Rome II Suggestions *Updated*
I am refining the original post to make it easier and add some changes I thought of. Please provide any feedback you wish.
General feel of the game should be EU4 in the way that you are mysterious hand leading civilizations through time.
Map should consist of provinces assigned to states like Vic 2. In the beginning game there should be many uncivilized provinces just like the original Rome with pockets of civilizations or organized tribes that you can play as.
Main Pillars of Game
Factions, Population, & Leaders
Population
· Each Province has 3 types of populations citizens freemen and slaves
· Each population provides a bonus and should maintain a balance to prevent uprisings
· Citizens produce extra research
· Freemen improve bonuses to trade resources
· Slaves provide a tax bonus and building speed
· If you have too many slaves a slave revolt could happen, too many freemen and they desire more democratic representations, too many citizens and they push for aristocratic society.
Army
· Manpower for each population pool
· Each type of population produces different types of units, Slaves produce skirmishers freemen bulk of legions and footmen, citizens create elite land units or cavalry
· Certain military reforms should allow freemen to also serve as cavalry later in game
· You gain manpower from expending a population unit so you see the physical effect on your nation when you are at war.
· Loyalty would be implemented allowing leaders to try and become dictators or start civil war.
· Loyalty should be gained while at war and reduced while at peace
· Mercenaries units should be very expensive but do not cost men however very quick to gain loyalty to army
Provinces
· Shows population
· Can have buildings that improve bonuses for resources income or research
· Have population limit which can be improved by buildings
· Each province has a culture and religion
· Multiple provinces grouped into states
Culture
· EU4 style culture with many small ones in a group that can combine into one
· Defined only by the culture of citizens and can be changed one of two ways, killing all previous citizens of state and promoting “loyal” freemen to replace them, or actively converting citizens to your culture which takes longer but doesn’t cost population
Religion
· Applies to all populations
· 3 types of religions, unorganized paganism, organized paganism, monotheistic
· Converted by combining Nations faith with new faith into syncretic faith, it replaces all new religion and removes malus.
o If original faith stronger than new faith it merges with the original faith slowly takes over and coverts over time passively
o If original faith weaker than new faith, i.e. original is roman new is Christianity, then risk Christianity to spread and take over
· Can also convert passively if religions equal or kill population into submission
Colonization
· Un-colonized space will have barbarians inhabiting along w a culture and religion assigned to province
· Different policies can define if you assimilate barbarian population kill them or enslave them
· Each province you colonize affects all other uncolonized lands of the same culture, if you peacefully assimilate it lowers however if you slaughter them they grow more unified.
· Once an uncolonized culture reaches maximum unification the remaining uncolonized provinces with populations form a nation that automatically declares war on you. This nation does not disappear once it is defeated and should gain massive boosts should it defeat you.
· After populations are dealt with you can send populations from nearby provinces to colonize.
· You can build buildings to increase population limit to speed up colonization
Factions
· Each nation with senate unlocks factions
· 5 types, military, civics, religious, diplomatic and populist
· Influence of each faction dictates events decisions and diplomatic options
· Each faction should have their own government form they will enforce onto your nation should they grow too powerful, with the 4 majors having advantages that balance negatives while populist government resembles anarchy and should be avoided at all costs
· Factions gain influence through many ways some player can control other they cannot.
· Every time major decision is made influence should shift with populist growing stronger and having no easy method to get rid of populist members
Leaders
· Very similar to Stellaris where each leader has traits and bonuses they should also be associated w factions
· Can be assigned to states as governors, increases faction influence,
· Can be assigned to armies and navies and faction gains influence based on their success
o I suggest tying it to manpower losses and casualties inflicted so players wanting to reduce faction influence will have to sacrifice many men to do so.
· Can be assigned to technology research as advisor also gains influence
· Each type of faction should also boost loyalty for men, civic factions should get boosts for mercenary units, military for normal units with certain traits boosting or lowering.
· Leaders should be able to be used as governors generals and researchers with one common set of skills
· Starting skill and desirable traits are based on the amount of citizens you have and if you are below optimum amount you will get leaders with malus traits like corruption or uninspirational
Technology
· 4 types of technology one for each faction
· Very similar to CK2 tech where points are gained and spent on multiple branches of one technology type.
· Each technology type should have 3 branches
For military the three branches would be
· soldier improvement morale, tactics, weapons used,
· General Strategy and improvement of supply, marching speed, and siege efficiency
· Naval combat
Civics
· Trade increases, can unlock trade deals or certain client states, ie tributaries
· City improvements, aqueducts, forts, coliseums.
· Colonization and settlement establishments
Religion
· Building unlocks and ability to evoke omens
· Establishing and bonuses to syncretic faiths
· Increased religious bonuses for true believers and bonuses for converting others
Diplomacy
· Better laws within nation, states men to citizen, slave to states men
· Gaining Casus Belli against other nations and increasing client state cap
· Unlocking different government types or faction bonuses
Corruption
· Gained based on states with no governor or leaders w certain traits
· Greater corruption grows the less income you make and stronger populist faction influence grows
· Can be lowered by giving populist more control reducing size or instituting costly decisions
· Tech should help reduce corruption to allow you to handle more land, buildings as well
If you read all this I thank you if you have any suggestions or want clarification on anything please let me know.
