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Europa Universalis: Rome is a video game released in 2008 that took the Europa Universalis formula and put it into ancient Rome. The direct sequel to this game is Imperator: Rome, which is not considered part of the Europa Universalis series.

Characteristics[]

Bookmarked dates

Possible years in which to start the game (from the foundation of Rome in 753 bc)

The game covers the period between 280 and 27 BC (with 9 different bookmarked dates to play from). Includes 58 playable nations comprising 10 major cultures. It also includes 4 major religions with many subreligions.

The game map includes 269 land provinces and 127 sea provinces. With 52 regions that comprise various provinces together and 5 different terrain types and 14 different trade goods that provide different bonifications.

Game characters are randomly generated differently between the different cultures and can have 94 different traits, each with its pros and cons.

Major Cultures

  • Roman = Subcultures includes: etruscan, osco-umbian, messapic and venetic.
  • Carthaginian = It also includes the subcultures Phoenician, jewish and nabatean.
  • Greek = Subcultures includes: Macedonian, Illyrian and pannonian.
  • Egyptian = It also includes the subculture Numidian.
  • Persian = Subcultures includes: parthian, median, armenian, ibero, assyrian.
  • Seleucid = A mix between Greek and Persian.
  • German = Subcultures includes: west germanic, north germanic, suebi and vandalic.
  • Celtic = It also includes the subculture gallo-ligurian.
  • Iberian = It also includes the subcultures aquitanian and celt-iberian.
  • Scythian = Subcultures includes: sarmatian., thracian, dacian, phrygian and pisidian.


Major religions.

  • Hellenistic pantheon = Includes the TRoman, Greek and Egyptian pantheons.
  • Semithic pantheon = Includes the carthaginian and phoenician pantheons.
  • Paganism = Includes shamanism, druidism and animism.
  • Monotheism = Includes Judaism and Zoroaster.

Possible omens and their effects.

  • Divine trade = +25% to the trade income modifier.
  • Divine calm = Reduces the global revolt risk by 3.
  • Divine discipline = +10% discipline to all units.
  • Divine morale = +50% morale to all units.
  • Divine research = +25% research points
  • Divine fertility = Increase the global population growth by 5%
  • Divine defence = +50% bonus to the global defensive
  • Divine ruler = +10% bonus to the popularity gain of the ruler.


Trade goods and their effects.

  • Grain = x0.03 to local population growth.
  • Fish = x0.1 to local manpower.
  • Spices = x0.5 to local religious prestige
  • Salt = -0.25% to local regiment recruit speed
  • Cloth = Reduces the local ship recruit speed in x0.25.
  • Papyrus = x0.25 to local research points.
  • Wine = -1 to local revolt risk.
  • Amber = 10%+ to the local tax modifier.
  • Iron = Allows the recruitment of heavy infantry.
  • Horses = Allows the recruitment of cavalry and horse archers.
  • Wood = Allows the recruitment of archers and triremes.
  • Elephants = Allows the recruitment of war elepants.
  • Stone = +1 bonus to the defence.
  • Wild game = Units start with a 10% bonus in experience.

Types of Units.

  • Heavy infantry = Good against militia (x1.25), cavalry (x1.2), but bad against archers and horse archers (x0.75).
  • Militia = Good only against other militia, suffers against everything else.
  • Cavalry = Good against archers (x2), militia (x1.5) and horse archers (x1.25), bad against heavy infantry (x0.7) and war elephants (x0.5). Bonus of 2 in maneuver.
  • Horse archers = Good against militia (x2), heavy infantry (x1.25), but bad against cavalry (x0.75) and war elephants (x0.5). Bonus of 3 in maneuver.
  • War elephants = Good against militia (x2), archers (x1.5), but bad against cavalry (x0.75) and horse archers (x0.5).
  • Archers = Good against infantry (x2 Bonus on militia, 1.25x bonus on heavy infantry). but bad against cavalry (x0.75).

Types of buildings

  • Aqueduct = Increases the local population growth in 2%.
  • Forum = Increases the number of trade routes +1.
  • Temple = Increases the local religious prestige +1.
  • Arena = -1 to local revolt risk.
  • Academy = +25% bonus to local research points.
  • Foundry = New units start with +10% experience.
  • Roads = Increases the number of trade routes +1 and reduces the movement cost of units in 50%.
  • Harbour = Increases the number of trade routes +1. *Takes 2 years to be built.
  • Fort = Defensive bonus, can be leveled up to 3 times.

*Each building takes a year to be completed (365 days) and costs 50 gold.

Resouce buildings.

  • Irrigation = +50% to the local tax modifier. Can only be built on provinces with Grain, horses, wine, fish, elephants, spices, cloth or papyrus.
  • Mine = +50% to the local tax modifier. Can only be built on provinces with salt, iron or stone.
  • Forestry = +50% to the local tax modifier. Can only be built on provinces with wood, amber or wild game.

Map Modifiers[]

Land Terrain Types.

  • Desert = x1.25 Movement cost.
  • Farmland = x1.25 movement cost.
  • Coniferous forest = x2.5 movement cost. +1 bonus to the defender.
  • Decidous forest = x2 movement cost. +1 bonus to the defender.
  • Birch forest = x3 movement cost. +1 bonus to the defender.

General modificators

  • Revolt risk = Each point on the revolt risk reduces the local tax modifier by 1% and it takes +10% more to recruit troops
  • *Foreign rebels on the province increase the revolt risk by 5%.
  • Regional cohorts in the region = If the region has friendly troops, reduce the revolt risk by 25% and the minimum revolt risk in 12.5%. (The maximum number of troops it applies is 20)
  • Nationalism = Increases the local revolt risk by 0.3% and the minimum revolt risk also by 0.3%.

Negative modificators

  • Oversea provinces = Suffer a penalty of +30% to local tax modifier, +50% local regiment recruit speed and +100% to local ship recruit speed.
  • Provinces without a governor = Suffer a penalty of 50% to the local tax modifier and 25% to the local research point modifier.
  • Provinces with corruption = Suffer a penalty of 100% to the local tax modifier, 25% to the local research point modifier, 50% penalty on manpower, and a revolt risk of 5 (revolt risk at max.

Negative modificators due to war

  • Blockaded provinces = Suffer a penalty of 75% to the local tax modifier.
  • Province under siege = 3% reduction to the local population growth,
  • Occupied provinces = 3% reduction to the local population growth, 2% to revolt risk and 5% penalty on the growth of the local garrison.
  • Looted province = 5% reduction to the local population growth, minimum max attrition increased by 5, 50% less local tax income.

Negative modificators due to differences of culture and religion

  • Province with the same culture group but no core = 10% penalty to the local tax modifier. and 80% to the local manpower modifier.
  • Province with a non accepted culture = 30% penalty to the local tax modifier, 100% penalty on manpower and +1% revolt risk.
  • Province with a different religion = 20% penalty to the local tax modifier, increases the stability cost +1 for each province (5 gold more expensive for each province) and +1% revolt risk.


Technologies.

  • Land = Each level increase the discipline of land units by 2%.
  • Naval = Each level increase the discipline of ships by 2%.
  • Construction = Each level increase the spread of civilization by 2%.
  • Civic = Each level increase the chance of success of diplomatic missions by 2%.
  • Religious = Each level reduce the cost of increasing stability by 1%.
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