DIFFICULTYVery EasyEasyNormalHardVery Hard
Starting and rescue funds 300% 200% 150% 100% 75%
Starting Favor 70 60 50 50 40
Starting city sentiment 80 75 70 65 60
Invasion numbers 40% 60% 80% 100% 120%
Levies none none 50% 100% 100%
Food per soldier/month 1 1 2 4 5
Wolf attack strength 25% 50% 75% 100% 100%
Neutral tax rate10% 9% 8% 7% 6%
Minimum negative event delay36 months30 months24 months18 months12 months
Favor to pause/stop Caesar attack16/20 17/22 18/24 20/27 22/30
Additional Favor for too high Salary0 0 -1 -3 -5

PRICESSellers
receive
Buyers
pay
 Sellers
receive
Buyers
pay
 Sellers
receive
Buyers
pay
 Sellers
receive
Buyers
pay
Food & MarbleRaw MaterialsManufactured GoodsNew Resources
fruitFruit30 38 clayClay30 40 potteryPottery140 180 goldGold250 350
meatfishMeat/Fish36 44 timberTimber35 50 furnitureFurniture 150 200 sandSand24 30
vegetablesVegetables30 38 olivesOlives34 42 oilOil140 180stoneStone30 40
wheatWheat22 28 vinesVines36 44 wineWine160 215 bricksBricks150 200
marbleMarble140200ironIron40 60 weaponsWeapons180 250 concreteConcrete- -

GIFTSMinimum+%Favor 0Favor 1Favor 2Favor 3
Modest 20 Dn +12.5% +3 +1 0 0
Generous 50 Dn +25% +5 +3 +1 0
Lavish 100 Dn+50% +10 +5 +3 +1

ENEMIESOrganizationStrength Distribution Appearance
Romans strong strong 100% Legionary Only if Favor drops below 10
Etruscans medium weak 50% Sword, 50% Javelin Tarentum, Valentia
Greeks medium medium 80% Sword, 20% Javelin Syracusae, Miletus
Carthaginians strong strong 90% Sword, 10% Elephant Mediolanum, Carthago
Persians medium medium 30% Sword, 70% Bow Tarsus
Numidians weak weak 40% Spear, 60% Javelin Tingis, Caesarea
Gauls weak strong 50% Sword, 50% Axe Lutetia, Massilia
Egyptians strong medium 80% Sword, 20% Camel Damascus
Celts weak strong 80% Sword, 20% Chariot Londinium, Lindum
Goths weak strong 50% Spear, 50% Horse Sarmizegetusa
Phoenicians strong weak 50% Sword, 50% Javelin-

Entertainment

Each house gets entertainment points in 5 categories:
  1. Theater: 0 or 10 points. Theater alone is worth 10. It doesn't matter whether the Theater has actors or not.
  2. Tavern: 0, 10, or 15 points. No Tavern, Tavern without resources or Tavern with meat/fish only is worth 0 points. Wine gives 10, and wine+meat/fish is 15.
  3. Amphitheather: 0, 10, or 15 points. Amphitheater alone is 0, with actors or gladiators 10, with both of them 15.
  4. Arena/Colosseum: 0, 5, 10, 15, 20, 25, or 30 points. 5 points is for Colosseum completed. 10 is Arena access with lions or gladiators only and no Colosseum. 15 is like 10, but with Colosseum completed somewhere. 20 is Arena with both gladiators and lions OR Colosseum with gladiators or lions. 25 means Arena access with both gladiators and lions and Colosseum completed somewhere. 30 means Colosseum access with both gladiators and lions, Arena isn't needed.
      Access only glad/lions both
    Arena access, no Colosseum 0 10 20
    Arena access + Colosseum somewhere 5 15 25
    Colosseum access (Arena isn't needed) 5 20 30
  5. Hippodrome: 0, 5, or 35 points: 5 for completed Hippodrome in the city, 35 with access. It doesn't matter whether or not it has chariots.
If Venus GT is build and Genetrix epithet bestowed, Venus priests could provide 10 more points.

Emperor requests army

Soldiers for army requests: Be sure not to send more than 255, as this causes overflow.

Favor/Prosperity calculations

Sentiment & Crime

Sentiment Level (SL) is calculated for each house, can range 0-100. City Sentiment (CS) is average SL. New houses are created at SL=CS+10. SL goes +2 or -2 each month towards SSL (Stabilized Sentiment Level). SSL = SL + SV (Sentiment Variation). SV depends on 7 factors: Temporary boosts: Low SL (less than 50) leads to crime. Each spawned criminal grants +5 SL.

Health & Sickness

Health Rating (HR) is calculated for each house, can range 0-100. It is calculated as follows: HR is used as percentage to calculate average City Healthcare (CH) as a % of healthy population (for example, 1 house with HR=50% and pop=100 and 1 house with HR=20% and pop=50 means we have 60 healthy pop out of 150, so CH=40%). This can be approximated from the top line of Health Advisor (appaling: 0-9%, terrible: 10-19%, bad: 20-29%, poor: 30-39%, below average: 40-49%, average: 50-59%, good: 60-69%, very good: 70-79%, excellent: 80-89%, almost perfect: 90-99%, perfect: 100%). City Healthcare Level (CHL) is exactly this rating (appaling is level 0, perfect is level 10). House Health Level (HHL) is calculated accordingly by translating HR. City Population Level (CPL) increases by 1 for each 1000 population, but max 10 for 10000+ pop.

Sickness Value (SV) is calculated for each house, Dock, Granary, and Warehouse. Furthermore, every cart pusher is either infested or not (they have no infestation value). Cart pushers become infested by visiting trade building with SV% chance. In trade buildings, SV +1 for each good traded, and SV +1 for each infested trader visit. Infested cart pushers have 1/6 chance to contaminate houses they pass. Contaminated house's SV increases/decreases according to the following table (CPL is top row, HHL is left column):

CPL
HHL
0 1 2 3 4 5 6 7 8 9 10
0 +10+8 +6 +4 +2 0 -2 -4 -6 -8 -10
1 +11+9 +7 +5 +3 +1 -1 -3 -5 -7 -9
2 +12+10+8 +6 +4 +2 0 -2 -4 -6 -8
3 +13+11+9 +7 +5 +3 +1 -1 -3 -5 -7
4 +14+12+10+8 +6 +4 +2 0 -2 -4 -6
5 +15+13+11+9 +7 +5 +3 +1 -1 -3 -5
6 +16+14+12+10+8 +6 +4 +2 0 -2 -4
7 +17+15+13+11+9 +7 +5 +3 +1 -1 -3
8 +18+16+14+12+10+8 +6 +4 +2 0 -2
9 +19+17+15+13+11+9 +7 +5 +3 +1 -1
10 +20+18+16+14+12+10+8 +6 +4 +2 -1

But, each new month, SV in buildings will also decrease by CH% (city healthcare). However in case of positive SV increment (table above), there is a malus to CH%, which is five times the SV increase in % (-50% malus for +10 SV). It means in houses, the better HR, the more efficient CH. In addition, good Hospital city coverage provides CH% bonus (None,Sparse=0%, Very poor,Poor=5%, Below average,Average=10%, Above average,Good=15%, Very good,Excellent=20%, Perfect=25%. Finally, if SV is decreased to 0 in any building after HC% has been applied, sickness won’t grow anymore unless a trader visits it again (trade buildings) or an infected cart pusher walks near it again (houses).

Plague
If SV reaches 200 in a trade building or 100 in a house, the building is plagued.