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Imperator: Rome Dev Diary - 2nd of March

Hello there!

I have the pleasure of bringing you this week’s Dev Diary, and will try to make the most of it. Today we are going to take a look at two other missions sets we are bringing for the upcoming content pack - Sparta and Athens. I want to stress that what you see here is still work in progress, so things might change before they go live.

For our start date, Sparta and Athens’ glory days are long over, with Sparta losing their allies and subjects after the battle at Leuktra in 371BCE, and Athens losing theirs after their loss in the Peloponnesian War (though they had another smaller league later on).

Sparta
We will be starting with Sparta, who have lost their Messenian lands to the freed Helots, and parts of Cynuria to the Argives in the east. Their missions will be focused on taking control of the Peloponnese, building up that land, and potentially taking a stab at Athens, Thebes, and Macedon.

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Sparta’s starting position in the Archimedes Update.

Sparta Mission 1 - Spartan Restoration
The first mission is focused on Laconia itself, the old heartland of Spartan power and influence in the Peloponnese. After the Thebans invaded and shattered the Peloponnesian League, Sparta was left in a weakened position in-between the Arcadians to the north, Messenians to the west, and Argives to the north-east.

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The path on the right-hand side let’s you focus on improving your starting land, whereas the left-hand side is focused on retaking the lands of Messenia. If you are to take the lands of Messenia before you start the mission, the mission will instead focus on developing your western holdings as well. As a stand-alone task, you have the possibility of trying to convince the Skiritai (a small rural tribe at the border between Arcadia and Laconia) to rejoin your side, and permanently improve your Light Infantry troops.

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Another thing of note in this mission is the task to unlock the deity ‘Artemis Orthia’, on the right hand side. She was historically an important deity in Sparta, and her sanctuary was rebuilt in the 3rd century BCE.

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Sparta Mission 2 - Protector of the Peloponnesus
The second mission for Sparta will focus on taking your conquests and efforts beyond Lacedaemonian lands, to the rest of the Peloponnese. You have the Arcadians who have gathered in a defensive league to the north, the ancient rival in Argos, and the Eleans and Achaeans to the far north and north-west.

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As you can see, we have an optional far-left path that focuses on the Eleans, whereas the rest focuses on the rest of the Peloponnese. The missions focuses on taking Arcadian, Argive, and Achaean lands, and gives you optional tasks if you want to improve these lands afterwards. Similarly to the first mission, you will get alternate development focused tasks here, if you already own some of the land when you start the mission.

To show some examples from the optional tasks:

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Sparta Mission 3 - The Second Peloponnesian League
The third mission for Sparta also focuses on the Peloponnese, similar to the second mission, but this time we are prioritizing development and taking control of whatever subjects you may have in the area.

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At first you have a small optional route, where you will be able to liberate parts of Greece still owned by foreign Diadochi. Then later on you have an optional route where you can focus on expanding the largest cities in the Peloponnese.

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The main task will focus on rebuilding the Peloponnesian League, and restoring Sparta to her former glory. At the end of it, you will get some nice permanent bonuses, in addition to a name and flag change.

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New flag for Peloponnesian League. Garnet red intensifies.

Sparta Mission 4 - Ancient Rivals
The final mission for the Spartan will focus on moving beyond the borders of the Peloponnese, to Athens, Thebes/Boeotia, and Macedon.

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The right-hand path focuses on Macedon, the middle on Athens, and the left-hand side on Thebes/Boeotia. Every path focuses on taking the main cities (see Athens, Thebes, Pella/Thessalonike), and then developing and taking advantage of them. At the end of the Athenian path, we have an optional task for introducing a new Athenian deity (and an effect from an Athenian mission task) in Sparta as well.

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Athens
Athens will be focused on breaking free from their Antigonid overlord, developing Attica, and restoring the Delian League once more. At our start date, Demetrius is invading Greece and wrestling control of the city-states from Macedon, and though he was originally accepted by the people of Athens, his treatment of their city quickly soured his relationship with the citizens.

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Athens’ starting position in the Archimedes Update.

