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**This was later nerfed, by limiting the bonus from surplus iron to 10 percent. This means that countries surrounding Rome and controlled by humans have a good chance of beating Rome.
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** After conquering new territory with more than one culture in it, accept the one with biggest number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them, a reverse of pre-1.5 situation. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogeneous culture of the conquering Greek state) within 50 or so years thanks to "targeted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.

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** After conquering new territory with more than one culture in it, accept the one with biggest number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them, a reverse of pre-1.5 situation. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogeneous culture of the conquering Greek state) within 50 or so years thanks to "targeted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.start.
*A nation-specific one: crushing Rome early as Carthage. A diplomatically-inclined Carthage can ally with multiple nations surrounding Rome, while fabricating a claim. After Rome declares war on a neighbour, declare war on Rome with the fabricated claim and call in allies. With the proper set-up, Rome can find herself at war with nearly every major power on the Italian peninsula. Even if prevailing in her own war, as long as Carthage can pry the Roman heartland with integrated pops from Rome, Rome is as good as broken. With a broken Rome, Carthage has no real rival between it ''and the rest of Western and Central Europe''.

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** '''Tech''': Research speed is affected by number of citizens against your total population. So a city or two can house enough citizens to provide maximum bonus for a small country. At the same time, prices of inventions are tied linearly with the size of your country... but your income isn't. Thus, a small country can easily research at maximum pace, gain a whole lot of research points (since citizens generate those by default) and consider buying related inventions a trivial task due to both high income and laughably low price tags.

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** '''Tech''': Research speed is affected by number of citizens nobles/citizens against your total population. number of integrated pops. So a city or two can house enough citizens nobles/citizens to provide maximum bonus for a small country. At the same time, prices of inventions are tied linearly with the size of your country... but your income isn't. Thus, a small country can easily research at maximum pace, gain a whole lot of research points (since citizens generate those by default) and consider buying related inventions a trivial task due to both high income and laughably low price tags.

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* ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.

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* ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 2 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.war.
**This strategy doesn't work well if a province has multiple settlements where you need to build fortresses. In 2.0, each province has a number of points used to keep track of fortress maintenance; maintenance costs ramp up quickly once the number/quality of fortresses exceeds the number of points the province has. Every province has a default value of 5 points, which is enough for a level 3 fortress. However, two level 1 fortresses use up ''6'' points.

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** This was eventually balanced by having the provincial loyalty decrease by ''15'' per freeman pop added. [[note]]Players lose control of provinces when provincial loyalty drops bellow 33. When it reaches 0, the province outright rebels.[[/note]]

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** This was eventually balanced by having the provincial loyalty decrease by ''15'' per freeman pop added. [[note]]Players lose control of provinces when provincial loyalty drops bellow below 33. When it reaches 0, the province outright rebels.[[/note]][[/note]] In addition, the perk itself is restricted to cultures who can access Greek, Persian and Levantine traditions.

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** This was eventually balanced by having the provincial loyalty decrease by ''15'' per freeman pop added.

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** This was eventually balanced by having the provincial loyalty decrease by ''15'' per freeman pop added. [[note]]Players lose control of provinces when provincial loyalty drops bellow 33. When it reaches 0, the province outright rebels.[[/note]]


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**Eventually, slave raids were nerfed by restricting its availability to cultures who have unlocked Greek or Indian traditions, and the tradition itself lies rather deep down the tradition tree.
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**This was eventually balanced by having the provincial loyalty decrease by ''15'' per freeman pop added.
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* The entirity of cultural integration mechanics introduced in patch 1.5 is for the most part counter-productive, doing more harm in the long term than it helps when simply used to add this or that culture to your accepted and keep them as such for the rest of the game... but it's a great tool for two specific situations, making extensive naturalisation of non-accepted cultures a breeze, rather than preserving them:
** Seleucid Empire doesn't implode under the sheer weight of foreigners in it, as integration allows GoingNative with Persians with grace, while simultaniously focusing on the plethora of the tiny minorities spread across the empire and turning them Greek(ish). Then you can keep ignoring Persians forever, or, once they become the only non-Macedonian group in the empire, remove their protected status and swallow them, too.
** After conquering new territory with more than one culture in it, accept the one with biggest number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them, a reverse of pre-1.5 situation. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogenous culture of the conquering Greek state) within 50 or so years thanks to "targetted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.

