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Imperator Dev Diary - Greek Missions and Deification 3/9/2020

Nota Bene: Some of the new event images shown below are tied to the Magna Graecia content pack.

Salvete Omnes!

For the first part of today's diary, I'll hand over to @Chopmist for a look at some new missions,after which I'll be introducing the Deification system:

It’s that time again Archons, and this week we’re going to look at the last 4 mission trees of the new update, which unlike the Athenian, Spartan, and Syracusan missions will be available for free in the 1.4 Archimedes patch.


The minor tags of the Greek ‘regions’ of the western Mediterranean, Magna Graecia, Greece, and the Black Sea will get a single tree each to give them some historical opportunities and flavor.


These trees are partly dynamic, changing some objectives and bonuses depending on the location and nature of the tag you play as. E.g. Massalia and Emporion will not have completely identical objectives in the Far From Home tree, but they will be broadly the same.


Let’s take a closer look at each of the four mission trees and some of their related events.


Pan-Hellenic Government

First things first, the minor tags of the Greek motherland will have access to this tree, guiding them towards uniting the Greek city states under a singular government for the first time.


This tree will be slightly different depending on whether you are playing as an oligarchic republic/monarchy or one of the other republic types (though the latter are a bit rarer in Greece), reflecting the different attitudes to government. Below we can see the tree as it appears for oligarchic Argos.

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As an oligarchy/monarchy you will be following the ‘Spartan’ strategy of dominating Greece through garrisons and feudatories, while a democratic republic will attempt to foster a common cause through tributaries and allies.

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The main aim of the tree is to acquire enough land and subjects in Greece, diplomatically or violently, to be able to declare yourself the natural leader of the Greece upon which your feudatories will be annexed (if you are an offish oligarchy) or your tributaries turned into feudatories (if you are a dastardly democracy).

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Alternatively, you can decide to allow each of the historic regions of Greece to govern themselves as loyal feudatories of the central government in your capital area. This provides players who enjoy different play-styles and vassal swarms with an option besides ‘eat everything’.

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Regardless of your government, you will have opportunities to take revenge on Macedon, from liberating (and perhaps releasing) a single territory, to removing the Diadochi from Greece altogether. Finally, you can send a message to the barbarian kings by sacking the Argead palace at Aigeai, ruffling some feathers in the process.

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Hospitable Sea

Next up let’s look at the tree for the colonies of the Ponots Euxinos, or Black Sea, from the point of view of Olbia.

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Depending on your location and territories when the mission is selected, you will be tasked with conquering 4 territories in a part of the Black Sea, in this case the Chersonesus, or ‘peninsula’, today known as Crimea.

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The driving force of your expansion will be a randomly selected family, whose interests may align perfectly or contradict your own at certain times. For example, you may grant them holdings in a reclaimed Hellenic trading post, upsetting the original colonizers, or release the city as a feudatory and upset the greedy dominus.

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Ultimately, once you have established a dominant position in the Black Sea the pirates will need to be dealt with, and can either be recruited into your ranks granting naval and mercenary boons, purged completely providing a permanent tax boon, or encouraged to go and bother people somewhere else…

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Greater Greece

This tree will be available to the Italiote minor tags in Italy, and will task them with uniting the squabbling cities of Magna Graecia before they fall to Italic barbarians. Once again, there will be different objectives and rewards available depending on your tag. Here is what the tree looks like for Taras, perhaps better known by its Latin name Tarentum.

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As victims of years of infighting and the rise of unified Italic powers inland, you must try to unite the Italiote cities under your banner while encouraging the redevelopment of your ailing cities and small Hellenic populations.

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Depending on the history of your city, and who originally founded it, you will have some unique choices when it comes to deciding on a permanent focus for your nation.

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Steps can also be made to rekindle good relations with your mother city, and perhaps even gain an alliance in the process.

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Your first goal will be to form the Italiote League, rebuilding the federation of old but with a more unified leadership, before claiming the command of all Magna Graecia. There is also a chance that other Italiote cities will freely acquiesce to your leadership, depending on your relative strength and the threat of neighboring non-Greek states.

