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Imperator Dev Diary 2019-16-12

Greetings, all!


Today marks my first official dev diary as Game Director of this august project. Many of you have expressed interest in the direction I intend to take Imperator - this is a topic upon which I have made much thought. I:R is a game with huge potential; an era straddling the final days of the ailing yet proud Diadochi, as well as the storied ascent of Rome. The term ‘map painting’ describes Imperator well, though not only, perhaps, in the way it was originally intended. With the advent of I:R and subsequent updates, the expression of cultural or national identity upon the map became possible through the founding of cities, building of roads, and cultivation of pops - this is an area that I feel strongly about. To me, it is equally possible to paint the map on an internal level, as well as external, and it is paramount to see one’s decisions reflected visually upon the fabric of the map.


The war game inside I:R at launch was a compelling simulation, and with the Cicero update, I feel that realm management reached a similar state. That simulation is the core that drives a PDS grand strategy game; Imperator is no different. With Livy, we began working on structure, using great families and missions to provide a framework to identify character and goal, respectively. For the future, we’re still considering a multitude of ideas.


To say that we have ideas, however, would be an understatement. There are so many things that I believe would fit perfectly into the world we’re creating. Beginning in 2020, (and in no particular order or discrete timeline!), we’ll be considering culture, religion, and warfare. These are all aspects of the game that are ripe for expansion and development, as well as systemic improvements for culture especially.Additionally, I’d like to retain the high level of communication and transparency that we’ve had with our fans, inasmuch as is possible. Your continued feedback is much appreciated.


As we end the year, however, we have an small patch for those of you that are enjoying the 1.3 update, which includes a host of balance changes and fixes. I’ll hand over to Trin Tragula, who’ll give you the rundown on what you can expect!


1.3.2

Livy 1.3.2 went out as an open beta for the Livy Update last week and it contains a combination of tweaks and fixes to issues found in missions, as well as some extra stability fixes for crashes that some users experienced. Sometime in the near future, when we are content that this patch is working as we intend it will be released as a regular update on all platforms.


Balance tweaks in 1.3.2:


Statesmanship:

With statesmanship you are rewarded for keeping someone employed, as they will only reach their full potential if given the sufficient experience within the government apparatus.

The effect at launch during 1.3 Livy was quite harsh however, with many characters never getting near their full potential.

In 1.3.2 the base output of many offices have been tweaked to account for statesmanship, and the Finesse attribute on characters will also help produce a steady increase of Statesmanship for those with a strong inclination for government work.


Stability:

When stability was reworked some time ago, and made to decay towards the middle, the intent was that you should over time experience periods of good stability, where everything is going your way, and bad stability, which are veritable slump periods for your country.

The decay has however been too quick, which means it never really mattered too much when you gained or lost stability as it would always rapidly return to the middle ground.

In 1.3.2 we have slowed the decay of stability, which should allow you both longer periods of well being as well as longer periods of crisis.


Units & Food:

With Livy the food system was expanded to allow armies to carry food and to use stored food to mitigate attrition, with taking provincial capitals in order to secure food supply in hostile territory now being an integral part of warfare.

In the balance patch we have looked again at how much food units can carry, and at the cost for the supply trains that are now vital for any drawn out siege or campaign in hostile territory.


Fixes in 1.3.2:


Stability

The patch fixes a number of crashes that some experienced on startup, as well as some minor improvements to performance.


Missions:

Livy saw the introduction of a new mission system, as a way to guide expansion but primarily also to deliver scripted content such as event, alternate history and meaningful interaction with things that are not directly covered by game mechanics.

As with any new system the release to the general public has unearthed some issues in mission design that we now begin to address (especially for the General missions).

The 1.3.2 patch will take care of most of the oversights reported in the general missions reported to date, as well as a number of issues in the missions for Carthage and Rome.

Highlights include picking more sensible regional capitals for the development mission, as well as a fix for the demand that you grow olives in the wild wastes of Scandinavia. The general conquest mission will also no longer abort when you succeed too well with it.

For a full list of mission related fixes see the changelog at the end of this post.


1.3.2 also contains a number of smaller fixes to various things, all which can be found in the log below:


Full Changelog:

############################

#Game Balance:

############################


- Base Stability Decay is now halved.


- Aggressive Expansion decay from Foreign Minister & Praetor offices increased from -0.01 to -0.015 per skill point.


- Aggressive Expansion decay from Arbitrator office is now -0.01.


- Omen Power from the High Priest & Augur offices increased from 2% to 3% per skill point.


- National Tax bonus from Steward & Tribune of the Treasury offices changed from 1% to 1.5% per skill point.


- Tribesmen Happiness from the Elder office increased from 1% to 1.5% per skill point.


