of prison). Others yet may have ambitions to see their rivals suffer.


As soon as an ambition is completed the character will receive a reward, often in the form of Loyalty and Prominence, and after that there is a chance they will become “Content in Life”, which means this character is, for now, happy with how things are and will not aspire to change anything about their situation.

Contentedness will automatically disappear from a character if they lose their current employment or is imprisoned.

Some of the ambitions are things that you can, and may want to, act upon. While others are things that drives the character forward without much interaction from you as a player (for instance, when it comes to dealing with rivals characters may well take matters in their own hands).


Persian Military Traditions



The Persian Military Traditions will be used by any country in the Persian, Bactrian, Scythian and Aramaic culture groups, but is not used by any of the major empires at start. It focuses on utilizing Horse Archers as well as Heavy Cavalry, and Infantry. It also allows the use of the Levy unit ability, to portray the efficiency with which Parthians and later Sassanian could mobilize large forces.

The Levy unit ability costs 50 Military Power and raises 1 cohort of Light Infantry or Light Cavalry per owned and controlled city in the Province your army is currently stationed in. Each levied city will also get a 5 year unrest modifier, and will not be able to create a levied unit again until that goes away.

Starting Tradition - Scythian Horse Archers:Horse Archer Cost -15%

“Parthian Path”

  • The Parthian Shot: Horse Archer Offensive +15%
  • Nomadic Lifestyle: Cohort Recruit Speed +25%
  • Hit and Run: Horse Archer Morale +10%
  • Cavalry Skirmish: Allows Cavalry Skirmish
  • Cataphracts: Heavy Cavalry Cost -25%
  • Steppe Mastery: Land Attrition -15%
  • Footsloggers: Light Infantry Defense +15%
  • Finisher Bonus - Born to Ride: All Cavalry Discipline +10%

*Resurgent Achaemenid Path*

  • Legacy of Cyrus: National Manpower +15%
  • The Immortals: Heavy Infantry Defensive +15%
  • Reform the Navy: Ship Morale +10%
  • Reactive Recruitment: Allows Raising Levies
  • Royal Line: Land Morale Recover +3%
  • To Blot Out The Sun: Archer Offensive +15%
  • Kardakes: Heavy Infantry Cost -15%
  • Finisher Bonus - Massed Assault: Siege Ability +10%

*Bactrian Path*

  • Bactrian Horsemen: Light Cavalry Discipline +10%
  • Graeco Bactrian Architecture: Fort Defense +15%
  • Perfect Storm: Heavy Infantry Offense +15%
  • Kleruchoi: Allows Military Colonies
  • Titans of Battle: War Elephant Discipline +10%
  • Hippotoxotoi: Horse Archer Discipline +15%
  • Heartland: Land Unit Attrition -15%
  • Finisher Bonus - Disillusioned Masses: Mercenary Maintenance Cost -15%





In previous diaries we have described Anatolia, Mesopotamia and Persia, all regions that have been the direct focus of the successor wars. Armenia however has mostly been left to its own devices. The Orontid dynasty that rules this kingdom in 304 BCE is the same line of kings that was in power as Satraps under the Achaemenids and later under Alexander.

Armenia itself is a region of high mountains and fertile valleys, the latter also made for good pastureland and are part of the reason that such a mountainous country could still be known for its cavalry. Its location, at the crossroads between east and west also means that this would come to be a region of great strategic importance when it was later at the frontier between the Roman and Parthian empires.


Starting Country:

Armenia: In 304 BCE the kingdom of Armenia is in a good position to choose its own destiny. The Titanic Greek empires to the east and south have no time to pay attention to what goes on beyond the passes to the mountain kingdom, nor would they be able to project power there without opening themselves up to defeat. The Armenian kingdom also has ample opportunity for expansion. In the court of the Orontids the former Satrap of Cappadocia is growing restless, eager to retake the kingdom he believes to be his by right. To the south east lies Atropatene, another former Achaemenid possession, now without protector. The Caucasian kingdoms to the north are likewise open to expansion. Should the conflict of the Successor kingdoms come to be resolved however, the opportunities for expansion will rapidly close, as it is unlikely that any winner would be able to resist the temptation to take back control over the Armenian highlands.


The Northern Black Sea Region


image (24).png

The Scythian Kingdom has for a long time been the primary force in the region where the Pontic Steppe meets the Black Sea. Here a number of Greek trading colonies have sprung up over the centuries, bringing wealth to Scythia in exchange for exports such as Wheat and Slaves.

On the Taurica peninsula (today Crimea) the Bosporan kingdom has adopted a distinctly hellenistic identity with a Greek speaking, but culturally mixed population, a state heavily oriented towards the export of Grain to Athens.

Starting Countries
  • Scythia: Situated between the open Steppes and the Black Sea the Scythian kingdom has no theoretical limit to its expansion. On the other hand the open steppe is by no means as immediately lucrative as maintaining trade with the Greeks to the south. While Scythia is firmly entrenched as the tribal overlord of this region since centuries their supremacy is soon to be challenged by the expanding Sarmatians from the east.
  • Olbia: Greek Trading colony and city state on the western black sea coast. Olbia was established hundreds of years ago and by our start date they have a firm trading relationship with Scythia to the north.
  • Tyras: Small Greek trading colony west of the more influential Olbia.
  • Bosporan Kingdom: A recent civil war between princes of the Kingdom’s Spartocid dynasty had just passed when the its king died suddenly while on the way home from a diplomatic journey. The newly crowned Spartocus has been quick to name himself Basileus, just as the great successor kings to the south, but any ties to the greater Hellenistic conflict ends there. The Bosporan kingdom is quickly emerging as a local power of note in this part of the world, and would not dream of risking that for any southern adventures.
  • Chersonesus: League of cities based around the Greek colony of Chersonesus in the western part of the Crimean peninsula. Has recently gone from a small city state to a slightly more influential entity, expanding north along the Crimean coast.
  • Maeotia: Tribal Federation on the eastern coast of the Sea of Azov (Lake Maeotis), frequently subjected to the Bosporan Kingdom.
  • Sarmatia: Tribal Chiefdom east of the Tanais river. Sarmatia starts with many tribesmen and a low Centralization level, and is eager to replace the old Scythian overlordship over this region.
  • Zygia: Sindican tribal kingdom on the coastline east of the Bosporan Kingdom. Heavily influenced by both Scythian and Hellenistic customs this is also a traditionally a pirate haven.
  • Heniochia: Tribal Kingdom between the western Caucasus range and the sea. A tribal vassal of the Bosporan kingdom and, like Zygia to the west, historically a haven for Black Sea pirates.

As a region of great mineral wealth the Caucasus is perhaps as important as any of the regions we have mentioned today, but it is also more remote. As in Armenia the landscape of the western Caucasus is one of valleys and mountains, with a number of well guarded passes steering all traffic in, and out of, the region and its valuable sources of Iron and Gold.

Starting Countries
  • Colchis: Ancient native kingdom in modern western Georgia. Once part of the Achaemenid Empire Colchis has now been independent for a number of decades.
  • Phasis: Small Greek trading league based around the city of Phasis on the Black Sea coastline. While reasonably rich Phasis depends on the good will of Colchis for its survival.
  • Iberia: Autocratic Monarchy ruled by the mysterious Azo of Iberia. Formerly subjected to both the Achaemenid and later Alexander’s empire, Iberia has now established itself as an independent kingdom, albeit not a very stable one. Like the other Caucasian kingdoms Iberia enjoys a defensible position, with a few passes controlling all access to the west, south and north, but also a longer and more troublesome border with the tribal region of Albania to the east.
  • Albania: In 304 BCE Caucasian Albania is not a united country but rather a tribal region that, while known for its horsemen and warriors, still has a long way to go to be a proper country. Luckily there are plenty of opportunities to grow, in this region.
  • Legia: Small Tribal Kingdom to the north of the Caucasus and the passes of Iberia and Albania.
  • Siracia: Tribal kingdom north of the Caucasus. Took part in the Civil War of the Bosporan kingdom, in which one of the claimants was killed during a siege in Siraci land.
  • Sindica: Small tribal chiefdom in the Sindi inland, north of Zygia. One of many tribal states on the direct border of the Bosporan kingdom.

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Beat me to it again! :b:

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The consuls and eldest citizens, having gathered in the Temple of Saturn to seek the favor of the gods, consulted the college of augurs to determine the most fortunate date to launch the new venture. After making the appropriate sacrifices, the augurs decreed that that the Gods find ante diem octavum Kalendas Aprilis, ar urba condita 2772 to be the luckiest date.

For the more barbarian of you, this means that Paradox is announcing that Imperator: Rome will be available on 25 April, 2019. The game may be pre-ordered at the Paradox store and other major online retailers starting at $39.99.

Features of Imperator: Rome include:

  • Challenging but familiar classical setting: Rome does not yet dominate Italy. Carthage manages dozens of vassal city states in a naval empire. The mantle of Alexander is disputed by kings in Macedonia, Egypt, Anatolia and Persia. India bows to Chandragupta’s Mauryan might.
  • Unique Government Mechanics: Kings will find they have a freer hand to do as they please than a consul in a republic, but with fewer political outlets, monarchies may breed traitors more quickly.
  • Most detailed Paradox map yet: Hundreds of towns dot the map, some with fortresses or ports to emphasize their strategic importance. Each province’s population will ultimately determine its value and purpose in the empire.
  • Population management: Citizens, freemen, slaves and tribal populations bring benefits to your empire, but also burdens if the influx of cheap foreign labor strains your research or food supply.
  • Flexible trade system: Exchange surplus goods from far across the sea to satisfy your people or build better armies, or keep your surplus for added bonuses at home.
  • Cultural Military Traditions: Different cultures will evolve their armies in different ways. Embrace the Parthian horse archer as a Persian nation, strengthen your triremes as a Punic power or trust everything to the heavy infantry as a Roman.
  • Battle tactics: Choose how your general will approach the coming battle, making the most of force composition and terrain. Use your light infantry to skirmish advantage in rough ground. Gamble on a full assault in open plains.
  • Manage of court of hundreds of characters: Watch and guide hundreds of characters through three centuries of history. Families will rise and fall in prominence. Some will be heroes, some will be traitors. Create new legends that will sing through time.
  • And Much More: Dynamic events, scheming against rivals, beautiful art and music, barbarian migrations, inventions, religious ideas, laws, royal pretenders and other features to fill in a rich ancient mosaic.

