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  1. #1

    Default Policy Choices

    When Rome takes a major region, it has a series of choices for government policy. The initial choice is of course a no brainer. But subsequent choices seem more nuanced. Reading the text of the various builds available, some say that direct Roman rule or Roman forces in the region will cause unrest. Should such language be taken literally? If that particular policy is adopted for a region, will it prosper more with no Roman governor? Should it be garrisoned by local levies only?

    I have been assuming the latter to be the case, but I haven't yet left a region with no governor.

    Syracuse offers choices of total autonomy and semi-autonomy, and I am hesitant to make choices the outcomes of which I do not understand. I trust these different choices are not mere window dressing but result in different outcomes. I looked through the sticky posts about the game changes, and maybe I missed the discussion of Policy choices.

    I don't expect someone to tell me what to do (I really wouldn't care much for that) but I would appreciate some guidance of whether to take the text literally, and what possible outcomes can result from the Policy choices.

    Thank you in advance for your help.

  2. #2
    Maurits's Avatar ЯTR
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    Default Re: Policy Choices

    The main thing we can influence with the policy buildings is the integration of a settlement into your empire and the recruitable units in the settlement.

    The unrest-management will be the same for all options you choose:

    1. Occupation (without this the settlement revolts in 3-4 turns)
    2. Initial development of your government (army + governor needed while being constructed, after this level you can leave the settlement with a lesser FM and a few garrison units)
    3. Final integration stage (will give full access to units belonging to this tree)

    The units will depend on the choice you make. When choosing for an autonomous government, you will be able to recruit AoR units, when choosing for a 'Hegemonia' or more repressive government you will be able to recruit faction units.

    Also, the policies allow some role-playing to take place. I hope to have been of some help to you

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  3. #3

    Default Re: Policy Choices

    Quote Originally Posted by Maurits View Post
    Also, the policies allow some role-playing to take place. I hope to have been of some help to you
    Thank you. You have confirmed for me what I already had pieced together. But I am still wondering about the use of a governor in an autonomous region. Does that add to unrest?

  4. #4
    Maurits's Avatar ЯTR
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    Default Re: Policy Choices

    It shouldn't (game-mechanic wise). When you put taxes on low governors will get the 'governor trait' which gives them enough influence and law bonuses to counter the initial unrest once a settlement has been captured. This forces you to keep forces in the town and taxes on low until a proper government has been installed. Therefore, when managed correctly a governor will work positive in any settlement.

    RTR: Imperium Surrectum Team Member
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  5. #5

    Default Re: Policy Choices

    Quote Originally Posted by Maurits View Post
    When you put taxes on low governors will get the 'governor trait' which gives them enough influence and law bonuses to counter the initial unrest once a settlement has been captured.
    I have noticed that when I replace a governor in a stable region, even if I put the taxes on low for several turns, the new governor does not grow the "governor trait". Perhaps I am not waiting long enough before I raise taxes? After a conquest, one really doesn't have much choice but to leave taxes low for many turns, but with a stable region, the urge to raise revenue is hard to resist.

    BTW, thank you for being so accessable.

  6. #6

    Default Re: Policy Choices

    Quote Originally Posted by Maurits View Post
    The main thing we can influence with the policy buildings is the integration of a settlement into your empire and the recruitable units in the settlement.

    The unrest-management will be the same for all options you choose:

    1. Occupation (without this the settlement revolts in 3-4 turns)
    2. Initial development of your government (army + governor needed while being constructed, after this level you can leave the settlement with a lesser FM and a few garrison units)
    3. Final integration stage (will give full access to units belonging to this tree)

    The units will depend on the choice you make. When choosing for an autonomous government, you will be able to recruit AoR units, when choosing for a 'Hegemonia' or more repressive government you will be able to recruit faction units.

    Also, the policies allow some role-playing to take place. I hope to have been of some help to you
    I was wondering , does Ai have to do all that ?

  7. #7
    Maurits's Avatar ЯTR
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    Default Re: Policy Choices

    No, the AI is guided through the process by a combination of scripts and (mainly) Muizer's governor trait system. That helps the AI to keep hold of a settlement, even with some harsh unrest problems, in order to provide the player with a challenging gameplay which is manageable for the AI

    RTR: Imperium Surrectum Team Member
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  8. #8
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Policy Choices

    Quote Originally Posted by Maurits View Post
    No, the AI is guided through the process by a combination of scripts and (mainly) Muizer's governor trait system. That helps the AI to keep hold of a settlement, even with some harsh unrest problems, in order to provide the player with a challenging gameplay which is manageable for the AI

    I didn't know that, that's brilliant

  9. #9

    Default Re: Policy Choices

    You must also have 25% garrison to get the "governor trait".

  10. #10
    Maurits's Avatar ЯTR
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    Default Re: Policy Choices

    Thanks for improving the info, Sphere, I forgot that part

    @Zom: no problem, we're just group of people who enjoy playing and modding the game and talking with other like-minded folks

    RTR: Imperium Surrectum Team Member
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  11. #11

    Default Re: Policy Choices

    Hi

    I'm playing as Sparta, and i cant upgrade the "policy" buildings? How do i do that? Sparta is a Large City, and it currently got the government chamber thing. But i cant upgrade to anything else? Help please.

  12. #12
    kepper's Avatar Artifex
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    Default Re: Policy Choices

    TheCouncil-Chamber of the Gerousia, was the ruling body of Sparta, the two kings just control the army
    in battle.
    Capital just have 1 level, since they capital can´t by ugrade any more

  13. #13

    Default Re: Policy Choices

    Okay, but how do i upgrade the policy from Helitoi to something? I want to build Spartan Hoplatai.

  14. #14
    Mausolos of Caria's Avatar Royal Satrap
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    Default Re: Policy Choices

    Quote Originally Posted by miroklose View Post
    Okay, but how do i upgrade the policy from Helitoi to something? I want to build Spartan Hoplatai.
    They aren't recruitable because that would be too unfair for the other factions. You are only able to retrain them in Sparta and will receive further units when you spread your empire by conquering a certain number of provinces.
    "Pompeius, after having finished the war against Mithridates, when he went to call at the house of Poseidonios, the famous teacher of philosophy, forbade the lictor to knock at the door, as was the usual custom, and he, to whom both the eastern and the western world had yielded submission, ordered the fasces to be lowered before the door of science."

    Pliny the Elder, Naturalis Historia, 7, 112

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