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Imperator Dev Diary - 8/19/2019

Welcome back to another Dev Diary for Imperator: Rome!

Once again, we’ll be covering some information that those of you using the open beta branch will already have been playing with.


Monarch Power

Before we dive in to the mechanics and solutions behind the monarch power rework, I’d like to explain a little bit about the impetus behind the changes, and the varying factors at play.

One of the more controversial aspects of the game at release, was the implementation of Monarch Power. After reading reams of feedback on the subject, and considering the available options, we elected to look at reworking the entire concept of Monarch Power in the Cicero update.

The community issues with the 1.0 monarch power system could broadly be boiled down into two main categories:

  • The lack of control over the stats that your monarch or ruler has.
  • The inconsistency of the varying purposes power was intended to be used for.

In essence, we needed a system that acted as an anti-snowballing mechanic, felt like something a player had control over, and which avoided any unnecessary abstraction both conceptually and in terms of practical use.

Enter Political Influence. PI is intended to represent exactly what it describes: the influence that a government or nation has over their own political establishment.

The way in which it is produced is also related directly to the political establishment. Each primary Office holder in your nation will contribute to the PI gain of your nation, based on their loyalty to your cause. The more loyal your cabinet, the more practical power you will have to perform the various actions associated with PI.

Which leads me comfortably to the next topic we covered as part of the power rework, and point two of the community issues surrounding Monarch Power. A huge variety of actions that previously had a token power cost, have been redesigned to use one of our newer, more dynamic resources. Tyranny, Stability, Political Influence, Corruption and even Aggressive Expansion have a more clear-cut purpose; the logical solution was to use these to represent the consequences of your actions, rather than attach an abstract cost:value ratio to things such as Bribery, selection of National Ideas, inviting investment, and more.

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Of course, there are still actions that demand the use of more conventional currency. Gold still plays a large part in a functional government of Antiquity, perhaps even more so in the Cicero update. The power cost for inventions, for example, has been replaced with a scaling gold cost, representing the direct cost of investment into research and development:

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In addition to reworks to the cost of many actions and abilities, it became quickly apparent that many actions needed no cost at all, and functioned as their own opportunity cost, or had a consequential cost. An example of this would be the Assault ability for armies; the manpower lost during an assault vastly outweighed any token power cost, and as such, has no action cost in Cicero. Citing an example of opportunity cost, Omens will no longer have an up-front price; the opportunity cost comes of being tied to your chosen omen for the entire duration, unable to switch or cancel the ongoing omen.

The one instance that we felt was not covered by any of our new or old systems, was the Military Tradition mechanic. This needed something unique, and as such, we needed a unique method by which to unlock and acquire traditions.

It felt appropriate to treat Traditions as a self-contained system, and the Cicero update will include a Military Experience resource. This will be generated over time at a modest base rate, but is modified by the average combat experience level of your national cohorts.

Military Drill is introduced alongside this, as a way for armies to maintain a certain level of experience during peacetime. The employment of Mercenary forces will detract from a nation’s Military Experience gain, but have been made vastly cheaper to maintain, to compensate for this.


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Rulers will not be entirely without merit in the Cicero update, with each of the four statistics granting you bonuses to certain stats, scaled by the value of the stat itself:
  • Martial: Manpower Recovery and Land Morale Recovery
  • Finesse: Commerce Modifier and Build Cost
  • Charisma: Monthly Tyranny Decay and Claim Fabrication speed
  • Zeal: Monthly Stability Increase and War Exhaustion Decay

A skilled ruler will therefore still be important to a state, and a weak one will be noticeably less potent.

To conclude, we realised early on in the testing cycle for these changes, that it felt more organic, dynamic, and most importantly fun, to utilise resources in this way. That said, if you wish to be the judges of this yourselves, the open beta for the Cicero update is still underway, we invite you to try it out!

/Arheo
 
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Gosh, I sure hope so. Even if there are no unannounced game features left, it's going to be a tall order just to teach the AI how to play the new game before the end of September.
Honestly the AI has been performing quite OK with food and keeping their stuff together. Even less weird stuff than with 1.1, dunno if it's circumstantial or paradox actually made updates for stable AI ;p. Though AI can be more aggresssive, they will declare war if you are in a big war or have low manpower.
Also settlements /cities seem to be fine, but I have not checked whether they make them and if it's strategic at all.
 
Honestly the AI has been performing quite OK with food and keeping their stuff together. Even less weird stuff than with 1.1, dunno if it's circumstantial or paradox actually made updates for stable AI ;p. Though AI can be more aggresssive, they will declare war if you are in a big war or have low manpower.
Also settlements /cities seem to be fine, but I have not checked whether they make them and if it's strategic at all.
I've been seeing horror stories both here and on Reddit of large swathes of territory being completely depopulated because the AI can't use food trade routes properly, but those stories may not be representative.
 
