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Imperator: Rome Cheats

Imperator: Rome

Cheat Codes:
------------
Submitted by: David K.

While playing the game, Press tilde ~ (the key above TAB) (Backslash or tilde or 
ö. Depending on your keyboard layout.) to display the console window.


help [command name] - Print out all console commands or a specific command description.
helplog - Print out all console commands to game.log file.
cash (amount) - Extra Money
centralization (amount) - Extra centralization
power (amount) - Adds power too all areas (oratory military)
manpower (amount) - Extra Manpower
technology (amount) - Can use tech for short
state_loyalty (amount)
warexhaustion (amount)
debug_mode - Displays province ID, country tag, and border 
             distance when mousing over provinces
tag (ID)
kill (ID)
conquer (prov ID)
declare_war (ID ID)
yesman  - Toggle AI diplomatic responses (on: always accept; off: normal response)
version - Prints the game version
rendertype - Reports what render backend is used
helphelp - Displays “No help for you!” in the command box
winter - Calls update winter on all provinces


How to Manage Large Empires:
----------------------------
Written by atraphoenix

This is my guide how to manage large empires.

-=Introduction=-
If you want to play tall and live happily with your small nation throughout 
game time this guide is not for you.

So you decided to try Imperator: Rome and chose a nation to play hoping that you 
can historically conquer whole Roman Provinces as Rome or Reclaim Alexander's 
Empire as any Greek nation or build an unhistorical custom empire.

So you have two options logically; play a small nation like Rome, Sparta etc. then 
expand or choose a faction that has already been an Empire at the start like Seleucids, 
Egypt, Macedonia etc.

My guide addresses both options as the problems they will face are exactly same.

-=First Days=-
No matter what size of your initial nation size your first problems are:

Not enough manpower.
Aggressive expansion penalty.
Lack of money.

Your first aim is to have a large army that is enough to conquer enough lands to feed 
at least 100k standing army. For example, as Rome you need whole Italian Peninsula, 
any small Greek nation needs at least 3 Regions.

In my tests and observations in early game you should rule at least 3 Regions (not provinces).
As you are low at tech to sustain our first target, 100k standing army you will need more 
lands at least 3 totally conquered regions.

For existing Empires will face a dilemma to spend your resources to pacify your unruly 
land by building temples and theatres to convert them to your state religion and culture 
or spam the might of your empire immediately. If you choose the first you need at least 
20 to 50 years of peaceful era. If you choose the second you will face same problem like 
any expansionist nation: aggressive expansion penalty.

-=First War=-
Your first war must be against a faction that has same or close culture 
(in the same culture group).

The most obvious ones are Italy Region (not who peninsula, click the region tab to see it.) 
for Romans, Syria for Seleucids, any Greek neighbours for small city states etc.

-=After First War=-
So you conquered a neighbour and tasted first blood of your enemies.

The game gives you many options for elite families; kill them all, banish etc. I personally 
choose banishments to get small aggressive expansion reduction for Roman players who wants 
to go Empire may imprison each family then choose their fate one by one to get popular 
support to invoke the decision to form dictatorship.

You have taken a huge hit on your manpower pool if you are small nation or a huge aggressive 
expansion if you are an empire.

Before beginning to express how to solve money, manpower and AE (aggressive expansion) 
problems in their sections, you should observe your neighbours ' allies, clients, pact 
members etc. in the next section.

-=Divide et Impera (Divide and Conquer)=-
Any nation may form different types of bonds with any other state. It may be a defensive 
pact, a formal alliance, foederati, client state, satraps for Iranians etc.

Subject nations like Latin allies of Rome, any satraps, enters the wars with overlord. 
Vassal tribes, tributaries do not. So you will count whole manpower pool of the target 
nation and its subjects.

If your target state has no subjects you may see them forming alliances or defensive pacts. 
If your target is a tributary only its overlord will help it.

So basically after you get a claim you will see who will participate the war against you. 
Thanks to rich trade bonuses and other things consuming enemy manpower is not enough to 
make them kneel you have to hit them hard economically to prevent them hiring mercenaries.

After playing chess and maybe reading Sun Tzu's Art of War you will stick the first rule 
"Know your enemy!".

Your strategy is as title says dividing alliances, conquering them one by one. You will 
have many reports that even the best generals lacks the ledger. Use it.

