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TheDarkside

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Tabular Data For EU:Rome v1.1

Europa Universalis: Rome -- Data Tables
EU:Rome Version 1.10
Revised April 30, 2008


Code:
[B][SIZE=5][COLOR=MediumTurquoise]Military Units[/COLOR][/SIZE][/B]

[B][COLOR=Orange]Unit Type         Cost   Time   Speed   Maneuver   Maint.*[/COLOR][/B]
                  
Militia           1      30d    1       1          .008
Heavy Infantry    2      60d    1       1          .016
Cavalry           5      60d    2       2          .04
War Elephant      25     360d   1       1          .2
Horse Archer      5      60d    2       3          .04
Archer            1      45d    1       1          .008

*Unit Maintenance cost seems to be 80% of the unit's build cost divided by 100

Code:
[B][SIZE=5][COLOR=MediumTurquoise]Military Unit Power Matrix[/COLOR][/SIZE][/B]

      [COLOR=Orange] Vs.[/COLOR]  Militia HeavyInf Cavalry WarElephant HorseArcher Archer
Militia      100%      [COLOR=Yellow]50%      50%[/COLOR]      [COLOR=Red] 25%[/COLOR]         [COLOR=Yellow]50%[/COLOR]     100%
HeavyInf     [COLOR=DeepSkyBlue]110%[/COLOR]     100%     [COLOR=DeepSkyBlue]120%[/COLOR]      100%        [COLOR=DeepSkyBlue]150%[/COLOR]    [COLOR=Lime] 200%[/COLOR]
Cavalry      [COLOR=DeepSkyBlue]150%[/COLOR]      [COLOR=Yellow]70% [/COLOR]    100%      100%        100%     [COLOR=DeepSkyBlue]150%[/COLOR]
WarElephant  [COLOR=Lime]200%[/COLOR]     100%      [COLOR=Yellow]50%[/COLOR]      100%         [COLOR=Yellow]50%[/COLOR]     [COLOR=Lime]200%[/COLOR]
HorseArcher  [COLOR=Lime]200% [/COLOR]    100%     100%       [COLOR=Yellow]50%[/COLOR]        100%     100%                                        
Archer       [COLOR=DeepSkyBlue]150%     150%[/COLOR]     100%       [COLOR=Yellow]50%[/COLOR]        100%     100%

View from left to right. Units listed on left column have x% power when facing units titled in the following columns

Code:
[B][SIZE=5][COLOR=MediumTurquoise]Buildings[/COLOR][/SIZE][/B]

[COLOR=Orange]Building     Cost    Time     Effect                      Requires[/COLOR]

Aqueduct     50       365d    Population Growth +20%      Construction 24 (Aqueduct Invention)
Forum        50       365d    Local Trade Routes +1       Construction 1 (Forum Invention)
Temple       50       365d    Religious Prestige +1       Civic 1 (Religious Organization Invention)
Arena        50       365d    Local Revolt Risk -1        Civic 18 (Arena Invention)
Academy      50       365d    Research Points +25%        Construction 12 (Academy Invention)
Foundry      50       365d    New Unit Experience +0.10   Land 26 (Foundry Invention)
Irrigation   50       730d    Tax +50%                    Construction 1 (Irrigation Invention)  
                                                          Grain/Horse/Wine/Fish/Elephant/Spices
Mine         50       730d    Tax +50%                    Construction 5 (Mining Invention)
                                                          Salt/Iron/Stone
Forestry     50       730d    Tax +50%                    Construction 9 (Forestry Invention)
                                                          Wood/Amber
Roads        50       365d    Trade Capacity +1           Construction 15 (Road Building Invention)
                              Movement Cost -5%
Harbor       50       730d    Local Trade Routes +1       Naval 10 (Harbor Invention)
                                                          Coastal Province
Fort 1       50       365d                                Construction 1 (Fort 1 Invention)
Fort 2       50       365d                                Construction 10 (Fort 2 Invention)
Fort 3       50       365d                                Construction 20 (Fort 3 Invention)

Code:
[B][SIZE=5][COLOR=MediumTurquoise]Character Traits[/COLOR][/SIZE][/B]

[COLOR=Orange]Trait             Effect[/COLOR]