The glories of the ancient world will be yours to control on 25 April, 2019. Have you signed your legionary contract? Are you prepared to build roads to the ends of the earth? Can you be a Caesar? Pre-order now on the Store.

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By the way, Paradoxhas some pricing problems. Game cost 40 euro in their store, but equivalent of 28 euro on Steam in the Norwegian Steam price. :o


too bad I cant preorder now due to lack of money. :D 

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Hello everyone!

Today I am here to talk about Subject States and their loyalty in Imperator:Rome, how they interact with Civil Wars and Rebellions, as well as how supporting Rebels in a foreign country will work.

Civil Wars & Rebellions


(Mauryan Civil War)

As described in earlier Development Diaries, both Civil Wars and Rebellions depend on the loyalty of your provinces and of your characters.

  • Civil Wars break out if 33% of the armed forces of your country is in the hands of disloyal Generals OR if 33% of your population resides in disloyal provinces. A Civil War breaks your country in two parts, locked in war until one capitulates.
  • Rebellions break out if 20% of your population resides in disloyal foreign culture provinces. A Rebellion will break out rebel countries for the various disloyal foreign peoples in your country, in a Rebellion war where they aim to achieve independence.
(aftermath of a rebellion war in a particularly chaotic situation that I may or may not have helped along to get a good screenshot ;) )

Subject States

Subjects are countries that do not have the ability to perform their own diplomacy. Instead they have entered into an agreement with a more powerful country for protection: their Overlord. What this means will differ depending on the type of subject but there are some rules all subjects obey:

  • Other than for Trade a subject can never enter into diplomatic agreements with other countries.
  • When a country becomes a subject all their agreements with other countries are broken.
  • The overlord and subject will always have military access to each others territory.
  • Subjects have military access to the territory of other subjects of the same overlord.
  • A subject can always leave a subject relationship by declaring war on their overlord.

In addition most subject types will pay some sort of resource to their overlord, how much and which one will depend on the subject type.



Most subject types have requirements that the overlord and the future subject need to fulfill in order for the relationship to be possible. These requirements are only checked on creation, but when they are no longer true (if a subject of a type that is required to be under a certain size should outgrow that size for instance), the relationship will be harder to maintain. Friction will start to manifest in the form of regular events between the two.

Subject Loyalty:

Each subject has a Loyalty value to its overlord. This value will modify how much payment is actually sent to the overlord and at low loyalty they may also join Rebellions and Civil Wars against the overlord.

Subject loyalty is a value between 0 & 100, where 100 signifies total loyalty.

Below a loyalty of 50 a subject state is considered disloyal:

  1. This reduces what it pays to overlord by up to 50% (at 0 loyalty)
  2. If a rebellion happens of this culture the subject will join that revolt.
  3. If a civil war happens and a state is disloyal it joins the revolting side.

Loyalty is affected by the relation between subject and overlord, by the comparative army size of the overlord and its subjects of the same culture, the comparative population size and by things like laws, and the Overlord’s Aggressive Expansion, Tyranny and Stability.

In time the overlord may want to directly integrate a subject. This requires relations at over 190 and will after a long period turn the entire subject country into directly owned territory by the overlord. Not all Subject Types can be integrated however. Some, like the tributary, are too loosely aligned with the overlord for such a thing to even be possible.

Supporting Rebels:

This brings us to how you can destabilize a big empire. All Major Powers and above have a diplomatic action called “Support Rebels”. This lets you decrease the happiness of all pops that are not of the targeted country’s culture group by 20. This can potentially result in growing unrest and falling province loyalty in their country.

The country that supports the rebels will be expected to support, the rebels in action as well as words and should a Rebellion war break out they will be called in to defend the Rebels.

The country supporting rebels will, for the duration of their support suffer a -5 Diplomatic Reputation penalty and an Aggressive Expansion increase of 0.02 per month. Since Aggressive Expansion itself decreases foreign pop happiness, and can take some time to burn off, this means that Supporting Rebels is perhaps not a decision to take too lightly.

The targeted country will also have a permanent Casus Belli against the subversive country as long as it continues its support for their rebels.

Subject Types:

With that we will move on to the types of Subjects that exist in the game. Many of them we have mentioned before in the various focus area Development Diaries.


Perhaps the most basic subject type in the game is the Tributary. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other subject types the subject can at any time cancel a Tributary relationship, the only risk being that the former overlord will get a Casus Belli for the slight on their honor.

  • Payment: 25% of income is paid to overlord monthly.
  • Requirements: Any country can be a Tributary.
  • Special Rules:
    • Overlord will protect the subject if it is attacked.
    • This relationship does not cost a diplomatic slot.
    • The Subject will not join in the wars of the Overlord.
    • The Subject cannot be integrated diplomatically.
    • The Subject can break the relationship diplomatically.

A Feudatory is a city state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of League with their overlord’s other subjects, in many ways this is a privileged subject type, if one with large obligations.

Feudatories provide manpower to their overlord and are expected to take part in their wars. Historical examples are the Roman Socii, the Punic cities of North Africa under Carthage or the the city leagues in Aegean under the Antigonids in Phrygia.

  • Payment: 35% of manpower income is paid to overlord monthly.
  • Requirements:
    • Subject must not have more than 10 cities.
    • Overlord must have more than 20 cities.
    • Overlord and subject must be of same culture group.
  • Modifiers:
    • Subject gets 5% less citizen happiness and -10% Army Maintenance Cost.
  • Special Rules:
    • Overlord will protect the subject if it is attacked.
    • This relationship does not cost a diplomatic slot.
    • The subject will join the wars of the overlord.
    • The subject can be integrated diplomatically.
    • The subject cannot cancel this relationship diplomatically.
Vassal Tribe

A Vassal Tribe is a Tribal Kingdom, Chiefdom or Federation that has a close relationship to a nearby stronger Civilized state. For the Tribal State this means a significantly easier route towards civilizing, as it will increase both the countrywide level of Civilization and the growth of it in all their cities. The Tribal state in turn pays with its manpower to the overlord who will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms to Carthage and various states on the border with Rome.

  • Payment: 15% of manpower income is paid to overlord monthly.
  • Requirements:
    • The subject must be Tribal.
    • The overlord must not be Tribal
    • The Overlord must have a higher civilization rating in their capital than the Subject does in theirs.
    • Overlord must not have 10 or more tribal vassal subjects already.
  • Modifiers:
    • Overlord gets 3% more Tribesman Happiness per Subject of this type.
    • Subject gets 10% higher country civilization cap.
    • Subject gets 1 monthly civilization growth.
  • Special Rules:
    • The Overlord will protect the subject if it is attacked.
    • The Subject will not join in the wars of the overlord.
    • The Subject cannot be integrated diplomatically.
    • Does not cost a diplomatic slot.
    • The Subject can cancel this relationship diplomatically.
Client State

Client states are in some ways more tightly integrated with their overlord, but unlike the Feudatories they are not necessarily of the same culture and they don’t enjoy a privileged status in the same way. Client States will in most cases be the result of a war. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country.

  • Payment: 25% of monthly income.
  • Requirements:
    • Subject must not have 150 cities or above.
    • Must not be tribal.
    • Overlord must not be tribal.
  • Modifiers:
    • Subject gets -5% Ruler Popularity Gain.
    • Subject gets +10% global commerce modifier.
  • Special Rules:
    • The Overlord will protect the subject if it is attacked.
    • The Subject can only trade with overlord.
    • The Subject will join in the wars of the overlord.
    • The Subject can be integrated diplomatically.
    • The Subject costs a diplomatic slot for overlord.

Satrapies are a special type of subject that is only available if the junior party belongs to the Persian Military Traditions. A Satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful Satraps is an expectation in the east a few of them will also help with maintaining the Legitimacy for their overlord kingdoms.

Satrapies are notoriously independent minded and troublesome. Events will periodically require interacting with to keep Satraps happy.

  • Payment: 50% of monthly income.
  • Requirements:
    • The subject must have Persian Military Traditions.
    • The subject must have more than 40 cities.
    • The Overlord must have 150 cities or more.
    • Subject must be a monarchy.
    • Overlord must be a monarchy.
  • Modifiers:
    • Overlord will get 2% Monthly Legitimacy per Satrapy.
  • Special Rules:
    • Overlord will protect the subject if it is attacked.
    • The Subject will join in the wars of the overlord.
    • The Subject can be integrated diplomatically.
    • The Subject costs a diplomatic slot for overlord.
    • The Subject cannot cancel the relationship diplomatically.

That was all for today. Next week we will be back for a closer look at Tribes and one of our Tribal regions. :)

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Hello and welcome to another Development Diary for Imperator:Rome!

Today we will be looking at Tribes once again, this time tribal migration in particular.
For a repetition on how tribal politics and Centralization works see this previous Development Diary.

One thing that stands out about many of the tribal societies we represent in Imperator is that they would at times migrate quite far away, settle in completely new locations and build themselves a new society elsewhere. In some cases this was a slow process where the influence of one tribal entity spread to nearby areas, but in others it was a more drastic movement of people from one place to another.

One such example is the creation of the Galatian states in Anatolia, new realms founded by Celts from the European mainland in Central Anatolia. Other examples abound in Germania and even the Pontic Steppes.



