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Big Bad France

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Aug 24, 2016
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Hi. I've spent most of my time in EU4 and Crusader Kings, but I am trying to get into Imperator and would like some basic advice. I'm mostly through the tutorial and for the most part things are going well, but I have some basic questions about game mechanics.

What trade goods should I be valuing the most? Is it better to load up on a few higher value goods, or is it better to try to have a little bit of everything? Also, who should I be trading with? Should I select distant partners that I'm less likely to expand into for an extended period of time, or should I select closer partners that I might want to ally? Do you get any sort of relations buff as a trade partner, and is there a penalty for going to war with a trade partner?

What buildings are typically the best, and in what cases should I build the more situational ones? Should I try to grow settlements or focus most growth into cities?

I am seeing ways to increase manpower through buildings, but I am not seeing buildings that give access to different units or increase the number of levies. I am sort of assuming that as manpower increases, the number of levies will also. Are the units tied to resources? Do I just have to get to the point that I can build legions if I want more control over how the army is made up?

How much control do I have over who gets elected consul, and how much of a difference does it actually make who wins?

Thanks.
 
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Glad to offer some advice. I'm by no means an expert, so I'm sure you'll get some disagreement with me, but here goes...

What trade goods should I be valuing the most? Is it better to load up on a few higher value goods, or is it better to try to have a little bit of everything? Also, who should I be trading with? Should I select distant partners that I'm less likely to expand into for an extended period of time, or should I select closer partners that I might want to ally? Do you get any sort of relations buff as a trade partner, and is there a penalty for going to war with a trade partner?
Ok so the key thing to remember is that valuable trade goods are nice, but if you're big (or planning on growing) capitol trade bonuses are going to be better. So, you really, really want 2 goods of as many types of goods in your provinces at once. There's a lot of options, but a few things to remember are:
  1. Stone. Always get stone. Never not have stone. Since build cost reductions are additive, they can really, well, add up.
  2. Cloth and papyrus. These goods boost tech rate. That's incredibly important (assuming you aren't a tribe and getting no tech whatsoever).
  3. Military goods. You probably want some heavy infantry in your legions. That means iron, so you might as well get the surplus in your capitol region
  4. Choose other bonuses based on utility. A tribe wants +tribal happiness/productivity, but if you're one of the Diadochi you probably don't care at all. The more expansionist you are, the higher AE will always be, so you want as many happiness boosts when stability gets low.

Generally, it's perfectly fine to go to war with a trade partner, but do realize this potentially means resetting a lot of your trades the moment a war begins. I don't think there's a relations boost... but I'm not sure, either. On a similar note, choose trade partners based to some degree on stability. Frankly, losing out on .2 ducats per month might be worth trading internally, just to make sure you never lose that all-important capitol bonus.

As for other provinces... me, I just set them on autotrade and forget them. Not optimal, perhaps, but honestly I can't be bothered.

What buildings are typically the best, and in what cases should I build the more situational ones? Should I try to grow settlements or focus most growth into cities?
I am still working on getting a sense of this myself, but generally the "you can only make 1 of these" buildings are the best you can get. Foundries give a major boost to production, and theaters / temples are absolutely crucial in conversion/assimilation and keeping provinces reasonably loyal in the process. I often lag on settlement building, focusing on those big city buildings. I'd really like to hear what other people think about build order.

I am seeing ways to increase manpower through buildings, but I am not seeing buildings that give access to different units or increase the number of levies. I am sort of assuming that as manpower increases, the number of levies will also. Are the units tied to resources? Do I just have to get to the point that I can build legions if I want more control over how the army is made up?
All right, let's do a quick rundown of how I:R's military works, because it's somewhat complex and (more importantly) very different from EUIV/CK:
  1. Levies come from pops. You do not, repeat, do not, control their composition or size directly. They are instead calculated based on the number of pops of integrated culturein that region. Their unit composition is based on what cultures make up said integrated pops - lots of Romans will give you a decent proportion of heavy infantry, say, while lots of Scythians will net you some horse archers in the mix.
    • As a result of this system, you may need to integrate some cultures to keep your military's size up. Alternatively, you can sit around and wait for them to assimilate.
    • Note that while raised, you lose out on those pops' production, so keeping levies permanently raised is extremely costly. Additionally, taking heavy casualties on levies can cause associated pops to die. Legions (below) are the solution to this... or just don't lost troops in battle, because that will definitely prove practical at all times...
    • All regions, even if you have a single territory with 1 pop in it, will provide a 4-unit levy as baseline (i.e. 2k troops). Unless you're small they probably won't be how you win wars, though they might be needed reinforcements or useful to take undefended province capitals.
    • Manpower is needed to replenish your levies and your legions, so it's still quite important.
  2. Legions can be raised from your home region or from all regions, depending on your laws. They cost upkeep, but don't run the risk of killing pops, don't take away pop production, and their commanders aren't also governors (so it's much easier to assign the best characters available specifically for fighting). Importantly, each unit of troops raised in the legion is one less you get of that region's levies, so the pop-based troop budget is still a major factor.
How much control do I have over who gets elected consul, and how much of a difference does it actually make who wins?
You can improve the preferred party's popularity via offices (top left one, as I recall - the person put there boosts their party). Beyond that, you can smear someone's popularity to reduce their likability for election. Do watch out, though - you can drop them to 0 and they still get elected, which is a hassle.
 