I am refining the original post to make it easier and add some changes I thought of. Please provide any feedback you wish.
General feel of the game should be EU4 in the way that you are mysterious hand leading civilizations through time.
Map should consist of provinces assigned to states like Vic 2. In the beginning game there should be many uncivilized provinces just like the original Rome with pockets of civilizations or organized tribes that you can play as.
Main Pillars of Game
Factions, Population, & Leaders
Population
· Each Province has 3 types of populations citizens freemen and slaves
· Each population provides a bonus and should maintain a balance to prevent uprisings
· Citizens produce extra research
· Freemen improve bonuses to trade resources
· Slaves provide a tax bonus and building speed
· If you have too many slaves a slave revolt could happen, too many freemen and they desire more democratic representations, too many citizens and they push for aristocratic society.
Army
· Manpower for each population pool
· Each type of population produces different types of units, Slaves produce skirmishers freemen bulk of legions and footmen, citizens create elite land units or cavalry
· Certain military reforms should allow freemen to also serve as cavalry later in game
· You gain manpower from expending a population unit so you see the physical effect on your nation when you are at war.
· Loyalty would be implemented allowing leaders to try and become dictators or start civil war.
· Loyalty should be gained while at war and reduced while at peace
· Mercenaries units should be very expensive but do not cost men however very quick to gain loyalty to army
Provinces
· Shows population
· Can have buildings that improve bonuses for resources income or research
· Have population limit which can be improved by buildings
· Each province has a culture and religion
· Multiple provinces grouped into states
Culture
· EU4 style culture with many small ones in a group that can combine into one
· Defined only by the culture of citizens and can be changed one of two ways, killing all previous citizens of state and promoting “loyal” freemen to replace them, or actively converting citizens to your culture which takes longer but doesn’t cost population
Religion
· Applies to all populations
· 3 types of religions, unorganized paganism, organized paganism, monotheistic
· Converted by combining Nations faith with new faith into syncretic faith, it replaces all new religion and removes malus.
o If original faith stronger than new faith it merges with the original faith slowly takes over and coverts over time passively
o If original faith weaker than new faith, i.e. original is roman new is Christianity, then risk Christianity to spread and take over
· Can also convert passively if religions equal or kill population into submission
Colonization
· Un-colonized space will have barbarians inhabiting along w a culture and religion assigned to province
· Different policies can define if you assimilate barbarian population kill them or enslave them
· Each province you colonize affects all other uncolonized lands of the same culture, if you peacefully assimilate it lowers however if you slaughter them they grow more unified.
· Once an uncolonized culture reaches maximum unification the remaining uncolonized provinces with populations form a nation that automatically declares war on you. This nation does not disappear once it is defeated and should gain massive boosts should it defeat you.
· After populations are dealt with you can send populations from nearby provinces to colonize.
· You can build buildings to increase population limit to speed up colonization
Factions
· Each nation with senate unlocks factions
· 5 types, military, civics, religious, diplomatic and populist
· Influence of each faction dictates events decisions and diplomatic options
· Each faction should have their own government form they will enforce onto your nation should they grow too powerful, with the 4 majors having advantages that balance negatives while populist government resembles anarchy and should be avoided at all costs
· Factions gain influence through many ways some player can control other they cannot.
· Every time major decision is made influence should shift with populist growing stronger and having no easy method to get rid of populist members
Leaders
· Very similar to Stellaris where each leader has traits and bonuses they should also be associated w factions
· Can be assigned to states as governors, increases faction influence,
· Can be assigned to armies and navies and faction gains influence based on their success
o I suggest tying it to manpower losses and casualties inflicted so players wanting to reduce faction influence will have to sacrifice many men to do so.
· Can be assigned to technology research as advisor also gains influence
· Each type of faction should also boost loyalty for men, civic factions should get boosts for mercenary units, military for normal units with certain traits boosting or lowering.
· Leaders should be able to be used as governors generals and researchers with one common set of skills
· Starting skill and desirable traits are based on the amount of citizens you have and if you are below optimum amount you will get leaders with malus traits like corruption or uninspirational
Technology
· 4 types of technology one for each faction
· Very similar to CK2 tech where points are gained and spent on multiple branches of one technology type.
· Each technology type should have 3 branches
For military the three branches would be
· soldier improvement morale, tactics, weapons used,
· General Strategy and improvement of supply, marching speed, and siege efficiency
· Naval combat
Civics
· Trade increases, can unlock trade deals or certain client states, ie tributaries
· City improvements, aqueducts, forts, coliseums.
· Colonization and settlement establishments
Religion
· Building unlocks and ability to evoke omens
· Establishing and bonuses to syncretic faiths
· Increased religious bonuses for true believers and bonuses for converting others
Diplomacy
· Better laws within nation, states men to citizen, slave to states men
· Gaining Casus Belli against other nations and increasing client state cap
· Unlocking different government types or faction bonuses
Corruption
· Gained based on states with no governor or leaders w certain traits
· Greater corruption grows the less income you make and stronger populist faction influence grows
· Can be lowered by giving populist more control reducing size or instituting costly decisions
· Tech should help reduce corruption to allow you to handle more land, buildings as well
If you read all this I thank you if you have any suggestions or want clarification on anything please let me know.
Last edited:
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