In the game all Tribal Chiefdoms will have the ability to migrate, and all Tribal states can become a Tribal Chiefdom if they reach a sufficient degree of decentralization.
Migration can be initiated in any city that has at least 3 pops, for a base cost of 100 Oratory power (reduced by negative Centralization), by clicking on the Migrate button in the city section of the province interface.

Migrating will turn up to 20 of the pops in the city into Light Infantry. This creates an army that can move around like any army, except it does not require military access to cross foreign lands. All types of pops can be used to create a Migration cohort but once settled (see below) always turn into Tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.

Even if a country loses its last city it still remains playable as long as the Migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.



Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, taking ownership of it, even if it was owned by someone else beforehand. In order to be able to settle the location must also either be uncolonized or under your control in a war.

Using this tribes can quickly establish themselves in a new region, creating a new life far from where they started. Much like colonization settling does not turn locals into your culture or religion, which means this newly created settlement may have to deal with some unhappy pops among its locals.


An army containing Migration units can also use the Pillage unit ability when in foreign owned cities. This will give the city a 5 year penalty to population growth and commerce and will give direct additions of power based on the number of pops living in the city and its current Civilization level.

A city cannot be pillaged again as long as the penalty has worn out.



(Screenshot showing where the Germanic cultures can be found currently)

And with that we move on to one part of the map where this mechanic is very readily available. In our start of 450 AUC all countries in Northern Germania are Tribal Chiefdoms, and they all start at -50% Centralization or less, meaning that Migration is not just available, it is also quite efficient.

From a historical standpoint Germania in 450 AUC/304 BCE is one of the most poorly documented places we have on the map. While larger cultures and trends have been observed, and while we know a fair bit about what was going on later in time, we cannot know for sure about any details at our start. For this reason this region is among the more speculative included in the game. For that matter deciding what should start settled and owned by a “country” and what should be populated but unclaimed at our start is not easy. We have arrived at what we hope is a balance that will best facilitate a historical feel to the area, one where the abilities you have in the game to migrate and colonize can be of good use, while still allowing the more noteworthy tribal entities that existed to be playable.

Like in tribal regions elsewhere the Germanian tribes will have access to formable countries such as Suebia or Saxonia.


Western Germania:

The part of northern Germania that is closest to Gaul, often called the Jastorf culture area. In 450 AUC this region is inhabited by a wide variety of tribal states, some will later be found in far from these locations while others will remain familiar to this setting. Had the writings of the explorer Pythias of Massilia survived we might have known more but all we can say with certainty is the start of the game this is a dynamic region with a great variety of outcomes.


Starting Countries:


  • Frisia: Medium Sized Tribal Chiefdom on the western edge of the Germanic region. Would eventually push south and west, where they came in contact with the Roman Empire.
  • Angrivaria: Small Tribal Chiefdom surrounded by stronger neighbors. Would remain active in the area into imperial era.
  • Cheruscia: Tribal Chiefdom on the southern edge of this region. Perhaps most known for, along with neighboring tribes, defeating the Roman commander Varus in the Teutoburg forest in 9 AD, shortly after the end of this game. In 304 BCE nothing of that is predetermined however and this is just one of the tribes contesting this region.
  • Chaucia: Germanic Tribal Chiefdom in the region between the Ems and Elbe. Like the Cheruscia they are largely known for things that would transpire long after the start of our game.
  • Fosia: Smaller and slightly poorer neighbors of Cheruscia.
  • Marcommania: Strong Tribal Chiefdom that would in time migrate south to modern Bohemia.
  • Langobardia: Tribal chiefdom controlling part of the Elbe. Their later day relatives would migrate far to the south.
  • Reudigna: Small tribal chiefdom just south of the Jutland peninsula.
  • Anglia: Small Tribal chiefdom south of the Jutland Peninsula. Would many centuries later settle in the British Isles.
  • Aviones: Another Jutlandic tribe, in modern North Frisia.
  • Eudosia: Tribal chiefdom, probably the sma people that is later simply known as the Jutes.
  • Teutonia: Tribal chiefdom in northern Jutland. Came to clash with the Roman Republic, along with Cimbri in the Danubian river area and even as far south as Italy.
  • Cimbria: Like the Teutons the Cimbri fought the Romans around 100 BCE, but at our start they are one of the many Jutlandic tribes, far away from Rome and any other mediterranean states.


Baltic Germania:

Moving east along the baltic we reach the eastern end of the Jastorf area as well as a number of other cultures into one of the parts of Germania that is the furthest away from the Mediterranean. Hence little is actually known about local politics. Like the Germanic region to its west this is a region divided under a variety of tribes, some which would carry the embryo to later more famous groups such as the Vandals, Goths or Suebi. This region is remarkable for its high availability of Amber, that would later spread


Starting Countries:
  • Varinia: Staunch Germanic tribe in modern Mecklenburg and Pomerania.
  • Semnonia: Suebi Tribal Chiefdom in the central Germanic region.
  • Rugia: Small tribal chiefdom with supposed roots in northern Scandinavia.
  • Lugia: The Lugi are often identified with the later Vandals. In 450 AUC they are a moderately powerful tribal chiefdom in northern Germania.
  • Lemovia: Small tribal chiefdom with close ties with Lugia and Rugia.
  • Bastarnia: Powerful tribal chiefdom in modern day Poland. Would in time migrate south and come into conflict with the Roman Republic in the Carpathian region.
  • Gothonia: Small tribal chiefdom in modern Pomerelia. One of the possible ancestors of the in the future so famous Goths.
  • Sciria: Small Tribal Chiefdom by the Vistula river.
  • Aestuia: Baltic tribal chiefdom on the eastern side of the Vistula, and the only Baltic culture and religion playable country at the start of the game.

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Hello and welcome to another development Diary for Imperator:Rome!

Today we will be talking about Families, what they are and how they can help or harm your country. We will also be looking at the map of Scandinavia, a region that will eventually be known for its great output of Grand Strategy Games.



In Imperator countries are the main actors while Characters in many ways present both the means to- and the difficulties in achieving your national ambitions. In history however, and in this era in particular, the family was also a very important political unit. In Imperator families will look after the interests of their members, and sometimes some families will end up very involved in the future of your country.



All important characters in a country will belong to one of a limited number of families, each which has certain expectations on the state. Failing to deliver on these expectations will make them less loyal. In some instances you will be able to interact with the loyalty of all members of one family at once, rather than with each character one at a time. For instance, a marriage between your ruler (or his heir in a monarchy) will result in increased loyalty for all family members towards the state. Providing a member of a family a job will earn you loyalty with all of his kin, while confiscating the property of a person will have a negative effect on the loyalty of all of his family members.

This means that while it is in many ways beneficial for a country to acquire more characters, it is not always beneficial to acquire more important families, as these will all have expectations on you and your state.

Acquiring New Families

As your country expands it might end up annexing other countries. Every time you do this you will be given a choice in how to deal with the local families of power. The conquering country can choose to receive up to four of the powerful families in the conquered country. Each foreign family you accept will cost you some Ruler Popularity, while making a public display of them can earn you some Popularity with the masses. You can also spare the foreign families, and allow them to flee to other countries, for a small Aggressive Expansion reduction.

Refugees and captives may also at times arrive in a country, but will then be considered non-citizens and not belong to any of the important families. Granting Citizenship to such foreigners will create a new family for them.


When a foreign character arrives in your country, due to annexation, being captured and then let out of prison, as a refugee from a war, or any other means, this character will be unable to be employed by the state. In order for this character to gain the right to work as a salaried member of the state you will need to grant them citizenship. This will also establish their family in your country.

Family Prestige

Each family has a prestige value, to which all its members contribute. Family Prestige signifies how important a family is and it grows mainly from the deeds, offices and income of its members.

While prestige has few direct effects it is a quick way to see how influential a family has been over the course of the game, and how important it is compared to other families in your country.

Head of Family

Each family in a country has a head, this is one of the older and more distinguished members who consider themselves a spokesperson for the entire group. Apart from being the primary point of interaction with the family for the player the head of family will have a higher prominence, and chance of attracting loyal troops.


Scorned & Outraged Families

As mentioned families also have expectations on you. Each family in the realm expects to have a certain amount of the state wages go to them. If at any time any important family receives less than 2% of the country income in wages they will be considered a Scorned Family. The only way to avoid this demand is if the family does not have enough people that could hold salaried positions.

A Scorned Family will see all its members get a ticking loyalty modifier, reducing their loyalty to their state over time, until you fulfill their needs. This is in itself a problem but as long as the family isn’t very influential, and is without any important positions, it may be tolerable.


A Family that stays scorned long enough, and that is lead by a disloyal head of family, will sometimes raise their own army. This army will be loyal to the head of family and may contribute to a Civil War breaking out. If the head of family stops being disloyal (ie gets a loyalty above 33) the army will go away.




In the section on Germania I noted how hard it is to be able to say anything for certain about exactly what things were like there in 450 AUC (or 304 BCE). This is perhaps even more true for Scandinavia. Once again the lost works of Pytheas of Massilia could perhaps have been of help, he supposedly travelled even this far and described a land of Thule, but as they are lost to us all we have to go on are much later writers.

As is often the case though, lacking documentation does not mean that nothing was there. There is no lack of later authors that refer back to Scandinavia’s past. Nonetheless our setup here is by necessity a bit speculative, and makes liberal use of extrapolation from later testimony.

In 304 BCE Scandinavia is in some ways like the peninsula we know and love. It is densely forested, and it can often have quite harsh winters. Compared to most regions it is also quite sparsely populated and politically divided. All states that exist here are Tribal chiefdoms with very low starting centralization levels, making the area ideal for starting a tribal migration to greener pastures. Migrate is also what many of the tribes we have placed here historically did, sometimes just across the baltic sea, and sometimes far further.