Athens Mission 1 - Athens in Chains
The first mission for Athens will be focused on wresting control of the nation from its foreign overlord in Syria, or accepting their domination for some nice bonuses.

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As we can see here, the mission is split into two routes, one loyalist and one independence-seeking path. In the mission you have one great family in the nation that promotes each of the paths, and you will interact fairly heavily with them to finally get to the end of the route. The winning family will eventually banish their rivals, and either lead Athens to freedom, or to oligarchy.

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Athens Mission 2 - Restoring Attica
As one of the richer regions in Greece, Attica was the home of several rich silver mines, as well as a large population and several cities under Athenian influence. The second mission for Athens focuses on expanding upon your local powerbase, before you look outwards at new potential conquests.

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At the top we have tasks focused on the basic infrastructure, like owning all of Attica, building up Athens, and an optional task to expand upon the silver mines. For the second half of the mission, you will have two paths focused on the Mysteries in Eleusis and the Academy of Athens, giving different kinds of bonuses (among them the character bonus you saw earlier in the Sparta mission as well).

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Athens Mission 3 - Democracy in Athens
The third mission for Athens is focused upon the local democracy of Athens itself, an institution famous long after its fall.

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This mission is split into two different options. On the right-hand side you can choose to abandon democracy and become a new tyrant of the republic (a bit like Lachares did in the early 3rd century BCE). Whereas on the left-hand side you can hold on to your ancient ideals and focus your efforts on improving the democratic institutions of the city-state, to get some permanent boni to the republic-related actions in the game.

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Athens Mission 4 - Restoring the Delian League
The fourth mission for Athens focuses on restoring the Delian League to its former glory, taking the place of the current decision that already exists in the game.

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In the mission you have two paths, one focused on the Aegean Islands, and one focused on the more distant city-states that used to be part of the ancient league. For most of the conquest tasks you will have an optional development focused follow-up task (e.g ‘By the Strymon River’ which gives you the task of taking Amphipolis, and then ‘Amphipolian Goods’ which has you expand upon the local mines). These will vary somewhat based on who owns it (you or a subject), and if it is a city or a settlement.

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When you finish the mission, you will get a new name and flag (similar to the end of the third Spartan mission), as you triumphantly restore the Delian League.

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I wanted to stick to the original flag for Athens, and just make it a tad more fancy looking.

Hopefully you found this little glance at the new missions for Athens and Sparta interesting, and we’ll have more to show you next week!
 
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By the Twelve of Olympos, will the people making this game ever learn? Mission trees are not what we need. Depth and Variety are what is sorely needed in this barebones ass game. Mission trees provide good skeleton, but you seriously cannot expect us to keep paying for this nonsense, right?

Speaking specifically to both nations covered in this DD.

Athens plays as any other republic, and Sparta as any other kingdom. Yet both are noted for their unique constitutions in world history. Sparta's Diarchy...and with time, reestablising the democracy of Pericles in Athens should be unique mechanics to define them.

But no. MIsSoN tReEs!
 
Athens plays as any other republic, and Sparta as any other kingdom. Yet both are noted for their unique constitutions in world history. Sparta's Diarchy...and with time, reestablising the democracy of Pericles in Athens should be unique mechanics to define them.
Yes it seems like a missed opportunity, it seems like they are spending all their programing and design assets on the religious update since that basically apply to everyone while letting a few content creators do the new mission trees.
 
If by missed opportunity, you mean they're bucketing out water of a ship with a hole in the bottom, sure.
It reminds me about the navy, Imperator: Rome had only 1 ship type at launch, 1 patch later they added 5 new types and changed the naval combat system, but they did really not add more purposes to the navy, it is still about fight enemy navy and transport troops in a time period in which nations like Carthage had large navies to Control trade something which is not represented at all now and neither is navy's role in supplying armies.

It is basically the same thing as adding 10 new governments but they are just the exact same republics, monarchies and tribes we already know.

It may add to immersion to have more ship types but the fact that some of the most important aspect of navy is lacking is not good for immersion at all.
 
