Sometimes I've found myself taking a city that's just short of expanding to the next size up, so I'll just occupy it (despite the horrible public order), wait a few turns for it to grow and get the new governor building, then abandon it, let it revolt, retake it, and then massacre the population. Kinda Machiavellian but it works quite well (plus if you're Roman, the senate often pays you to retake rebel provinces)
You don't really need to do that as next governor building contributes to most of the culture penalty (three times as big as regular buildings), and it lets you actually build new tiers of buildings that will also reduce culture penalty. The first thing you'd want to do in public order cases is tear down existing temple and replacing it with your own of double happienes / law / health - this will not only let you build and fully upgrade your temples, it will also reduce cultural penalty as you destroy one of the buildings of their culture and put one of the buildings of your culture. Additionally buildings and troops are finished at the moment you press end turn, meaning that small temple that builds only 1 turn will instantly take effect.
Another factor to consider is if you exterminate the population and your army has a governor he can get some varying traits such as "benevolent ruler" or "butcher". If you enslave a settlement your governor is also more likely to get some varying slaves like "civilized slave" or "body slave".
I played this game years ago and decided to have another go at it with Darthmod + other great mods for it like Total Realism or Europa Barbarorum Absolute classic game, BEST ancient-era total war game, and BEST if not SECOND best game overall!!! IT reaaally has aged very well.
Managing your family tree. Do you ever change your heirs? How do you manage the responsibility of your heirs, especially faction heirs with or without disinherited. Thanks for the good content my dude.
Even in settlements that have less than 1000 population, always choose enslave rather than occupy because enslave actually gives a population growth bonus (!) to that very same settlement, so even if you lose a couple hundred people, your city will grow faster over the next 20 turns than if you had just occupied it.
That boost won't actually be enough to recover the lost population in that time so that actually doesn't make sense. It's really about the faction wide gain. This can be exploited really easily though by later in the game enslaving really small cities and since it's a percentage increase your bigger cities will easily gain that population and then you can just move it around. Especially if you're enslaving a city with 200 but you have cities with several thousand this can work out well.
@@hedgehog3180 factionwide? so you're saying every single city gets the +0.5% pop growth if you enslave the population of just one province? that sounds amazing
hedgehog3180 I only enslave cities with 8,000+ population if they’re far from my capital, large cultural difference and are quite far from their next government building upgrade level.
@@hedgehog3180 It will work if you "leapfrog" your slaves, meaning that as you enslave your 2nd city you remove all governors from the cities except the one you previously enslave etc. I remember playing Mundus Magnus (bigger map with more cities) and having like +7% pop growth from slavery in certain cities, so I'm not really sure how it works as the chance they traded with 14 other cities with slaves is quite unlikely.
As the Romans, early on I will enslave most of the regions I take so that I can get to the huge city as soon as possible for the Marian reforms. I’ve found its fastest for the Brutii then scipii and then Julii due to the types of settlements they usually take. Late game, or really late game you usually have to exterminate, which I don’t really like doing but the huge/large cities are just unmanageable otherwise.
I have been playing Rome Total War since 2004 off and on, I must have hundreds if not thousands of hours, and you still taught me some new stuff! I always thought the enslaved population went everywhere evenly… Not just to governors!
Few details to add. The formula for distribution is more complex as a Roman faction and based on the number of governed cities you have, but past 3 I think Rome gets 25%, been a few years. Additionally the population growth bonus varies based on several things, and the recipient cities of the slaves can also get a small bonus if the slaves are over some percentage of total population. The population growth bonus will also often kick a population boom bonus in the enslaved city. The remaining major different for public order will be ratio of garrison size to population. Therefor, usually they is little advantage to occupation over enslavement. The population growth bonuses also over the 20 turns often replace the enslaved population. Usually enslaving is as effective as extermination also because the population boom bonus mostly balances the addition squalor. The population are probably worth more money then the pillaged amount also in income, if you have a cities close enough your capital built up enough to hold them. You will eventually Run out of space as the combination of squalor and distance from capitol. That leaves the major advantage being money now, not money over time. But, final point, it is better to increase population up from slavery then through farms, because the farms can not be destroyed to be turned off. Building up high level farm structures in provinces with a high agricultural base will eventually make them unmanageable and cost more to garrison then you can get from taxes and trade. Past a point you will have no place to move the population and extermination is the best option because of the distance from your capitol penalty, you can only efficiently maintain smaller populations.