- Characters now receive a monthly Statesmanship increase from their Finesse skill.


- Supply Trains now cost 16 gold to construct, and their maintenance is therefore also higher.


- Horse Archers now carry more food (up to 3 from 2.4).


- Elephants now deal more damage to Heavy Infantry (up to 1.4 from 1.3) and less damage to Light Infantry (down to 1.3 from 1.5).


- Stability gains from events reduced by around 30% across the board.


- AI tribal nations will now only reform their governments if they have at least 25 Civilization in their capital.


############################

#Complete Soundtrack DLC:

############################


- Three new songs added: Tyros, The Mediterranean, and The Punic Wars.


############################

#Bugfixes:

############################


Stability & Performance:


- Fixed startup crash related to shadowmap resolution setting.


- Fixed crash related to using the back button to negotiate with barbarians.


- Fixed two more rare crashes related to ingame popups and account login.


- Slightly improved performance related to ai threat calculations.



Modding:


- Fixed mods being unable to load localization files.



Gameplay:


- Fixed game not applying Naval Damage Taken modifiers correctly.


- Fixed Slave Raid naval unit ability being available to everyone.


- Fixed problem where countries would not be properly called into wars which affected both humans and AI.


- Adoption will now exclude prisoners in all cases (instead of just some cases).


- Fixed local modifiers being used in Nabatean and Helot Heritages, which made them do nothing.


- No longer possible to teleport armies between Athens and Keos.


- Orontid family now properly a great family in Armenia.


- Fixed all remaining food vanishing when detaching a supply train.


- Made it impossible to adopt Mercenary captains.


- Olympic competitors can no longer form families while they are competing, leading to that family then being dispersed over the entire Mediterrenean world.



Missions:

- Fixed badly scripted mission requirements for the Roman task to subdue Greece.


- Fixed bad tooltip in Roman Mission relating to Crete.


- Fixed problem with the Roman Mission events relating to acquiring subjects in Italy.


- Fixed problem with Roman Mission tasks to befriend a tribe not finding appropriate countries for their events.


- Carthaginian mission bonus for same culture happiness reduced from 50% to 15%.


- Fixed the generic conquest mission aborting if you conquered every last territory in the region it targeted.


- Fixed bug where Musalamii would not properly turned to a client state in Carthaginian missions if they civilized before the mission was completed.


- Fixed problem with selection of Governorship capital for the General Development Mission.


- Fixed problem related to the dominant culture in the governorship capital changing mid-mission.


- Fixed problem with mission task wanting you to appoint a governor but in fact never actually considering that requirement fulfilled.


- Fixed issue with mining mission tasks being able to target a place where the Mining mission could not be done and therefore bypassing immediately.


- Fixed problem where some tasks would sometimes bypass immediately in a mission.


- General development mission will no longer require only Olives for your slaves but instead Olives or Wood since Olives can be quite hard to come by in Scotland, India or even Germany.


############################

#Interface:

############################


- Fixed the game failing to display last names for minor characters in the minor event window.


- Fixed Spanish localization having no information about what trade good a trade offer was for, or where it came from.


- Fixed badly linked text for event about Roman Eagles.


- Fixed a number of failed references to Family names.
 
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Personally this is something I would love to see. But when it might happen I do not think I can say for sure :)

Similarly, it's bizarre when, after building a continent-spanning Gaulish empire, carpeting it in cities and developing them, the heartland of your empire with urbanisation rates and civilisation levels beyond anything ever dreamt of south of the Alps... is still living in the mud huts. Bit of a slap in the face, that. Maybe we could have a second "barbarian" graphics set for the ones that urbanise?

Or at least, give the current one hay thatched roofs instead of sticks? Just to put some colour/contrast in there. At the minute they're hard-to-spot at low zoom and even close up they kind of blur together into these ugly flat brown smears.
 
I was unsure about the families thing before. Played a bunch now and I was wrong, it's totally fine. Is there any real dlc coming soon? I'm ready to buy stuff for content ;D
 
Does anyone else is annoyed by the stack of doom armies the opponent can field?
I am not talking about a major power but smaller powers, buying tons of mercs so army stacks of 100k are moving around the map in a single stack.
At one point I had a battle with 200K participants
I know there had been battles like that during the punic war, Cannae for example, but this seems a bit far fetched that nearly every 2 state nation can field such armies
 
here are some of my realizations from playing the game for a few hours in a list, its a little badly structured but should a legible

cities should have 0.01 inherent civilization spread
(edit: cities should change their look on the map with religious and cultural conversion if you want to play that way)
academies and libraries should have 0.01 civilization spread
culture conversion of same group (eg Sabellian for Rome in Italic) should have inherent speed of 0.5
province capital change and city founding political power should scale down with rank
should have something called region capital (that can be changed and that has some passive effects)
metropolis should stop the game and have a popup
should have things like dont trade with country A (eg when playing as Rome with Carthage)
should have things like dont trade this resource, dont trade this type of resource (food/strategic/...)
should be able to control the trade of a province from the province interface (and say dont trade these resources) because sometimes its not only the capital bonus but other stuff you dont want to give away AND it also is not realistic to double check literally every trade route when most do not matter
(edit: the just trait's civilization effect from governor is useless im guessing it was meant to be an increase of 0.01 to civilization and not what it is right now)
 
