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How to Use the Rome 2 Family Republic

The Causes of Secessions and Civil Wars

New Rome II players sometimes say that rival parties go on breaking abroad, they don't understand why and they don't believe that they can do anything about this. So why do secessions and civil wars happen - and what can the player do to prevent them?

In each turn when a party's loyalty is below -10, there is a gamble of secession or civil state of war. As the rival political party's loyalty drops further below -10, the percentage take chances rises. If you hover the mouse pointer over the loyalty score for a rival party, yous can encounter what has caused this. But what causes a party to proceeds or lose loyalty?


1. The Business firm of Junia is loyal, and we tin see the reasons for this

The Business firm of Junia is fairly loyal at this stage; the number in the height correct of Political party Statistics (19) is their current loyalty. The other numbers indicate that they have vii% influence, govern two provinces and have 36 senators out of 500. Because the player hovered the pointer over the loyalty score, the Loyalty breakdown has appeared.

On the Loyalty breakdown, the factors making the House of Junia loyal are shown in green. Several factors are contributing to their loyalty. I of their members has been given control of an army and won a battle (+2), this full general was promoted (+one), they support Rome's expansion into new territories (+10), and they like the abundant supply of food (+5). The largest single factor is that Rome hasn't expanded much yet. Rome has a depression Imperium which means that civil war is less likely (+20). Civil war volition be more likely as Rome expands. The loss of this +20 loyalty bonus would be a significant problem, but information technology would just reduce Junia's loyalty to -ane, and then there would be no gamble of secession or civil war if this was the only thing that reduced their loyalty. There are a couple of loyalty penalties which apply: the Hard campaign difficulty (-15) and the Republic government type (-10), but these penalties alone aren't enough to crusade a chance of this party breaking away. What else, then, tin reduce the loyalty of a rival party and tip the balance towards secession?


2. Later in this Rome campaign, the leader of House Junia was killed

When a rival party member dies in battle - in this instance, the leader of the House of Junia - this causes a big penalty to loyalty (-24). This penalty volition degrade over time. Rome'due south expansion means that, instead of a bonus to loyalty for low Imperium, there is now a small penalization (-5).

The player'south actions have also improved the loyalty of this House. Rome has changed regime type from Republic to Empire (Empires have +xv to loyalty). Rome has given a provincial governor more autonomy (with a loyalty edict in a province controlled by Junia, +10 to loyalty). Junia is connected to the ruling House by spousal relationship (Spousal relationship +six). The player's decision to build temples in captured provinces, to reduce the public society penalty for cultural differences, has pleased Junia, every bit their Traditionalist trait gives +i to loyalty for each province where your culture is dominant (+15 to loyalty at this stage of the campaign). Even though the player will face slow-onset penalties to loyalty (from expansion) and can have sudden-onset drops in loyalty (for case from the death of a party member in boxing), secession and civil war can usually be avoided.


3. The Firm of Papiria might suspension away from Rome

Each party has iii party traits. The top two are specific to the party and remain the same for as long as that party remains. The lesser one is specific to the political party leader, so it change when a party leader dies if the successor has a dissimilar trait. There are examples of rival party traits on the TWC Wiki.

The House of Papiria has -23 loyalty, which is dangerously depression. One of the political party'south traits, Bigot (-1 to loyalty for every province in your empire where your faction'southward civilisation is not dominant) is making a small contribution to this. However, this trait lonely doesn't explicate why this party is close to breaking away. The other 2 traits of House Papiria are really boosting their loyalty. Subversive gives you +1 loyalty for each amanuensis activeness for 5 turns (with a maximum of +four), and Mercantile gives y'all +1 loyalty for each trade agreement (with a maximum of +8).

The main causes of the low loyalty are the difficulty level (-fifteen for playing on Hard), the government type (-10 for a Commonwealth) and the political actions taken by the player (-ix for deportment such every bit promoting characters in the ruling party.) This screenshot is from the same Rome campaign as the previous one. Rome has expanded, so at that place is no longer a +xx bonus for low Imperium. Rome is not yet an Empire, so the loyalty punishment for the Commonwealth regime type still applies. This suggests that, for Rome, in that location tin be a dangerous point in the campaign - when you have expanded enough to lose the initial bonus to loyalty, merely non expanded then far that you can become an Empire. Julius Caesar and Octavian both fought ceremonious wars at the terminate of Rome's period as a Republic; in a Rome entrada, you might experience a similar event at a like stage in Rome's development.

