Empire Divided (minor reference)
New features
Changes due to the Patch
The resource buildings have been changed with the Politics and Power Patch. Dye gives +6 public order at tier IV, Wine gives +4 public order and Lead gives +4 Sanitation. In other words at large empire sizes Public Order and Squalor become irrelevant.
Banditry
The more provinces you have, the worse it gets. Continous effect is a reduction in food a province exports; the max is -12. Note this is a flat penalty, not percentage. The random events cause either 1) Public Order penalty 2) No food exported by province or 3) No income produced by province.
The grey line provides a building option that gives -20 banditry. For 4 region provinces that are focused on food or income, you will want to provide armies (-10 banditry; number of units irrelevant) so they can use their slots productively.
Cults
There are 4 options. There is the baseline cult building which provides 2 public order, growth and sanitation with no downsides. All others provide their own culture which decreases public order.
There is the Christian line which provides... unit replenishment. In other words it is almost useless.
Mithric tier 4 provides food, sanitation, growth and +30% culture wealth at the cost of -30% industry wealth; it has a special event where you gain 15% more subsistence and culture wealth for 2 turns. Build these in 4 region provinces focused on culture.
Manchian tier 4 provides sanitation and 15% research speed at the cost of increasing unit recruitment cost: it has a special event where you gain 50% research speed for 2 turns. Build them in your 2 and 3 region provinces.
Tech
Manchianism means that you do not need to rush research buildings anymore; they provide only minor benefit over just spamming cult buildings. The big question is which civil techs you will be focusing on. The tier unlock bonuses encourage specific builds.
I 30% movement
II 30% morale
III +3 experience ranks
IV 30% tax rate
V 15% agriculture, industry, commerce wealth
VI 60% culture wealth
Factions
Palmyra
Does not have alternate defensive option for primary settlement
civil -30% culture public order penalty
IVb +7 Sanitation
IVc +15 loyalty political parties
IVc +1 edict
Vc 2 unique income buildings
VIc No culture public order penalty; combined with the faction ability of -4 banditry per cult building encourages you to spam as many as possible
Temples
20% wealth from farming (agriculture)
16% wealth 6% tax from tax farming edict
The farming temple is useful in Egypt; elsewhere you will use the tax edict or the Mithric cult building.
Gallic Rome
Recruits calvary from agriculture line
civil +10 loyalty political parties
IVc -15% corruption
IVc -12 banditry
Vc 80% agriculture wealth
VIa +3 growth
VIb +4 culture
VIc +3 public order from entertainment buildings
Temples
20% wealth from industry 15% wealth from industry from commerical stimulation edict
20% agriculture
16% wealth 6% tax from tax farming edict (as well as tier 5 version)
Going straight commerce with general wealth and tax temple is better then focusing on agriculture; while the agriculture wealth option produces food, so does culture plus cult buildings.
Rome
civil +1 public order +5% wealth
IVb +7 Sanitation
IVc -15% corruption
IVc Tier 5 main settlement; combines higher wealth generation with superior defense
Vc 100% industry wealth
Temples
25% Melee Attack +5% Replenishment (all provinces)
20% wealth from industry 20% wealth from industry from commerical stimulation edict
30% wealth from maritime commerce (doesn't cost food)
16% wealth 6% tax from tax farming edict
Sol Invictis temples should be placed in a 4 region province for troop production. You'll want to focus on industry; the temple plus tech will result in 260% industry wealth increase
Saxoni
civil 2 food from ports
VIa +4 growth
VIa +6 public order
VIb +20 loyalty political parties
VIc +6 sanitation
Va +2 food from commons
Vb +25% wealth from maritime (commerce)
VIb -8 banditry
VIb +20% wealth entertainment(culture)
Temples
20% industry 15% industry with commercial stimulation edict
16% wealth
Port regions get the wealth temple; elsewhere industry or cult for money production.
Gothi
civil +2 growth +10% wealth from industry
VIa +4 growth
VIa +6 public order
VIb +20 loyalty political parties
VIc +6 sanitation
Va +2 food from farms
Vb +20% wealth from manufacturing (industry)
Vc +50% from subsistence
VIb -8 banditry
VIb +20% wealth entertainment(culture)
VIc +10 culture
Temples
20% industry 15% industry with commercial stimulation edict
16% wealth
Industry temple or cult focus on culture for producing wealth.
Marcomanni
civil +2 growth -40% slave unrest
VIa +4 growth
VIa +6 public order
VIb +20 loyalty political parties
VIc +6 sanitation
Va +2 food from farms
Vb +25% wealth from mining (industry)
Vc +100% wealth from slaves
VIb -8 banditry
VIb +20% wealth entertainment(culture)
VIc +20% wealth Wodanaz temple
Temples
20% industry 15% industry with commercial stimulation edict
16% wealth (Wodanaz)
You will be building Wodanaz temples exclusively; the outproduce everything else for wealth production.