Abrasive          Max Rivals +1
Aggressive        Allows Force Attack Combat Event
Ambitious         Character Loyalty -0.10/m
Arbitrary         Local Revolt Risk +1 As Governorernor
Arrogant          Charisma -1 / Diplomacy Success -20%
Assertive         Character Loyalty -0.10/m
Benefactor        Tax +5% As Governor
Blunt             Diplomacy Success -10%
Brave             Unit Loyalty Chance +5%
Cautious          Intrigue Success +5% / Diplomacy Success +5%
Chaste            Fertility -20%
Cold              Charisma -1
Confident         Allows Rally Combat Event
Conqueror         Character Popularity +0.10/m / Unit Loyalty Chance +5%
Content           Character Loyalty +0.10/m
Corrupt           Corruption +20% / Revolt Risk +1% As Governor
Coward            Unit Loyalty Chance -10%
Crafty            Intrigue Success +10%
Cruel             Local Revolt Risk +2% As Governor, Tax +20%
Deceitful         Corruption +10%
Devout            Omen Chance +10% As Ruler
Disciplined       Allows Wedge Combat Event
Dumb              Diplomacy Success -10%
Energetic         Finesse +1 / Charisma +1 / Martial +1
Epileptic         Intrigue Success -20%
Fair              Max Friends +1
Foolish           Finesse -1 / Charisma -1
Forgiving         Charisma +1 / Intrigue Success -20%
Founder           Build Cost -5% As Ruler
Generous          Corruption -20% / Character Popularity +0.05/m
Gluttonous        Wealth -5%/m
Good Natured      Max Friends +1
Guileless         Intrigue Success -10%
Honest            Corruption -10%
Humble            Charisma +1 / Character Popularity -0.10/m
Hunchback         Charisma -1
Inbred            Charisma -3 / Finesse -3 / Martial -3 / Fertility -100%
Incapable         Build Cost +5% As Ruler
Intelligent       Diplomacy Success +10%
Invalid           Martial -3
Inventor          Research +10% As Ruler
Jealous           Max Rivals +1
Just              Local Revolt Risk -1% As Governor
Lapsed            Omen Chance -10% As Ruler
Lazy              Finesse -1 / Charisma -1 / Martial -1
Leper             Health -80% / Fertility -100% / Character Popularity -0.20/m
Limp              Martial -1
Lisp              Diplomacy Success -20%
Loving            Charisma +1
Lustful           Fertility +10%
Maimed            Martial -2
Maniac            Charisma -1 / Finesse +1
Merciful          Local Revolt Risk -1% As Governor, Tax -10%
Modest            Character Popularity +0.05/m
Narrowminded      Research -10% As Ruler
Orator            Character Popularity +0.20/m
Original          Battle Event Chance +10%
Thinker
Pious             Research +10% As Ruler
Plague            Health -80%
Plainspeaking     Character Popularity +0.10/m / Diplomacy Success -10%
Pneumonia         Health -50%
Prominent         Character Popularity +0.05/m
Proud             Charisma -1 / Character Popularity +0.10/m
Rash              Wealth -5%/m
Reckless          Intrigue Success -5% / Diplomacy Success -5%
Righteous         Corruption -20% / Reputation -.025 As Ruler
Sarcastic         Max Friends -1
Sceptical         Research -10% As Ruler
Schizophrenic     Health -10% / Charisma -2
Secure            Max Rivals -1
Selfcontrolled    Wealth +5%/m
Selfish           Corruption +20% / Character Popularity -0.05/m
Shrewd            Finesse +2
Silver Tongued    Diplomacy Success +10% / Reputation -.025 As Ruler
Steadfast         Allows Hold Ground Combat Event
Stressed          Finesse -1
Stubborn          Diplomacy Success -10%
Stutter           Intrigue Success -20%
Submissive        Character Loyalty +0.10/m
Suspicious        Intrigue Success +10%
Tactically        Battle Event Chance -10%
Inflexible
Tactician         Allows Envelope Combat Event
Tolerant          Omen Power -10% As Ruler
Trusting          Intrigue Success -10%
Ugly              Charisma -1
Unhealthy         Health -30%
Unnoticeable      Character Popularity -0.05/m
Vengeful          Finesse +1 / Charisma -1
Victorious        Max Friends +1 / Max Rivals +1
Weakwilled        Finesse -2
Wise              Wealth +5%/m
Wounded           Health -10% / Martial -1
Zealous           Omen Power +10% As Ruler

* /m means per month
 
Last edited:
Addendum to Tabular Data for EU:Rome

These are some additions to the Tabular Data thread in the EU:Rome FAQ.

Any other data I am missing that you'd like to see?

Feel free to PM me to notify me of any errors in these tables here or in the FAQ or to offer any other suggestions.

