I found in my british play that researchers with the traits that can give free inventions was very helpful in the beginning. I think i got 3- 4 inventions before I got a level in one of the categories
@@LordForwind it's stupid that they don't tell you how to build cities, just found out it's the picture of huts to open the settlement menu on a region
We need to be able to raid and pirate as tribes, creating federations and stuff should also be an option, and of course, we should be able to go nomadic
You can form federations with those tribes that were federations or a generic one such as Arverni & Oretani are starting federated tribes, Lusitania, Celtiberian, Cantabria, Gaellaci, Astures, Carpetani, Vettones, Aremorica, Belgica, Aquitaine, Pretani, Caledonian Confederacy, Hibernia, Suebic, Saxonia, & Aestia are Federation formables
As someone who just started a new game up there, I am rethinking my choice! Any suggestions for a newb who doesn't want to do the typical Hellenic start?
@@LordForwind I don't think quasi legions would be good. But, perhaps, more raiding/piracy stuff would be good. The Germanics, historically, were legendarily horrific for the sheer amount of pillaging they did.
My first game of Imperator was as Raetia and I hit my Tribal reform right as I got attacked by Rome. I think I'll give it another try with these tips, thanks!
The issue with Rome is their population and troops, you need equal or more pops to fight them. I recommend expanding and rapidly building an economy, allying someone like Carthage would help immensely as well. Then attack them with allies and mercs while they are in another war.
You can play very well a hybrid, that is both migratory and centralizing. So you go to -25, turn migratory (at which point both ideas will be military, which is crazy). Then the very next day you can reset your -centralization laws to zero and pick the first one in centralization and slowly work there to go to 0 and then to 100. The advantage is that you can gather 21 pops in a settlement and then start a migration. That will turn all 20 in an army of 10k light infantry, which is not insanely good, but is as much as an early game defensive league. You will want to be careful against archers. The trick is, when you start this migration, all those 10k raised will become your culture and religion, as long as that settlement of 21 had a majority of yours. So you can have initially 11 with your culture and religion and 10 nomatter what, you start migration and when they will resettle they will be good. That's a great way to force-culturalization and force-convert in already colonized areas or, respectively, to quickly rush some uncolonized area like half of Germany, the Steppes, west of Dacia, whatever. I am using the 21 number because a migration can be of max 20 and then 1 remains behind to not lose that territory, if so you'd wish. In short time with few of these settle/uproot you can easily raise up some 20-40k troops with which you can go and sack/conquer even Rome. Migratory troops also have these pillage and raze abilities which you can use during peace time, but only once each per nation, else a war will be declared. 2% tech advantage is not who knows what, but gold and PI is alot. Ideally you won't do these things to provinces you aim to conquer in short-mid term. Worth mentioning here that migratory troops don't need military access nor manpower, but gotta be super careful with their attrition. Then a trick which you can use nomatter how de/centralized you are is to form a federated tribe, if you hold respective required territories. That will automatically transform you into a settled tribe so you can brush off the intermediary step of settling in (some small -stab or something). So all in all you can use this migratory step to quickly (well, minus 25 and then back to 0 takes some) raise otherwise inaccessible number of troops, seize huge swaths of land, force settle culture and religion, such as when you reform you already have a solid power base. Key to getting many pops is to have many territories, because the pop growth itself won't vary spectacularly (0.2-0.4)(except, ofc the insane time of "warm period"). So basically if you get fast some 200 teritories, it means +- guaranteed in 20-30 years a fresh wave of 200 new pops. For a culture which maybe starts with 100, this can be a great way to snowball. Finally, when you have your first legion and civ tech 5, do build roads. You need a legion of 5k/10 cohorts, of which mandatory to have 1 as engineer (so the road will cost 10 a piece). They work basically like nobles in generating trade route points, which are then magnified by marketplaces. And, ofc, migration speed of pops and strategic movement of troops. In important cities be sure to build a road piece to each connecting territory, short terms is a big investment, but in the long run (some decades) it already pays off.
I play the tribe Burgund. I am in the year 510 AUC and I have 2 techs und Rhetorical Level 1. Research is possible. I build cities with 3 x Academy, so I have lots of Nobles.
If you can mantain chieftain loyalty and spec for levy multipliers, you probably can play a centralized tribal for the whole game, particularly if you can form some federation, since they have 3 ideas. The problem is that if you expand you will have lower and lower loyalty thresholds and those series of tribal succession crisis, when you'd have some 4 "kings" die in like 2 years could probably break apart a great power. But if you keep at the level of major power and do pay attention to the ratio of tribesmen, to not wreck your research, is doable I guess. For the given time, I do prefer tho to reform always, tribal content is... lacking.