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* The entirity entirety of cultural integration mechanics introduced in patch 1.5 is for the most part counter-productive, doing more harm in the long term than it helps when simply used to add this or that culture to your accepted and keep them as such for the rest of the game... but it's a great tool for two specific situations, making extensive naturalisation of non-accepted cultures a breeze, rather than preserving them:
** Seleucid Empire doesn't implode under the sheer weight of foreigners in it, as integration allows GoingNative with Persians with grace, while simultaniously simultaneously focusing on the plethora of the tiny minorities spread across the empire and turning them Greek(ish). Then you can keep ignoring Persians forever, or, once they become the only non-Macedonian group in the empire, remove their protected status and swallow them, too.
** After conquering new territory with more than one culture in it, accept the one with biggest number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them, a reverse of pre-1.5 situation. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogenous homogeneous culture of the conquering Greek state) within 50 or so years thanks to "targetted" "targeted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.
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*** This advantage became obsolete with the "Marius" update, as inventions were replaced by innovations, which do not require gold.


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**This advantage became obsolete with the "Marius" update, as the military system was reworked.
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* The entirity of cultural integration mechanics introduced in patch 1.5 is for the most part counter-productive, doing more harm in the long term than it helps... but it's a great tool for two specific situations:

to:

* The entirity of cultural integration mechanics introduced in patch 1.5 is for the most part counter-productive, doing more harm in the long term than it helps... helps when simply used to add this or that culture to your accepted and keep them as such for the rest of the game... but it's a great tool for two specific situations:situations, making extensive naturalisation of non-accepted cultures a breeze, rather than preserving them:



** After conquering new territory with more than one culture in it, accept the one with bigger number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogenous culture of the conquering Greek state) within 50 or so years thanks to "targetted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.

to:

** After conquering new territory with more than one culture in it, accept the one with bigger biggest number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them.them, a reverse of pre-1.5 situation. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogenous culture of the conquering Greek state) within 50 or so years thanks to "targetted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.
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** This was later nerfed by eliminating the disbanding part; while the new Regional Power is still forced out of the league, the defensive league remains in existence. Still, it is a good way to isolate the new Regional Power.

to:

** This was later nerfed by eliminating the disbanding part; while the new Regional Power is still forced out of the league, the defensive league remains in existence. Still, it is a good way to isolate the new Regional Power.Power.
* The entirity of cultural integration mechanics introduced in patch 1.5 is for the most part counter-productive, doing more harm in the long term than it helps... but it's a great tool for two specific situations:
** Seleucid Empire doesn't implode under the sheer weight of foreigners in it, as integration allows GoingNative with Persians with grace, while simultaniously focusing on the plethora of the tiny minorities spread across the empire and turning them Greek(ish). Then you can keep ignoring Persians forever, or, once they become the only non-Macedonian group in the empire, remove their protected status and swallow them, too.
** After conquering new territory with more than one culture in it, accept the one with bigger number of pops within your expanded borders, greatly decreasing local unrest. This also means the smaller one instantly becomes surrounded by "dominant" culture, removing penalty to naturalisation. For even better results, throw in military colonists. Once you are done with the smaller group, remove protected status from the bigger one, which now has to face both your own colonists ''and'' the former minority that already got naturalised. Romanisation never was this fast when going into lands with more than a single culture populating them. Ironically, since there are dozens of Greek cultures, it allows to make them all ''completely extinct in Greece'' (or turn it into a homogenous culture of the conquering Greek state) within 50 or so years thanks to "targetted" naturalisation and playing them against each other. Prior to the mechanics being introduced, you could have variety of Greeks easily existing all the way until late game, ''even'' if aiming for Greek conquest right from the start.
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* With a bit of patience and some SaveScumming, Sicily can be made absurdly productive. Syracusian missions provide settlements with modifier decreasing number of slaves needed to produce trade unit of grain. Carthaginian missions after conquering eastern side of the island provide a modifier generating surplus resources by default, no slaves involved. Combined and properly spread, this can make the tiny island more productive than any other place on the map.