At the start of the entire region will be very dynamic. There is nothing specifically to say that one of these tribes will triumph over the other, or that any specific one should migrate away. Most of these countries look deceptively extensive on a map, whereas very few pops actually live here, and all cities have very low Civilization levels.


Starting Countries




  • Herulia: Germanic tribal chiefdom of uncertain origin. Would in time move south towards the Black Sea, making a name for itself as an enemy of the Roman Empire hundreds of years later.
  • Burgundia: Tribal chiefdom in modern Scania and on the island of Bornholm. Presumed to later have moved south into the sphere of the Roman Empire.
  • Dania: Scandinavian tribal chiefdom in what is today southern Sweden. Would in time migrate to the south west into the land controlled by the Herules and Burgundians at our start.
  • Leuonia: Western Germanic tribe later known as Geats. Supposed ancestors of one of the peoples tied to the formation of Sweden.
  • Guthonia: Tribal Chiefdom occupying the land between lake Vättern and the baltic sea. Later known as the eastern Geats. Thought by some to be the ancestors of the later day Goths.
  • Suionia: Thought to be the ancestors of the later day Swedes, the Suiones control the land around Lake Mälaren in what is today central Sweden.
  • Raumaricia: Tribal Chiefdom in what is today western Sweden and the region around modern Oslo.
  • Grania: Small Tribal chiefdom in southern Norway.
  • Aetelrugia: Tribal chiefdom in what is today western Norway, assumed to be distant relatives of the Rugians on the southern Baltic coast.

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Hello and welcome to another development Diary about Imperator:Rome!

Today I will be talking about some changes we have done to the alliance system since it was last described in a developer diary, as well as the Military Traditions and political geography of India. :)

Alliance Changes

As we described in previous development diaries, calling allies to arms in Imperator has for a long time transferred the war leadership to a stronger party. There were a few different reasons for this, most importantly being able to drag in a major power to use them offensively as a small country is not necessarily realistic or balanced. There are risks with going to war even if you win that the greater country opens themselves up to, such as the risk of occupation and enslavement of its population.

Problematically however the transfer of war leadership often resulted in situations that were hard to predict or read. Small conflicts would frequently spiral into huge ones, with the biggest empires getting involved in situations where they would have little gain from doing so, while calling in all their allies.

The old system for transferring war leadership has therefore now been scrapped, with a number of changes to how alliances work introduced instead. Most prominently an alliance is now a contract of military cooperation between equals, whereas other types of treaties will be used for situations where a greater power defends a lesser one.

Transfer of War Leadership

War leadership will now only transfer to an overlord when a subject is attacked, or from a guaranteed country when its strongest (most populous) protector is called. Once war leadership has transferred, the new warleader can call in their subjects and allies.

While allies will still help out in wars they will never take over leadership of the war from you.

Alliances & Guarantees

Alliances can now only exist between countries of the same rank and Great Powers can never have any allies at all (instead they will have to defend themselves and rely on guarantees or subject relationships to protect others).

When your country changes rank through acquiring more cities, all existing alliances will be transformed into guarantees (there will also be a confirmation dialogue if demanding land in peace would result in a rank change).

A guarantee is now no longer just a casus belli but will instead lead to a call to arms when the guaranteed country is attacked, and it now also costs 1 diplomatic relations slot.

With these changes we hope to better reflect the drastically different types of relationship states could be in during this era, where a power may well act to defend, weaker states, but never as an equal (Rome itself is a good example of this type of diplomacy). With the possibility of more advanced cooperation between powers of more comparable strength.

Country Ranks

Allong with the changes to alliances we have changed the country rank definitions a bit. In particular we have increased the number of cities needed to be a Great Power (and therefore without allies) significantly, meaning there are no longer any Great Powers at the start of the game (though the Maurya Empire is close).

Country Ranks:
  • Migrant Horde: No Cities
  • City State: 1 City
  • Local Power: Between 2 and 24 cities.
  • Regional Power: Between 25 and 99 Cities.
  • Major Power: Between 100 and 499 Cities.
  • Great Power: 500 or more Cities.



Today it is time to visit the subcontinent of India, separated from Persia and the Middle East by mountain ranges and deserts. This is also as far east as the map will go, it extends all the way to the Arakanese mountains and the natural border between India and Burma. India sticks out compared to all other regions we have been through in a number of ways, it is a region of vast fertile plains, high mountain ranges and deep jungles (a terrain type rarely found outside of India). India is also home to a very large part of the world population, even in 304 BCE, and the countries here generally have far larger resources than one might expect from their size.

Politically India has in history often been as diverse as Europe, with a number of different states fighting for hegemony, but at times it has also been united under great empires. Alexander the great, in his day, invaded even this region and conquered most of the Indus valley, leaving a number of Greek satraps and Greek settlements behind. In 304 BCE the subcontinent has however just watched the rise of the Maurya Empire under Chandragupta Maurya, who have risen from relative obscurity in the southern Indus Valley to defeating both the Nanda Empire, and the remaining Greek Satraps in India.

Religiously India at the start of our game is dominantly hindu but with Jainism and Buddhism both on the rise. Buddhism especially would come to spread from India in all directions, eventually becoming a major world religion.

In the last few diaries I have noted that there are numerous problems in finding sources and references for history of this era. India is far more well known than Germania or Scandinavia at our start, especially the part that was relevant to the Mauryas or the Greeks and their emissaries (some who visited the Mauryan capital in modern Bihar). India is also a very big place however, and there are still many parts of it that where we have had to extrapolate later day information.


Indian Military Traditions:

Starting Tradition - Rathas: Allows Chariots

“Maurya Path”

  • Versatile Infantry: Archers Offense +15%
  • Descendants of Airavata: War Elephant Defense +15%
  • Warhost of the Empire: Light Infantry Morale +10%
  • Natural Pathfinders: War Elephant Jungle & Forest Combat Ability +15%
  • Dedicated Archers: Archers Discipline +10%
  • Homeland of our Fathers: Heavy Infantry Forest & Jungle +15%, Light Infantry Forest & Jungle +15%
  • Integrating the Tribes: National Tribesman Happiness +20%
  • Finisher Bonus - The Bureaucracy of War: Monthly War Exhaustion -0.02

*Coastal Path*

  • Natural Harbors: Galley Cost -15%
  • The Vyuha System: Archers Morale +10%
  • Masters of the Sea: Trireme Morale +10%
  • Plunder!: Allows Raid Ports Ability, +20% Enslavement Efficiency
  • Flexible Divisions: Morale of Armies +10%
  • City of the World's Desire: Fort Defence +15%
  • State Artisan: Archers & Chariot Cost -10%
  • Finisher Bonus - The 'Diplomatic' Fleet: Trireme Discipline +10%

*Noble Path*

  • Fit for a King: Chariot Defense +15%
  • Trained to Kill: War Elephant Discipline +10%
  • Armored Archers: Archers Defense +15%
  • Padma Vyuha: Allows Padma Vyuha Tactic
  • Imported Horses: Chariot Discipline +10%
  • Elephantine Abundance: War Elephant Cost -15%
  • Exotic Soldiers: Mercenary Maintenance -15%
  • Finisher Bonus - Striding Besides Giants: War Elephant Morale +10%


Northern India
(Indus Valley)
(Western Coast, the Maru Desert and the Avanti region)


(Gangetic Plain)



Northern India is dominated by the Indo-Gangetic Plain, much like the Nile delta this is a very densely populated and fertile part of the world. Unlike the Nile Delta however it is far greater in size. The plain itself has been the heartland of a number of empires throughout history and at our start it is dominated by the newly formed Maurya Empire, which has just recently established its capital in Pataliputra, in north eastern India.

The Indus region in the far west has for a period of time been under Greek rule, after having been conquered by Alexander the Great and then handed over to a number of successive Greek Satraps. It is now theoretically part of the Seleucid Empire, but in practice these satrapies are under Mauryan control. The Seleucid and Mauryan empires have been in continuous conflict for a number of years now, ever since Seleucus and his son Antiochus moved east to secure Bactria, and the eastern Persian Satrapies.

As our game starts the Seleucid-Mauryan conflict is about to end, with the Seleucids handing over control over large parts of the eastern parts of their empire in return for a truce with the Indian conquerors and a great number of War Elephants to use in their wars with the other Greek Successors.


Starting Countries:




  • Maurya: In time the Maurya empire would come to unite almost the entire subcontinent, and be remembered as one of the more successful pan-indian Empires. In 304 BCE however this is a very young kingdom, not unlike the big Diadoch monarchies in the west. The ruler, Chandragupta Maurya, would in time build a state different from previous ones in this region. It is hard to overstate the influence of the Maurya empire, not just because of the amount of land it came to include but also due to the conversion and missionary work of Ashoka for the Buddhist faith.
  • Atavia: Not all parts of the Maurya empire is ruled directly by Chandragupta’s governors. The tribal forest regions were generally kept in a more loose relationship as a subject state. Atavia is a settled tribe (previously known as a Tribal Kingdom), and starts as a Tributary of Maurya.
  • Kamarupa: In the far east, in the jungles of the Brahmaputra alley, the tribal state of Kamarupa remains independent from the Maurya empire.
  • Kalinga: Independent kingdom in modern Orissa. Kalinga famously resisted Maurya rule until it fell to Ashoka in a very bloody and savage military campaign. So much so that Ashoka is said to have sworn forsworn excessive violence and embracing Buddhism.
  • Karusa: Tribal state in the jungles of Eastern India. Not much is known about this region at the start of the game in history.
  • Indravana: Another tribal states in the hilly jungles of modern Orissa and Chattisgarh.
  • Bhoja: Tribal state in the Nimar valley, western India.
  • Rathika: Tribal state on the north western coast of India. Right on the border of the Maurya empire.


