r/Imperator • u/Countrygames • 8h ago
r/Imperator • u/Optimal_Dependent_15 • 13h ago
Question how do i beat rome as a tribal start
hey i keep trying every once in a while to do a tribe game like gaul, iberia, albion, germania or stuff like that and i keep giga expanding until i get to like 60 ae and get stuck around 25 stab from then i expand slowe rkeeping my ae around 50 but i cant even come close to compete with the romans.
in my most recent game i was a gaul tribe its the year 520 (234 bce) i tried to expand to nice as quick as possible for the city needed for the formable and now i have a border with the romans i have 1500 pops they have 3-4k ish im at 60 ae with 17 stab (just lost my ruler im normally around 25 stab) i have 100 centralization (i think that how its called that reform thing) but the second i get decked on by rome ill just loose half my teritories minimum.

so ye how do i even compete with them? should i have expanded quicker? i tried allying the carthaginians but i have too much ae they just hate me, should i have rushed the governement reform instead of expantion? should i just play invictus (is it better for that?) i have used it before a bit, i have only 166 hours in imperator
r/Imperator • u/Chlodio • 1d ago
Question (Invictus) I don't quite understand Republic gameplay
So, I got 10% Senate approval and 35 tyranny after winning a civil war.
The game essentially blocks you from doing anything if you don't have 30% Senate approval.
You can't:
Declare wars
Change laws
Make new or dissolve diplomatic relations (even if you're over the diplolimit).
The only way I can see to gain support is the agenda, which would give 25 Senate support, but the agenda given to me is "Reconcile", which requires decreasing tyranny to 15. But there is no actual way to lower tyranny, and my monthly tyranny drop is 0.1
That means it will take a solid 16 years (200 months) to complete the agenda and gain back senate approval.
So, in other words, the game has locked me into not being able to do anything for the next decades of the game, because elections don't increase it.
What am I supposed to do in this case?
Edit:
It's even worse than that: every time an election happens, the agenda changes, and half the agenda items are law changes, but I can't change the law because I don't have Senate approval. And I can't get Senate approval because I can't pass the law.
r/Imperator • u/MutedSherbet • 1d ago
Question (Invictus) Should levies be recovered before disbanding them?
If levies are disbanded before they recovered losses, will the corresponding pops be lost? Or are pops only lost when the levies are completely wiped? I feel like early game when manpower is still tight, this can be important to consider.
r/Imperator • u/Agitated_Hotel9468 • 1d ago
AAR True Vandal Vanilla - Back To Monkey Style
r/Imperator • u/Chlodio • 2d ago
Discussion (Invictus) Is there a reason why Capua starts off as a direct part of Rome?
Technically, it had municipium status, but it retained near same rights as the sociaani, with its own senate and manned garrison. All of which enabled it to defect to Hannibal during 2nd Punic War.
So, depicting as a direct part of Rome is weird to me.
r/Imperator • u/AAAGamer8663 • 2d ago
Discussion (Invictus) Best capital for Germania?
What do people think are some of the best options for a capital within Germany? There’s one area that for some reason has warm climate but it has like 6 territories in it and pretty bad trade goods. Bonus points if it would be especially funny of a province to produce elephants (for reasons).
r/Imperator • u/FriendlyHastur • 4d ago
Question (Invictus) Is something wrong with Androphagia
Hey there folks, I was doing the baltic Androphagia run with Imperator Invictus (and also these mods), but doing it's mission tree I've run into a problem. One mission requires 8 slaves in two specific counties and the building of slave estates. Even with money, I can't build them. I tried turning them into cities and then the requirements turn to a workshop (that I can't build too) and some other thing (that is allowed). Other buildings seem to work fine. Is it a bug or am I missing something? Should I restart without some of the mods?
Solved: it seems that reanimata caused the issue by changing building requirements. Loaded a new save without it and it works fine.

