• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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
 
I can already see people going "MISSIONS POOGERS"

...but of course, I predict this feature will consume so time to the point the main updates come less frequent OR they have to push it so it is going to be an annoying feature just like in EU4

PARADOX DEVS you have to understand
you CAN NOT implement every game missions
HOI4 did it because it was fitting
They are putting so much work for 10year history
you CAN NOT make immersive mission trees when your game lasts more than 100 years!
Please stop it. At least focus only MAJOR FACTIONS

BAD OMEN FOR I:R
 
You do know that the Marble statues at the time were painted right?

This is likely more of a concession to what people expect. When people think of ancient Greece/Rome, they expect white marble, not gaudy colours. I can only speak for myself, but whenever I see depictions of how ancients statues were likely coloured, it automatically feels "wrong" or "silly", despite knowing that this is what they probably looked like.
 
This is likely more of a concession to what people expect. When people think of ancient Greece/Rome, they expect white marble, not gaudy colours. I can only speak for myself, but whenever I see depictions of how ancients statues were likely coloured, it automatically feels "wrong" or "silly", despite knowing that this is what they probably looked like.

Reminds me of dinosaur feathers. Maybe paint them on that mission being completed, to compromise?
 
Finally generic missions, not that EU4 crap
 
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
Another EU4? Isn't it a separated game?
 
It's awesome that you guys took the necessary lessons from a recent mechanic implemented in another Pdx game. Great mix between old EU missions and the new one. As for art, loving it.

Making any feature more dynamic is always the right thing to do. I hope every mechanic in every Pdx game will be dynamic in the future. The next thing to make more dynamic, more internalized in this game should be manpower plus cohorts. Manpower is just like reinforcement, an old overly abstract mechanic that doesn't make much sense. Besides it stands on its own without interacting the other existing game mechanics at all. Tie them with pops to finish what you did start with implementing pops and food into the game.

Anyway, i'm guessing content packs will include mission blocks then. Or rather "Story Packs". Is Punic Wars the first one?
 
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

By the Gods this is Beautiful!!!
I wonder now which countries will have unique missions...


Please know Bactria is a somewhat forgotten country more than anything for him plssss
-As a Declaration of Independence

-Diodotus conquering Sogdia and thus forming Greco-Bactrian Kingdom...

-Invasion to India and the formation of Indo-Greek Kingdom...
 
Last edited:
I would rather have them to make the generated mission trees as complex and adaptive as possible, instead of focussing on unique mission trees for nations. The first would contribute to the feeling of an alive and changing world, the latter would make games more static and predictable.
 
Sounds good to me, I think missions are pretty much a requirement to add flavour and guide players, specifically new players. That being said, I do hope that the development missions are given value and we don´t end up picking the expansion ones every time. If more internal development content is to come in Levy (and I really hope so) missions are a good opportunity to add flavour to it, and to characters. Things like managing powerfull generals and caring for the development of the country should feel more rewarding, hope missions help in that regard.
 
1.3 will be released by December 31, 2019?
 
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
Modding capability?
 
Mission trees are an feature paradox can introduce to an point like in EU4, when everything else is done. I cant understand why people need a given plan for a "alternative history game"