Temporary temples of health, popgrowth or farming are a great way to increase the population growth - they build only 1 turn for a shrine (farms build 2 turns) and can be torn down and swapped for some other temples later down the line. You can make move peasants and disbandon them in the other cities to boost their population, which can sometimes give them the early boost, as increasing city from 1.000 to 2.000 is an effect as big as 35 turns on 2% population growth. Characters and their retinue can have health/farming bonuses that increase pop-growth too. I remember having governors that increased pop-growth by ~2% by themselves. Additionally different regions have different base population growth from the natural fertility, meaning you could probably coast by having population growth temples or higher farms in regions like Britain, certain islands etc., but have huge problems after building them in super fertile regions like Alexandria, Carthage or Sicilly.
The battle went well = Occupy The battle was annoying, but you're feeling exceptionally generous = Enslave The battle was particularly annoying = Exterminate But I guess your reasoning is possible as well. Good video!
It would be really intereating to know how much money this slave ressource is and how it relates to the money earned via exterminating, at least roughly. Something worth pointing out is that enslaving can really help getting the Marius reform early as a Roman faction. I guess the "part of the slaves go to Rome" is also there to prevent this from escalating too quickly (though you can still get that reform ridiculously fast if you focus on it).
You have to strategically Choose which towns you want to be military towns. I always use Arminium, Arrertium and then strategically pick the rest I want to produce soldiers and make me money.... If you don’t then endgame is just revolt after revolt
Actually i have a question. I played recently, and when comes to cultural public order i tried something... Interesting. I played as brutii and on a wacky decision, i filled 2 birremes (outdated at the time already) with troops and a general. I charged the ships towards the pillars of atlas and disembarked on current day Lisbon (first cuz i am Port myself, second cuz wanted to both kick the ass of a barbarian tribe and have a good invasion point for the Iberian Peninsula). I do not remember the town name (Olisipo? Would make sense), but after conquering it, i decided to ocupy. Ofc, the population was displeased, specially cuz of culture, distance, and i assume lack of safe passage by land. So. First thing i did? Demolished the temples to the pagan gods. Population hated me. I constructed a shrine, and after a couple turns the cultural attrition started to fastly disapear. After about 5 turns, the civilians were at 70% satisfaction, with medium taxes if i recall. Baths, and such helped, ofc. But i was fascinated how fast people nearly forgot about the celtic gods (about 5 seasons, 5 turns). EDIT: i digressed and forgot the question! What i wanted to ask is, was it a bug, an exploit, or a feature? Don't think it would be that fast to replace religions.
Yeah, that's just how you reduce the cultural unrest. The main impact for those culture are the governor's villa and the shrine, so if you upgrade/demolish those then the culture unhappiness is reduced/gone after several (about 2-3) turns. This also means that for world domination (conquer all map) its better to rush Egypt because their city grows among the fastest to 25k and at that point the govt building is at max so you can't replace the egyptian government with roman one, ensuring that there's always some cultural unrest in Egypt.
Cultural difference isn't some magic, but the number of buildings in the city that are of different culture than yours (Roman Greek Eastern Barbarian Carthaginian Egyptian), with governor palace counting three times as much, and since you cannot upgrade most of the occupied shrines, demolishing it and building your own (of happienes/law/health preferably) is the best way to combat culture penalty.
I just think that's bound to happen every time. In one campain with the Seleucids I literally threw hundreds of thousands of Denarii at the Scipii to get them to like me and to help them grow (cuz they're my favorite faction). But as soon as their Roman allies (Brutii) declared war on me they didn't give a fuck about me being nice anymore. It just sucks honestly. I think a key factor is sharing a border with your ally. That's when you get backstabbed because I guess they don't want you there or see you as a threat.