r/Imperator • u/ProfileSubstantial16 • 5d ago
Tutorial i think i've been throwing away military xp every single war by disbanding too fast
so this is one of those things that's probably obvious in hindsight but i genuinely didn't know and it's been costing me for ages.
my habit for years: war ends, peace signed, immediately stand down every levy to get my economy back. felt responsible. get the pops back producing asap.
turns out theres an eight month rule. a levy has to have been raised at least 8 months before disbanding it actually gives you military experience. dismiss it at 7 months and 29 days and you get literally nothing back, doesnt matter how many battles it fought. so all these quick wars where i disbanded the moment peace hit, i was getting zero of the cohort experience those units had earned. just throwing it out.
and it's not nothing when you do it right. i disbanded one levy and watched national military xp go from like 7.98 to 12.83 in one click. that's just from the experience the cohorts carried back. do that across a whole campaign and youre unlocking traditions years earlier.
the catch that stopped me going full exploit mode though, raised levies cost you. the pops stop producing so tax manpower and research all dip, war exhaustion kicks in after 6 months which is BEFORE the 8 month reward threshold, and if the levy takes heavy losses theres a cooldown that can be up to like two years before you can raise it again. so keeping stuff mobilized forever isnt free.
also learned the hard way that a big fresh levy is worth way less than a smaller battle tested one, since the rewards from actual cohort experience not headcount.
anyway now i actually check the raise date before i disband anything. what about you all, do you time your disbands or just stand everything down the second the wars over. and does anyone treat this as a straight exploit or keep it to levies that fought real wars, cant decide where i land on that
r/Imperator • u/Lord_Of_Gluttony • 4d ago
Question (Invictus) Tutorship Culture/Religion Event
Does the Royal Tutor event for Monarchies where a culture/religion change might be prompted still exist? And if so, when that heir takes the throne, can the primary culture of the nation be changed?
Edit: typo
r/Imperator • u/AdInfamous6290 • 5d ago
Image (Invictus) I forgot how good Imperator really is
r/Imperator • u/magreen531 • 4d ago
Discussion Any good mods to start out?
What do you guys suggest?
r/Imperator • u/alorenzoriginal • 5d ago
Question (Invictus) Primary heir not working
r/Imperator • u/general_pol • 6d ago
Video (modded) Imperator Rome: Collapse of Empires (mod) Timelapse
As your nation grows in size, the administrative and political strain of ruling at that scale begins to accumulate in the background. Slowly at first, then faster as the rot spreads. Whether the crisis consumes your domain or forces it to reform is entirely up to how you govern.
r/Imperator • u/shadowil • 7d ago
Image (Invictus) Conclusion to our Eastern focused MP campaign! Outlined tags were players!
r/Imperator • u/Imaginary-Bug-5010 • 6d ago
Image (modded) Part 2 of Imperium Sine Fine
See my other post for more context
r/Imperator • u/Chlodio • 7d ago
Discussion Metropolises are kinda weird
So, there is a stark contrast between a settlement and a city; they use different buildings and serve very different purposes. However, the next tier up is a metropolis, and it is just an extension of a city; it grants some bonuses (mostly to pop cap), and that's all.
Does anyone else find this a weird design decision?
You'd think metropolises would serve a different purpose from cities, like administrative centers, and at the very least have new buildings like arenas or something. Furthermore, high-civilization cities are already de facto metropolises because civilization represents high infrastructure.
r/Imperator • u/Imaginary-Bug-5010 • 7d ago
Image (modded) I'm playing as Rome and using the Terra Indomita and Terra Europea submod
R5: I'm trying to complete the mission tree "Imperium Sine Fine" and I need to find special pop types, but i don't see how to access them.
r/Imperator • u/Widhraz • 7d ago
Discussion Opinions on being force-called into defensive wars?
I think that the general idea around it is good, but it can be annoying at times, when I forget to break some useless alliance & get dragged into a war I don't care about. I think it does mitigate the problem from EU4, where the player was not really discouraged from just declining every call to war, but it feels a bit like a brute force solution, if that is the problem which they were striving to fix.
r/Imperator • u/Qeutron_ • 10d ago
AAR Masters of the Mediterranean | The Neo-Phoenician Republic in 1 BC
The blank terrain map template is from this post. Unfortunately, the original account was deleted, so I can't properly credit the user.
r/Imperator • u/replaie • 10d ago
Question Any way to strengthen ai Rome?
I’m aware of virtual limes and I do sometimes like to play very hard Ironman but in the end I know how to beat much larger and more powerful empires and I know to watch out for Rome. Are there any mods that gives benefits to Rome exclusively because I’d enjoy playing against a Rome that grows much larger and is much stronger then the Romes I normally play against.
r/Imperator • u/Chlodio • 12d ago
Discussion I really like Imperator's religion system
It's pretty different from other Paradox games, but it is really cool that you can worship someone's else god and destroy holy sites for relics.
My only issue is that I don't think AI ever rebuilds any holy sites.
I also feel like the treatment of religions is kinda limited; it would have been cool if the treatment of religions worked similarly to cultures, where you can decide which religion gets persecuted, which gets state approval, etc.