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If times are hard, you may enlist the support of a Greek power who will decide whether to assist you, representing the common calls to arms that Italiote cities sent to Greece.

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Far From Home

Last but not least we have the Massalian colonies in Gaul and Hispania, who can attempt to unify the old Phocaean colonies and counter the growth of their old rival Carthage. Here is the tree from the point of view of Massalia.


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The tags of this tree, being in a situation similar to that of the Euxine colonies (isolated trading posts along a long disputed coastline) share some of their opportunities, but have plenty of their own to be getting along with. As in the Hospitable Sea tree, a single family will emerge as the proponents of expansion and aggression.

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Retaking the lost Phocaean city of Alalia in Corsica will please your Massalian brothers and grant boons to assimilation and happiness across the country. As an aside, this tree is also available to Elea (as well as Greater Greece) as the remnants of the Alalian settlers who fled after the battle of Alalia.

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Once leadership of Massalian colonies has been established and your status as a major trading power is secure, you may look to forming a Phocaean League, uniting the Massalian colonies under your leadership.

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Finally, as an optional objective for the ambitious reconquerer, you may retake the ruins of Phocaea in Ionia and refound it.

As an addendum, here is the new map of Greece, where the following tags have been added: Elateia, Delphi, Amphissa, Oreos, Opus, Dyme, Pellene, Tegea, and Hermione.

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Ruler Deification

And now I'm back to give you a run down of one of the additional features in Archimedes, and something that will be unlocked for owners of the Magna Graecia content pack.

Several diaries ago, I hinted that there might be a reason we were adding dead characters such as Alexander to the game. In order to represent such phenomena as the cult of Alexander that sprang up in Egypt at around the start date of Imperator, deified characters can take a place in your pantheon:

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Various countries will be able to embrace pre-scripted deified characters, provided certain requirements are met. Deified characters are branched off a parent deity, and inherit their bonuses, but benefit from being able to have their own Holy Site, as well as some interesting effects shown below.

Characters with the deification tag will also be used to represent prophets or figures of interest in Monotheist faiths, instead of deities:

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Here, you can see that in addition to the regular Omen effects, all prophets or deified rulers will benefit from an additional effect, depending on which deity they were based. Judaism begins with a set of prophets, each with their own effects - to counterbalance this, we’re increased the default omen duration for the Jewish religion. Religions with the monotheist tag will be unable to embrace deities belonging to a different parent religion.

For owners of the Magna Graecia content pack, nations with the correct government forms (non-theocratic republics are excluded), will be able to deify past or present rulers, provided certain strict conditions are met, and enough political influence is gathered:

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A deification will transfer the effects of the deity you chose to base your deified ruler on to the recipient, giving you a chance to create your own holy site for your newly ascended kinsman. Every base deity will have additional (secret!) effects that will only be applied if the deity is a deified character.

Additionally, for owners of Magna Graecia, the Imperial Cult government type now requires a full set of Deified rulers in your pantheon - this will set you back quite a bit, as the PI cost for deifying a ruler increases in relation to how many similarly deified characters exist in your pantheon.

Until next week, I’ll leave you with this small, yet tantalizing teaser:

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Nice! Deification sounds potentially interesting, as long as it isnt just cloning abilities that you could already get from existing identical gods. I'm liking the tease for marking important characters too!

Here's a bit of a question spam:

How does deification actually work? I guess characters will become a deity of their personal religion - does this mean it is possible that you could end up creating a deity of a foreign religion?

Is there any bonus to characters of that family in having their deity in your pantheon?

Is the deity exclusive to your state, or attached to a sacred site that operates like the others, whereby other states can obtain its usage?

How is it determined which type of god a character will be a duplicate of? Does this use the 4 abilities or traits? Existing available gods? Is it possible that deified characters could bring a bonus type normally unavailable to a religion (say Zeus' bonus is unique to Hellenism, could a new Kemetic deity have some way of grabbing his bonus)? Or boni that are only available through deification?

Does the AI have the capability to use this system or is it the players only?
 
Why the fuck do the arrows in the Greater Greece mission tree cross, just swap the two focuses (foci?) around and the arrows don't have to cross.

