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Hi, and welcome to another dev diary for Imperator: Rome!


As one of the major features in the 1.3 Livy update, we wanted to address objective and direction.


We had discussed the possibility of a mission system well before release, but had not been happy with any of the designs that we considered. There were several key points that we felt (for legitimate reasons), hadn’t really been covered by similar systems in our sister-titles, and we felt strongly that I:R should have it’s own, unique system.


Firstly, we wanted to ensure that any iteration of a mission system avoided rail-roading the player into playing the game in the same way each time (with any given nation), and secondly, that the player did not only complete tasks, but that the tasks and missions would drive story, both for the intended target, and within the local region.


What we came up with, was a system in which we would write mission ‘blocks’, if you will, which covered compact geographic areas or distinct subject matter, and of which the player had an array to choose from. For example, Rome may be presented with the initial choice to focus on uniting Italia, or instead choosing a mission to develop the land they already own, or turn to the south and deal with Magna Graecia.

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Each of these mission blocks will be self-contained, and are intended to tell a bit of a story alongside the expected mission fare. Missions will appear as dynamically generated flow-trees, and contain a variety of tasks including timed tasks akin to focus trees, and objectives requiring conditions to be fulfilled.


With the relative power of the scripting tools available to us, we’ve been able to create a series of highly procedural missions with varying objectives and task branches, which will react to the situation in which a nation finds itself, and which should maintain a basic feeling of individuality each time they are selected. This idea of ‘generic’ missions, if you will, is an inevitability while the mission system is in its infancy, but should provide enough variety as to prevent every nation from feeling directly comparable.


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Of course, we are working on a great set of story missions, and one of the primary focuses of these is to provide a sense of regional narrative. A mission for Rome which deals with Sicily, for example, will contain a great deal of regional involvement; for the primary antagonists as well as for nations close by, but incidental to the greater conflict. Our story missions are just that; stories intended to allow a player to pick chapters appropriate to their interests, in which to immerse themselves.



We’ll cover a bit more about our story missions in the near future, so stay tuned, and I’ll do my best to cover any questions that you have about the upcoming systems!

/Arheo
 
we wanted to ensure that any iteration of a mission system avoided rail-roading the player
This is really the important thing for me and why I feel the mission trees in EU4, while great the first time you play the nation, really feel lacking if you want to do multiple runs as them.
 
Before going into substance let me first aplaud the artwork on this game, as in the game itself the artwork is again fantastic. I really like the choosen style of the drawings.

The missions sound like a nice way to differentiate gameplay somewhat. good that you are not going for the railroad option. Tbh. I feel the mission trees in EU4 are much to railroaded, focussing on more or less procedural missions based on where you expand sound a bit better while still rewarding. I hope additionally to missions we will also get some more ways to actually develop your country in a certain direction. As it is now that's hit or miss, I'm quit ok with research since that allows you to choose between picking more trade, tax, military, etc. directions to prioritize. The military traditions are a failed mess though. If they would remove those tomorow the game will loose nothing. There's just no consistent line in. I would have much prefered it if they would have went with a more traditional development tree with clear and dedicated branches allowing you to focus on cavalry or infantry, or military reform or military evolution of tried and tested strategies or whatever. As it is now there's no line to be found.
 
The examples you've provided with Rome and Egypt . . . do they translate into what it will look like for completely random nations, too? I'm very curious to know what it looks like for a nation WITHOUT any flavorful history.
 
Hi, and welcome to another dev diary for Imperator: Rome!


As one of the major features in the 1.3 Livy update, we wanted to address objective and direction.


We had discussed the possibility of a mission system well before release, but had not been happy with any of the designs that we considered. There were several key points that we felt (for legitimate reasons), hadn’t really been covered by similar systems in our sister-titles, and we felt strongly that I:R should have it’s own, unique system.


Firstly, we wanted to ensure that any iteration of a mission system avoided rail-roading the player into playing the game in the same way each time (with any given nation), and secondly, that the player did not only complete tasks, but that the tasks and missions would drive story, both for the intended target, and within the local region.


What we came up with, was a system in which we would write mission ‘blocks’, if you will, which covered compact geographic areas or distinct subject matter, and of which the player had an array to choose from. For example, Rome may be presented with the initial choice to focus on uniting Italia, or instead choosing a mission to develop the land they already own, or turn to the south and deal with Magna Graecia.

q2CSmDBiix9rYyqQwgg4wgMMLW0fKhBy9-iFLRZ60Nkg7IXINxE3eMN5YKfYgwINu5BarzMnjtJtp-pSPirBc7AP_wKXafEDvxYM2JBMw_JA2dw9emjiuA2D3OfLJfleWCJs4Cvt




Each of these mission blocks will be self-contained, and are intended to tell a bit of a story alongside the expected mission fare. Missions will appear as dynamically generated flow-trees, and contain a variety of tasks including timed tasks akin to focus trees, and objectives requiring conditions to be fulfilled.