Sassanids
Faction -5 banditry 20% wealth from commerce
civil +50% trade agreement income with strapies
VIb +5 growth
VIb +4 public order
VIc +20 loyalty political parties
VIc +4 public order -100% slave unrest
Vb +5 sanitation
Vc -10 banditry +20% wealth from commerce
VIa +2 public order
VIc +4 public order +8 culture
Temples
20% culture 30% culture from bread and games edict
20% commerce from bread and games edict
Your income will be either commerce or culture; your temples are good enough for the latter you won't be using cult buildings.
Armenia
Faction -5 banditry 20% wealth from commerce
civil +2 public order
VIb +5 growth
VIb +4 public order
VIc +20 loyalty political parties
Vb +5 sanitation
Vc -10 banditry +20% wealth from commerce
VIb +3 public order
VIc +5 public order +20% wealth from Christian temple
Temples
20% culture 30% culture from bread and games edict
20% commerce from bread and games edict
8% from tax harvesting edict (Christian temple)
Same as the Sassinaids but you will produce more money from your commerce provinces with the Christian temples.
Alani
civil 15% wealth agriculture +2 growth
VIa +4 growth
VIa +6 public order
VIb +20 loyalty political parties
VIc +10 banditry
Va +5 food livestock
Vb +30% wealth livestock
Vc +10 strategic resources
VIb -5 banditry, -5% corruption
VIb +4 culture
VIc +7 public order
VIc +50% wealth entertainment(culture)
Temples
20% industry 15% industry with commercial stimulation edict
16% wealth 6% tax rate from tribute collection
400 agriculture(livestock) 15% agriculture wealth from bread and games
The focus is going to be on livestock or the cult/culture option.
Caledonii
Faction +6 sanitation
civil +15% wealth from subsistence
VIa +4 growth
VIa +6 public order
VIb +20 loyalty political parties
VIc +6 sanitation
Va +2 food from farms
Vb +30% wealth from farms
VIa +3 culture
VIc -10% corruption +50% wealth from learning(culture)
Temples
16% wealth 15% tax rate tribute collection edict
Auxilaries
Not complete
Rome and Gallic Rome get Balearic Slingers and War Dogs, Palmyra does not
Arabian
Judea
Nabataea
Camel Spearmen
Spearmen
War Dogs
Camel Archers
Balearic Slingers
Desert Riders
Briton
Britannia
Pretanic Isles
Spearmen
Swordsmen
Wardogs
Archers
Horsemen
Briton Slingers (Britannia)
Chariots (Pretanic Isles)
Balearic Slingers
Heavy Calvary (Britannia)
Armored Chariots (Pretanic Isles)
Celtic
Aquitania
Belgica
Gallia
Narbonensis
Swordsmen
War Dogs
Bowmen
Skirmishers
Calvary
Armored Spearmen
Balearic Slingers
Heavy Infantry
Eastern
Armenia
Bithynia et Pontus
Caucasia
Galatia et Cappadocia
Palmyra
Syria
Spearmem
Hillmen
Javelinmen
War Dogs
Horse Skirmishers
Pikemen
Balearic Slingers
Heavy Calvary
Armenian Archers (Armenia)
Pontic Calvary (Bithynia et Pontus)
Cappadocia Calvary (Galatia et Cappadocia)
Syrian Archers (Syria)
Egyptian
Egypt
Libya
Camel Spearmen
Infantry
Archers
Camel Archers
Pikemen (Egypt)
Infantry (Libya)
Scythed Chariot (Egypt)
African Elephants (Libya)
German
Dacia
Germania Minor
Hercynia
Pannonia
Raetia et Noricum
Axe Warriors
Swordsmen
War Dogs
Hunters
Falxmen (Dacia)
Spear Masters
Skirmishers
Balearic Slingers
Heavy Infantry
Greek
Achaia
Asia
Macedonia
Lanciarii
Spear Infantry
War Dogs
Peltasts
Alae Calvary
Armored Pikemen
Balearic Slingers
Cretan Archers
Rhodian Slingers (Asia)
Iberian
Baetica
Hispania
Lusitania
Tarraconensis
Swordsmen
Wardogs
Slingers
Calvary
Scutarii
Balearic Slingers
Scutarii Calvary
Illyrian
Illyricum
Raiders
Swordsmen
War Dogs
Slingers
Calvary
Archers
Balearic Slingers
Armored Pikemen
Numidian
Africa
Mauretania
Numidia
Infantry
Wardogs
Javelinmen
Calvary
Baleric Slingers
African Elephants
Persian
Media Magna
Mesopotamia
Parthia
Persis
Spearmen
Archers
Skirmishers
War Dog
Calvary
Horse Skirmishers
Baleric Slingers
Cataphracts
Roman
Cisalpina
Corsica et Sardinia
Italia
Latium
Sicily
Spear Infantry
Swordsmen
Wardogs
Archers
Alae Calvary
Alae Skirmishers
Balearic Slingers
Alae Clibanarii
Thracian
Thrace
Light Calvary
Warriors
War Dogs
Slingers
Calvary
Horse Skirmishers
Balearic Slingers
Heroic Riders
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