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Imperator Dev Diary, 2/3/2020

Salvete Omnes!

Welcome back for another Imperator dev diary. While we have some further additions to the religious aspect of Imperator awaiting you, I want to have something to show you, and so we’ll leave these until next week. Indeed, the site of them might interest you greatly.

Today however, I’d like to inform you that we’ll be bringing a few highly requested minor features, fixes, and changes to the table in the 1.4 update.


Deny Trade Requests

In patch 1.4, you will be able to specify which Trade Goods you wish to deny requests for, on a national level. Simply put, the AI will no longer consider these goods as valid when searching for a trade. Switching a good from permitted to denied will not cancel current exports; you will still have to do that manually.

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City Graphical Culture

In patch 1.4, the graphical culture of a city will represent that of the dominant culture present in the territory. Practically, this will mean the city appearance changing when the dominant culture eventually does, creating a much more dynamic experience for those wishing to convert the culture of any given territory.

This was a tricky subject; on one hand, cities throughout history have built around the creations of former owners, resulting in wonderful hybrid architectural styles that are so common in many parts of the world. All this said, the map is designed to be a representative viewport, intended to give you an overview of information relevant to your game. As such, we’ve opted to make this change.


The Continue Button

Yes, in patch 1.4 you will be able to continue a game that has reached the end-date. There will be no new content past this point, and techs will continue to scale indefinitely. Achievements will not be available for those in ironman mode, past the intended game end-date.


AI Control (MP)

Those who enjoy multiplayer games may be pleased to know that you will now be able to decide how much control to give the AI over your nation in the event of disconnection or missing a session.


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Historical Characters

One small thing that has changed in the Archimedes update is that we can now set up dead characters that existed before the start of the game. This has very little effect in the game, and in most cases there are few such characters that it would be meaningful to have, we will however be adding some important family history here and there.


You may well find some known faces among the previous rulers of your country for instance:


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This said, there may have been an ulterior motive behind this… you’ll just have to wait and see.

/Arheo
 
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These are some long-awaited fixes. Nice to finally see them here. :)

A few things though -

- Can you make the "previous rulers" names clickable, so we can instantly go to their character sheet (especially since most of them stay alive in republics)? Or better yet, a tiny clickable portrait besides their names like in CK2?

- Are there any plans to add more ledger pages? The current ledger is...well, hardly even comparable to that of EU or CK.

- Will you be fixing the fact that units cannot be renamed even though they aren't connected to lands like Vicky2?

I think devs are planning to add new bloodlines since only Argeads and the Diadochi had them before, while number of historical characters in the game has increased considerably.
 
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Cheers for the DD Arheo, and the extra info Trin Tragula :) Am a big fan of that "country level decline trade" option - many hundreds (thousands!) of clicks that will never get to happen just called out in despair, but my fingers are very grateful :D. Other things also sound good, and the historical characters is cool just because of the immersion factor, although I'm also intrigued as to what else you may have in mind.....
 
Very good features !
I would have wanted Trade deny at province level but I think it is far more difficult to do. It will be very useful during wars to avoid spam and afterward you can authorize trade to catch up with exports. I agree with the idea to delete exports in the trade window at province level : with that and national deny it is quite good. City graphics and end date are so nice.
Continue this good work !
 
So Julius Caesar could become a spawnable character (perhaps even an late-game challenge for those not playing as Rome)?

It is only about characters that are dead in the start date.
You might get them from missions. For Carthago, "carthage_mission_iberian_investments" has this as (hidden) on start effect:
Code:
on_start = {
    hidden_effect = {
        create_character = {
            culture = carthaginian
            religion = carthaginian_pantheon
            age = 38
            first_name = "Hamilcar"
            family = char:155.family
            save_scope_as = hamilcar_character
            force_add_trait = tactician
        }
        create_character = {
            culture = carthaginian
            religion = carthaginian_pantheon
            age = 10
            first_name = "Hannibal"
            family = char:155.family
            father = scope:hamilcar_character
            save_scope_as = hannibal_character
            force_add_trait = tactician
            force_add_trait = brave
        }
        create_character = {
            culture = carthaginian
            religion = carthaginian_pantheon
            age = 8
            first_name = "Hasdrubal"
            family = char:155.family
            father = scope:hamilcar_character
            save_scope_as = hasdrubal_character
        }
        create_character = {
            culture = carthaginian
            religion = carthaginian_pantheon
            age = 6
            first_name = "Mago"
            family = char:155.family
            father = scope:hamilcar_character
            save_scope_as = mago_character
        }
        trigger_event = {
            id = me_carthage_iberian_investments.1
            days = 1
        }
    }
}
It is the whole famous part of the Barca Family.
 