Southern India

(Southern Tip of India, Sri Lanka and the Tamil Country)
(Central India)

While most states in the south are not as well documented as northern India the Indian ocean ports here would become known to Roman and Greek traders, this region is also home to some of the oldest dynasties in the history of India, such as the Pandya’s, Cholas and Cheras.

Especially the island of Sri Lanka and the Tamil country in the far south west are very populous regions however and while not as strong as the Maurya empire in the north they are owned by powers with the potential to grow their influence in 304 BCE.


Starting Countries:
  • Ashmaka: Weak Tribal State in the dry Deccani upland, just south of the Maurya border. Would be conquered by the successors of Chandragupta, who would also extend the road network south through this region.
  • Pitnika: Coastal kingdom controlling parts of the Western Ghats and the Konkan coastline.
  • Kuntala: Tribal state in the central South Indian upland, eventually conquered by the Mauryas.
  • Andhra: The tribal Andhra state centered on the Krishna river rule parts of the eastern Indian coastline, a region that still bears their name.
  • Mahisha: Tribal state of which we know very little in the South Indian interior plateau. Conquered by the Maurya empire within a generation of our start.
  • Alupa: Long lived Tribal State on the coast of Karnataka, ruled by the Alupa Dynasty. Would in time survive many of the great empires of India, including the Mauryas, far into the middle ages.
  • Satiyaputa: Tribal state in the Mysore plateau and the western Ghats.
  • Chera: One of the most important kingdoms of the far south, the Chera control a number of the Indian Ocean trade ports, that would remain commercial entrepots up until present day.
  • Ay: Small kingdom on the tip of the Indian subcontinent, in modern Kerala. The Ay dynasty, is one of the oldest known lineages of its region.
  • Chola: Autocratic Monarchy on the eastern coast of southern india (later known as Coromandel, a name based on what they called their realm). The Cholas would historically create their own overseas empire but at our start they are just a local power in this region.
  • Pandya: Autocratic Monarchy in the rich Tamil country ruled by a dynasty that considers itself already quite ancient by 304 BCE (and in fact they are also playable both in Europa Universalis 4 and Crusader Kings 2).
  • Anuradhapura: Kingdom ruling the island of Sri Lanka at our start, based around the great city of Anarudhapura. The kingdom would in time become greatly influenced by the spread of the Buddhist faith, an influence that remains to this day.

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Hello and welcome to another Development Diary for Imperator: Rome!

Today we will return once again to Diplomacy and the various ways you have to manage Expansion and Foreign Relations. We will also make a return to internal management and Tyranny before a small tour of the starting situation in the Horn of Africa.


Aggressive Expansion

As described before Aggressive Expansion is a measure of how Aggressive and threatening your country appears in the eyes of the world. It is built up through war declarations and taking land, and it’s main effects are on foreign relations and the happiness of foreign pops and subject states under your control.

For a country with few foreign pops however, Aggressive Expansion is a far more lenient mechanic. In history even the most inward looking country would not have been indifferent to rapid expansion. In order for it to not be inconsequential even to a power with no foreign subjects, we have therefore added a general increase of all power costs by 2% per point of Aggressive Expansion above 50, as well as a decrease of happiness for same culture by 0.5% per point.

Peace-Time Aggressive Expansion Decay

A very aggressive country will never be popular, but it will also not necessarily be hated forever. In addition to its normal reduction over time we have added a decay rate for Aggressive Expansion when a country is at peace. The rate of decay is based on their current total accrued Aggressive Expansion. This means that a country that has been expanding very aggressively will be able to gain some additional decay, an increase that will dwindle as Aggressive Expansion approaches more reasonable levels.

On top of this further Aggressive Actions will generate less Aggressive Expansion the more you already have, as further Aggressiveness does not change the already very bad expectations the world has on your country.

Diplomatic Stances

Diplomacy is not all action. Some things are best achieved by having a thought through foreign policy to reach the goals of a country over time. In Imperator you will have the ability to set a Diplomatic Stance for the country you control, which is a general foreign policy approach that your diplomats will pursue. The stances are all focused on different goals and their effects help you achieve those goals eventually.

Changing the selected Stance costs Oratory power, and gets more expensive each time the same ruler does so.
The Diplomatic Stances are:

Neutral Stance:

  • +1 Diplomatic Relations

This stance is what most countries start out with and lets you keep your options open. The extra diplomatic relation slot is useful for all manner of diplomatic initiatives. Especially since the base number of relations was reduced in favor of this.

Appeasing Stance:

  • Aggressive Expansion Decay +20%
  • Improve Relations Cost -25%
  • Opinion of Allies +25
  • Opinion of all others within Diplomatic Range +10

This stance is useful for when you have already expanded and want the world to consider you a potential friend again, and not just an eventual enemy.

Mercantile Stance:

  • National Commerce Income +25%
  • Create Trade Route Cost -25%
  • Opinion of others using the same stance +30
  • Opinion of others within Diplomatic Range +20

This stance allows you to focus all of the states diplomatic efforts on making profitable trades, and making others accept your trade offers.

Bellicose Stance:

  • War Score Costs -20%
  • Fabricate Claim Cost -10%
  • Opinion of Neighbors -20
  • Opinion of others within Diplomatic Range -10

This stance focuses on territorial expansion and finding reasons to expand your empire.

Subjugative Stance:

  • Integration Speed +25%
  • Loyalty of Subjects +10
  • Opinion of Subjects +20

This stance focuses on your subject states and how to tie them closer to your country.


Where Aggressive Expansion represents the image of your country among foreign countries and foreign pops, Tyranny is a value related to how your country has dealt with its own people, it is increased through actions where the state reaches further than is expected of it. Imprisoning characters, forcing governors to change their governor policies, and forcing issues through the senate with barely any support, are all actions that increase the Tyranny of a country.

The more tyranny you accrue the less your core citizens will think of you, and the less loyal your governors and commanders will be. Being tyrannical also has its upsides however. The senate will be less likely to have the courage to oppose you in a Republic with a lot of Tyranny, and tyranny is necessary for transforming such a state into a permanent dictatorship. Tyranny also discounts the price for using tyrannical actions such as imprisonment or executions, and it increases the output of Slave Pops.


Character Interactions

While we have talked about many of the available Character Interactions in the game before we have also kept adding more of them as we go. Here is an overview of some newer interactions that you may or may not have heard about in previous diaries:

  • Hold Games: Every 5 years your ruler can hold games for a bit of money, in order to increase their popularity.
  • Reward Veterans: Cohorts that are loyal to a successful and ambitious general can be a great problem, for a cost of power and money you can try to win some of them back to the state.
  • Give Free Hands: Give an employed character free hands to do whatever they can with their position until revoked. Increases the Loyalty and Corruption over time. As Corruption increases how much state income goes into a characters wages this may be a costly thing to do. Costs loyalty to revoke.
  • Grant Stipends: By generously increasing the pay for a certain family you can increase the loyalty of the head of that family. Very handy if a scorned family has raised an army against you.
  • Gladiatorial Debut: In extreme circumstances it may be worth the gamble to allow a prisoner to fight for their freedom. This will undoubtedly be popular, and is not unlikely to get them killed but may end up with them set free.
  • Grant Capitulatory Honors: Much like holding a Triumph this is a way to heap honors and money unto a general with many loyal troops, useful to possibly get even a disloyal and dangerous general loyal enough to make them part with their army.
  • Proscribe: Confiscate the money of an imprisoned character. Their entire family will lose loyalty, and you will gain tyranny.
  • Exalt Clan Chief: Allows a tribal ruler to bestow favors upon one clan chief who will become more loyal. Other clan chiefs will lose loyalty.
  • Grant Clan Autonomy: Disloyal clan chiefs can be allowed to take a part of a tribe with them and part ways with your state. This will make one of your provinces independent, with the clan chief as a tributary ruler. Increases loyalty of remaining clan chiefs.
  • Attempt to Buy Off Mercenary: Sends an offer to a mercenary company for a sum of money for abandoning their current employer. The employer will be allowed to surpass your bid.

And with those words on internal and external (mis)-management, tyranny and aggressive expansion, we turn our attention to one of the southernmost parts of the map. :)



By following the nile upwards and southwards we end up in the region today known as the Horn of Africa, known by the Egyptians for centuries as the land of Punt. This region is peripheral to the Imperator map but nonetheless it possesses resources to matter. Beyond the population of the Ethiopian highlands itself the coastline towards the red sea and gulf of Aden is home to a number of important trading ports for the trade with Egypt, Arabia and India.

As is often the case in the regions we cover there is a lack of good sources when it comes to the exact political situation and there has been some use of extrapolation and speculation to arrive at the setup we have.


The Ethiopian Highlands:

Politically the Ethiopian highlands at the start of Imperator are divided. Eventually the kingdom of Aksum, possibly an heir to an even older kingdom known as D’mot, would rise to be the local hegemon, uniting most of the plateau shortly after the end of our game. In 304 BCE however the region is far from united and there are no clearly dominant countries here.

Starting Countries:
  • Alut: Where the Blue and White Nile converges into one great river lies the kingdom of Alut, with its capital in the region in between the two great Nilotic tributaries. Compared to Kush, the country that controls the only route north, down the nile, this is a small and unimportant kingdom. If Alut is to prosper it will either have to be at the leisure of Kush, or through striking their northern neighbor when a moment of weakness arrives.
  • Boras: Small Tribal Kingdom on the Atbara river. On the border of the richer capital regions of Aksum and Kush, Boras is left with the land in between, an excellent starting point for a hostile takeover of one, or both of the other two. A likelier outcome however is that Boras will be high priority land to be conquered by either local hegemons.
  • Aksum: Small kingdom in the northern highlands of modern Ethiopia, bordering both Upper Nubia and all of the other Ethopian states. Would eventually grow into the hegemonic Axumite Empire.
  • Adoullia: Small kingdom in northern Eritrea, neighboring Aksum.
  • Gwanara: Kingdom on the Ethiopian Plateau, eventually conquered by Aksum.
  • Yeha: Kingdom ruler by the city of Yeha, the old capital of the kingdom of D’mot. Controls most of the eastern part of the Ethiopian plateau.
Horn of Africa:

The coastline of modern Djibouti, Eritrea, and Somaliland was well known to the ancient authors, mostly because this is an area of important ports for the Indian Ocean Trade network. While trade was the reason for their existence it would be hard to call any of these small Republics and Monarchies rich.


