Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
public order = affected by difficulty level. increased(positive) by buildings or army garrison (not building garrison).
decreased by many things , buildings, events, hostile agent actions, culture, etc...
for example, military buildings will often have a food or public order penalty , same for income-based buildings such as a slave market (this one decrease public order(negative))
some shrines will cost food but also increase(positive) public order.
general tips for diplomacy =
use war declarations as a trade token, tell the romans you will fight those barbarians who live all the way across the world , those you will never see in the whole campaign , ask them for gold in return.
as an example for this , i once made both western and eastern rome become puppet state to the sarranid empire at turn 13 i think . on TW:Attila. by using war declarations as a token to make them accept such agreements.
when using war declarations as diplomacy tokens you of course want to make sure you dont declare war against someone who is defeating the faction that you mean to support in the war.
you should also try to squeeze gold into the deals to judge just how willing they are to accept the trade. if you can add 1000 gold and the chance of sucess is still ''medium'' , then add 1500 gold , if that becomes low chance of sucess , then only demand 500 gold from the deal.
politics = i recommend to not wipe the ''other families'', let a few members live and grow, having 100% control of the senate or 100% influence over all members is not always the best , to keep them alive may allow you to grow even larger families and so have even more political actions per turn ( including possible ''embezzle funds'' , or diplomats giving you a chance to get a buff, debuff , or actual free settlement. )
while to complete destroy them secures your army by having all generals loyal to your family.
about that...do not let ''other families'' become unloyal and start a civil war , by doing so , any family member that they have , who controls one of your army , will leave with the whole army and become hostile.
hope this helps ? can work on questions that these comments bring you i guess.
(edit- sent you friend request, maybe we can play some or i can show you things on livestream)