Imperator: Rome

Imperator: Rome

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White Rose! Mar 23, 2024 @ 12:24pm
best way to improve province loyalty?
You've read the title, im kinda tired with constantly suppressing revolts. So whats the best(or atleast any good method) way to increase province loyalty?
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Showing 1-15 of 22 comments
galadon3 Mar 23, 2024 @ 2:07pm 
Assimilate the population into your culture or give the majority culture in the province citizten rights (has its own drawbacks but can be a quick bandaid).
SPAMBO Mar 23, 2024 @ 2:53pm 
Monarchy Conversion Law + religious innovation Formulatic Worship + Theaters in cities + tier 3 Government Traditions Wonder (+.07 loyalty tick).
Cap'n Morgan Mar 23, 2024 @ 3:00pm 
Revolts largely just come because of unhappiness, so in the long term aim to make the people in the province as happy as you can. Conversion and assimilation are pretty good starts for this as those above mentioned. Otherwise having a good, non-corrupt governor and using the provincial loyalty raising governor policy (harsh treatment or something) are super easy measures to keep a province loyal until happiness raises or a big debuff times out.
SkippytheHippie Mar 27, 2024 @ 3:31pm 
I use forts. They are costly yes, but you can disassemble them once you have good pop ratios and a bit more cultural assimilation/integration/rights to make them happier. But a handful of those can turn things around for you. Also is the province well settled?

Say for example youre playing rome and youve conquered some tribal territory. There probably isnt a very centralized population. Pops like to try and maintain ratios, and cities will be the main places were pops will promote/demote and there are city buildings to manipulate those ratios and make certain pops happier as well. You may try founding a city in an already reasonably well populated spot, preferably without other cities too close-by. You may also couple this with the "centralize population" focus for the province. It may bring you positive results over time.
Jean-Maurice Nya Mar 27, 2024 @ 10:07pm 
You can also make them slaves, harsh treatment accelerate the process. Slaves have a lower unrest yield than other pop.
But the best long term option is assimilation and eventually conversion as it raise happiness.
Big Moustache Mar 31, 2024 @ 9:39pm 
You can move disloyal provinces pops to a core province and replace them with the good guys. It will boost conversion and assimilation by a lot. Paradox never really playtested this game i think. Moving pops deletes every loyalty problem the game can throw at you. Never put a governor that has not your core religion and culture. Those are for sending on adventuring or to be sold into slavery when they get pissed of too much
Gerd Apr 1, 2024 @ 11:35pm 
do you play with mods? i was using Invictus as Rome and made the game unplayable, constant revolts and famine, now i'm back to vanilla and all is under control
Last edited by Gerd; Apr 1, 2024 @ 11:36pm
Jean-Maurice Nya Apr 2, 2024 @ 12:56am 
You can only move slaves and tribesmen (for tribes). Slaves are not an issue in term of unrest unlike nobles and citizen. So demoting them into slaves will do the trick (at the expense of research efficiency and manpower), but raising happiness through tech, rights and assimilation/conversion (conversion being faster you should focus on assimilation as its yield in term of troops and happiness are better) are the best in term of long term benefits.
Big Moustache Apr 2, 2024 @ 1:54am 
Originally posted by Jean-Maurice Nya:
You can only move slaves and tribesmen (for tribes). Slaves are not an issue in term of unrest unlike nobles and citizen. So demoting them into slaves will do the trick (at the expense of research efficiency and manpower), but raising happiness through tech, rights and assimilation/conversion (conversion being faster you should focus on assimilation as its yield in term of troops and happiness are better) are the best in term of long term benefits.
Nah, game not work like that. Even with 0 tyranny, 100 legit and popularity, and high stability and all loyal. tech for loyalty etc. Than some bs event comes up to push some in disloyalty. and events keep coming until its time for tyrant solutions. It is impossible to keep them all loyal. And sometimes a single fkn governor is enough for civil war. That is why i refuse to play by paradox standards and just cheese the crap out of the game

Same with barbarians. No war for 15 years and no barbarians. The moment you are at war and inside enemy territory they all spawn at once. Play Egypt, a "easy" faction to play.
I got levantine traditions with ship of the desert and many other camel buffs. They cant get to barbarian strongholds. But barbarians can march on foot through 60°C sandbox filled with scorpions and ♥♥♥♥? BS mechanics and tedious for the sake of tedious. You can not get high enough civilisation without spamming buildings to improve it, but you need tech unlocked and very high population to even reach the civ threshold to reduce it? It sucks the fun right out of every game. Sometimes i simply quit and play another game when the barbarian bs starts piling up again
galadon3 Apr 2, 2024 @ 5:35am 
Originally posted by Fragoos:
Originally posted by Jean-Maurice Nya:
You can only move slaves and tribesmen (for tribes). Slaves are not an issue in term of unrest unlike nobles and citizen. So demoting them into slaves will do the trick (at the expense of research efficiency and manpower), but raising happiness through tech, rights and assimilation/conversion (conversion being faster you should focus on assimilation as its yield in term of troops and happiness are better) are the best in term of long term benefits.
Nah, game not work like that. Even with 0 tyranny, 100 legit and popularity, and high stability and all loyal. tech for loyalty etc. Than some bs event comes up to push some in disloyalty. and events keep coming until its time for tyrant solutions. It is impossible to keep them all loyal. And sometimes a single fkn governor is enough for civil war. That is why i refuse to play by paradox standards and just cheese the crap out of the game