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Foundries give a major boost to production, and theaters / temples are absolutely crucial in conversion/assimilation and keeping provinces reasonably loyal in the process. I often lag on settlement building, focusing on those big city buildings. I'd really like to hear what other people think about build order.
The theaters/ temple is really necessary if you gonna push all the way to expansion fast. I would put on that a Court of Law to improve province loyalty. If bring these three on a city province you can keep expanding safely. But you have to manage your Research Tech Tree to allow the construction of Temples and Theaters. Which could impact your Military efforts and your campaign.



As @DukeLeto42 said I'm too not a expert on this game.
 
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Generally, it's perfectly fine to go to war with a trade partner, but do realize this potentially means resetting a lot of your trades the moment a war begins. I don't think there's a relations boost... but I'm not sure, either.
There is a small relation boost of +20 called "trade access", if someone lese imports your goods (so imports of yourself on the contrary improve your opinion on the trading partner - but that a figure with less importance). Maintaining more than one route does not increase this opinion bonus and going to war carries no additional penalties over losing that modifier (and of course any economic trade benefit)
 
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Wait, trade goods stack?

So I can have 10 of one item in a city and get a stacked bonus?

That's news to me and will change my playstyle!
 
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I integrate my second and then third biggest populations early, It increases the size of my levies by a lot which helps with those early wars.
I also integrate my tribute states early and make new vassal states further out in areas that don't share my culture like the Druidic Gaul.
 
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If you start with some civilized nation , early on is usefull to check and destroy some buildings (if thers any) just to give you some extra early cash for merc stack so that you can expand early on .
 
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Wait, trade goods stack?

So I can have 10 of one item in a city and get a stacked bonus?

That's news to me and will change my playstyle!
Correct, the local surplus bonus can be stacked (the extra capital surplus bonus not though). It is a nice tool to get the happiness of certain pop types up. You just need to get all the trade route slots for it first...and of course you need to find exporting countries for what you need.
 
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Or you can make it yourself. Build infraestructure in the territory producing that good (1), forbid trade request for the good and trade it domestically. It is less profitable but you negate the bonus to other players.

When you become a big nation, you do not want to be importing or exporting goods from other players, as you are helping them.

You can build league citites or have feudatories, tribal vassals, client states, etc… to keep the international bonus on trade routes income.

That makes the map more colourful at the end of the game, instead of one single blob. And you guarantee enough countries for the olympics, if there are not, they become desert.

(1) some players like to disable slave promotion in the city/settlement and move slaves to it. You can do that or build 3 mills and a forge, keep the migration attractiveness high. It is much slower but I like it better than clicking POPs around.
 
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Wait, trade goods stack?

So I can have 10 of one item in a city and get a stacked bonus?

That's news to me and will change my playstyle!
Yeah its really good if you stack the right stuff. Some missions give you a flat +3 to tax income in your provinces, try stacking tax income bonuses from iron and policy, you'll make insane amounts of money.
 
Hmmm, I've stacked Stone in my capital x3.

I still only have a -5% to building cost modifier. It doesn't appear to work for me.
Each trade good has one local stackable bonus (for Stone it is Slave Happiness) and one global bonus (for Stone it is build cost reduction) from surplus of the good, i.e. more than one good in the capital. The global bonus does not stack.
 
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The global bonus does not stack.

Otherwise, it would be really OP!

I tried to stack local bonuses where needed (you have a province with low citizen happiness - stack one of the relevant trade goods) - but international trade routes are too unstable - you spend half of your time re-establishing routes - so I dropped the idea (more personalisation of trade routes would be an helpful feature).
 
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Otherwise, it would be really OP!

I tried to stack local bonuses where needed (you have a province with low citizen happiness - stack one of the relevant trade goods) - but international trade routes are too unstable - you spend half of your time re-establishing routes - so I dropped the idea (more personalisation of trade routes would be an helpful feature).
If you invest 2 (useless tribesmen stuff) innovations to get "Coloniae" under civic tech, you can create a League City vassal which can only export to you and do not consume a diplomatic slot. You can feed this vassal adjacent territories / cities by "Sell Territories". I feed entire regions to them, which I don't want to directly control, maybe due to wrong religion/culture or just bad climate/terrain. They can only export goods to you so you can always have those options open to you, uninterrupted by wars. They also import from you besides paying you tribute. Very helpful actually if you can spare the initial cost of innovations, city founding cost and PI to create the vassal.
 
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Otherwise, it would be really OP!

I tried to stack local bonuses where needed (you have a province with low citizen happiness - stack one of the relevant trade goods) - but international trade routes are too unstable - you spend half of your time re-establishing routes - so I dropped the idea (more personalisation of trade routes would be an helpful feature).
I see the need to recreate a trade route as a good moment to look the province over and make changes.
E.g. Governor loyalty; Province loyalty; number of and position of forts; Number of cities and is the right city the Province Capitol; empty build slots in cities and what needs to be built or removed.
It's when I get into the habit of not looking at what's going on in my provinces that I'm hit with sudden disasters and horrors that should have been prevented.
 
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Glad you asked for advice, as it's an opportunity for us to learn as well. I, for one, have been completely ignoring the "Coloniae" mechanic and League Cities, and now I need to rethink how I handle them. I may end up making and feeding my cold and mountainous regions to them in my current Maurya game.
 
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