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I think I would like to put out a suggestion that when you click on the culture map it does that thing like in EU4 where the culture group you clicked on turns different colours to highlight the sub cultures and where they are dominant. So if I click Hellenic I can see where Macedonians are dominant compared to say Thracian (or vise versa).
 
upload_2019-12-23_23-18-47.png

seems like the visuals for siege progress do not show the correct number in the late game as siege engineering levels increase
 
im currently fighting in a war as rome as a great power against many small nations, one of them that is a one province minor / city state is fully occupied and is still employing 120 mercs and running a -50 a month in budget, im still winning the war by +50 but the whole thing is just breaking the experience and is very odd,

i know other people have said things about the mercs before as well and i had an idea too so i wanted say that: unique merc band limit by country size!

so a city state can employ a single mercenary group, and the number goes by with country size, it would potentially also solve other problems ai seems to have when fighting each other due to the unrealistic and game breaking nature of mercenaries
 
If you split them too much you end up just nerfing the countries period. Armenia already isn't performing like they did historically, instead ending dead over and over.
i've had armenia become a major thorn in my side multiple times now
 
gonna hope pdx reads these and takes them into consideration bc i have one more :)

ai seems to never destroy any buildings and i keep conquering settlements with tribal settlement building that have no tribesman left that was kind of a give away

also its funny that when I conquer a druidic city with temples and i am hellenic i dont have to do any refurbishing to them

with temples one idea of flavor going forward could be to have it such that there would be different temple options within temples : zeus, poseidon, hades, ares, hera, athena.... (and others for different religious groups) such that these have small buffs to tax, commerce, mining, experience, pop growth...

similarly for flavor it could help to have different naming and images for the theater building with small different buffs once again

potentially higher tier buildings that you unlock with technology that are more expansive but still take up only one building slot (at this point in my campaign i have over 35000 and it could be nice to have some other uses for my money than piling up)
 
As someone suggested earlier in this thread, is there a rework of the trade system in the (near) future?

Have there been thoughts about implementing a Hoi4 type of production to the game?

Example:

Now to be able to recruit heavy infantry you just need to import iron to your province, but what if we take it a step further?

In order to recruit heavy infantry you need iron weapons. So in a province that you want to recruit these units, you would need to import or produce ... let's say iron and wood.
If you have those two commodities then you can build a foundry that produces weapons. Those can then be stockpiled in another new building, called a warehouse, each warehouse can stockpile 10000 weapons for example. So when you are developing your city you need to think if you want to fill it with production, tax, or other buildings.

Before you go to war, you need to make sure that you have enough weapons, armour and other things stockpiled. You have already introduced the bagage train, so instead of just food the bagage train could also carry spare weapons and armour and after each battle, where your troops take losses, you can take weapons and armour from your bagage train. When those supplies are depleted, you could go back to a friendly province or build a temporary camp in enemy territory that can be ressuplied by the neighbouring friendly province ...

The same could be done with armour(cloth/iron), bread (grain) and commodities for your citizens. If you are living near the sea and your trade arrives through there, your trade could be disrupted which would be disastrous for your production, so you need to have a naval presence to protect your trade.

The above is just something I was wondering about, if it's been suggested already then i'm sorry.
 
About trade.
Any chance it can become less micromanaging?
It gets realy tiresome to have to set trade for every province in an empire only to loose it every time a country is annexed or involved in a war. It also gets irritating when the population grows and i need to start importing food for a province (ony to face the same problems). It's ok for small countrys. It becomes a boring trade game in an empire.
 
About trade.
Any chance it can become less micromanaging?
It gets realy tiresome to have to set trade for every province in an empire only to loose it every time a country is annexed or involved in a war. It also gets irritating when the population grows and i need to start importing food for a province (ony to face the same problems). It's ok for small countrys. It becomes a boring trade game in an empire.
I could see it move up to the regional level but that would take some redesign with the trade system to make it work. Province level is fine when you are small but, yes once you grow big it do get rather annoying and even more so if your routes breaks and you have to do the work over again.

Of course the possibility of a complete new trade system is also an open option.