@OP

While being able to restrict what the AI will consider for trade from you on a national level is a good first step, its not granular enough, in ideal, players should be able to do it on both a national level and province level, where you can specify how many resource must be kept in surplus within a specific province before the excess is considered for trade. Especially true if the intent is to have specialized provinces.
 
Thank you for taking so much community feedback in your quest to improve the game.
 
@OP

While being able to restrict what the AI will consider for trade from you on a national level is a good first step, its not granular enough, in ideal, players should be able to do it on both a national level and province level, where you can specify how many resource must be kept in surplus within a specific province before the excess is considered for trade. Especially true if the intent is to have specialized provinces.
Something like this?
https://forum.paradoxplaza.com/forum/index.php?threads/minor-improovements-for-trading.1315657/

I agree it would be better, but also a whole lot more work. Propably at least a rework of the UI.

I actually should not have said anything because I can have misinterpret what the user actually ment.
I had the same guess as you. To be fair, the "game unfished" crowd is not hard to figure out.
 
I had the same guess as you. To be fair, the "game unfished" crowd is not hard to figure out.
Still I should not do things like that and only say things I can be sure I know, in fact doing something like I did would not be allowed in certain context. Also I don't really take sides and try to keep myself outside the crowd stuff or what to call it.
 
Good stuff. Another change that's needed is a rehaul of diplomatic range. In a game I've been playing I can't attack the Seleukids for Crete, even though I have a claim on it and I am in Sparta, because their capital is too far away from mine. I also ran into the problem of not being able to buy mercenaries IN MY OWN TERRITORY because my capital was too far away.
 
Good stuff. Another change that's needed is a rehaul of diplomatic range. In a game I've been playing I can't attack the Seleukids for Crete, even though I have a claim on it and I am in Sparta, because their capital is too far away from mine. I also ran into the problem of not being able to buy mercenaries IN MY OWN TERRITORY because my capital was too far away.
One solution is to base diplomatic range from the metropolises that you own which would also make these more important and interesting;)

Now someone should now say why what I suggested is a terrible idea.
 
One solution is to base diplomatic range from the metropolises that you own which would also make these more important and interesting;)

Now someone should now say why what I suggested is a terrible idea.
I kinda asumed Diplomatic Range was going from the borders of your territory. Good to know it does not work that way.

I guess it makes some sense to have it based on the (Capitol) city. That is where all the messages have to come from and go to.
Maybe they should add a penalty of some sort if your territory is outside of your own Diplomatic Range? Something that makes you want use Vassals or your borders. All those "multiple rulers" things that happened in real life Rome were about dealing with issues about provinces efectively falling out of Diplomatic range.
Of coruse, it his case Diplomatic Range should be affected by Roads, Naval Range, and Civilisation value. Be something you can actively increase.

Overall Diplomatic Range is both a valid idea for the time, and a helpfull idea for the early game.
One of the big issues with historical PDX titles is that you can instantly contact and be contacted by the whole dang world. Diplomatic range puts the early game into a more "local" context.
It does need some work for the late game, however.
 
Perhaps features should really be more well explained. Someone needs to rewrite descriptions all over the game.

At this moment, if your Trade policy has been set to "Automatically Accept" + "Prevent Surplus", then, all your non-capital provinces will accept Trade requests automatically, unless it trades away the surplus of that province. The Automatically Acceptance doesn't affect the Capital region, that's all.

So the new feature is built on top of this so that despite there are going to be surplura in your provinces, your blocked goods will not be requested.