With the relative power of the scripting tools available to us, we’ve been able to create a series of highly procedural missions with varying objectives and task branches, which will react to the situation in which a nation finds itself, and which should maintain a basic feeling of individuality each time they are selected. This idea of ‘generic’ missions, if you will, is an inevitability while the mission system is in its infancy, but should provide enough variety as to prevent every nation from feeling directly comparable.


sTeoXfT-WBKi16KUlwxFjgqucIqBLXjImsW6rtU9ahel-npEe5oJrF1g5u-vZn4pUX8o-ICoQ7N31zljVH9gZLDCufinwI65eiWfAv1XV7GBg8MUWHlGwNWNL1mGnhiGVFMryDDl



Of course, we are working on a great set of story missions, and one of the primary focuses of these is to provide a sense of regional narrative. A mission for Rome which deals with Sicily, for example, will contain a great deal of regional involvement; for the primary antagonists as well as for nations close by, but incidental to the greater conflict. Our story missions are just that; stories intended to allow a player to pick chapters appropriate to their interests, in which to immerse themselves.



We’ll cover a bit more about our story missions in the near future, so stay tuned, and I’ll do my best to cover any questions that you have about the upcoming systems!

/Arheo

It would be nice if finishing missions gave us a resource/mana/points we could spend on national ideas as we have them in EU4 or cultural traditions (similar to the military traditions we already have).
 
Firstly, we wanted to ensure that any iteration of a mission system avoided rail-roading the player into playing the game in the same way each time (with any given nation), and secondly, that the player did not only complete tasks, but that the tasks and missions would drive story, both for the intended target, and within the local region.

Each of these mission blocks will be self-contained, and are intended to tell a bit of a story alongside the expected mission fare. Missions will appear as dynamically generated flow-trees, and contain a variety of tasks including timed tasks akin to focus trees, and objectives requiring conditions to be fulfilled.

With the relative power of the scripting tools available to us, we’ve been able to create a series of highly procedural missions with varying objectives and task branches, which will react to the situation in which a nation finds itself, and which should maintain a basic feeling of individuality each time they are selected. This idea of ‘generic’ missions, if you will, is an inevitability while the mission system is in its infancy, but should provide enough variety as to prevent every nation from feeling directly comparable.

I was worried at first about mission trees being added in Imperator as I dislike like how they are implimented in EU4. But as you've explained we are not getting the same form of mission trees in Imperator you've set my mind to rest somewhat.
 
I hope not, it would be strange if improving the Latium prevented you from claiming Italy and Magna Graecia but opened you a path to Sicily and Cisalpine Gaul. Or just blocked all Roman expansion.

But what if the next three missions presented to the player upon finishing a mission are different from the original three?

If we assume we can choose the three original missions all the time, what will be different the next time I play as Rome? The start will be the same, and thus railroaded. As far as I understood it, they are semi-random, meaning you can not and should not be able to complete all of them all the time.
 
Will be interesting to see how this plays out. I personally think mission trees are great for new players / first runs but I do agree with the issue of railroading. So happy to see a compromise here with the trees being more dynamic. But I guess we'll have to see how it plays out.

Also, flagship!?
 
Are these missions made mainly for the superpowers of the era Rome, Carthage, Successor states etc, or for everyone?
For example, will there be a mission for Athens that enables them to break free from Phrygia?
 
Call me stupid, but can't you just ignore the mission tree and avoid the railroading?
You can, but doing so leaves you with less flavourful stuff to do than you had before the mission tree rework.
 
The examples you've provided with Rome and Egypt . . . do they translate into what it will look like for completely random nations, too? I'm very curious to know what it looks like for a nation WITHOUT any flavorful history.

That was my first thought, too - will there be random missions for smaller nations? Like turning tribes into proper kingdoms?
I'm specifically curious about Scythia...
 
This seems like a good mashup of the old EU4 mission system (I liked how they were dynamic, but too blah) and the new EU4 mission system (I like how they aren't blah, but hate that they are static).
 
Will be interesting to see how this plays out. I personally think mission trees are great for new players / first runs but I do agree with the issue of railroading. So happy to see a compromise here with the trees being more dynamic. But I guess we'll have to see how it plays out.

Also, flagship!?

That is an optional mission task that can appear in one of the generic missions under the right circumstances (ie most importantly in the right places). It lets you create a few heavy ships (ie ones that can do the heavy ship abilities), not necessarily requiring you to have the tradition to do build those yourself :)
 
Firstly, we wanted to ensure that any iteration of a mission system avoided rail-roading the player into playing the game in the same way each time (with any given nation), and secondly, that the player did not only complete tasks, but that the tasks and missions would drive story, both for the intended target, and within the local region.

Ame... Ave to that! I really don't like EUIV missions because of that. I'm glad the Imperator team read the memo.
 
The examples you've provided with Rome and Egypt . . . do they translate into what it will look like for completely random nations, too? I'm very curious to know what it looks like for a nation WITHOUT any flavorful history.

The egyptian one shown is a generic/dynamic mission :)