Same with barbarians. No war for 15 years and no barbarians. The moment you are at war and inside enemy territory they all spawn at once. Play Egypt, a "easy" faction to play.
I got levantine traditions with ship of the desert and many other camel buffs. They cant get to barbarian strongholds. But barbarians can march on foot through 60°C sandbox filled with scorpions and ♥♥♥♥? BS mechanics and tedious for the sake of tedious. You can not get high enough civilisation without spamming buildings to improve it, but you need tech unlocked and very high population to even reach the civ threshold to reduce it? It sucks the fun right out of every game. Sometimes i simply quit and play another game when the barbarian bs starts piling up again

Thats some serious mixing up things and not understanding how the game works.
First you are apparently mixing up pops and characters.
Barbarians just need a civ30 province next to the stronghold, most civilized nations can get a city to that with their starting tech.
Jean-Maurice Nya Apr 2, 2024 @ 6:59am 
You can keep your loyalty very high through the means I described.
Of course you can also move some slaves, but the purpose is not to decrease unrest directly, it's to make your main culture/religion dominant so you can assimilate/convert faster which leads to higher happiness and therefore lower unrest.

As for barbarians, a level 2-3 fort is usually enough to deplete their forces when they try to take it quickly, leading to less annoyance. Then, as galadon mentioned, just make some cities and develop them enough to make them disappear.
Last edited by Jean-Maurice Nya; Apr 2, 2024 @ 7:24am
Big Moustache Apr 3, 2024 @ 7:42am 
Yes Galadon, i have around 100h into this game since release. I not understand it like people who played for several 1000's of hours. But when it has these very frustrating mechanics in it, i not continue playing.
Yesterday i discovered that assimilating slave/freemen cultures causes food shortages. And raiding coastlines for extra slaves just skyrocket my agressive expansion. Now i can not conquer new lands for slaves. Switching province edicts to focus on more food will make me a tyrant? Whenever the governer is replaced i have to do it all again? Tyranny for me!! I prefer EU4 mechanics of managing land and populations. Priests can convert a single tile, same with annexing undesired culture

Also the useless macro builder. It is only good for building great temples and mines. At the very least it should have a option to go on the map where the building will be placed, because all needed info is lacking in macro builder. I just switch map to province view now, and go from there. Than switch to trade goods to see where i want slave estates or farm estate, immigration building
Jean-Maurice Nya Apr 3, 2024 @ 8:50am 
What causes food shortages is the increasing population (as you conquer cities, you'll get slaves in your cities) and the promotion mechanic: nobles eat more than citizen who eat more than freemen. Assimilation will allow some freemen, tribesmen and slaves to become citizen or nobles. You have to ensure you produce or import enough food. Everything is visible in the province screen, just pass your mouse over every single thing you find, it'll show you what is happening.
If you're a republic and the senate doesn't approve of you, then yes, you'll become a tyrant for changing province policies. It shouldn't be the case for tribes or monarchies. You'll get accustom with events with experience, then you'll know how to usethem properly. As for governors and government leaders, you need to check the character panel, choose "function" and check their traits about every year or two to see if they didn't get sick. You need to stock money to heal them: this way you'll keep your important characters longer and you'll have to manage them a lot less.

Imperator is the sequel of EU: Rome, it follows those mechanics. EUIV works differently, and it's a good thing.

For cities, you'll see that granaries are quite important to speed up population growth, academy, courthouse,... are good to raise happiness of certain pop and their ratio in the city. Temple, theatre and foundry are great to increase your civilization level and other stuff like research, slaves output,... Depending on how you play, you'll specialize areas. For example, my capital provinces are meant to gather nobles to increase research efficiency and trade routes: it means i'll focus on academy and market production, but also granaries to keep the amount of food very high (and import a lot of grain too). Cities with high valued goods are nice to build mills and gather slaves so you'll have nice goods to export.
You should get accustom to it after a while. You just need to spend the first playthrough reading as much as you can everywhere.
Big Moustache Apr 3, 2024 @ 10:03am 
Not a republic, Egypt is a diadochi kingdom. Switching edicts give tyranny. Saving 200 political influence and use it all on switching edicts put me on +10 tyranny from 0
galadon3 Apr 3, 2024 @ 10:42am 
Originally posted by Fragoos:
Yesterday i discovered that assimilating slave/freemen cultures causes food shortages.
It doesn't

Switching province edicts to focus on more food will make me a tyrant? Whenever the governer is replaced i have to do it all again? Tyranny for me!! I prefer EU4 mechanics of managing land and populations. Priests can convert a single tile, same with annexing undesired culture
The tyranny from switching a province policy is neglible, unless you do it all the time, wich is plain unnecessary.

Also the useless macro builder. It is only good for building great temples and mines.
Whyever it would be good for those and not for other stuff... but since your posts are, sorry to say, mostly not very coherent grumbling about systems that work differently from EU4 and that you apparently stamped as bad and didnt care to take a real look at I don't see much reason to argue further.
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Date Posted: Mar 23, 2024 @ 12:24pm
Posts: 22