What’s new – Empire Divided

Historical Introduction

The year is AD 270. The world is in turmoil. After a period of civil war lasting more than twenty years, the Roman Empire has split apart. To the east, the forces of the Palmyrene queen, Zenobia, converge on Egypt, driven by her raw ambition to achieve imperial status for both her and her son. To the west, the Gallic provinces have named themselves ‘Gallic Rome’ and pursue independence, supported by the Roman governors in Hispania and Britannia. The city of Rome and the lands of Italia are in the hands of a usurper. In these days of strife, a single man can unify the broken Empire: Aurelian – the Soldier-Emperor. With but a few allies and facing a multitude of enemies, his task seems almost impossible.

Among the most fearsome of these enemies is Persia. The eastern empire is slowly gaining strength under the leadership of the recently established Sassanid dynasty. The Sassanids have overthrown their Parthian rulers and then taken advantage of the weakened Roman state, destabilising it further via successful military campaigns. It is only a matter of time before the mighty eastern armies invade Roman lands once more.

Finally, to the north and east, beyond the lands of civilised states, barbarian tribes muster their strength, eager to grab their share from the riches of the faltering Empire. Every border is assaulted, from the Danube to the Rhine. The barbarian raids get bolder and bolder; each incursion reaches ever deeper into Roman territory leaving a trail of desolation in its wake.

The situation is hopeless. Rome is dying. Or so it seems…

New Gameplay Mechanics

Banditry

The reduced government authority over Roman lands caused the spread of rampant banditry. Armed marauders raided minor settlements and trade routes, disrupting all manner of commercial activities. In gameplay terms, each province is given a ‘banditry’ factor. It is increased by the size of your domain and the presence of certain local buildings. As banditry grows, less and less food gets exported from the affected province, causing an increased probability of factionwide food shortage. The greater the banditry in a province, the bigger the chance that detrimental bandit events will occur. To counter banditry, you must rely on your armies, generals and special buildings.

Plagues

Devastating diseases were commonplace during the 3rd century AD, as if the general state of disorder was not enough. In the game, when a plague hits a settlement, it is known to hamper its growth, decrease the happiness of the population and reduce the income it provides for the ruler. The sickness can spread from neighbouring territories, follow marching armies and travel down trade routes (merchant ships arriving at your port might carry a more ominous cargo than simple goods). The plagues can be prevented by investing funds to provide adequate sanitary conditions in your settlements. Certain technological research will improve your nation’s hygiene on a factionwide level.

Cults

Along with ordinary religion, ‘mystery’ cults were widespread in the 3rd century AD. These are represented by special building chains that can be constructed by any faction at any settlement. Three different cults are available in the game:

  • Christianity
  • Mithraism
  • Manichaeism

A cult building can be built for no cost, as its construction represents permitting its disciples to settle within the settlement of choice. In this way, cult bonuses are relatively easy to obtain. The downside is that they spread foreign culture, thus bringing disorder to your territory. In order to remove a cult building, significant expenditure is required, and as this is considered persecution, public order will take an additional hit. Careful consideration of the cult’s disadvantages is required, but if used correctly they can become a powerful weapon.