Hullo againIt's rare for them to start it themselves, but yes, when the conditions are right, they occasionally do. The senate also sometimes outlaws other Roman factions. This can also trigger the beginning of the war without your intervention.Originally Posted by o_loompah_the_delayer
The conditions for the other Romans to declare war are fulfilled when the faction has about eight people popularity shields. The faction is at risk of being outlawed by the senate when they have two or few senate popularity shields.It sounds like a very wise and well though out strategy. The AI may go for one of your other provinces first though, as you have suggested, so you may wish to be cautious around that area.Originally Posted by o_loompah_the_delayer
I do think though you may be considering the civil war a little too early. You only have to worry about it when senate popularity falls lower than two shields for any faction, or popular support rises to about eight shields for any faction. Things could change dramatically between the current situation and the beginning of the civil war - probably resulting in a completly new tactic having to be devised.Oddly, for me at least, it never seems to fall too dramatically - more income is typically lost from other Romans blockading your ports than from actually loss of external trade itself. By the civil war stage your own ports/markets usually have the ability to trade to a sufficient level with each other anyhow, which probably explains the very small falls.Originally Posted by o_loompah_the_delayer
That's the curse of the Hard and Very Hard AI - fair diplomatic treaties can be almost impossible to get your hands on, despite the logic there may be behind them.Originally Posted by o_loompah_the_delayer
Not that I know of. SorryOriginally Posted by o_loompah_the_delayer
I always use them for a turn (sending nearby troops in for the bonus) and then bulldozering them, although not due to the culture penalty they inflict, but more due to my obsession with "law" temples.Originally Posted by o_loompah_the_delayer
Temples which provide benefits to law combat the most annoying factor in R:TW - distance to capital penalty. This has contributes to corruption (which provides income deductions) and negative happiness. Unlike all other factors, law removes two problems in one go, providing a richer and happier settlement.No, although 4,800 denarii is a fairly low cost for a bribe. Bribes of large forces with captains cost about 20,000 denarii, while bribes of a typical large force with a family member ups it to closer to 100,000 denarii or more (depending upon traits).Originally Posted by o_loompah_the_delayer
Early on though, bribes cannot usually be afforded by any factions - its only when the treasury really begins to expand (about 20 - 25 regions or more) do bribes become a truly viable option. On even later stages in the game's progression, by the time the treasury is almost infinite, bribes can become a day to thing and can frequently be used without the risk of money problems. By this stage, bribes are an invaluable tool against anything any faction can throw at you and, under some circumstances, can replace the usage of an extra force to conquer and defend against the enemy.In R:TW it's just the capitals location which effects overall loyalty and levels of corruption.Originally Posted by o_loompah_the_delayer
![]()
Bookmarks