If you lot select your faction symbol (at the lesser, in the middle of the screen) and select the Politics tab, y'all'll come across an overview of the rival political party or parties.


iv. The politics screen warns the player when a secession or ceremonious war is likely.

After in this campaign, the loyalty of Firm Papiria has dropped to -33. As yous tin can see from the top left mitt corner of the screenshot, there is a 45% chance that Firm Papiria will break abroad each turn. By checking your politics screen occasionally, you can see when y'all're facing a risk of a rival party breaking away.

If a rival party breaks away, the new faction will have the provinces information technology controlled when it was function of your empire.


5. A secession begins, as Firm Papiria has broken away from the Roman Democracy.

In this campaign, the player's lands in Italia, Magna Graecia, Corsica and Sardinia are at present separated from the northern provinces by the break-away faction which holds Provincia, Cisalpina and the Roman-held part of Pannonia.

On the campaign map, in that location is a useful filter which shows which provinces are controlled past which political party. You can see this past selecting the map button (next to the End Turn button in the bottom right manus side of the screen) and and so selecting the left-hand button of the six small buttons. For case, here's what the campaign map looked similar after the secession had been defeated in the Rome entrada.


6. The pocket-sized push in the bottom correct (highlighted in yellow, the left mitt ane of a row of half-dozen buttons) selects the filter to brandish the provinces controlled past rival parties, as shown here.

This means that players can not only plan alee for a secession or civil war, we can see in advance the territory that our new enemy volition hold. Yet, the player can be surprised. The province(southward) controlled by a party tin can and practice change during a campaign. You can still plan ahead, only you lot demand to plan for the possibility of changes as you get bigger, smaller, or influence levels change. Also, the player could get unlucky and have a secession earlier than expected, when the chance is just 4% per turn, or the rival party might not break away for several turns even though the chance is over xl% per turn - information technology depends on the dice curl.

This map also shows what happens afterwards a secession or ceremonious war. The secession past the Business firm of Papiria was defeated, and their provinces are now controlled by the ruling House of Cornelius. The remaining rival parties, Julia and Junia, had significantly college loyalty after the secession was defeated (similar other temporary buffs and debuffs, this diminished over time). After a while a new rival political party, the House of Fabia, emerged; their members control Rome's provinces of Africa, Hercynia and Sarmatia. The fact that a new party emerges doesn't mean that at that place is no value in defeating a rival political party in a secession or civil war. The traits of the new House are likely to exist unlike from the old i, and fifty-fifty if the new House's traits mean that they too are in danger of breaking abroad, Rome had a period of relative stability because of the defeat of the previous secession.

The Currencies of PoliticsAne stride towards reducing the risk of secessions and civil wars is to understand the currencies of politics and the opportunities they offer to manage the loyalty of rival parties. Troy was the beginning Full War game with a multi-resource economy, and yet in a sense, Rome II has multiple currencies. If you care for a currency as an amount of something that you can merchandise for something else that you want, then coins (the game'due south money), gravitas, loyalty and influence could all exist seen as currencies.


7. Sending a member of a rival party on a diplomatic mission temporarily improves their party's loyalty

Players are used to trading the in-game money for things we want, such every bit recruiting units and upgrading buildings. We can exchange money for loyalty past sending a rival party member on a diplomatic mission. At this point in a Hard campaign as Rome, this has become expensive - it cost 3115 coins and provided a temporary +5 loyalty bonus. The price varies during a campaign; this seems to be what's meant by the Political Activeness Costs modifier listed under Imperium level, also as on some techs and peradventure elsewhere. The larger your Imperium, the greater the cost of politics, from a mere "+4% political action costs" at Imperium Level I, to a whopping "+192% political activeness costs" at Imperium Level Viii. Tech such equally Astronomy (Rome - Philosophy Tree - Tier 2) can aid with this, as information technology provides a "-20% political activity costs" modifier.