A general Republic guide would be appreciated. I'm currently trying to get a good run as Etruria, but I have trouble getting approval to stay up especially after an election.
Hi, please include a guide for relics in your list. Particularly not sure how certain buffs work - do they all work at a national level or only a local one?
Great vid, thanks. So if I start as one of the southern UK tribes, I should focus more on building up pops and cities in my starting province than trying to take over my stronger neighbours at the start?
I am trying to play as Frisia (in Germany) but my ruler has no levy that he can lead and can you not build your levy directly anymore? Am I missing something?
@@LordForwind Oh! That explains a lot. The last time I played Imperator, tribals could build their own retinues but I think that is all locked away under Legions now? REAL FUN PARADOX. Especially when...you know...one of your clan chiefs isn't loyal anymore so you can't disband your 3 troop levy and re-raise the 15 levy you can currently field. Great mechanics, truly a soul sucking ball ache. But thank you, Lord Forwind, for taking the time to reply to me :)
I know this is old. But hope i get an answere. What would you say about tribes in iberia. is it better to be a tribe that can creat Iberia or dont that mather when you are that big. And in Iberia what Tribe would you say are the best tribe to get big and try compete with bigger powers?
@@LordForwind yea thats were i start. But i wonder whats best if you want to civilize. Blob while you wait for centralisation or keep 2 zones (like my startcountry) civ/centralise and build improvments. After that tech up and then start grow.
@@LordForwind Are the reason you like Vaccaeia that its a big culture group and easy get Feudatory state? Because shouldent somthing like Illercavonia be really good. You have a city at start, you are far away from both rome and Cartage?
I guess so? You need to be bordering lots of people though so you can expand rapidly and then once you convert governments, you want to (reasonably) close to Cathage or Rome so you can grab civilized lands quickly.
Well with this game being paused for updates, looks like this won't be updated for some years - not sure a rome grand strategy is worth playing for me with broken tribes :/
Not in the very beginning. First priority is to get pops into city to some respectable level (30?), then worry about settlements. That is because settlement buildings virtually block pops inside. So order of investment would be city-roads-settlement buildings. Also try to spec city and settlements coherent with native goods. E.g. having hemp, leather, wood as example in a province, is good for manpower, so build barracks and, if you do have bonuses to tribals, tribe settlements. In terms of food (because there will be a time when you will desperately need food production) keep in mind that slave estates provide some food too, aside from their base +slave output, so they're a jolly joker which can fit almost everywhere.
I found in my british play that researchers with the traits that can give free inventions was very helpful in the beginning. I think i got 3- 4 inventions before I got a level in one of the categories
Yeah its amazing you just have to have people with that trait. I meant to mention that trick but forgot!
I've been wondering why that happened. Its a trait!
@@LordForwind it's stupid that they don't tell you how to build cities, just found out it's the picture of huts to open the settlement menu on a region
We need to be able to raid and pirate as tribes, creating federations and stuff should also be an option, and of course, we should be able to go nomadic
Nomadic would be cool, decentralized tribes are kind of bad right now beside exploits
You can form federations with those tribes that were federations or a generic one such as Arverni & Oretani are starting federated tribes, Lusitania, Celtiberian, Cantabria, Gaellaci, Astures, Carpetani, Vettones, Aremorica, Belgica, Aquitaine, Pretani, Caledonian Confederacy, Hibernia, Suebic, Saxonia, & Aestia are Federation formables
Fantastic - Thank you very much - The Irish Tribes seem to be the hardest
They are! British tribes are the safest to play though, no large nations meddling in that area.
Those seem like good tribes to take decentralisation on. Not going to get much levies and pops otherwise.
As someone who just started a new game up there, I am rethinking my choice! Any suggestions for a newb who doesn't want to do the typical Hellenic start?
Injust finished my first Imperator campaign as irish tribe and managed to unite Albion
It is a shame that tribal nations are not that fun to play with, but I am sure that they will be updated
they desperately need more stuff for them, special buildings or a quasi-legion mechanic would make a big difference
@@LordForwind I don't think quasi legions would be good. But, perhaps, more raiding/piracy stuff would be good. The Germanics, historically, were legendarily horrific for the sheer amount of pillaging they did.
@@AlvorReal Also they could field massive armies compared to their size since every able bodied man could be converted to a warrior if necessary.