Don't get me wrong, but the focus on mission trees worries me greatly. The new mission trees look cool and everything, but I fear they won't be enough to bring anyone back to the game (it's not for me and the people I play with, at least). I also fear that the amount of time and energy spent on developing them delays much more necessary changes. I mean, I can only speak for myself and the little MP group I often play with, but we are pretty united in our concern that with CK3 being released this year, together with games such as Total War Troy, The Settlers 10 and Mount & Blade Bannerlord etc., the likelihood of us returning to Imperator Rome greatly depends on the state of the game before those titles get released, and as of right now, it doesn't look promising.

Again, we're only 10-15 people usually, and we could be completely off compared to the rest of the games player base, but based on the forum posts here I don't think we are.
 
I think the issue with Imperator: Rome is that while it do have quite alot of content it is simply not making good use of it, like characters could be a big deal but right now they are pretty boring. A commander in Imperator: Rome have only to care about martial and some traits, they have 4 attributes, why not use them all, I mean it make sense that charisma raise Soldiers morale and finess make armies move quicker. Compare to EUIV whose commander have 4 attributes and traits and I say EUIV have better commanders than the game that have characters as commander which is just ridiculous, but that is how it is right now and don't ask me why.

Compare how boring the offices are in Imperator: Rome compared to CK2 council in which each councilor can peform 4 action each, why not have that in Imperator: Rome as well? Also the commanders in CK2 is simply much more interesting than Imperator: Rome ones which feel like they lifted straight from EU: Rome. Yes Imperator: Rome have some interesting stuff like loyalty and loyal cohorts but these system need more work and loyalty will be changed.

Even if characters in Imperator: Rome are in a bad state right now compared to their potential it is still a strength of the game compared to the other paradox games that don't even have them. Now stuff like diplomacy, not so much.
 
I think the issue with Imperator: Rome is that while it do have quite alot of content it is simply not making good use of it

This sums it up perfectly. The trade system is OK, but not good/great. The economy is OK, but not good/great. Warfare is OK, but not good/great. Diplomacy is OK, but not good/great. The population mechanics are OK, but not good/great. The city management is OK, but not good/great. The character aspect is OK, but not good/great.

The entire game is OK, but it has the potential to be great.
 
Yes it "works", but it have not made me play beyond like 550 Before the game is boring and too easy. The game have no dynamic stuff at all, in CK2 with its character you can have bad times, in Imperator: Rome you simply get stronger and stronger, not even a coallition system exist to keep you in some Control and the rebellion and civil war stuff is generally too easy to avoid and there is no reason to have a civil war and rebellion can sometimes be exploited to avoid AE by making subjects revolt.

Atleast CK3 which you play as a character will have some sort of dynamic system which can set you back all way to what you where at the start and that is the stuff I kinda like, especially once powerful enough that you know there is nothing left in the game other than boring grind which is also one of the worst seen in a paradox game.
 
A lot of the problem too is that Imperator kinda hides it's features, and when you discover them they are convoluted in horrible UI, and presented incredibly dull.
Often it get's messy and hard to keep track at a glance etc.

One example of something very simple(This one isnt a hidden feature though), in Imperator you can have Triumphs. Well instead of a niiiiice event painting, event mechanic tied to the character and maybe some other effects to make that triumph feel like a celebration, Imperator Rome just tells you "You now have clicked the Triumph button, +xx% boost to x etc".
Missed opportunity.

EDIT: I mean, the game is like a math sheet, but the time period made stories like the Iliad, Odysseus, and believed in Herakles the adventurer, inspired stories of Caesar, Cleopatra and Marcus Antonius.
Leonidas and the three hundred. Perseus and Medusa. Alexander the Great. The most ancient of them all, Egypt and their gods. Aeneid by Virgil.

This game need to study Homer and how he managed to tell a story, because that's presentation!
 
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A lot of the problem too is that Imperator kinda hides it's features, and when you discover them they are convoluted in horrible UI, and presented incredibly dull.
Often it get's messy and hard to keep track at a glance etc.