8. A rare issue of a embassy - the other faction gives the player a settlement

Unremarkably, a diplomatic mission leads to a temporary faction buff or debuff depending on the outome of the mission, such as a bonus or punishment to merchandise income (rarely, it causes the faction which receives the diplomatic mission to give the role player a settlement).

The individual bonuses to unit statistics from experience chevrons, better armour and weapons, enquiry and army traditions are small individually, but they tin add up to a decisive advantage. In a similar fashion, a +v bonus to loyalty isn't a lot, but when combined with other deportment to improve loyalty, information technology can add together up to achieve security for your empire.

Another way to exchange coin for loyalty is to use the Secure Loyalty button, bribing a rival political party to remain loyal. Yous can find the Secure Loyalty button on the Politics screen - it's visible at the bottom of screenshot iv.


nine. A member of your ruling political party can Entice a member of a rival party into joining your ruling party'south House.

Gravitas is a currency that our characters accumulate over time. Characters acquire a lilliputian each plough (more than if they have higher rank) and they tin can spend this on political intrigues. For case, the Entice intrigue costs xxx gravitas and enables your ruling party to recruit a member of a rival party. Recruiting a fellow member of a rival political party to join your ruling House will increase your influence and (if they're a commander) you have another general or admiral who volition stay loyal if there'due south a secession or ceremonious war. This won't increase the rival party loyalty - here, the player is buying higher influence at the cost of gravitas and loyalty.

Loyalty is the current reliability of each of your rival parties. Nosotros might non see this equally a currency, however when we carry out political intrigues such as promoting members of our ruling party, this volition reduce the loyalty of rival parties temporarily - in a sense, we spend loyalty to buy influence for our ruling party.

Influence is the percentage of your faction'south Senate or ruling group of nobles who belong to a party. It'due south used to determine which provinces in your empire are ruled by your ruling political party; the other provinces are ruled by rival parties. Dominion by rival parties doesn't affect your command of those provinces during normal play - you lot still upgrade settlements, recruit agents and units in the normal way - unless the rival political party breaks away. When nosotros promote a rival party member, this increases their political party's loyalty. Higher-ranking characters generate more gravitas per turn, and more gravitas means more than influence. This means that, when we promote rival party members, in a sense we are trading a little influence in exchange for loyalty. High influence provides faction-broad bonuses (for example, faster enquiry, more income and public order) then ideally the player volition want high influence. Nevertheless, if we maximise influence and ignore party loyalty, we're more likely to accept to deal with secessions and ceremonious wars - so information technology's upwards to the role player to decide how to strike a residue.

There are situations which affect how these currencies are traded. For example, in the first 20 turns of the game, for a number of turns after a secessions begins, and throughout a ceremonious war, the histrion is protected from rival parties breaking away. Political intrigues price the loyalty of rival parties, simply this price commonly only lasts a few turns. This ways that the player tin can take political actions safely in the first few turns - they still toll money, only the cost on loyalty will take faded before the protection ends. A pop-up warning appears a few turns earlier your faction's protection from secession and civil state of war ends, and yous get another notification when the protection expires.

Conclusion

We've seen that a secession or a ceremonious war doesn't take to be a surprise and it's something which the player can avoid or predict and set for. Your faction is safe from these events at the start of the main entrada, giving y'all the opportunity to increase your ruling party'south influence and expand your ruling family unit without worrying almost a secession or civil war. We've also seen how the actor has tools for managing the loyalty of rival parties, such as political marriages, promotions and Secure Loyalty. Simply those are only some of the options the player has at your disposal, and in our next article we'll exist taking a closer look at the tools available and how to utilize them to your advantage, to keep other parties loyal or drive them to secede.

If you found this article interesting, you might similar to read some of the Eagle Standard'south previous articles. A full listing of these tin be constitute here.

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Source: https://www.twcenter.net/forums/content.php?514-Total-War-Rome-II-Guide-to-Politics-the-Family-Tree

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