I also am in the process of creating graphical PDFs with most of this data which can be printed as reference cards. This will take some time though with all the graphics and layout.

thanks

Code:
[B][SIZE=5][COLOR=MediumTurquoise]Trade Goods[/COLOR][/SIZE][/B]

[COLOR=Orange]Trade Good    Effect[/COLOR]

Grain         Population Growth +30%
Salt          Recruit Speed -25%
Iron          Allows Heavy Infantry
Horses        Allows Cavalry / Allows Horse Cavalry
Wine          Revolt Risk -1
Wood          Allows Archers / Allows Triremes
Amber         Tax + 10%
Stone         Defensive Bonus +100%
Fish          Manpower +1
Spices        Religious Prestige + 50%
Elephants     Allows War Elephant

Code:
[B][SIZE=5][COLOR=MediumTurquoise]National Ideas[/COLOR][/SIZE][/B]

[COLOR=Orange]Idea                         Requires         Effect[/COLOR]

[COLOR=Orange]Military[/COLOR]

Horse Lords                  --               Cavalry Discipline +10%
Professional Soldiers        --               Heavy Infantry Discipline +10%
Martial Ethos                Land 5           Land Morale +25%
Naval Ethos                  Naval 5          Naval Morale +25%
Tribal Recruitment           Land 5           Reinforce Speed +50%
Military Camps               Land 15          Organization +10%
Cataphracts                  Land 15          Cavalry Offensive +100%
Legionary Military System    Land 25          Heavy Infantry Cost -50%
Militarized Society          Land 25          Experience Decay -1%
Siege Train                  Land 25          Siege Time -20%

[COLOR=Orange]Economic
[/COLOR]
Organized Recruitment        --               Recruitment Speed -10%
Naval Blockades              --               Blockade Income +33%
National Prestige            Construction 5   Tribute Income +10%
Tariffs                      Construction 5   Trade Income +10%
Tax Farming                  Construction 5   Tax Income +10%
Improved Construction        Construction 15  Build Cost -10%
Tradition Of Service         Construction 15  New Unit Experience +0.10
Regulated Markets            Construction 25  Trade Route +1
Industry                     Construction 25  Build Speed -25%
Bureaucratic Traditions      Construction 25  Maintenance Costs -15%

[COLOR=Orange]Civic[/COLOR]

Civic Duty                   --               Defense +50%
Citizenship                  --               Freeman to Citizen +1%
Emancipation                 Civic 5          Slave to Freeman +1%
Diplomatic                   Civic 5          Diplomacy Success +10%
Duplicity                    Civic 5          Intrigue Success +10%
Loyal Politics               Civic 15         Character Loyalty +0.20/m
Philosophies                 Civic 15         Research +25%
Higher Duty                  Civic 25         Max Rivals -1 / Max Friends -1
Populist Politics            Civic 25         Character Popularity +0.01/m
Rule of Law                  Civic 25         Corruption -20%

[COLOR=Orange]Religious[/COLOR]

Deification                  --               Ruler Popularity +10%
National Faith               --               Omen Power +10%
National Oracle              Religion 5       Stability Improvement Cost -33%
Divine Right                 Religion 5       Omen Chance +15%
Religious State              Religion 5       Revolt Risk -1
Tolerance                    Religion 15      Corruption +10%
Pantheon                     Religion 15      Religious Prestige +20%
Philosophical Advances       Religion 25      Civilization Spread +25%
College of Pontifices        Religion 25      Omen Fail Penalty -25%
Evangelical Faith            Religion 25      Seduction Cost -25%

Code:
[B][SIZE=5][COLOR=MediumTurquoise]Governments[/COLOR][/SIZE][/B]

[COLOR=Orange]Government               Ideas       Bonuses[/COLOR]
[COLOR=Orange]                         (M/E/C/R)[/COLOR]

[COLOR=Orange]Republics[/COLOR]

Military Republic        2/0/1/0     Unit Discipline +10%
Aristocratic Republic    1/0/2/0     Character Loyalty +0.01/m
Oligarchic Republic      1/1/1/0     Character Wealth +0.05/m
Democratic Republic      0/0/2/0     Character Popularity +0.01/m
Republic Confederacy     0/1/1/0     Research +20%

[COLOR=Orange]Monarchies[/COLOR]

Dictatorship             1/1/1/1     Unit Discipline +10%
Theocracy                0/0/0/2     Omen Chance +10%
Despotic Monarchy        1/1/1/0     Building Cost -33%
Federal Monarchy         0/1/1/1     Tribute Income +25%
Aristocratic Monarchy    2/0/1/0     Trade Income +25%

[COLOR=Orange]Tribal
[/COLOR]
Military Tribe           1/0/0/0     Unit Discipline +5%
Religious Tribe          0/0/0/1     Revolt Risk -1
Trade Tribe              0/1/0/0     Trade Routes +1
Civic Tribe              0/0/1/0     Research +10%

[COLOR=DarkOrange]*M/E/C/R = Military Ideas/Economic Ideas/Civic Ideas/Religious Ideas[/COLOR]