One example of something very simple(This one isnt a hidden feature though), in Imperator you can have Triumphs. Well instead of a niiiiice event painting, event mechanic tied to the character and maybe some other effects to make that triumph feel like a celebration, Imperator Rome just tells you "You now have clicked the Triumph button, +xx% boost to x etc".
Missed opportunity.
Also character as far as I can tell never ask/demand a triumph, sometimes they demand a job but thats about it. And the triumph itself have zero flavor, no events, no killing of prisoners/human sacrifices. Also there is no way to see which characters have had a triumph, something the Romans would record.

And about the same can be said about all character interactions, characters don't even care if you smear their reputation. they hardly care about anything and then they do it is a hit to loyalty which itself is just a binary system, either super loyal or completely disloyal. They could very well have spent more time with each interaction instead of going for quantity and acting like it is still 2008 since it feel straight up copy from EU: Rome and maybe it is.

Argubly every single thing in Imperator: Rome is like this in some way or Another, very lacking in flavor, lacking in originality (except maybe food and cities, maybe there is more) and often lacking in content, which is very obvious with stuff like diplomacy and subjects. Imperator: Rome tried to be several games at ones but failed at capturing the good things about any of them and left is a Product in need of a complete redesign.

The question is if spending a year or two on remaking the game is actually a Worthwhile thing?
 
Phrygia is in Greece because they were in the process of conquering it at the start, defeating both Macedon and Egypt. They continued to do so with great success until Demetrius retreated to deal with the invasion of Anatolia.

Their recent invasion is also why Greece is not all subjects under macedon for that matter :)

Is there any plans to make this more clear in the Magnia Grecia update? The game starts in the middle of a brief ceasefire in a major war which ends in the destruction of the Antigonids in Phygria. This conflict polarized the greek citystates and was key turning point for the eastern Mediterranean. Is this last conflict going to be better represented and constantly actually happen going forward? After the conflict, will the anti Antigonid alliance dissolve and feud among themselves?
 
I would've preferred it more if Athens and Sparta got actual proper mechanics, like a stratocratic diarchy with two kings (Agiads and Eurypontids) for Sparta. Or you know, a proper democratic Boule-ruled republic government type for Athens to replace the generic so called ""republic"" it has since release...instead of just more mission trees. :(

- We could've used a proper diplomacy system, to replace the barebones one the game has right now.
- We could've used a system for city-state leagues that Athens and Sparta were actually known for, rather than mission-based name changes. Even Stellaris has federations.
- There could've been a focus on better character interactions, or a rework of civil wars the weird family system. Especially since Athens war known for repeated coups in this era.
- We could've used the wonderful, flexible vassalage system EU4 has.
- We could've used better character portraits, with helmets and crowns and more than just one type of armour.
- As others said, we could've gotten actual interactive triumphs and replacement of "click to instantly gain/remove rival" buttons.
- We could've used a proper ledger instead of the joke we have right now, or a rework of the macrobuilder.
- There is a host of features that are not present in the game that could've been the focus of these "small but frequent patches" (still taking as long as previous patches).

bUt BuT LooK! tHe MisSioN tReeS!

This is the issue I have with mission trees. They are a great idea, but then most if not all the development time gets devoted to mission trees instead of other actual features. Not to mention they are one-time only, rarely about anything other than expanding somewhere, and the rewards are mostly just modifiers or claims or temporary buffs. That's not very enjoyable.

And then Paradox wonders why player numbers are rising so slowly compared to other games. Players want features, and all they get are quest lines after quest lines, even if they are very well-made quest lines.

Honestly, in my opinion features should come first, mission trees later. The game is missing features and depth, not flavour or questlines. Mission trees would've been a great addition to build upon a game with already solid features, like EU4 did.
 
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Let's make a quick comparison to EU4, or should I say, trying to fit the HRE history into the style of mechanics of Imperator Rome...

So if you want to reform the HRE, the only way is to militarily conquer all the HRE land. And you can only do so with Austria and no one else.

You begin with Missions Trees with some potential targets. You get free claims on Bohemia and you get the Mission Branch to make Hungary your lapdog for free. Another Mission Branch to destroy Venice since they refused to join the HRE or some stuff.

And you get free claims and some modifiers and some building requests you need to fulfill. You get rewarded with some modifiers.