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* With a bit of patience and some SaveScumming, Sicily can be made absurdly productive. Numerous territories are of farmland type, decreasing number of slaves needed for surplus. Syracusian missions provide settlements with further modifier decreasing number of slaves needed to produce trade unit of grain. Carthaginian missions after conquering eastern side of the island provide a modifier generating surplus resources by default, no slaves involved. Combined All combined and properly spread, this can make the tiny island more productive than any other place on the map.
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* With a bit of patience and some SaveScumming, Sicily can be made absurdly productive. Syracusian missions provide provinces with modifier decreasing number of slaves needed to produce trade unit of grain. Carthaginian missions after conquering eastern side of the island provide with a modifier generating surplus resources by default, no slaves involved. Combined and properly spread, this can make the tiny island more productive than any other place on the map.

to:

* With a bit of patience and some SaveScumming, Sicily can be made absurdly productive. Syracusian missions provide provinces settlements with modifier decreasing number of slaves needed to produce trade unit of grain. Carthaginian missions after conquering eastern side of the island provide with a modifier generating surplus resources by default, no slaves involved. Combined and properly spread, this can make the tiny island more productive than any other place on the map.
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None

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* With a bit of patience and some SaveScumming, Sicily can be made absurdly productive. Syracusian missions provide provinces with modifier decreasing number of slaves needed to produce trade unit of grain. Carthaginian missions after conquering eastern side of the island provide with a modifier generating surplus resources by default, no slaves involved. Combined and properly spread, this can make the tiny island more productive than any other place on the map.
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A year into playing and I only noticed it last week

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* The "assign to the region" command for armies is easy to miss, but solves oh so many, many problems, especially in early game. Instead of giving each army a general, which comes with issues of paycheck and troops' loyalty, you're giving them to the governor of the province. In the capital region, that means the ruler of your nation. Not only you can have multiple armies lead by a single person (no downsides to that), but you save on the salary and potentially your ruler is half-decent military commander by default, earning a lot of prestige and securing loyalty of soldiers due to "leading" the army (while still sitting safe in the capital). On top of that, the troops assigned to a region decrease local unrest. There is one downside to all of this - troops can't ''leave'' the region when assigned to it, ''but'' bar few exceptions, almost all countries share their capital region with other nations, meaning you can still use assigned troops to wage offensive wars, rather than keeping them on what was intended as military police duty.
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** This was eventually nerfed by having generals/admirals draw salaries which are not insignificant (2.5% of the state's ''entire income per leader'').

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** This was eventually nerfed by having generals/admirals draw salaries which are not insignificant (2.5% of the state's ''entire income per leader'').leader''), but you can still pull the [[UriahGambit "single tiny ship vs. entire pirate fleet"]] trick.

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* Facing sufficiently large defensive leagues is normally a daunting task, even for a major power. However, they all have a LogicalWeakness. Defensive leagues, especially those starting ones, are usually led by the strongest or biggest country in the league. To be able to be part of a league, one has to be either a City State or Local Power. In other words - having no more than 24 settlements. [[ViolationOfCommonSense Sell your own provinces to the leader of the league for pocket change]] if they are very close to having 25 provinces. The moment that happens, they turn into a Regional Power, can no longer participate in the league and since they were the leader, ''their league itself gets disbanded''. Synchronised properly, this allows the declaration of a bunch of wars on tiny countries and city states that are suddenly without any major alliance, leaving them exposed. And since they are at war, they can't form any new alliances of any kind, turning otherwise a tough challenge into a string of [[CurbStompBattle Curb-Stomp Battles]], all in separate wars.

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* Facing sufficiently large defensive leagues is normally a daunting task, even for a major power. However, they all have a LogicalWeakness. Defensive leagues, especially those starting ones, are usually led by the strongest or biggest country in the league. To be able to be part of a league, one has to be either a City State or Local Power. In other words - having no more than 24 settlements. [[ViolationOfCommonSense Sell your own provinces to the leader of the league for pocket change]] if they are very close to having 25 provinces.settlements. The moment that happens, they turn into a Regional Power, can no longer participate in the league and since they were the leader, ''their league itself gets disbanded''. Synchronised properly, this allows the declaration of a bunch of wars on tiny countries and city states that are suddenly without any major alliance, leaving them exposed. And since they are at war, they can't form any new alliances of any kind, turning otherwise a tough challenge into a string of [[CurbStompBattle Curb-Stomp Battles]], all in separate wars.wars.
**This was later nerfed by eliminating the disbanding part; while the new Regional Power is still forced out of the league, the defensive league remains in existence. Still, it is a good way to isolate the new Regional Power.

