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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
 
Often requested feature. I personally don't mind having no missions (Achievements are my missions), but this looks enjoyable and I like the design criteria. Beautiful artwork!
 
So but, this is free content? But also there will be dlc stuff? Will, at least, Rome get free not generic missions? Seems appropriate.

I know it's old thread and most likely nobody will reply, but I still will try to ask.
 
So but, this is free content? But also there will be dlc stuff? Will, at least, Rome get free not generic missions? Seems appropriate.

I know it's old thread and most likely nobody will reply, but I still will try to ask.

It's the newest dev diary and not old at all :)

I expect this to be a feature of the free 1.3 patch. There was a flavor pack announced to release along with 1.3 so I assume we get a focus on a nation with custom mission tree in that very flavor pack.
 
The one thing that worries me is that it looks like that mission interface is enormous. Is the entire mission tree generated at game start, or is the scroll bar just not properly sized for how many missions are currently generated? I think most people would rather see missions only being generated a couple branches below the currently completed missions (so you can, for instance, see that building the shipyard will allow creating a flag-ship, but won't see that creating a flag-ship will lead to a mission dealing with pirates.

Also, are the branches in the tree mutually exclusive, or is there just a limit to how many you can do at a time?
 
I expect this to be a feature of the free 1.3 patch. There was a flavor pack announced to release along with 1.3 so I assume we get a focus on a nation with custom mission tree in that very flavor pack.
Still expect them to reklease unique missions for Rome for free. Ottomans got missions for free with the update at the time.

When two days old is "old".:p
Well, not really that fresh, and doesn't seem like devs reply anymore :c
 
Missions could really work and form the culture of nations. If done right and also with some events. Like Tribes to migrate if they can as they have heard about more fertile lands or options and choices for the gamers like trying to persuade other nations to support them etc.
 
I am excited at the prospect of what these dynamic missions could do to this game. Having a sense of purpose in these games can get difficult once you have fulfilled your own goals.

However I am not excited at that fact this could just be another trap for paradox to fall into with this game. This update could truly redeem this game or break it for good. I truly hope paradox release these missions for major nations as a free content pack.
 
This is an important first step in the right direction for I:R. Finally something outside warfare or some support mechanism for warfare.

Hopefully, these procedurally generated missions will be present even when "country missions" are developed. Nothing against them per se but I enjoy the variety and the unexpectable of these generated missions.
 
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Thanks. Date is missing....I assume Saturday or Sunday?
Are you not awake yet? ;) It says day and time right there. ;)
 
Can we make the GUI smaller and model the HOI4 focus trees? What is the point of the massive statues? Also HOI4 can zoom out now on Focus Trees. We could copy/paste the awesome addition for Missions.