Imperator: Rome

Imperator: Rome

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Republican Senate Guide for 1.3
By Sadaurkar
Senates can be cryptic if you don't understand the mechanics. In this guide we'll try to explain some of the mechanics behind it.
   
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Changes in 1.5
Now there's only 3 parties instead of 5.

Party bonuses and Empowerments have changed completely. Conversion speed bonus and discipline are gone :'(

Faction popularity changes are a lot more obvious now. (no more magic hand)

If you have less than 60% senate support, everything you do will incur tyranny.

If you have less than 30% senate support, many of your actions will be locked.

Rome actually has different senate bonuses than the rest of the democratic world now.


I will update everything below eventually but atm ^^^ that's all you really need to know if you're a seasoned veteran returning to I:R.
Party Guide
Many actions that require senate approval have a direct effect on the amount of influence each party has. So for example, declaring war increases the military factions power. If you stack these actions you can dominate the senate with a single faction pretty easily.

So to make sure the faction you want dominates the senate, see below:
Populists
Penalty: -33% monthly political influence
Empowerment: -0.05 monthly corruption


How to get them into majority
Imprison and execute as many characters as possible.

Ways to influence the senate towards Populists
Doing any of these change how much influence the Populists have in the Senate
Character Actions
Appointing a Dictator +5
Banishing any character +5
Executing any character +5
Imprisoning any character +5

Diplomatic Actions
Threatening War +5

Changing any of the following Laws
Military Reform -5
Election Reform +10
Corruption Law +10
Religious Law +5
Integration Law +5
Citizenship Law +10
Land Reform +10

Laws that contribute influence per month
Election Reform 4 +0.2
Corruption Law 4 +0.15
Religious Law 4 +0.1
Integration Law 3 +0.1
Citizenship Law 3 +0.1

Factors that influence a characters decision to join the Populists
These change how much conviction a character has towards Populism every month
+0.01 for Scorned Family
+0.01 per 10 Popularity
+0.01 per 6 corruption
Militarists
Bonus: +10% morale
Empowerment: +2.5% discipline


How to get them into majority
Use Support Rebels in as many countries as possible and cancel it straight away. Cancelling it gives you the same amount of Militarist support for free basically.

If that isn't possible then you'll need to spam war declarations and hold as many triumphs as you can afford.

Ways to influence the senate towards Militarism
Doing any of these change how much influence the Militarists have in the Senate
Character Actions
Holding a Triumph +5

Diplomatic Actions
Declaring War +5
Intervening in a War +5
Enforcing Peace +5
Threatening War +5
Supporting Rebels +5

Changing any of the following Laws
military reform +5
election reform -5

Laws that give Militarist support each month
None

Factors that influence a characters decision to join the Militarists
These change how much conviction a character has towards Militarism every month
+0.01 per 1 Martial
+0.01 if Admiral
+0.01 if General
+0.01 per cohort under characters command (applies to provincial armies for governors)(only applies to cohorts that aren't loyal)
+0.05 if Tribune of the Soldiers
+0.05 if Tribune of the Treasury
Civics
Bonus: +20% tax income
Empowerment: -15% build cost

How to get them into majority
Banish as many characters as possible. You can do this easily after conquering a place and imprisoning their families. Beware of populist influence gain however.

Ways to influence the senate towards Civics
Doing any of these change how much influence the Civics have in the Senate
Character Actions
Banishing any character +5

Diplomatic Actions
Enforcing Peace +5
Supporting Rebels -5

Changing any of the following Laws
Military Reform +5
Election Reform -10
Corruption Law -5
Maritime Law +5
Religious Law -5
Integration Law +5
Citizenship Law +5
Land Reform -5

Laws that contribute influence per month
Corruption Law 2 +0.1
Maritime Law 2 +0.1
Integration Law 2 +0.1
Religious Law 3 +0.1
Land Reform 3 +0.1

Factors that influence a characters decision to join the Civics
These change how much conviction a character has towards Civicism every month
+0.01 per 1 Finesse
+0.02 if they have a holding
+0.05 if Tribune of the Plebs
+0.05 if Physician
Religious
Bonus: +10% omen power
Empowerment: +25% pop conversion speed


How to get them into majority
Put religious faction people into prominent positions of power, especially the Censor role. This faction tends to have a lot more members than other factions.