Starting Countries:


  • Avalita: Small trader kingdom around the city of Avalites, near modern day Zeila. While this is one of the larger states in this region it is far less powerful than the Arabic states just across the strait.
  • Mundia: Small salt exporting city state on the horn.
  • Mosylon: Small pearl fishing port on the Somaliland coast, and an entrepot for trade with India, Egypt and Arabia.
  • Oponia: Small city state, almost on the very tip of the horn. Like the other Macrobian Republics it is frequented by Greek, Egyptian, Phoenician, Indian and later Roman Merchants, yet this entrepot is also extremely vulnerable to barbarians, drought and any other dangers that come with being a small city state with few protectors.

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Hello and welcome to this weeks development diary for Imperator: Rome!

Today's diary will cover a variety of things, from some changes done to Mercenaries, Forts, Tribes and Tribal Retinues, to the Achievements and Formable countries the game will ship with.

Zones of Control

As described in earlier diaries Imperator will have a fort and Zone of Control system that is familiar to anyone who has played EU4. In short a fort will exert a Zone of Control over all surrounding cities and obstruct movement for enemy troops.
The expansive map of Imperator means that it can at times be a bit of work to take control of cities as you advance into enemy territory. This is especially a problem when the local military victory is already won, the enemy troops expelled, and local fortifications are under your control.
To facilitate the takeover when you have already, de facto, won we have made forts able to automatically start taking control over adjacent cities, even in enemy territory.
This means that once a fort has fallen you can save your armies the work of controlling cities in the fort's Zone of Control. Fort control also works across national borders, meaning border forts will automatically start taking control over any adjacent enemy cities that are not protected by enemy forts or troops.
In addition to all of the above you are now required to control all forts in a province, as well as the province capital, before you can demand that province in a peace negotiation.

While we feel Mercenaries fill an important role in the game it has over time become more and more apparent that it can be a problem that you could Mercenary "Bomb" people by suddenly hiring a lot of troops already close to-, or even right on top of, an ongoing battle or siege.
Newly hired mercenary troops now start at 0 morale and will slowly build up to full morale. This also makes it more important to be able to afford their maintenance for a longer period when you hire them, and not just the immediate power cost.

Tribal Retinues

As described in an earlier diary, the retinues of Tribal Clan Leaders are armies that can be vital to success as an expanding tribe, but their size is dependent on the Clan Leader rather than on you. It could therefore be problematic to have to pay for these armies despite having little control over their recruitment.
Tribal Retinues will now be paid for entirely by the Clan Leader and will not cost the Tribe anything at all to maintain. In return for these free to maintain and reinforce troops (even if loyal to people who may end up overthrowing the state) the tribes will now have to pay an additional 50% maintenance for all troops they recruit themselves, and the wage for each Clan Leader has gone up from 2% of the state income to 5% of the state income.
This should also complicate the choice of how many Clan Leaders you want in your tribe (something that you can steer through one of the Tribal laws).

Achievements and Formable Countries

As in our other games these can be become intermediate (or even final) goals for a campaign, or just something you pick up along the way.
Formable countries will generally include a few direct in game perks, while achievements are mostly relevant for those who like to show off their accomplishements (and require playing in Ironman mode).


There will be 50 achievements in total, and they will be distributed widely in terms of geographic focus and difficulty. Hopefully there is something here for everyone :)

Very Easy:

ach_cincinnatus.png Cincinnatus: Appoint a dictator as a Republic and have him step down
ach_research_x_inventions.png Do not disturb my circles: Research 40 Inventions
ach_tribal_concord.png Tribal Concord: Change a law in a Tribal country.
ach_render_to_caesar.png Render to Caesar: Take any land in a war.
ach_a_new_home.png A new Home: As any Tribe Migrate to an empty city.
ach_alea_iacta_est.png Alea Iacta Est - Have a Dictator holding on to power.
ach_soldier_of_fortune.png Soldier of Fortune: As a Monarchy send a pretender away to be a mercenary.
ach_panem_et_circenses.png Panem et Circenses - Participate in 10 Olympic Games.
ach_international_relations.png International Relations - Befriend two other rulers.
ach_strategic_reserve.png Strategic Reserve - Import or produce all types of Strategic Trade Goods in your capital.


ach_triumvir.png Triumvir: Survive a Civil War.
ach_legacy_of_aristotel.png Legacy of Aristotle - All 4 Researchers have a skill of 11 in each respective skill (Martial, Finesse, Charisma and Zeal).
ach_envy_of_the_world.png Envy of the world - Own a city with at least 100 civilization value.
ach_tribal_assembly.png Tribal Assembly: Become a Republic as a Tribe
ach_hispania_universalis.png Hispania Universalis: Form Greater Iberia.
ach_romans_ever_done.png What have the Romans ever Done for us? As Rome own all of Palestine. Have at least 70 civilization in all cities in the Judea area.
ach_punic_ascendance.png Punic Ascendance: Conquer Hispania as Carthage.
ach_times_new_roman.png Times New Roman - Own Cariala, Italica and the province of Helvetia as Rome
ach_antipaters_dream.png Antipater’s Dream - As Macedonia conquer the regions of Greece and Epirus.
ach_the_besieger.png The Besieger - As Phrygia sack Babylon, Alexandria, Lysimachea and Pella.


ach_over_9000.png Over 9000: Have at least 9000 pops.
ach_the_romans_are_crazy.png The Romans are Crazy: Form Gaul.
ach_carthago_delenda_est.png Carthago Delenda Est: Conquer Carthage and sack it.
ach_new_kingdom.png New Kingdom: Form Egypt, have Egyptian Succession and conquer Nubia and Syria
ach_city_of_the_worlds_desire.png City of the World’s Desire: Have 15 Trade Routes in Byzantium (theoretical max currently in a capital).
ach_pyrrhic_victory.png Pyrrhic Victory: Take Rome as Epirus
ach_perfidious_albion.png Perfidious Albion - Unite Albion (decision) in 50 years.
ach_imperial_ambition.png Imperial Ambition: Adopt the Imperium Government type.
ach_bois_are_back_in_town.png Bois are Back in town: Conquer Boihaemum region as the Boii.
ach_pan_hellenic_league.png Pan-Hellenic League: Unite Greece as a Greek Republic.
ach_stonehenge.png Stonehenge: As a Megalithic country own 20 sources of stone and the city of Cunetio.
ach_soter.png Soter: As Ptolemaic Egypt own all wonders of the world through conquest or construction.
ach_to_the_end_of_the_world.png To the end of the world: Conquer the regions of Gandhara, Mahdyadesa, Pracya, Maru, and Avanti, as the Seleucid Empire or Bactria.
ach_three_fires.png Three Great Fires: Form Persia and own Ganzak, Nevshapur and Gur.
ach_holy_fire.png Holy Fire - Desecrate Holy Sites for 10 different Religions.


ach_no_more_worlds .png No more worlds left to conquer: Reform Alexander’s Empire as a successor state.
ach_garum_nobile.png Garum Nobile: Produce a Surplus of 10 Fish in one city.
ach_true_vandal.png True Vandal : Start as Vandalia, migrate to Africa, conquer it all, and occupy Rome in a War.
ach_germania_magna.png Germania Magna: as a Germanic country own all of the regions of Germania, Germania Superior, Vistula, and Boiohaemum.
ach_man_who_would_be_king.png The Man who Would be King: As Bactria become independent and conquer the Regions of Ariana, Bactria and Gandhara.
ach_ashokass_pillars.png Ashoka’s Pillars: As Maurya conquer all of India, convert to Buddhism and have 80% Religious Unity.
ach_mare_nostrum.png Mare Nostrum: Conquer every city adjacent to the Mediterranean as Rome.
ach_megalopolis.png Megalopolis: As the country of Megalopolis have 80 pops in the city of Megalopolis.
ach_pax_aeterna.png Pax Aeterna: Conquer the world.
ach_molon_labe.png Molon Labe!: As Sparta conquer the city of Persepolis and sack it.

Very Hard:

ach_spice_must_flow.png Spice Must Flow: Control all Spice production as Mosylon.
ach_kingdom_of_david .png Kingdom of David: As a Jewish country unite Palestine, Syria and expand to the Nile, and the Tigris in the regions.
ach_reverse_alexander.png Reverse Alexander: As a non-Mauryan Hindu, Buddhist or Jain power conquer Pataliputra, Babylon, Memphis and Athens.
ach_heraclea_persica.png Heraclea Persica: Starting as Heraclea Pontica form the Achaemenid Empire
ach_tyrian_purple.png Tyrean Purple: Form Phoenicia and have a total of at least 500 ships and a surplus of 5 Dyes in Tyre.

Formable Nations

As in many games before it Imperator will feature a number of countries that an expanding state can "form". Allowing you to shift the identity of your people. Generally these will confer a number of smaller bonuses, as well as a new color and name (and in many cases a new flag). Some of these we have mentioned earlier, in regional development diaries, but this list will include all formable nations at game release.
While this is an overview of all formable countries it is not a complete go through in that it does not mention every effect or requirement for each formable country. If a country belongs to a certain tier then that country cannot be formed by other countries of the same tier or above.