If you are conquering barbaric settlements playing as any faction in an early game period enslavement works perfectly. So until you reach civilized enemies enslavement is a must.
if city is small - occupy if is very large and far - exterminate :D if medium and very far - enslave so if you cant control population in far city: exterminate / enslave. but good idea is move (enslave) population to city near capital btw i dont know tip with generals in city after occupy !
My usual rule: If retaking a settlement from the enemy, occupy. If you can't hold the province, or if it rebels easily, exterminate. Otherwise, sack and use the loot to raise more troops.
Ocupying is an only sensible option when capturing towns with very low population (and there are lots of them at the start of the game, particulary rebel ones), because other options will reduce growth of those towns even further.
Hey guys, how is it that sometimes I or the AI can occupy besieged settlement without a fight? Macedon just occupied my settlement that had a significant garrison after a long siege.
@@zaferyildiz123 exterminate, so people produce less of it. When a city becomes too hard to controll, get the garrison out, max the taxes, let it revolt, retake, and exterminate the population. Or just let diseases solve the problem. In the end, all humans must die...
Could you do a video on the traits family members can get? The ones that you get for not building farms are especially annoying and knowing how to avoid getting them would be great.
Whenever the turn ends, let your generals be outside the settlement. They only get traits inside settlements. Bad part: children are only born inside settlements as well. Or just start one farm with your building generals so he has less chance to get the negative trait. You could always send him campaigning when he gets too city-harmfu.
You get small chance of getting good farmer when you build the farm. You get even smaller chance of getting bad farmer for every turn one of your governor spends in the city that could build farm but doesn't. Same thing applie for good trader etc.
I just use the command console for annoying traits. Or you can edit the character traits file and remove "BadFarmer" trait tiers by simply changing the chance multiplier to 0 in all entries. I just looked at it yesterday. Poor Farmer is a 2% chance if you end turn in a city without farm upgrades. You can also get "BadFarmer" traits as a random trait with a new general. This character_traits file has trait description and effects on the top end of the file. Then the trait triggers in the second half of the file. This is the console command to remove Poor Farmer in-game = give_trait "Flavius Julius" "BadFarmer"-1 Notice the -1 and how it removes the trait by one level. BadFarmer has three tiers. You might need to use -2 or -3. Use the appropriate character name of course. Flavius is my example. It's case-sensitive as well for the command console. Spacing is important. It must match exactly like I typed above, but mistakes with the command console cause no issues so no worries. It simply doesn't do anything if you make a mistake. Conversely the GoodFarmer would be = give_trait "Flavius Julius" "GoodFarmer" 1 Both of these traits are conflicting. You can't have both at the same time. So the "BadFarmer" is called the anti-trait of "GoodFarmer", and vice versa. To find trait code names open the character traits file, ALT+F, then search for the current trait name to find it's trait series name. Poor Farmer = "BadFarmer" tier 1. You can edit this file to prevent bad traits from ever appearing. However that will affect everyone, not just your faction. As always make a backup file for this file before making any edits. File in question - Rome TW 1\data folder. File = export_descr_character_traits.txt This data folder is filled with moddable files. It has the retinue/ancillary file also. I have the disc version though. No Steam. Steam might have different folders and the remaster I have no idea. If you want to learn to mod these files with a visual aid I found a helpful playlist on YT channel - To Nerd is to Human TNH
Tax evasion is, to an extent, inevitable, the best thing you can do is keep public order at least 100% and place a general with some management points to govern the joint. The rest is up to your garrison and upgrades, build an academy and it's upgrades, that boosts the management. But, i insist, you can never eliminate tax evasion completely, you can only reduce it.
Gamers should be happy that their city revolt. It means more money. Worst case scenario, its a rebel Settlements full of peasant and maybe a handful of mercenaries. (Just make sure to demolish all military buildings, including the armoury) However, the best case scenario, is you win back the settlement and you exterminate the populace and get alot of money.
Enslavement is good in the early game for developing small settlements quickly and extermination is for taking control and garrisoning highly developed settlements quickly in the late game.
I been playing this game for 15 years but I still watch videos like these in the hopes that I'll learn something new :)
Me too, I just love this game too much to stop.
Maybe its time 4u to teach us sensei😅
Rome total war: 2004
Conquest Tutorial: 2019
Finally!