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* Playing as a small, compact power, just above a city-state, but not bigger than 24 settlements (and preferably below 10) to keep the status of Local Power, allow to abuse a handful of game mechanics, which, when all combined, turns your country into a PintsizedPowerhouse, especially if all or at least most of your settlement are within the capital region, easing on the management.
** '''Management''': Your country is small. Given the UI of ''Imperator'' for micromanagement, that's a great thing. Also, Local Powers have only three major families to placate (and one of them is the ruling one), making internal politics far more managable. Same with cultures and religion - you're in your capital region and province, there are no governors to deal from the start and everyone is likely within the dominant culture, or at least very easy to convert.
** '''Tech''': Research speed is affected by number of citizens against your total population. So a city or two can house enough citizens to provide maximum bonus for a small country. In the same time, price of inventions is tied lineary with size of your country... but your income isn't. Thus a small country can easily research at maximum pace, gain a whole lot of research points (since citizens generate those by default) and consider buying related inventions a trivial task due to both high income and laughably low price tag.
** '''Diplomacy''': Only City States and Local Powers can form defensive leagues. While purely defensive in nature, other countries are more likely to join them and, far more importantly, ''automatically'' join wars when any member of the league is attacked (unlike aliances, which can be simply broken). AI both undervalues small countries ''and'' overvalues defensive leagues when making decisions for declaring war, so you can easily stay safe despite small size and massive treasury. And if it comes to the worst, defensive leagues are far more reliable and efficient than alliances when defending against bigger country. Feudatory status is also very easy to achieve with members of a defensive league, further increasing relative strength of the leader of the league and both of those cement very high positive relations. In turn, this allows to simply diplo-annex all the league members eventually, usually in a timed manner, if one finally gains technological and economical edge by staying small for first century or so.
** '''Military''': Small state can still have high number of cities when compared to own size, thus gaining large number of freemen pops, gaining disparingly large manpower pool. Combined with both the technological superiority and reliable allies, this means any country trying to bully you will end up slaughtered instead. If the defensive league is "upgraded" with feudatory status, the subject nations will gain a bonus to army maintenance, allowing them to afford bigger armies.
* Facing sufficiently large defensive leagues is normally a daunting task, even for a major power. However, they all have a LogicalWeakness. Defensive leagues, especially those starting ones, are usually led by the strongest or biggest country in the league. To be able to be part of a league, one has to be either a City State or Local Power. In other words - having no more than 24 settlements. [[ViolationOfCommonSense Sell your own provinces to the leader of the league for pocket change]] if they are very close to having 25 provinces. The moment that happens, they turn into Regional Power, can no longer participate in the laague and since they were the leader, ''their league itself gets disbanded''. Synchronised properly, this allows to declare bunch of wars on tiny countries and city states that are suddenly without any major alliance, leaving them exposed. And since they are at war, they can't form any new alliances of any kind, turning otherwise a tough challenge into a string of [[CurbStompBattle Curb-Stomp Battles]], all in separate wars.

to:

* Playing as a small, compact power, just above a city-state, but not bigger than 24 settlements (and preferably below 10) to keep the status of Local Power, allow to allows the abuse of a handful of game mechanics, which, when all combined, turns your country into a PintsizedPowerhouse, especially if all or at least most of your settlement settlements are within the capital region, easing on simplifying the management.
** '''Management''': Your country is small. Given the UI of ''Imperator'' for micromanagement, that's a great thing. Also, Local Powers have only three major families to placate (and one of them is the ruling one), making internal politics far more managable.manageable. Same with cultures and religion - you're in your capital region and province, there are no governors to deal from the start and everyone is likely within the dominant culture, or at least very easy to convert.
** '''Tech''': Research speed is affected by number of citizens against your total population. So a city or two can house enough citizens to provide maximum bonus for a small country. In At the same time, price prices of inventions is are tied lineary linearly with the size of your country... but your income isn't. Thus Thus, a small country can easily research at maximum pace, gain a whole lot of research points (since citizens generate those by default) and consider buying related inventions a trivial task due to both high income and laughably low price tag.
tags.
** '''Diplomacy''': Only City States and Local Powers can form defensive leagues. While purely defensive in nature, other countries are more likely to join them and, far more importantly, ''automatically'' join wars when any member of the league is attacked (unlike aliances, alliances, which can be simply broken). AI both undervalues small countries ''and'' overvalues defensive leagues when making decisions for declaring war, so you can easily stay safe despite the small size and (and massive treasury. And if treasury supporting the state). When it comes to the worst, defensive leagues are far more reliable and efficient than alliances when defending against bigger country.countries. Feudatory status is also very easy to achieve with members of a defensive league, further increasing relative strength of the leader of the league and both of those cement very high positive relations. In turn, this allows to simply diplo-annex all the league members eventually, usually in a timed manner, if one finally gains technological and economical edge by staying small for the first century or so.
** '''Military''': Small A small state can still have high number of cities when compared to its own size, thus gaining having a large number of freemen pops, gaining disparingly and thus a relatively large manpower pool. Combined with both the technological superiority and reliable allies, this means any country trying to bully you will end up slaughtered instead. If the defensive league is "upgraded" with feudatory status, the subject nations will gain a bonus to army maintenance, allowing them to afford bigger armies.
* Facing sufficiently large defensive leagues is normally a daunting task, even for a major power. However, they all have a LogicalWeakness. Defensive leagues, especially those starting ones, are usually led by the strongest or biggest country in the league. To be able to be part of a league, one has to be either a City State or Local Power. In other words - having no more than 24 settlements. [[ViolationOfCommonSense Sell your own provinces to the leader of the league for pocket change]] if they are very close to having 25 provinces. The moment that happens, they turn into a Regional Power, can no longer participate in the laague league and since they were the leader, ''their league itself gets disbanded''. Synchronised properly, this allows to declare the declaration of a bunch of wars on tiny countries and city states that are suddenly without any major alliance, leaving them exposed. And since they are at war, they can't form any new alliances of any kind, turning otherwise a tough challenge into a string of [[CurbStompBattle Curb-Stomp Battles]], all in separate wars.
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** '''Diplomacy''': Only City States and Local Powers can form defensive leagues. While purely defensive in nature, other countries are more likely to join them and, far more importantly, ''automatically'' join wars when any member of the league is attacked (unlike aliances, which can be simply broken). AI both undervalues small countries ''and'' overvalues defensive leagues when making decisions for declaring war, so you can easily stay safe despite small size and massive treasury. And if it comes to the worst, defensive leagues are far more reliable and efficient than alliances when defending against bigger country.
** '''Military''': Small state can still have high number of cities when compared to own size, thus gaining large number of freemen pops, gaining disparingly large manpower pool. Combined with both the technological superiority and reliable allies, this means any country trying to bully you will end up slaughtered instead.

to:

** '''Diplomacy''': Only City States and Local Powers can form defensive leagues. While purely defensive in nature, other countries are more likely to join them and, far more importantly, ''automatically'' join wars when any member of the league is attacked (unlike aliances, which can be simply broken). AI both undervalues small countries ''and'' overvalues defensive leagues when making decisions for declaring war, so you can easily stay safe despite small size and massive treasury. And if it comes to the worst, defensive leagues are far more reliable and efficient than alliances when defending against bigger country.
country. Feudatory status is also very easy to achieve with members of a defensive league, further increasing relative strength of the leader of the league and both of those cement very high positive relations. In turn, this allows to simply diplo-annex all the league members eventually, usually in a timed manner, if one finally gains technological and economical edge by staying small for first century or so.
** '''Military''': Small state can still have high number of cities when compared to own size, thus gaining large number of freemen pops, gaining disparingly large manpower pool. Combined with both the technological superiority and reliable allies, this means any country trying to bully you will end up slaughtered instead. If the defensive league is "upgraded" with feudatory status, the subject nations will gain a bonus to army maintenance, allowing them to afford bigger armies.
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None

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** '''Management''': Your country is small. Given the UI of ''Imperator'' for micromanagement, that's a great thing. Also, Local Powers have only three major families to placate (and one of them is the ruling one), making internal politics far more managable. Same with cultures and religion - you're in your capital region and province, there are no governors to deal from the start and everyone is likely within the dominant culture, or at least very easy to convert.
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None


* ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.

to:

* ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.war.
* Playing as a small, compact power, just above a city-state, but not bigger than 24 settlements (and preferably below 10) to keep the status of Local Power, allow to abuse a handful of game mechanics, which, when all combined, turns your country into a PintsizedPowerhouse, especially if all or at least most of your settlement are within the capital region, easing on the management.
** '''Tech''': Research speed is affected by number of citizens against your total population. So a city or two can house enough citizens to provide maximum bonus for a small country. In the same time, price of inventions is tied lineary with size of your country... but your income isn't. Thus a small country can easily research at maximum pace, gain a whole lot of research points (since citizens generate those by default) and consider buying related inventions a trivial task due to both high income and laughably low price tag.
** '''Diplomacy''': Only City States and Local Powers can form defensive leagues. While purely defensive in nature, other countries are more likely to join them and, far more importantly, ''automatically'' join wars when any member of the league is attacked (unlike aliances, which can be simply broken). AI both undervalues small countries ''and'' overvalues defensive leagues when making decisions for declaring war, so you can easily stay safe despite small size and massive treasury. And if it comes to the worst, defensive leagues are far more reliable and efficient than alliances when defending against bigger country.
** '''Military''': Small state can still have high number of cities when compared to own size, thus gaining large number of freemen pops, gaining disparingly large manpower pool. Combined with both the technological superiority and reliable allies, this means any country trying to bully you will end up slaughtered instead.
* Facing sufficiently large defensive leagues is normally a daunting task, even for a major power. However, they all have a LogicalWeakness. Defensive leagues, especially those starting ones, are usually led by the strongest or biggest country in the league. To be able to be part of a league, one has to be either a City State or Local Power. In other words - having no more than 24 settlements. [[ViolationOfCommonSense Sell your own provinces to the leader of the league for pocket change]] if they are very close to having 25 provinces. The moment that happens, they turn into Regional Power, can no longer participate in the laague and since they were the leader, ''their league itself gets disbanded''. Synchronised properly, this allows to declare bunch of wars on tiny countries and city states that are suddenly without any major alliance, leaving them exposed. And since they are at war, they can't form any new alliances of any kind, turning otherwise a tough challenge into a string of [[CurbStompBattle Curb-Stomp Battles]], all in separate wars.

Changed: 51

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** This was eventually nerfed by having generals/admirals draw salaries which are not insignificant.

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** This was eventually nerfed by having generals/admirals draw salaries which are not insignificant.insignificant (2.5% of the state's ''entire income per leader'').

Changed: 72

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** And with ''Magna Graecia'' DLC, giving a commission of a general or an admiral also increases loyalty of such character, making this even more broken, as the size of commanded force isn't accounted for.

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** And with With the ''Magna Graecia'' DLC, giving a commission of a general or an admiral their commissions also increases loyalty of such character, their loyalty, making this even more broken, as the size of the commanded force isn't accounted for.
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** Not to mention there are situations where having high Aggressive Expansion is ''desirable'' and nothing rises it as fast as raiding for slaves.

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** Not to mention there are situations where having high Aggressive Expansion is ''desirable'' and nothing rises raises it as fast as raiding for slaves.

Added: 99

Changed: 29

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* Slave raid. On paper, it incures Aggressive Expansion penalties that aren't worth it, 1 point per 1 pop snatched. In reality, they can neuter completely EarlyGameHell for any minor country or a city-state, since you can quickly double or triple the size of your starting economy, while simultaniously bleeding your targets out of population. Once you have the ball rolling with slave-backed economy, that AE turns into [[MemeticMutation being just a number]]. After establishing yourself as a regional power, there is nothing preventing you from just farming ''globally'', simply set up footholds at fringes of your existing naval range. And considering how often you can raid for slaves and how slow is the natural population growth, it is possible to depopulate entire shorelines in some backwater regions. Amoral? The game ''encourages it'', especially against targets that won't be conquered by you within next century or so.

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* Slave raid. On paper, it incures incurs Aggressive Expansion penalties that aren't worth it, 1 point per 1 pop snatched. In reality, they can neuter completely EarlyGameHell for any minor country or a city-state, since you can quickly double or triple the size of your starting economy, while simultaniously simultaneously bleeding your targets out of population. Once you have the ball rolling with slave-backed economy, that AE turns into [[MemeticMutation being just a number]]. After establishing yourself as a regional power, there is nothing preventing you from just farming ''globally'', simply set up footholds at fringes of your existing naval range. And considering Considering how often you can raid for slaves and how slow is the natural population growth, growth is, it is possible to depopulate entire shorelines in some backwater regions. Amoral? The game ''encourages it'', especially against targets that won't be conquered by you within the next century or so.



