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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
 
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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.

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
Rather worried. This diary continue the tendency of previous update to make Rome into the EU4 in (space) Roman setting. But for me the selling point of Rome was the adding of CK2 elements. Now, the delition of "Mana"was actually a step back - you took away the king/chief/whatevers influence on country's performance and gave it to the player. Now we see one more step into pure EU4 direction.
 
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I was thinking of putting something in the suggestions forum for a way for you, as a member of a defensive league to influence the other members, become a hegemon of it and make the other member feudatories. A mission block for members of a defensive league to do this would be fun.
 
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
As long as it doesn't become a crutch for lack of meaningful mechanics/depth like it happened with EU4 (particularly with Golden Century), I'm all for it.
 
Generating procedural plotlines sounds pretty bold to me; procedural anything is very difficult to keep plausible without a massive amount of time and ongoing pruning and adjustments. But, if there's any game of yours to go bold on and experiment with, it's this one. I hope it gives the AI more intentional-looking agency, if nothing else.
 
Generating procedural plotlines sounds pretty bold to me; procedural anything is very difficult to keep plausible without a massive amount of time and ongoing pruning and adjustments. But, if there's any game of yours to go bold on and experiment with, it's this one. I hope it gives the AI more intentional-looking agency, if nothing else.
Maybe it is a hint that next paradox GSG will be a character based fantasy game which may mean they have invested alot of resources into procedural generated missions.
 
Very happy, on paper this solution seems a winning blend between what was good in the EU3/early EU4 myssion system and what is good in the current EU4 system. So far so good, we will see how it plays out.
 
Damn, i have been waiting for this since the release of the game, as it just felt like the game didnt help you go towards any direction, i love the old EU4 mission system which would say, build up your navy, or your economy , your army and concuer your neighbours and stuff like that, i really miss those old missions.

hopefully this will be just as good.
 
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?

The Mission Blocks are procedurally generated, so I'm pretty sure they are available to everyone.
It's the unique (non-generated) mission Blocks that will be available to some countries.
 
Looking very interesting.:) Just don't make this another EU4. That game had potential and ended as a uberboring game. I want something different. Not CK2, not EU4. Something I:R.
 
Mission trees are inherently anti-grand strategy because they lay out a strategy for the player and punish him by making him lose out on rewards for not following them. Tying them to map state —no matter how ‘dynamic’ they are — also doesn’t work as we’ve painfully witnessed in EU4 and HOI4.

Big missed opportunity to just have a big ol’ tree instead of making mission-like gameplay through government and character interactions. You keep making the same mistake in every game.
 
Why would they create a competitor to EUIV?
Beats me, just that it seems many in here wants one, another big chunk wants CK2, and few advocate something unique.