Sometimes I've found myself taking a city that's just short of expanding to the next size up, so I'll just occupy it (despite the horrible public order), wait a few turns for it to grow and get the new governor building, then abandon it, let it revolt, retake it, and then massacre the population. Kinda Machiavellian but it works quite well (plus if you're Roman, the senate often pays you to retake rebel provinces)
You don't really need to do that as next governor building contributes to most of the culture penalty (three times as big as regular buildings), and it lets you actually build new tiers of buildings that will also reduce culture penalty.
The first thing you'd want to do in public order cases is tear down existing temple and replacing it with your own of double happienes / law / health - this will not only let you build and fully upgrade your temples, it will also reduce cultural penalty as you destroy one of the buildings of their culture and put one of the buildings of your culture. Additionally buildings and troops are finished at the moment you press end turn, meaning that small temple that builds only 1 turn will instantly take effect.
I usually occupy the small to medium sized towns and cities because I like having the manpower to recruit from as well as better buildings to make.
i usually exerminate them all to stop rebels cause im commiting a blitzkrieg so i need all my troops
@@Geshiko-GuP lmao this. If you do not exterminate every single settlement, you are playing rtw wrong
@@hannibalburgers477but I want to turn them into Roman’s, why kill them
Another factor to consider is if you exterminate the population and your army has a governor he can get some varying traits such as "benevolent ruler" or "butcher". If you enslave a settlement your governor is also more likely to get some varying slaves like "civilized slave" or "body slave".
Well he's definitely not gonna get benevolent ruler from exterminating people that's for sure lol
I played this game years ago and decided to have another go at it with Darthmod + other great mods for it like Total Realism or Europa Barbarorum
Absolute classic game, BEST ancient-era total war game, and BEST if not SECOND best game overall!!! IT reaaally has aged very well.
Aged like fine wine indeed!
Managing your family tree. Do you ever change your heirs? How do you manage the responsibility of your heirs, especially faction heirs with or without disinherited. Thanks for the good content my dude.
i choose my best most useful commanders, ideally the younger ones.
the bonuses are very good for combat, especially bodyguard size which is massive.
Even in settlements that have less than 1000 population, always choose enslave rather than occupy because enslave actually gives a population growth bonus (!) to that very same settlement, so even if you lose a couple hundred people, your city will grow faster over the next 20 turns than if you had just occupied it.
Wow really
That boost won't actually be enough to recover the lost population in that time so that actually doesn't make sense. It's really about the faction wide gain. This can be exploited really easily though by later in the game enslaving really small cities and since it's a percentage increase your bigger cities will easily gain that population and then you can just move it around. Especially if you're enslaving a city with 200 but you have cities with several thousand this can work out well.
@@hedgehog3180 factionwide? so you're saying every single city gets the +0.5% pop growth if you enslave the population of just one province? that sounds amazing
hedgehog3180 I only enslave cities with 8,000+ population if they’re far from my capital, large cultural difference and are quite far from their next government building upgrade level.
@@hedgehog3180 It will work if you "leapfrog" your slaves, meaning that as you enslave your 2nd city you remove all governors from the cities except the one you previously enslave etc.
I remember playing Mundus Magnus (bigger map with more cities) and having like +7% pop growth from slavery in certain cities, so I'm not really sure how it works as the chance they traded with 14 other cities with slaves is quite unlikely.
Can you do if a video (if you haven't already) about what negatively affects popularity with the people?
losing battles
Great video, I started following you a few weeks ago and I watch every video you upload. Keep up the good work!
Appreciate it man and very glad to have you on the channel!
As the Romans, early on I will enslave most of the regions I take so that I can get to the huge city as soon as possible for the Marian reforms. I’ve found its fastest for the Brutii then scipii and then Julii due to the types of settlements they usually take. Late game, or really late game you usually have to exterminate, which I don’t really like doing but the huge/large cities are just unmanageable otherwise.
I needed this video, campaigning can be a little confusing
I really appreciate your videos!I bought the game acouple days ago and I'm really liking it, I suck a lot, but your videos are helping me abunch!