** Target ports got fortified? Bring bigger ships and not only continue the raid as if nothing, but destroy - without declaring war or any direct diplomatic damage - a fort for easier conquest few [=years/months/days=] later.

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** Target ports got fortified? Bring bigger ships and not only continue the raid as if nothing, but destroy - without declaring war or any direct diplomatic damage - a fort for easier conquest a few [=years/months/days=] years/months/days later.


Added DiffLines:

**This was eventually nerfed by having generals/admirals draw salaries which are not insignificant.
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Added DiffLines:

* Slave raid. On paper, it incures Aggressive Expansion penalties that aren't worth it, 1 point per 1 pop snatched. In reality, they can neuter completely EarlyGameHell for any minor country or a city-state, since you can quickly double or triple the size of your starting economy, while simultaniously bleeding your targets out of population. Once you have the ball rolling with slave-backed economy, that AE turns into [[MemeticMutation being just a number]]. After establishing yourself as a regional power, there is nothing preventing you from just farming ''globally'', simply set up footholds at fringes of your existing naval range. And considering how often you can raid for slaves and how slow is the natural population growth, it is possible to depopulate entire shorelines in some backwater regions. Amoral? The game ''encourages it'', especially against targets that won't be conquered by you within next century or so.
** Raids can be conducted on countries you have a truce with. The target can't do a thing about it, while you farm them dry.
** Target ports got fortified? Bring bigger ships and not only continue the raid as if nothing, but destroy - without declaring war or any direct diplomatic damage - a fort for easier conquest few [=years/months/days=] later.
** Not to mention there are situations where having high Aggressive Expansion is ''desirable'' and nothing rises it as fast as raiding for slaves.
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** And with ''Magna Graecia'' DLC, giving a commission as a general or an admiral also increases loyalty of such character, making this even more broken, as the size of commanded force isn't accounted for.

to:

** And with ''Magna Graecia'' DLC, giving a commission as of a general or an admiral also increases loyalty of such character, making this even more broken, as the size of commanded force isn't accounted for.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** And with ''Magna Graecia'' DLC, giving a commission as a general or an admiral also increases loyalty of such character, making this even more broken, as the size of commanded force isn't accounted for.
Is there an issue? Send a MessageReason:
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** Military colonies. If a country can have them, any army that has at least 10 cohorts in it can settle any given province that has less than 5 pops, adding freemen pops (the one responsible for manpower) out of thin air. In practical terms, it means you can generate population out from a vacuum, as long as you don't mind extensive micromanagement. And if the province in question has slave pops, you can relocate it and then settle it with some more soldiers. It is particularly potent when building a new city in a sparsely populated province or when SettlingTheFrontier of freshly conquered territory with a loyal population of your own culture and religion.
** Since the military power required to make successful threats also takes the navy into account, a viable strategy for Carthage is to continuously threaten Rome using the much cheaper fleet, despite in reality lacking an army to do real fighting. What's important is that issuing a threat forces a truce between the countries and thus, Rome can't attack Carthage. By itself it's meaningless, ''but'' in the meantime Carthage can conquer direct neighbours of Rome (bunch of push-over tribals), thus preventing any further Roman expansion, as Rome now borders a country they have a truce with. Rinse & repeat a few times and after a few decades of being bottled, Rome will be an easy pick, rather than the unstoppable juggernaut it turns into after unifying Italy.
** Surplus iron in the capital province provides +10% heavy infantry discipline per unit of said surplus. Rome can easily gain access to a surplus of 8 units of iron in their early conquests, regardless of slave population. Then just steamroll everyone on their path with ludicrously powerful and un-killable heavy infantry. This ''might'' be intentional, considering there is a need to secure Rome's growth and easy expansion when it's under AI control.
** Liburnian is the final answer to all your political issues. Need a way to placate someone with an office? Give them a ship. Not a fleet, a single liburna. Here, an office of navy commander. With no pay, no prestige gain and no prominence attached, while your family gets fat on those governmental seats. Want to get rid of someone without suspicion? Give them a liburna. Then, send them against a whole pirate fleet. Got captured? Not your problem. Died? Even better. The only downside is that it (obviously) requires a port.
** ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.

to:

** * Military colonies. If a country can have them, any army that has at least 10 cohorts in it can settle any given province that has less than 5 pops, adding freemen pops (the one responsible for manpower) out of thin air. In practical terms, it means you can generate population out from a vacuum, as long as you don't mind extensive micromanagement. And if the province in question has slave pops, you can relocate it and then settle it with some more soldiers. It is particularly potent when building a new city in a sparsely populated province or when SettlingTheFrontier of freshly conquered territory with a loyal population of your own culture and religion.
** * Since the military power required to make successful threats also takes the navy into account, a viable strategy for Carthage is to continuously threaten Rome using the much cheaper fleet, despite in reality lacking an army to do real fighting. What's important is that issuing a threat forces a truce between the countries and thus, Rome can't attack Carthage. By itself it's meaningless, ''but'' in the meantime Carthage can conquer direct neighbours of Rome (bunch of push-over tribals), thus preventing any further Roman expansion, as Rome now borders a country they have a truce with. Rinse & repeat a few times and after a few decades of being bottled, Rome will be an easy pick, rather than the unstoppable juggernaut it turns into after unifying Italy.
** * Surplus iron in the capital province provides +10% heavy infantry discipline per unit of said surplus. Rome can easily gain access to a surplus of 8 units of iron in their early conquests, regardless of slave population. Then just steamroll everyone on their path with ludicrously powerful and un-killable heavy infantry. This ''might'' be intentional, considering there is a need to secure Rome's growth and easy expansion when it's under AI control.
** * Liburnian is the final answer to all your political issues. Need a way to placate someone with an office? Give them a ship. Not a fleet, a single liburna. Here, an office of navy commander. With no pay, no prestige gain and no prominence attached, while your family gets fat on those governmental seats. Want to get rid of someone without suspicion? Give them a liburna. Then, send them against a whole pirate fleet. Got captured? Not your problem. Died? Even better. The only downside is that it (obviously) requires a port.
** * ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Military colonies. If a country can have them, any army that has at least 10 cohorts in it can settle any given province that has less than 5 pops, adding freemen pops (the one responsible for manpower) out of thin air. In practical terms, it means you can generate population out from a vacuum, as long as you don't mind extensive micromanagement. And if the province in question has slave pops, you can relocate it and then settle it with some more soldiers. It is particularly potent when building a new city in a sparsely populated province or when SettlingTheFrontier of freshly conquered territory with a loyal population of your own culture and religion.
** Since the military power required to make successful threats also takes the navy into account, a viable strategy for Carthage is to continuously threaten Rome using the much cheaper fleet, despite in reality lacking an army to do real fighting. What's important is that issuing a threat forces a truce between the countries and thus, Rome can't attack Carthage. By itself it's meaningless, ''but'' in the meantime Carthage can conquer direct neighbours of Rome (bunch of push-over tribals), thus preventing any further Roman expansion, as Rome now borders a country they have a truce with. Rinse & repeat a few times and after a few decades of being bottled, Rome will be an easy pick, rather than the unstoppable juggernaut it turns into after unifying Italy.
** Surplus iron in the capital province provides +10% heavy infantry discipline per unit of said surplus. Rome can easily gain access to a surplus of 8 units of iron in their early conquests, regardless of slave population. Then just steamroll everyone on their path with ludicrously powerful and un-killable heavy infantry. This ''might'' be intentional, considering there is a need to secure Rome's growth and easy expansion when it's under AI control.
** Liburnian is the final answer to all your political issues. Need a way to placate someone with an office? Give them a ship. Not a fleet, a single liburna. Here, an office of navy commander. With no pay, no prestige gain and no prominence attached, while your family gets fat on those governmental seats. Want to get rid of someone without suspicion? Give them a liburna. Then, send them against a whole pirate fleet. Got captured? Not your problem. Died? Even better. The only downside is that it (obviously) requires a port.
** ChokepointGeography combined with building cities in the right settlements makes it virtually impossible to invade a country. If you have a border settlement that ends or opens a mountain valley, turn it into a city. Not for the profits of the city itself, but for the free 3 construction slots. Fill them with fortresses. This renders your border impossible to cross, as the invading army will be unable to pass through, while the level 3 fort can resist the siege for anywhere between 6 to 15 years - more than enough to muster and march the army to crush the invaders, even if you have zero troops at the start of the war.

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