@@sa-jh8is Migratory Tribes are better for this reason.
@@AlvorReal what they needed what as system to become foederati serving under large empires with your tribal chiefs. Too bad they kanked the game
Looking forward to the specific country guides! Specific achievement guides could be cool too! Loving the 2.0 coverage.
Any specific countries you might want?
@@LordForwind I would love a guide on unifying Gaul and fighting off the Romans
Excellent video! Please do a rundown of the ins and outs of the government aspects of Republics in Marius. Subscribed!
Maybe, its not that complex just complete agendas
My first game of Imperator was as Raetia and I hit my Tribal reform right as I got attacked by Rome. I think I'll give it another try with these tips, thanks!
Gl!
@@LordForwind btw do you think it's a good idea to expand in germania and gaul to prepare as raetia or should I try to topple rome asap
The issue with Rome is their population and troops, you need equal or more pops to fight them. I recommend expanding and rapidly building an economy, allying someone like Carthage would help immensely as well. Then attack them with allies and mercs while they are in another war.
@@ayyyyylmao holy shit you started as raetia? Talk about a rough start! Controlling pop growth in mountains has to be a grind.
You can play very well a hybrid, that is both migratory and centralizing. So you go to -25, turn migratory (at which point both ideas will be military, which is crazy). Then the very next day you can reset your -centralization laws to zero and pick the first one in centralization and slowly work there to go to 0 and then to 100. The advantage is that you can gather 21 pops in a settlement and then start a migration. That will turn all 20 in an army of 10k light infantry, which is not insanely good, but is as much as an early game defensive league. You will want to be careful against archers. The trick is, when you start this migration, all those 10k raised will become your culture and religion, as long as that settlement of 21 had a majority of yours. So you can have initially 11 with your culture and religion and 10 nomatter what, you start migration and when they will resettle they will be good. That's a great way to force-culturalization and force-convert in already colonized areas or, respectively, to quickly rush some uncolonized area like half of Germany, the Steppes, west of Dacia, whatever. I am using the 21 number because a migration can be of max 20 and then 1 remains behind to not lose that territory, if so you'd wish.
In short time with few of these settle/uproot you can easily raise up some 20-40k troops with which you can go and sack/conquer even Rome. Migratory troops also have these pillage and raze abilities which you can use during peace time, but only once each per nation, else a war will be declared. 2% tech advantage is not who knows what, but gold and PI is alot. Ideally you won't do these things to provinces you aim to conquer in short-mid term. Worth mentioning here that migratory troops don't need military access nor manpower, but gotta be super careful with their attrition.
Then a trick which you can use nomatter how de/centralized you are is to form a federated tribe, if you hold respective required territories. That will automatically transform you into a settled tribe so you can brush off the intermediary step of settling in (some small -stab or something).
So all in all you can use this migratory step to quickly (well, minus 25 and then back to 0 takes some) raise otherwise inaccessible number of troops, seize huge swaths of land, force settle culture and religion, such as when you reform you already have a solid power base. Key to getting many pops is to have many territories, because the pop growth itself won't vary spectacularly (0.2-0.4)(except, ofc the insane time of "warm period"). So basically if you get fast some 200 teritories, it means +- guaranteed in 20-30 years a fresh wave of 200 new pops. For a culture which maybe starts with 100, this can be a great way to snowball.
Finally, when you have your first legion and civ tech 5, do build roads. You need a legion of 5k/10 cohorts, of which mandatory to have 1 as engineer (so the road will cost 10 a piece). They work basically like nobles in generating trade route points, which are then magnified by marketplaces. And, ofc, migration speed of pops and strategic movement of troops. In important cities be sure to build a road piece to each connecting territory, short terms is a big investment, but in the long run (some decades) it already pays off.
Woah very in depth!
Someone played too much imperator rome it seems 😂💪👌
Dahae are probably the best tribal nation to play...since they get an event to turn into a civilized nation immediately after getting Parthia lol
They are fun like that!
Thank you very much for your videos an IR! Its my favorite game.
Glad you enjoy it!
Hey mate tnx, very good tutorial for tribes!
Glad you liked it!
I play the tribe Burgund. I am in the year 510 AUC and I have 2 techs und Rhetorical Level 1. Research is possible. I build cities with 3 x Academy, so I have lots of Nobles.