In diplomacy screen you will see any relations. In trade screen click block capital bonuses
trade offers you will need capital bonus for yourself.

-=100k Standing Field Army=-
So after this section I assume you have at least 3 whole Regions, 100k standing field army, 
enough money to sustain them and of course 100 ships to carry them if you are not landlocked.

Here I intentionally separate my land army into two. Regional Troops and Standing Operation 
Army.

You need to assign some troops to quell unrest -4 unfortunately hardcoded. You can name 
them like Milites of Transalpine Gaul or any other way.

If you do not know how to, you need any army with no general then click the army orders 
tab then click assign the region order.

With operational army you focus your army into strategical locations like mountain passes, 
province capitals, river crossings etc. You need to divide your army into 3 duties siege 
and harassment and holding strategical locations. Your regional army cannot cross any other 
region. Remember that. I use them to hold strategical locations and operation army to siege 
and harassment.

As your defence is offence to harass your enemy you need navy or fast troops full cavalry 
to escape from enemy pursuit.

-=Why Harassing?=-
Thanks to mercenaries. You need to land troops to occupy unguarded territories mostly not 
in the zone of control of forts. Check or click fort sign to see its map. If you occupy a 
territory you enslave some pops and kill some other then return to ships or friendly zone 
if you are landlocked.

Historically Romans finally vanquished Carthage after 3rd Punic war. In my Roman campaign 
I just finished 2nd and looks like I need 3 more to wipe them out.

As a side note: Carthage landed 25k units on Italy yes it did but in the middle of 45k 
regional units. Do not forget to UNassign them from governors if you face homeland invasions. 
Or you may try expensive option : Build the coastal Mediterranean Wall namely build forts to 
control coastal territories. Or wipe out enemy navy first. After 100 years I do both :)

-=Finally Internal Affairs=-
After this section I will express my strategies how to manage internal crises, revolts, 
civil wars, pop managements, slave revolts etc.

After some conquest to finance a huge army and spare at least 50+ gold monthly for building 
your empire we can finally focus on our own population in fact pops in short in game.

Our main goal is to keep them happy, efficient and equal (cough cough, not unfortunately in 
rights but in numbers.) Other than tribal nations you must enforce policies to have 33% of 
citizens, freemen, slaves that is the utmost goal.



Legion Composition Guide:
-------------------------
Written by Le Gorgo Ramsi.

This guide explains the ideal composition for a legion in single player, and some build 
ideas for multiplayer.

-=Ideal Single Player Legion (SPL)=-
The ideal legion in a single player game is quite simple; you’ll want to have comprised 
mainly of heavy infantry, heavy cavalry, and horse archers (if you can’t get horse archers 
just use cavalry).

Most terrain is restricted to a certain combat width, with the lowest being 16 and the 
highest being 40. With that in mind you’ll want to structure your legion around this. 
Another important unit are engineers, you’ll want at least 10% of your legion to be 
engineers, because if you have one engineer cohort for every 10 other cohorts in your 
army you will take no river crossing penalties. With this in mind the size of our legions 
now have a minimum size, and a maximum size.

Now, for our composition we need to keep one more thing in mind; there are three organized
 parts to your legion, flanking units, primary units, and secondary units. Flanking units 
will always be to the far left, and right of the battle, they use their high flanking 
range (mobility) to deal damage to other units, this is where we’ll put our cavalry archers. 
The flank can also have a set size, which determines how many cohorts will be there (max),
with this in mind it’s a good idea to minimize the size of your flanks to 3, size 3 means 
that six cohorts will be flanking at a time. Primary units are always forced to the middle
of the battle no matter what, here we put our heavy cavalry we’ll want 16 cohorts of heavy
cavalry, because they are expensive, and past that they become obsolete. Secondary cohorts 
are forced as close to the middle as possible (behind the primary cohorts), therefore these
units are our canon fodder, they will fill the line, and reinforce any unit that falls.

With all that said we can make the ideal legion, 16 cohorts of heavy cavalry as primary 
position, 6 cohorts of cavalry archers as flankers (size 3), then we’ll want 18 cohorts 
of heavy infantry as secondary units, finally we’ll want 5 units of engineers, and 5 units 
of supply trains; this legion will be 25 thousand units strong and ideal for the maximum 
terrain defense, but also operational for other terrain defenses.
 
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