To me it seems like the result of it being WIP. I can see why it initially it would end that way, but also how it can easily be fixed. Doubt that they rushed to do it just to have a pretty screenshot.
 
But I just need one more thing out of that build a holy site/temple mechanic... I need to see it on the map, as a graphic.
If you have a Greek culture, then it should be displayed as an Akropolis, a temple on hill. That way we can easily find it, it is eye candy, and it makes it more fun to build them in your favorite cities.

If Athen's for example build a temple to Athena in Athens, then you will see it as an Akropolis in Athens, like they have in real life.
Other graphics for different cultures of course.

Also, why cant we see normal buildings in the cities? Missed opportunity, if I build a Theatre, I can see the tiny theatre. If i build a Granary, I can see a tiny granary(This doesnt need to multiple because you build several, just needs one representative graphics).
But special buildings like the holy sites you can build in the next update should of course be bigger and more visible.
 
The new deification mechanics looks amazing but neither do all the "heroes", former kings or members of our family need to be prophets. There are other things that can be done, for example, adding more bloodlines or creating wonders. I hope that deifying someone is complicated. That way we will appreciate and value that character more. If everyone becomes a legend, this new mechanic will become repetitive and boring.
 
There are a whole lot more examples of "heroes" being a big part in Ancient Greece. Even a small island like Cephalonia had got Odysseus (in Ithaca) and Cephalos. It would seem each single place in the Greek world had at least some local myths going on about heroes or founding kings being revered by the locals.
Not just islands, but even each tribe (basically hereditary administrative units) in Athens, for instance, had it's own hero, which members of that tribe would venerate. When the Athenians decided to honor Demetrius for liberating them from Cassander (slightly before the start date), they created new tribes for Demetrius and Antigonus, with them as the assigned heroes; even after they fell out with the Antigonids, those two tribes seem to have continued to offer sacrifices to those two rulers up until the Second Macedonian War (fought against Demetrius's great-grandson), when they replaced them with tribes to their new allies Ptolemy and the king of Pergamum. In contrast, while they deified Demetrius and Antigonus (with Demetrius associating himself with Dionysus, and living for a while in the temple of Athena, on the basis that it was his "sister's house), they dumped those cults fairly quickly once the political tides changed. Pretty much any citizen would have a purported ancestral hero they would be expected to venerate.
 
Any word on when this update will be released? ;)

When the game was released there were 14 developer diary until patch 1.1 was released.

From patch 1.1 to 1.2 there were 14 diaries.

From patch 1.2 to 1.3, paradox made 9.

We have 9 developer diaries talking about patch 1.4, so we should soon have something.

My bet is that at the end of March or beginning of April we will have a beta.

This is just my guess, that nobody takes this as reliable information.
 
When the game was released there were 14 developer diary until patch 1.1 was released.

From patch 1.1 to 1.2 there were 14 diaries.

From patch 1.2 to 1.3, paradox made 9.

We have 9 developer diaries talking about patch 1.4, so we should soon have something.

My bet is that at the end of March or beginning of April we will have a beta.

This is just my guess, that nobody takes this as reliable information.
Yeah, that sounds reasonable. I can't wait!
 
Have you spoken to someone knowledgeable in Judaism?
David gives raised taxation and Moses gives manpower?!
Moses wasn't a Prophet of War, more like a Prophet of Laws and Religion. David was much more famous in his Wars than finances....
 
Reading this DD makes me want a mod to create a custom new religion if the ruler has great stats, with himself permanently established as its chief god. :p
 
I agree.
In I:R, on the other hand, particularly looking at tribes, this is a major problem. For example, currently you have tags like for example the Germanic and Baltic tribes that are attested in the first few centuries AD, but are put in the game at its start, in some cases half a millennium before they should be there.

I think this is not a problem if we have just the one start date, you have to populate the map somehow and aggregating tribes reported at different times is a sufficient solution. What happens, however, when you try to present a historically plausable populated map at different times - now you have to start separating these tribes according to history which means large parts of the map are getting blank and the world is not as vivid as before. This is a problem that not even archaeologists and historians would be able to sufficiently solve.

