F5F Stay Refreshed Software PC Gaming Tips for building in Total War Rome 2.

Tips for building in Total War Rome 2.

Tips for building in Total War Rome 2.

Z
Zagrid
Junior Member
26
02-15-2023, 04:46 AM
#1
You're facing challenges with rebellions in Rome 2. Since you handle battles well, focus on maintaining stability through governance and rewards. Keep the plebs satisfied with public works, fair laws, and steady economic growth to reduce unrest.
Z
Zagrid
02-15-2023, 04:46 AM #1

You're facing challenges with rebellions in Rome 2. Since you handle battles well, focus on maintaining stability through governance and rewards. Keep the plebs satisfied with public works, fair laws, and steady economic growth to reduce unrest.

L
Luckydido99
Member
102
02-15-2023, 06:46 AM
#2
Are your conditions too severe? Certain structures generate poor living environments (particularly at elevated levels), which can be offset by other buildings—often of a different color, like purple, such as temples. The balance between squalor and happiness is reflected in the small data card displayed when you select a city. It typically shows a low score in green or red.
L
Luckydido99
02-15-2023, 06:46 AM #2

Are your conditions too severe? Certain structures generate poor living environments (particularly at elevated levels), which can be offset by other buildings—often of a different color, like purple, such as temples. The balance between squalor and happiness is reflected in the small data card displayed when you select a city. It typically shows a low score in green or red.

S
SantehHD
Junior Member
37
02-15-2023, 07:13 AM
#3
I possess numerous temples, which doesn't seem to be the problem. Would slavery lead to uprisings? I captured around 10,000 people during my campaign against Carthage.
S
SantehHD
02-15-2023, 07:13 AM #3

I possess numerous temples, which doesn't seem to be the problem. Would slavery lead to uprisings? I captured around 10,000 people during my campaign against Carthage.

F
FactionGamer
Junior Member
2
02-15-2023, 11:17 AM
#4
I haven’t really worked with that much on slave mechanics, but I’m sure they’re capable. Not sure what the best approach would be.
F
FactionGamer
02-15-2023, 11:17 AM #4

I haven’t really worked with that much on slave mechanics, but I’m sure they’re capable. Not sure what the best approach would be.

X
xAdriLCT
Senior Member
702
02-15-2023, 06:17 PM
#5
I rely on a cultural entertainment hub (yellow) and one shrine, usually the one offering tax incentives for harvesting edicts, though this changes by province. In certain four-province areas I might add another shrine in a major city. When targeting a province for tax collection, I set up a shrine everywhere. Disabling taxes in a province could be necessary if public discontent rises. Sometimes a revolt is unavoidable; having nearby forces helps manage the situation. Each revolt adds +20 to public order, capping at 0 from -100. A full slave uprising drops a province from -100 to 0 in one turn. Generally, more slaves increase unrest and managing too many can be risky since they boost income. As former fighters, slaves are valuable but their numbers drop over time—slow this by building a trader (yellow). Beyond that, I focus on what each province produces. If settlements have industry, I chase bonuses. Maintaining at least one farm in every town prevents food shortages. Regarding food, surplus yields extra growth and quicker unit recovery (+5 to +10%). You can inspect your stats by hovering over food in the bottom right. Placing a dignitary in troubled areas boosts order, growth, and tax collection. For detailed insights, click on a province and tap the icon near its public order bar at the bottom left. The most frequent causes of unrest are: conquest raids, provincial instability, squalor, and hostile slave actions. I’m nearing 1000 hours... ROMA INVICTA!
X
xAdriLCT
02-15-2023, 06:17 PM #5

I rely on a cultural entertainment hub (yellow) and one shrine, usually the one offering tax incentives for harvesting edicts, though this changes by province. In certain four-province areas I might add another shrine in a major city. When targeting a province for tax collection, I set up a shrine everywhere. Disabling taxes in a province could be necessary if public discontent rises. Sometimes a revolt is unavoidable; having nearby forces helps manage the situation. Each revolt adds +20 to public order, capping at 0 from -100. A full slave uprising drops a province from -100 to 0 in one turn. Generally, more slaves increase unrest and managing too many can be risky since they boost income. As former fighters, slaves are valuable but their numbers drop over time—slow this by building a trader (yellow). Beyond that, I focus on what each province produces. If settlements have industry, I chase bonuses. Maintaining at least one farm in every town prevents food shortages. Regarding food, surplus yields extra growth and quicker unit recovery (+5 to +10%). You can inspect your stats by hovering over food in the bottom right. Placing a dignitary in troubled areas boosts order, growth, and tax collection. For detailed insights, click on a province and tap the icon near its public order bar at the bottom left. The most frequent causes of unrest are: conquest raids, provincial instability, squalor, and hostile slave actions. I’m nearing 1000 hours... ROMA INVICTA!