I have been playing Rome Total War since 2004 off and on, I must have hundreds if not thousands of hours, and you still taught me some new stuff! I always thought the enslaved population went everywhere evenly… Not just to governors!
Thanks for your time for those tutorials
Few details to add.
The formula for distribution is more complex as a Roman faction and based on the number of governed cities you have, but past 3 I think Rome gets 25%, been a few years.
Additionally the population growth bonus varies based on several things, and the recipient cities of the slaves can also get a small bonus if the slaves are over some percentage of total population.
The population growth bonus will also often kick a population boom bonus in the enslaved city. The remaining major different for public order will be ratio of garrison size to population.
Therefor, usually they is little advantage to occupation over enslavement.
The population growth bonuses also over the 20 turns often replace the enslaved population.
Usually enslaving is as effective as extermination also because the population boom bonus mostly balances the addition squalor.
The population are probably worth more money then the pillaged amount also in income, if you have a cities close enough your capital built up enough to hold them. You will eventually Run out of space as the combination of squalor and distance from capitol. That leaves the major advantage being money now, not money over time.
But, final point, it is better to increase population up from slavery then through farms, because the farms can not be destroyed to be turned off.
Building up high level farm structures in provinces with a high agricultural base will eventually make them unmanageable and cost more to garrison then you can get from taxes and trade.
Past a point you will have no place to move the population and extermination is the best option because of the distance from your capitol penalty, you can only efficiently maintain smaller populations.
Temporary temples of health, popgrowth or farming are a great way to increase the population growth - they build only 1 turn for a shrine (farms build 2 turns) and can be torn down and swapped for some other temples later down the line.
You can make move peasants and disbandon them in the other cities to boost their population, which can sometimes give them the early boost, as increasing city from 1.000 to 2.000 is an effect as big as 35 turns on 2% population growth.
Characters and their retinue can have health/farming bonuses that increase pop-growth too. I remember having governors that increased pop-growth by ~2% by themselves.
Additionally different regions have different base population growth from the natural fertility, meaning you could probably coast by having population growth temples or higher farms in regions like Britain, certain islands etc., but have huge problems after building them in super fertile regions like Alexandria, Carthage or Sicilly.
The battle went well = Occupy
The battle was annoying, but you're feeling exceptionally generous = Enslave
The battle was particularly annoying = Exterminate
But I guess your reasoning is possible as well. Good video!
It would be really intereating to know how much money this slave ressource is and how it relates to the money earned via exterminating, at least roughly.
Something worth pointing out is that enslaving can really help getting the Marius reform early as a Roman faction. I guess the "part of the slaves go to Rome" is also there to prevent this from escalating too quickly (though you can still get that reform ridiculously fast if you focus on it).
Exterminating gives the most money,enslaving the second most,and occupying the least:)
04:30. Can you use this to increase the odds of revolt in Rome so you can "rescue" it without starting a Civil War?
Enslaving is useful early game actually if you want Huge Cities early and trigger Marian Reforms by building your first Imperial Palace.
You have to strategically Choose which towns you want to be military towns. I always use Arminium, Arrertium and then strategically pick the rest I want to produce soldiers and make me money.... If you don’t then endgame is just revolt after revolt
Actually i have a question.
I played recently, and when comes to cultural public order i tried something... Interesting.
I played as brutii and on a wacky decision, i filled 2 birremes (outdated at the time already) with troops and a general. I charged the ships towards the pillars of atlas and disembarked on current day Lisbon (first cuz i am Port myself, second cuz wanted to both kick the ass of a barbarian tribe and have a good invasion point for the Iberian Peninsula). I do not remember the town name (Olisipo? Would make sense), but after conquering it, i decided to ocupy. Ofc, the population was displeased, specially cuz of culture, distance, and i assume lack of safe passage by land.
So. First thing i did? Demolished the temples to the pagan gods. Population hated me. I constructed a shrine, and after a couple turns the cultural attrition started to fastly disapear. After about 5 turns, the civilians were at 70% satisfaction, with medium taxes if i recall. Baths, and such helped, ofc. But i was fascinated how fast people nearly forgot about the celtic gods (about 5 seasons, 5 turns).