Tier 1:
Small regional formables, often Tribal Federations.
  1. Achaea: The Achaean League can be formed by expansive Republics in Achaea. Granting claims on the larger area.
  2. Arcadia: The Arcadian League can be formed by expansive Republics in Arcadia. Grants claims on the larger area.
  3. Cyprus: Can be formed by a small country in control of all of Cyprus.
  4. Aquitania: Tribal Federation for uniting the Aquitani countries.
  5. Aremorica: Tribal Federation for uniting the Aremorican tribes.
  6. Asturia: Tribal Federation for uniting the Asturian tribes.
  7. Carpetania: Tribal Federation for uniting the Carpetani tribes.
  8. Celtiberia: Tribal Federation for uniting the Celtiberi tribes.
  9. Gallaecia: Tribal Federation for uniting the Gallaecian tribes.
  10. Lusitiania: Tribal Federation for uniting the Lusitani tribes.
  11. Vettonia: Tribal Federation for uniting the Vettonian tribes.
Tier 2
Larger regional formables
  1. Assyria: The Neo-Assyrian Empire may be long gone but Assyria has remained an important constituent region of the Median, Persian and Greek empires that came after it. A sufficiently successful local power can reclaim its legacy.
  2. Babylon: An even more recent empire, the Neo-Babylonian one, can also be restored by a successful local power willing to relocate to the Mesopotamian riverlands.
  3. Cilicia: As one of the richer Anatolian regions, often used as a staging ground for the armies of the successor states, Cilicia can also support its own regional kingdom.
  4. Crete: Should one Cretan state come to control all the important cities of the island it can assume a new pan-cretan identity.
  5. Dravida: An Indian state that conquers the important cities of the south can form a larger kingdom known as Dravida.
  6. Galatia: A Celtic country that finds itself in control of the right parts of central Anatolia can resettle there and assume a new "Galatian" identity.
  7. Helvetia: Larger Tribal Federation for uniting the Helveti tribes.
  8. Illyria: Should a local country unite the Illyrian region it can create a new pan-illyrian state.
  9. Media: A growing Median power (such as for instance Atropatene) can attempt to lay claim to the legacy of the old Median Empire.
  10. Numidia: Unifying the tribal states of North West Africa allows you to form the greater state of Numidia.
  11. Sicily: While the title "king of Sicily", was assumed by Agathocles of Syracuse at our start, the island was by no mean unified. Should any one power come to conquer all of it, it is possible lay the foundation of a greater Sicilian state.
  12. Syria: At our start Syria is completely owned by the Antigonid state of Phrygia,
  13. Yamnat: Unifying the countries of southern Arabia allows you to form the greater state of Yamnat.
  14. Saxonia: Tribal federation for the Germanic tribes of Saxonian culture.
  15. Belgia: Tribal Federation for the Belgae tribes.
  16. Pretania: Tribal Federation for the tribes of Pretania.
  17. Caledonian Confederacy: Tribal federation for the Caledonian tribes.
  18. Noricum: Tribal federation for the Noric tribes.
  19. Dahae: Tribal Federation for the Dahae tribes.
  20. Armenia: Should the Kingdom of Armenia be destroyed (or if you destroy it) you can reclaim their legacy and form a new Armenian Kingdom.
  21. Egypt: Should the Ptolemaic kingdom of Egypt be destroyed, someone else of Egyptian culture and religion can reform that kingdom.
  22. Macedon: If Macedon is destroyed there is no shortage of other countries who could reclaim that legacy. Gaining claims on all that the old kingdom once ruled.
  23. Phrygia: While Phrygia exists at start as the realm under Antigonus this is a smaller regional formable for someone who controls the core Phrygian region.
  24. Pontus: The kingdom of Pontus can be formed by a local power that conquers the region if the old Pontus state is destroyed. This decision is also available to anyone with the Mithridatid dynasty in power (at start this rules the small city state of Kios)
  25. Thrace: While Lysimachus and his family control Thrace at start there are also local kingdoms, like Odrysia, who may end up conquering the region from him. If they destroy Thrace they will be able to assume its identity.
Tier 3 Formables
Greater regional empires.
  1. Albion: A non-tribal country that has united the entire British isles can form the Empire of Albion.
  2. Argead Empire: While the great Diadochi kingdoms have a more realistic shot at this, any Hellenic kingdom can attempt to reform the Argead Empire, laying claim to all lands once ruled by Alexander the great. In order to do so they must conquer major cities all over this fallen empire.
  3. Bharatavarsha: An Indian country that conquers the entire subcontinent can lay claim to this prestigious title of an Pan-Indian Empire.
  4. Gaul: A Gallic power that unites its entire region may form the greater state of Gaul.
  5. Pan-Hellenic League: While the Pan-Hellenic League under Alexander, and later the successors, was a type of organization for the control of the Greek cities by an outside power, the ideal of a league to encompass the free Greek is not dead. An expansive Greek Republic that rises to sufficient power and influence can attempt to form a Pan-Hellenic league of a more true calling.
  6. Greater Iberia: A power in Iberia that unites the entire peninsula can form the greater state of Iberia.
  7. Persia: While the Persian empire was destroyed under Alexander, the name and tradition will not die as easily. A Persian power that reclaims the empire can assume a greater Pan-Persian imperial tradition once more.
  8. Phoenicia: Few Phoenician cities remain free at our start dates, and those that do are beholden to the Antigonids in Phrygia. Should they somehow be able to wrest away the greater Phoenician region from its current owners however they may attempt to form a greater Phoenician state.
  9. Magna Graecia: At our start Magna Graecia, Greek southern Italy, is divided into a great number of small, and mostly weak, states. Should one rise above all others they can form the greater state of Magna Graecia, champion of all Italian Greeks.
  10. Dacia: Unification country for the Dacian states, requires conquering and colonizing the greater Dacian region.
  11. Parthia: While Parthia exists as a Macedonian Seleucid Satrapy at start, a country in the region can destroy this state and form a new Parthian state (more similar to the Arsacid or Parthian empire).

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Hello and welcome to another Development Diary for Imperator: Rome!

Today’s diary will be focused once again on warfare, and many of the considerations you face when conducting military operations in the game beyond those covered in the diary on Battles.

In many ways Imperator benefits from the many games before it here, and most of the things I will cover today are things that will be familiar to players of our other games.


Shattered Retreat

Shattered retreat is a concept present in other Paradox games such as Europa Universalis, and what it means is that a defeated army can retreat all the way to a safe location of its own choice in your own territory without it being possible to intercept it.
It is also not possible for the owner of the army to choose the destination or to abort the retreat or change its destination after the army has shattered.

In Imperator a Shattered Retreat is not only initiated as the result of a lost battle, it can also be initiated at any time by pressing the “Full Retreat” button in the army interface. This also allows an army that becomes trapped in the Zone of Control of enemy forts to retreat back to friendly territory.

Relieving Besieged Forts

(Here we can see the valiant Bhoja coming to relieve one of their forts which is currently being besieged by Maurya troops. The Bhoja army is treated as the defender and the Maurya army gets the terrain penalty from the fort being built on a hill)

Throughout history fortifications have been built on the most defensible locations, making use of mountains, passes, hills and just about any static defense feature. This would not only help the defenders, it also often strengthens any attempt to relieve the besieged city, as the besieging army might find itself pegged between the relieving force and the fortifications.

To facilitate this behavior, and to make it important to protect your besieging armies, Imperator will treat any army that is attacked while performing a siege as the offensive side, meaning that it is always the relieving force that gets the bonuses from defensible terrain, even if the besieging force was in position first.


Movement Lock

While an object can be at any point between two cities in real life, in the game it can only ever be in one of the drawn locations on the map (ie in one City on our map). While this works fine for many purposes it does become a problem with army movement. As in all our games an army has to stay in the location where it started until it finishes moving towards its destination, and only then it will transfer to the new location. This means that if you interrupt a movement order between Rome and Ostia, the army will not be somewhere between Rome and Ostia, as it would in real life, but instead it will be standing in Rome, ready for new adventures.

To get around this problem, and avoiding the silliness of last minute aborting of movement in warfare, movement will be locked and impossible to interrupt or change once you have progressed more than 50% of the way to a new location. New orders can still be given, but these will be queued after the army has reached the adjacent location it was headed towards.

Assuming Control of a Siege

If more than one army is partaking in the siege of the same city, and you are the war leader, or overlord of the country that leads the siege, you can assume leadership of the siege. Ensuring that it will be you who decides when to storm the fort, and that it is you who will gain control of the city once it falls.



When your army alone isn’t large enough to defeat the enemy you might want to have it shadow every move of an allied army, and sometimes you may want to allow your allies and subject to follow one of your armies. The army interface has a toggle for allowing allied troops to attach to your army, as well as a button to attach your army to another army that you share location with to automate this behavior.

Transfer Occupation

Securing the territory you want is the goal of most wars, but in the chaos of a war with many participants it is not always going to be the country that occupies a city that want to annex it in the upcoming peace treaty. To facilitate prettier borders and cooperation between allies, we have a button in the province view with which you can transfer the occupation to any country that is on your side in the ongoing war.

AI subjects will also make use of this to ensure you can demand what you are due in a peace treaty (and so will allies, unless they want the land themselves).


Changes to Combat Tactics

Finally a word on Military Tactics. While the system as described in the diary from in October created interesting situations where you are rewarded from trying to predict your opponent's choice of tactics, there were some issues we had with it.

This choice was in many cases quite random since it did not interact with the army composition at all. Having separate sets of offensive and defensive tactics also turned out to be a lot to keep in mind at all times.
The tactics system also overlapped with some of the unique unit abilities from the Military Tradition trees, which were also generally what one would expect to find under the umbrella of Combat Tactics.