So i am perfectly satisfied with just the one start date and having the devs focus on bringing its particular histories and possible alternative histories to life as they are doing with the mission trees.

You make a very good point indeed, I didn't considered that variable, since I'm a bit biased on the Mediterranean basin and play only with Civilized cultures.
Nothing against barbarians, but the few times I've tried I've lost interest quite quickly. The fact that primitive Iron Age tribes can build cities with aqueducts, theaters and libraries (same as civilized) is a big turn off for me. I'd rather wait to try Tribal gameplay when they're fleshed out and properly developed, or the Cities/Building system is overhauled one day.
 
Why instead of the addition of meaningful mechanics are we seeing the addition of another "Press this for a bonus" feature and an expansion of a system that railroads gameplay and limits actual strategic thinking inside the game?
 
When the game was released there were 14 developer diary until patch 1.1 was released.

From patch 1.1 to 1.2 there were 14 diaries.

From patch 1.2 to 1.3, paradox made 9.

We have 9 developer diaries talking about patch 1.4, so we should soon have something.

My bet is that at the end of March or beginning of April we will have a beta.

This is just my guess, that nobody takes this as reliable information.


I noticed there are new achivments connected to the new mechanics added to the game today (don't know how long they have been there though, I just *noticed* them today), which usually happen a short time before an expansion/patch drops, so I'm feeling optimistic that we are closer than that.

Annoying aspect of paradox gaming... there is often another DLC or patch in the works, killing my desire to play until it drops. I've been having an I:R itch for a week, but can't bring myself to start up an new game knowing there is new stuff just around the corner...
 
You make a very good point indeed, I didn't considered that variable, since I'm a bit biased on the Mediterranean basin and play only with Civilized cultures.
Nothing against barbarians, but the few times I've tried I've lost interest quite quickly. The fact that primitive Iron Age tribes can build cities with aqueducts, theaters and libraries (same as civilized) is a big turn off for me. I'd rather wait to try Tribal gameplay when they're fleshed out and properly developed, or the Cities/Building system is overhauled one day.
Until now I mostly played tribal tags but I will turn to the Mediterranean with the upcoming DLC. I play tribes between the Adriatic and the Carpathian mountains because I am more immersed when I play tags that are present near my home and that I know from local archaeological research. About the cities, the tribal ones have their own wooden 3D models, besides Iron Age communities had settlements that we can consider proto-cities both according to population sizes as well as amenities much earlier than the I:R timeframe. In my playthroughs I start getting more cities not prior to about the 2nd century BC and that corresponds to the time when famous hillforts begin appearing in the archaeological record. About the city buildings, you just have to imagine the temples are local Celtic sanctuaries, aqueducts are wells, cisterns, etc. libraries are local communal buildings where local leaders and wise man gather and discuss or something, etc. However, I also hope the tribal gameplay gets more fleshed out and properly developed. As I said, I will turn to the Mediterranean with the upcoming DLC to try out the historical missions (I hope at least some tribes get them in the future).
 
Until now I mostly played tribal tags but I will turn to the Mediterranean with the upcoming DLC. I play tribes between the Adriatic and the Carpathian mountains because I am more immersed when I play tags that are present near my home and that I know from local archaeological research. About the cities, the tribal ones have their own wooden 3D models, besides Iron Age communities had settlements that we can consider proto-cities both according to population sizes as well as amenities much earlier than the I:R timeframe. In my playthroughs I start getting more cities not prior to about the 2nd century BC and that corresponds to the time when famous hillforts begin appearing in the archaeological record. About the city buildings, you just have to imagine the temples are local Celtic sanctuaries, aqueducts are wells, cisterns, etc. libraries are local communal buildings where local leaders and wise man gather and discuss or something, etc. However, I also hope the tribal gameplay gets more fleshed out and properly developed. As I said, I will turn to the Mediterranean with the upcoming DLC to try out the historical missions (I hope at least some tribes get them in the future).
I agree to the imagining, but 1: There should be a name change to correspond to your examples, and the images as well and 2: A well does not work the same way as an aqueduct, nor is it that sophisticated so they shouldnt be able to organise big cities like the Romans, Greeks, Persians, Egyptians etc.
But your logic is solid.