EDIT: i digressed and forgot the question! What i wanted to ask is, was it a bug, an exploit, or a feature? Don't think it would be that fast to replace religions.
Yeah, that's just how you reduce the cultural unrest. The main impact for those culture are the governor's villa and the shrine, so if you upgrade/demolish those then the culture unhappiness is reduced/gone after several (about 2-3) turns. This also means that for world domination (conquer all map) its better to rush Egypt because their city grows among the fastest to 25k and at that point the govt building is at max so you can't replace the egyptian government with roman one, ensuring that there's always some cultural unrest in Egypt.
Cultural difference isn't some magic, but the number of buildings in the city that are of different culture than yours (Roman Greek Eastern Barbarian Carthaginian Egyptian), with governor palace counting three times as much, and since you cannot upgrade most of the occupied shrines, demolishing it and building your own (of happienes/law/health preferably) is the best way to combat culture penalty.
@@archiebellega956 Egypt has the World Wonder that makes you not have culture penalty from egyptian buildings, meaning that it is not really needed.
I m playing as house of jullil everything was until civil war began with house of burit now thry are really powerful what should I do to beat them
Good guide video. How'd you get to know all this detail about RTW.
I rarely exterminate. It just doesn't feel right. I only do it if a city revolts and I had to take it back.
Can you make a video about diplomacy? I always want to forge nice and steady alliances but I always get backstabbed...
Diplomacy in this game is pretty bad tbh, but I'll take a closer look into it!
I just think that's bound to happen every time. In one campain with the Seleucids I literally threw hundreds of thousands of Denarii at the Scipii to get them to like me and to help them grow (cuz they're my favorite faction). But as soon as their Roman allies (Brutii) declared war on me they didn't give a fuck about me being nice anymore. It just sucks honestly.
I think a key factor is sharing a border with your ally. That's when you get backstabbed because I guess they don't want you there or see you as a threat.
Diplomacy is kind of irrelevant in the older games. Rome 2 did it a little better, warhammer is decent diplomacy, 3k is really good
Nobody:
My Brian:**FORGEKNIFE**
Another good reason to use occupy settlement is if somehow you lost a settlement and you get it back a couple turns later
True, because then culture penalty and general unrest wouldn't be nearly as high
Great guides!!
Very informative mate.Considering to slave more often.
If you are conquering barbaric settlements playing as any faction in an early game period enslavement works perfectly. So until you reach civilized enemies enslavement is a must.
When this option comes up, just move your mouse a little to left or right and then you can see in what condition the city is.
if city is small - occupy
if is very large and far - exterminate :D
if medium and very far - enslave
so if you cant control population in far city: exterminate / enslave.
but good idea is move (enslave) population to city near capital
btw i dont know tip with generals in city after occupy !
I always thought extermination was the lump sum lottery option while enslavement was taking the annual payout.
My usual rule:
If retaking a settlement from the enemy, occupy.
If you can't hold the province, or if it rebels easily, exterminate.
Otherwise, sack and use the loot to raise more troops.
Ocupying is an only sensible option when capturing towns with very low population (and there are lots of them at the start of the game, particulary rebel ones), because other options will reduce growth of those towns even further.
Hey guys, how is it that sometimes I or the AI can occupy besieged settlement without a fight? Macedon just occupied my settlement that had a significant garrison after a long siege.
Settlements can only hold on for a certain number of turns before they automatically surrender. This number is increased by upgrading the walls.
This is a great video, I do have a question however, are buildings downgraded or destroyed at all depending on the option you pick?
No..
Thanks for the video.
was quite helpful.
What can be done about dirt?
Dirt?
@@zaferyildiz123 exterminate, so people produce less of it. When a city becomes too hard to controll, get the garrison out, max the taxes, let it revolt, retake, and exterminate the population. Or just let diseases solve the problem. In the end, all humans must die...
@@sjonnieplayfull5859 Thanks for reply after long time :)
@@sjonnieplayfull5859 "In the end,all humans must D13"
The coronavirus:Yeah,about that...
what difficulty do you play?
Thanks for a good, comprahensive video
I almost always exterminate… it’s just my style. 😅 My army is moving on too fast to worry about the city behind us.