For these reasons we have implemented a number of changes to the Tactics system (changes pioneered by @Groogy ).

  1. There are no longer both defensive and offensive tactics, instead you pick one for your army and it will apply whether you are the attacker or defender.
  2. While the bonus or penalty tactics provide is still dependent on how well they work against the tactic chosen by the opposing side, their efficiency is now dependent on the composition of your army.
  3. The unique stances from Military Traditions have now been reworked into Combat Tactics that you unlock, with slightly higher bonuses and different matchings than the base ones (but like all tactics they have to be matched with one that is vulnerable to have an effect).

At maximum efficiency the generic Combat Tactics currently confer a 20% bonus, with unlockable Tactics from traditions adding another possible 5%. All generic Tactics will have unlockable tactics that they are more efficient against, and more vulnerable too, and vice versa.

As an example the unlockable Phalanx tactic is particularly effective against the Shock Action tactic but how much of a bonus you get out of it will depend on how suited your army is to perform it, in the example above it amounts to 9.7%

This new system still keeps the element of attempting to predict your opponent's choice of tactics while at the same time adding to the equation that certain tactics are more efficient depending on your army composition.


(In the above battle the Seleucids have picked the Phalanx tactic which is efficient against the Shock Action tactic chosen by the Antigonid. Since the Seleucid troop composition matches the ideal for their chosen tactic reasonably well they are able to )

That was all for this week. :) I will be back next Monday for another development diary, this time focusing on Barbarians, and the various ways you have to handle them :)

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In today's Developer Diary for Imperator Rome we will be talking about Barbarians, what they represent in the game and how you can interact with them. We will also go over the regions on the far side of the Himalayas, the Tarim Basin and Tibet.


Throughout antiquity there are many marginalized peoples living "off the edges" of our map, and in the isolated and hard to tame regions of the world. Bedouins in the deserts of Arabia, Slavs or Sarmatians in eastern Europe, etc. Barbarians represent them and the threat they posed to nearby civilized neighbors. They will continue to pose a threat to pops long after a region has been conquered until they have been civilized through the influence of nearby settlements.

Barbarian Strongholds

Around the map, in impassable, uncolonizable locations, there are local modifiers called Barbarian strongholds. In this location Barbarian power will build up over time until a Horde spawns.

Since Barbarian strongholds are in impassable locations they cannot be directly interacted with, however the governor policy for Civilization Effort in an adjacent province can increase the civilization level in the stronghold's location, and eventually downgrade, and then remove the stronghold.

Barbarian Power

How strong barbarian presence exists in a location. The higher Barbarian power the more likely it is that a horde will spawn there. Higher Barbarian Power also results in bigger Hordes when an army is formed.

Barbarian power is influenced by Barbarian Growth.

Barbarian Growth

This is how quickly Barbarian Power Grows in a location. The primary source of this modifier is from Barbarian Strongholds, in impassable, uninhabitable, land.

Civilization value reduces barbarian growth wherever it is present, therefore barbarian power growth is going to slow down and then regress once an adjacent province has increased its civilization rating enough.

Current barbarian power, Civilization and Barbarian Power growth rate can be seen either in a mapmode for Barbarians or in the locations themselves, in their location interface.

Barbarian Hordes

Once Barbarian power has built up sufficiently a horde will spawn. The size of this army will depend on how high Barbarian power was in the location in which it spawned. All armies that spawn from the same location will be considered part of the same Horde.

The Horde will move into settled territory and begin occupying cities. Every city that falls will have its local Civilization Level reduced by the horde.

If a Horde is defeated by an army the leading general will get money and the units in the Barbarian army will be distributed in the winning country as Slaves.

Barbarian Diplomacy:

A horde that controls at least one city can be negotiated with. This means that you can open diplomacy with it just like you would any other country, though the options you have when interacting with them are slightly different from those with other countries.

  • Settle: Offer the Barbarians to settle the land they currently occupy, they will join the city as Tribesmen of the culture and religion of their location they spawned in.
  • Create Client: Offer the barbarians to form a new Tributary State with the land they currently hold in the country. The new country will be a tribal chiefdom of the same culture and religion as the location the barbarian horde spawned in.
  • Demand Surrender: Demand that the Barbarian Army is dissolved and all land returned. The Barbarian army will provide slaves and money as if it had been defeated in a battle.
  • Pay Off: Offer money to have the Barbarian armies leave your lands and seek targets for pillaging elsewhere.
(A Barbarian Tributary has been created)



High above the plains of Northern India and the great Maurya empire lies the Tibetan plateau. Then as well as now large parts of this region, especially the Changthang highland, was largely unsettled. But in the south there were a number of thriving societies, most prominently the dominant Zhangzhung kingdom which would remain the most influential state of Tibet for many centuries yet. Buddhism is still a young religion by the time our game starts and had still not spread to large numbers beyond India. The tibetan state in the game instead practice the Bon religion, which here represents the pre-buddhist Tibetan faith.

Tibet is also another region where I have to add a bit of a disclaimer. While we can be certain that this region was both populated and influential there is not a lot to go on when it comes to the details. Therefore what we have is extrapolated from later information to a large degree.


Starting Countries:
  • Zhangzhung: Tribal Regional Power in the western Tibetan Plateau. Controls Mountain passes into India, Kashmir, Pamir and the Tarim Basin. Said to be the birthplace of Tibetan religion.
  • Tsang: Tribal state in Central Tibet controlling the central Brahmaputra valley. Also controls a number of mountain passes into India and directly borders the more powerful Zhangszhung kingdom.
  • Sumpa: Settled Tribe in western Tibet controlling the westernmost pass into India, in western Kamarupa.
  • Yarlung: Small tribal state in the Yarlung valley in western Tibet. Controls one of the mountain passes towards India and thereby directly borders the Maurya Empire, and Kamarupa.
Tarim Basin & Sogdia:

While we quickly touched on Sogdia, and the Ferghana valley in the Diary about Bactria, we now return here to look at the independent factions in this region. The center of Sogdia around Marakanda, later Samarkand, is in the hands of the Bactrian Greek Kingdom there are also independent states here. The Tarim Basin, with the harsh Taklamakan desert at its center, as well as Sogdia to its west would in time become important as an important transition point between China and the West. This region is central to what would become known as the Silk Road. While such trade surely existed to some degree already when our game starts it would not grow to be an important factor until later in time.


Starting Countries:
  • Sogdia: Not all parts of Sogdia is controlled by the Graeco-Bactrian kingdom. This Autocratic Monarchy represents the local Sogdian and Tocharian people and at start its control does not extend further than the mountains around the Ferghana valley itself.
  • Wusun: Tribal state to the North of Sogdia, one of the first regions to be invaded by the Yuezhi when they arrived on the scene.
  • Tayuan: Kingdom in the eastern Ferghana valley representing the parts of the valley that are not under Graeco-Bactrian control. Tayuan controls the route between Sogdia, the western parts of Central Asia, and the Tarim basin, a crossroad that would in the future prosper especially as part of the Silk Road.
  • Phrynia: Mountain kingdom controlling large parts of the Pamir Mountains, a region so high up that it has been referred to as the ‘Roof of the World’. This is yet another route through which Tibet and the Tarim Basin can be accessed from the Bactrian lowlands.
  • Shule: Small trade kingdom in the western part of the Tarim Basin, centered around the city of Kashgar. Like the Tayuan state they occupy a position that would eventually be instrumental in the formation of more frequent trade connections between China and the west.
  • Kucha: Kothanese kingdom in the northern part of the Tarim Basin, based around the city of Kucha.
  • Pishan: Small tribal state in the Southern Tarim basin. Controls one of the passes into the Zhanzhung kingdom.
  • Khotan: Larger kingdom in the Southern Tarim Basin, would in time become famous through its adoption of Buddhism and grow to control a much larger part of this region. By 304 BCE however this kingdom has still not adopted the faith for which it would eventually become known, and it is also not yet the regional power it would become.
  • Loulan: Most distant of all the Tarim kingdoms is the small state of Loulan. Most of what is known about this kingdom is from Chinese sources and in time they would also become a Chinese subject state historically.

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On 02/04/2019 at 5:34 AM, Nikolai said:

Lost interest, @Penry?

Yeah, a bit of a combo of too much information and trying to enjoy the last of the Kiwi summer!

Looking forward to some third party YouTube reviews to see what they make of the game. The in house videos just don't do anything for me. They really could do with hiring a presenter with more enthusiasm!

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27 minutes ago, Penry said:

Yeah, a bit of a combo of too much information and trying to enjoy the last of the Kiwi summer!

Looking forward to some third party YouTube reviews to see what they make of the game. The in house videos just don't do anything for me. They really could do with hiring a presenter with more enthusiasm!

Have you seen the videos from today and yesterday? 3h each, much better presentation IMHO, content: the diadochi under human players duke it out - with house rules! :)

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No, the last one I watched was The History Lesson with the devs. Terrible presentation!

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Do yourself a favor and check out the VODs on Emperors at War. It's much better than the previous videos in my opinion. :)


Here is yesterday's VOD:

And today's:


Di you perchance watch the videos from Repubicofplay? This one is pretty neat:


He has several good videos neatly packed into a playlist here: 


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So the youtubers have got access to the game now! As I understand it we'll see one youtuber video per day for 7 days now, each playing one specific country. :)@Penry might like this. ;) 


First is Alex the Rambler with Rome:



Then you have this TWO HOURS LONG (!!!) video by lionheartx10:


Further, if you want to have a new achivement named "Flog Rodrigus" (a....thing in the chat teasing HotRod, the community manager named Rodrigue Delrue), go retweet this, it needs 1000 retweets and currently have 720:


Lastly, there is a new weekend stream with youtubers and streamers coming up from April 12th onwards:



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I am told on a discord that some let's players have told they will be able to show as much as they can come Thursday April 18th.

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