Possible but hard, much easier as a civilized nation
If you can mantain chieftain loyalty and spec for levy multipliers, you probably can play a centralized tribal for the whole game, particularly if you can form some federation, since they have 3 ideas. The problem is that if you expand you will have lower and lower loyalty thresholds and those series of tribal succession crisis, when you'd have some 4 "kings" die in like 2 years could probably break apart a great power. But if you keep at the level of major power and do pay attention to the ratio of tribesmen, to not wreck your research, is doable I guess. For the given time, I do prefer tho to reform always, tribal content is... lacking.
its-a-very-a-nice-a-video my friend !
ty
A general Republic guide would be appreciated. I'm currently trying to get a good run as Etruria, but I have trouble getting approval to stay up especially after an election.
Probably unlikely, since the solution is to fulfill their agendas, but I'll consider it.
Hi, please include a guide for relics in your list. Particularly not sure how certain buffs work - do they all work at a national level or only a local one?
Local usually, I have a religion guide out today which might help some.
Great vid, thanks. So if I start as one of the southern UK tribes, I should focus more on building up pops and cities in my starting province than trying to take over my stronger neighbours at the start?
its up to you but you can just overrun all of britain before developing as well
That Roman Revolt
Revolts are super common annoyingly!
I am trying to play as Frisia (in Germany) but my ruler has no levy that he can lead and can you not build your levy directly anymore? Am I missing something?
Yeah you missing something. You probably need to change culture levels. You only get levies from citizens of an accepted culture
@@LordForwind Oh! That explains a lot. The last time I played Imperator, tribals could build their own retinues but I think that is all locked away under Legions now?
REAL FUN PARADOX. Especially when...you know...one of your clan chiefs isn't loyal anymore so you can't disband your 3 troop levy and re-raise the 15 levy you can currently field. Great mechanics, truly a soul sucking ball ache.
But thank you, Lord Forwind, for taking the time to reply to me :)
Yeah it's annoying. Np
how do i form parthia as Dahae with the seleukid guaranteeing the initial parthia ?
war, there is an event that allows you to start a war against them, its a super hard war though so wait until they attack another major nation
I still don't understand how do you get 77% research efficiency. I'm almost at year 700 and my efficiency as reform tribal nation still stuck as 30%
Get more nobles and citizens on up r cities, that's the only way to get research, and convert to a civilized government quickly
i had 50 civ level, and 100% centralization and i wasn't able to become monarchy or republic. why?
Did you take the decision giving you the mission tree to swap governments?
I know this is old. But hope i get an answere. What would you say about tribes in iberia. is it better to be a tribe that can creat Iberia or dont that mather when you are that big. And in Iberia what Tribe would you say are the best tribe to get big and try compete with bigger powers?
Create Iberia is best. There is a tribe in the northwest that I like, if you are down south Carthage kills you, up north Rome gets you
@@LordForwind yea thats were i start. But i wonder whats best if you want to civilize. Blob while you wait for centralisation or keep 2 zones (like my startcountry) civ/centralise and build improvments. After that tech up and then start grow.
Blobbing is always the best move early, once you shift over you have a period of weakness that being larger will make easier to survive!
@@LordForwind Are the reason you like Vaccaeia that its a big culture group and easy get Feudatory state? Because shouldent somthing like Illercavonia be really good. You have a city at start, you are far away from both rome and Cartage?
I guess so? You need to be bordering lots of people though so you can expand rapidly and then once you convert governments, you want to (reasonably) close to Cathage or Rome so you can grab civilized lands quickly.
Well with this game being paused for updates, looks like this won't be updated for some years - not sure a rome grand strategy is worth playing for me with broken tribes :/
Outside of tribes it's pretty good.
can you thrive while stay tribal?
Its hard but you can do it
Would mines/farms/estates be worth the cost?
only if you have the population to get surpluses, basically do it if you have excess cash
Not in the very beginning. First priority is to get pops into city to some respectable level (30?), then worry about settlements. That is because settlement buildings virtually block pops inside. So order of investment would be city-roads-settlement buildings. Also try to spec city and settlements coherent with native goods. E.g. having hemp, leather, wood as example in a province, is good for manpower, so build barracks and, if you do have bonuses to tribals, tribe settlements. In terms of food (because there will be a time when you will desperately need food production) keep in mind that slave estates provide some food too, aside from their base +slave output, so they're a jolly joker which can fit almost everywhere.
Tribal economy guide: ua-cam.com/video/oHck3Rn5g1s/v-deo.html Might help others not waste a few minutes looking for it.
Good idea
The fun thing is migration spam
can be but inevitably you fall behind in tech and Rome tends to kill you