Could you do a video on the traits family members can get? The ones that you get for not building farms are especially annoying and knowing how to avoid getting them would be great.
Whenever the turn ends, let your generals be outside the settlement. They only get traits inside settlements. Bad part: children are only born inside settlements as well. Or just start one farm with your building generals so he has less chance to get the negative trait. You could always send him campaigning when he gets too city-harmfu.
You get small chance of getting good farmer when you build the farm. You get even smaller chance of getting bad farmer for every turn one of your governor spends in the city that could build farm but doesn't. Same thing applie for good trader etc.
I just use the command console for annoying traits. Or you can edit the character traits file and remove "BadFarmer" trait tiers by simply changing the chance multiplier to 0 in all entries. I just looked at it yesterday. Poor Farmer is a 2% chance if you end turn in a city without farm upgrades. You can also get "BadFarmer" traits as a random trait with a new general. This character_traits file has trait description and effects on the top end of the file. Then the trait triggers in the second half of the file.
This is the console command to remove Poor Farmer in-game = give_trait "Flavius Julius" "BadFarmer"-1
Notice the -1 and how it removes the trait by one level. BadFarmer has three tiers. You might need to use -2 or -3. Use the appropriate character name of course. Flavius is my example. It's case-sensitive as well for the command console. Spacing is important. It must match exactly like I typed above, but mistakes with the command console cause no issues so no worries. It simply doesn't do anything if you make a mistake.
Conversely the GoodFarmer would be = give_trait "Flavius Julius" "GoodFarmer" 1
Both of these traits are conflicting. You can't have both at the same time. So the "BadFarmer" is called the anti-trait of "GoodFarmer", and vice versa.
To find trait code names open the character traits file, ALT+F, then search for the current trait name to find it's trait series name. Poor Farmer = "BadFarmer" tier 1. You can edit this file to prevent bad traits from ever appearing. However that will affect everyone, not just your faction. As always make a backup file for this file before making any edits.
File in question - Rome TW 1\data folder. File = export_descr_character_traits.txt
This data folder is filled with moddable files. It has the retinue/ancillary file also.
I have the disc version though. No Steam. Steam might have different folders and the remaster I have no idea.
If you want to learn to mod these files with a visual aid I found a helpful playlist on YT channel - To Nerd is to Human TNH
You dont mention effects on generals.
The mongols just needed that “ Happiness”Bonus.....
Smart joke😂
It's a mood.
What about tax evaders, and what is the solution?i started playing this game in Few weeks so if you got this question is so Dumb plz replay
Tax evasion is, to an extent, inevitable, the best thing you can do is keep public order at least 100% and place a general with some management points to govern the joint.
The rest is up to your garrison and upgrades, build an academy and it's upgrades, that boosts the management.
But, i insist, you can never eliminate tax evasion completely, you can only reduce it.
@@gigicestone4902 i have 2 months waiting ,Thx bro i really appreciate you this
love the video
Exterminate option also destroys buildings levels in the city
Thats only for "Sack the City" option in the Barbarian Invasion.
"the city is much much happier when I exterminate" LOL 😂
Funny how that works in Rome 1 lol
You forgot possible retinue from enslave
on barbarian invasion exterminating a city is always the way to go
that was very usefullllllllllllllllll
"The city is much happier when I exterminate it"
👍🏻
Gamers should be happy that their city revolt. It means more money. Worst case scenario, its a rebel Settlements full of peasant and maybe a handful of mercenaries. (Just make sure to demolish all military buildings, including the armoury) However, the best case scenario, is you win back the settlement and you exterminate the populace and get alot of money.
Or enslave them and strategically send 12k pop to the vacation on some british island that had 1k pop before ^^
Europa Barboroum changing "exterminate" to "enslave" was a good call. Playing as a Nazi-Rome was kinda dumb.
The Romans did exterminate Cartage
Yea there’s some other mods that change it too. Barbarian empires changes it to “suppress”
@@huizewolters This.
And you know what? It worked, it just worked!
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20 turns is a lot
Enslavement is good in the early game for developing small settlements quickly and extermination is for taking control and garrisoning highly developed settlements quickly in the late game.