I've been seeing horror stories both here and on Reddit of large swathes of territory being completely depopulated because the AI can't use food trade routes properly, but those stories may not be representative.
It was mostly due to a bug that removed all food when a province was annexed.
 
Very happy to see that the programmer art is finally being dealt with, it's the only thing that's been holding me back from trying Cicero. I like to know what I'm clicking on.
 
From trying the beta as Rome, the first thing I did was to buy every single invention. Once that was done (the starting treasury was enough to buy 11/12 of them), I proceeded to expand, this way I avoid the increase in the prize of the inventions.

I don't think inventions is something you should pay with money, these are technology after all. Why not have inventions have a chance to be invented, based on your advancements, the research output / research cost ratio, and the skill of the characters assigned to research?
 
The whole research system could need an overhaul, inventions are just click to pay to get a bonus while research system itself lead to stuff such as massive empires begin very behind in technology compared to city states. It is not a number 1 issue but it is something that eventually should be looked at.
 
I like how these changes are framed into opportunity costs and being more "natural", or realistic, in terms of gameplay. Can't wait to try it out! I haven't played Imperator: Rome yet but I've followed all the dev diairies and I might buy it once Cicero update is live for real.
 
I like how these changes are framed into opportunity costs and being more "natural", or realistic, in terms of gameplay. Can't wait to try it out! I haven't played Imperator: Rome yet but I've followed all the dev diairies and I might buy it once Cicero update is live for real.
Imperator: Rome started out as cold hard real time boardgame with abstract resources, instant actions so they have come quite far from that but there is still a lot of work left long after Cicero such as countries have Little difference and characters don't really feel alive yet.
 
Citing an example of opportunity cost, Omens will no longer have an up-front price; the opportunity cost comes of being tied to your chosen omen for the entire duration, unable to switch or cancel the ongoing omen.
Which makes me think there could be negative effects associated with omens, too? To make the opportunity costs due to commitment more severe. E.g. increased commercial income but less manpower recovery? Or faster research for less population growth? Less power costs for loyalty gain penalty?

Thus the omens would serve as a advocated state goal (call it a five-year plan) for a given time. This could tie nicely into the inherent flow of expansion and consolidation (if it can get distinctively more pronounced in Cicero).
 
Which makes me think there could be negative effects associated with omens, too? To make the opportunity costs due to commitment more severe. E.g. increased commercial income but less manpower recovery? Or faster research for less population growth? Less power costs for loyalty gain penalty?

Thus the omens would serve as a advocated state goal (call it a five-year plan) for a given time. This could tie nicely into the inherent flow of expansion and consolidation (if it can get distinctively more pronounced in Cicero).

The negative effect is that you cannot have any of the 7 other bonuses.
 
Currently traditions come so slow at the start of the game and really fast at the end due to techs, traditions and trade bonuses that affect experience decay.

Could you return the pre 1.2 concept of traditions costing more for every tradition already taken.

Maybe put it at a base cost of 50 ME increasing 20% for every tradition already taken. Thus 1st tradition is 50, 2nd is 60, 3rd is 70 and so on.

This means that the total cost of taking all 21 traditions would now be 3150 ME instead of 2100ME.

This system would have the same total cost as the current one at tradition 11 at a total of 1100 ME.
 
Nice. When are the post-Cicero diaries coming out? The Beta is in final stages it seems, given that nothing new is there. Can't wait for the September patch. :)
 
Cost gold for instant inventions feels pretty strange,even more than the monarch power.
I've seen the army exeprience and political power from HOI side,bringing its tech system here maybe an idea?
And Just some personal thinking.Still cost gold but cost gold monthly,the speed of it could be modified by special invention advisor and level of reformation.
 
+1

I would prefer a system, where omens lead to dynamical event chains. And we can only choose which raw direction (to which god) this event chain will go.
No instant or permanent bonus but dynamic events which can not only give bonus but also malus ;)

f.e.
if you call for an omen to your factions "commerce god" an if you improve your commerce efforts in the "omen duration" there could be events like "a merchand has found a dog fucking a bird, which is clear message from god XYZ and has told this story all about your country.
All merchants are encouraged by this sign of the god (you gain 15% commerce eff.)

...but if you act against the commercial path (f.e. declare war on trade partners), you could suffer a mighty revenge from this god...like the bird fucking the dog (-35% commerce eff.)
Yes please. Yes please omg.. Focuses in this game will also be splendid.

Anything which puts in more CK2 stuff would be very welcome please :)
 
One question/sugestion regarding military experience:
Wouldnt it make more sense to give bigger boost to military exp to the LOSING side of war/battle? I know it's counter-intuitive, but historicaly, if something worked then the army wasnt changing. Rome started to add corvus on their ships only after few major losses with cartagine fleet, same with manipular system, which was adapted after roman phalanx was beaten few times by samnites, not the other way around. That would also help with snowballing, because smaller nations would develop better armies faster than big empires (because those have more cash to burn on drilling in the current system).