Ways to influence the senate towards the Religious faction
Doing any of these change how much influence the Populists have in the Senate
Character Actions
None

Diplomatic Actions
None

Changing any of the following Laws
Religious Law +5

Laws that give Religious support each month
Corruption Law 3 +0.1
Maritime Law 3 +0.1
Religious Law 2 +0.1
Integration Law 4 +0.1
Land Reform 4 +0.1

Factors that influence a characters decision to join the Religious faction
These change how much conviction a character has towards Populism every month
+0.02 per 1 Zeal***
+0.05 if Augur
+0.05 if High Priest

***Note this is TWICE AS MUCH as what each faction gets (they only get +0.01 per Stat)
Mercantilists
Bonus: +10% commerce income, +2 diplomatic reputation
Empowerment: -25% create trade route cost


How to get them into majority
Create a client state and sell territories to them for nothing.

Ways to influence the senate towards Mercantilism
Doing any of these change how much influence the Mercantilists have in the Senate
Character Actions
None

Diplomatic Actions
Selling a territory +10

Changing any of the following Laws
Corruption Law -10
Maritime Law +5

Laws that give Mercantilist support each month
Maritime Law 4 +0.1

Factors that influence a characters decision to join the Mercantilists
These change how much conviction a character has towards Mercantilism every month
+0.01 per 1 Charisma
+0.01 per 100 wealth
+0.02 if they have a holding
+0.05 if Magistrate
Additional Notes for Faction Conviction
Characters are considered loyal towards the faction with which they have the most conviction. In smaller countries, sometimes you can have a faction that has no members eligible to be ruler. Most people will turn into the religious faction because they gain twice the conviction for zeal.

While someone is a party leader or a ruler, their conviction cannot be changed.

Every faction has the following additional modifiers:
+0.10 for ruler's faction (if friends with ruler)
-0.10 for ruler's faction (if rivaled with ruler)
+0.10 for party leader's faction (if friends with party leader)
+0.10 for party leader's faction (if rivaled with party leader)
How the Senate works
Senate Influence
At any given time the Senate has 100 seats in it. Increasing the influence for a certain faction will directly influence how many seats that faction has, proportional to the current influence of every other faction.

Monthly senate influence adjusts the seats by the weighted average of all every factions monthly influence. So if every faction had exactly 1 influence per month, then eventually with no outside interference the senate would sit at 20 seats per faction.

The monthly senate influence is determined by laws, the censor's charisma (political office that you can change), each faction leader's charisma, and the charisma of the current rulers (their influence going to the faction they belong to).

Each faction receives monthly influence from: enacted laws, their faction leaders charisma, as well as the censor's charisma and the ruler's charisma, depending if they're part of the faction.


Elections
At the end of every election cycle, or if a ruler dies, an election begins.

Each faction will put forward their candidates who have the most prominence, popularity, & family prestige.

A faction can have multiple candidates.

If someone has been ruler in the past 10 years, they cannot be a candidate.

Afterwards, each faction will decide how many votes to give each candidate (with the number of votes they have determined by the number of seats they have in the senate). Friends and family of faction leaders get bonuses. Faction leaders running as candidates get a huge bonus to votes from their faction.

A characters prominence and popularity means a lot in the vote.

You can influence the vote by dumping the candidates popularity with smear campaigns, killing or imprisoning the candidate, or influencing their politics away from the faction (party leaders cannot be swayed or imprisoned easily).

Aristocratic republics run with double rulers and use the best of either's stats. The second ruler being the one who got the second most votes.
How to get Senate Approval
Many actions require the Senate's approval, and this is determined on a case-by-case basis.

Additionally, every time you perform an action that requires Senate Approval, you gain or lose loyalty for every character depending on how their Faction feels.

To gain the senates approval of an action, you'll have to fulfil the criteria for that action. For instance, the religious faction will only approve banishment if the person in question is of a different religion. However you can circumvent this by filling the senate with factions that don't care about that particular action.

For most actions each point of Tyranny increases every factions approval by 1% (Populists get double). Use this to pass laws or declare wars.

When in doubt, click the hand next to the action and hover over the approval bars.
Why are there no candidates for the faction I want?
Sometimes it's possible to have a faction that has the Faction Leader as it's only member. Considering people can't run for rulership twice in a row, this can be kinda annoying.

One common example of this happening is trying to keep the Military Faction in power as Carthage, as the few male members they start with flip convictions pretty quickly.

To fix this, you need to cultivate convictions in the people for the faction you want to keep in power. If your ruler is of the correct faction, make sure he befriends as many men as possible. Otherwise look for the "Factors that influence a characters decision to join the faction" sections above.

Unfortunately there's no quick way to fix this, aside from annexing a country and integrating their families.
Final notes
If you don't like the senate mechanics, play a monarchy instead. The ultimate republic is a Dictatorship anyway.

Thanks for reading.

[10/12/2019] updated the guide to hopefully make it more readable for people :)
26 Comments
a.s.banon 24 Apr, 2021 @ 11:28am 
the good old time when playing republic wasn't a huge pain in the ass with sand
Sadaurkar  [author] 30 May, 2020 @ 5:20am 
so they replaced the 5 party system with a more complex 3 party system, wowee
Sadaurkar  [author] 30 May, 2020 @ 5:15am 
:'(
Corrosive Waste 30 May, 2020 @ 3:12am 
This will become obsolete with the republican rework.
Nate 11 Jan, 2020 @ 12:03pm 
With regards to building an individual character's corruption and popularity, the only ways I can see to do that are 1. give free hands(which only a selection of characters can do) 2. Bribe(of course, bribing takes time because it's based on limited resources) 3. Employ a general to win wars and build up their popularity.

I have a general who's insanely popular and prominent. But his prominence and military conviction has lead him to become leader of the military party. There is a balancing act here....
Nate 11 Jan, 2020 @ 11:46am 
So here's another conundrum. I'm endeavouring to befriend characters that have high stats and moderate conviction. However, I usually put high stats characters in office which means they are being influenced towards another faction.

In terms of building up an entourage of friends and rivals for the party leader, which characters do you typically target that will most likely succeed in swaying them whilst also getting characters that will be an asset to the party? I know you said previously that stats don't matter. Perhaps I need to target characters that have high prominence and high popularity. But most of those characters have overwhelming conviction towards a particular faction which makes it hard to sway them.
Sadaurkar  [author] 11 Jan, 2020 @ 6:59am 
you're right, it doesn't make sense. but it's just how it works in the game.

yup, that would work
Nate 11 Jan, 2020 @ 12:52am 
"when he loses consulship all his rivals will gain conviction for his faction instead of losing it."

Pardon me for being slow, but this doesn't make sense. Why would a character gain conviction in favour of the faction leader he's rivalling against? Sounds like an odd love/hate relationship. Or maybe it's a game bug and Paradox will reverse it at some point.

So whether a character is friends or rivals with a faction leader, either way they will gain conviction towards that faction? So if I want to grow the populist membership, I get the populist leader to friend and rival as many non populist characters as he can?(minus other faction leaders)
Sadaurkar  [author] 10 Jan, 2020 @ 11:13pm 
honestly i wouldn't bother with befriending/rivalrys on a large scale. if there was a character i really wanted to flip faction, that's when i'd use it. doesn't matter who they are unless they're a party leader.

befriending characters is more of a question of how much money and political influence you're willing to spend.

faction leaders can't change faction, so trying to affect their conviction will do nothing.

integrating characters from other states can give you high level characters, if they had them. usually they'll put their highest martial guy as their researcher, you can integrate him & make him a general. if you're lucky he'll have like 12 martial skill.

you're right about the religious faction having a typo btw :) thanks for pointing it out.
Sadaurkar  [author] 10 Jan, 2020 @ 11:08pm 
populist faction empowerment doesn't help the populist faction. i think the devs added it so if populism was rampant you had a way to reduce while populists are in power. little counterintuitive.

it's not really possible to have all families be scorned, since that implies you haven't given anyone a job. on an individual basis, being scorned doesn't contribute a lot to becoming populist. corruption & popularity contribute a LOT more. (at 100 popularity they have +0.1 monthly conviction)

when your ruler adds rivals, those rivals lose conviction for the rulers faction. however, if your ruler is currently the party leader as well, then it equals out to 0 conviction change. when he loses consulship all his rivals will gain conviction for his faction instead of losing it.

it doesn't make any sense that your enemy will gain conviction for your faction, but it's just how it works hahaha