And you still need to militarily conquer Bohemia. And then after destroying them, you get free claims on Saxony and Brandenburg. So the Mission Tree continues with the same thing. Build some stuff at a specific number, wait for a few months and choosing some government reform paths and so on...

Eventually you still need to destroy Saxony and Brandenburg militarily.

And after you have got most of the land. Hurrah, you finish the mission by clicking the last mission rectangle. Your country is now officially Holy Roman Empire instead of Austria.

That's what EU4 would have become if they had been treated the same way to how Delian League has been represented. Forming a League requires you to militarily conquer all of the land from your former allies. And you form a "League" as a solid country.
 
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The missions of the delos league and the Peloponnesian league should be diplomatic missions. Something like the Roman mission of the Italian Congress. There should be an optional branch that would allow us to conquer our allies and create the Athenian empire or the Spartan empire.

The imperator mission system is very good but it cannot be left as something military and development is already there. Add diplomatic missions, economic, high growth, missions that allow us to feel the different styles of play.

And don't be "afraid" to create unique government systems, this era is unique for things like this. I think that Sparta and Athens deserve unique systems. I can understand that it is more complicated to create the Athenian democracy but the double rulers already exist in the game, I am sure it can be copied and improved to recreate the Spartan system.
 
Seeing missions for Athens and Sparta was a pleasant surprise. Seeing a further reworking of the map in Greece even more so. No longer will Macedon attack Epidauros early in the game and no longer will Argos wallow as a OPM. :)
 
Missions for Athens and Sparta sounds good , it is something useful.

To be honest , if it was up to me , instead for these 2 I would choose Aitolia or Achaea or Epirus . I think their role back then , was more important . But Sparta - Athens is ok for me ....
 
By the Twelve of Olympos, will the people making this game ever learn? Mission trees are not what we need. Depth and Variety are what is sorely needed in this barebones ass game. Mission trees provide good skeleton, but you seriously cannot expect us to keep paying for this nonsense, right?

Speaking specifically to both nations covered in this DD.

Athens plays as any other republic, and Sparta as any other kingdom. Yet both are noted for their unique constitutions in world history. Sparta's Diarchy...and with time, reestablising the democracy of Pericles in Athens should be unique mechanics to define them.

But no. MIsSoN tReEs!
I think the most concerning is whether paradox understands or even is aware of our concerns. It’s all well posting about it, but there is no point if no one understands where the majority feels (ie more depth and not just Mission trees)

EDIT: Ie what possible actions devs can you do to help alleviate our worries?
 
Will Imperator: Rome get some of the quality of Life features seen in CK3, it is hard to actually Believe that Imperator: Rome and CK3 is made by the same developer when the quality of stuff seems so much better in CK3.

Maybe it make sense since CK3 started its development Before Imperator: Rome and is still in development.
 
A lot of the problem too is that Imperator kinda hides it's features, and when you discover them they are convoluted in horrible UI, and presented incredibly dull.
Often it get's messy and hard to keep track at a glance etc.

One example of something very simple(This one isnt a hidden feature though), in Imperator you can have Triumphs. Well instead of a niiiiice event painting, event mechanic tied to the character and maybe some other effects to make that triumph feel like a celebration, Imperator Rome just tells you "You now have clicked the Triumph button, +xx% boost to x etc".
Missed opportunity.

I agree on this... first time I held a Triumph I expected an event pop-up with the artwork of the Triumph you get on the loading screen (which is awesome) and some yada-yada story and some Slave bonus surplus or something, but no... just loosing money and stability, not cool.

After a year on Imperator, I've come to the sad conclusion that almost everything I wanted in this game was/has been developed in the EU4 "Imperium Universalis" Mod which surpases Imperator Rome in almost every aspect (except graphics). I still want to keep faith in this game though, and I'll keep supporting it, but there's a ton of lessons to be learned by pds on the whole development.
 
It's hard seeing a lot of comments to the effect that 'you should be doing X and not Y', and not feel compelled to answer. I do appreciate the various and often long lists of features that individuals consider to be in need of change or development, but the reality of game development is that resources and time are not infinite.

To look at it as objectively as possible, the dev team could have spent a significant quantity of time working on -all- the features that are oft requested, but then we'd end up with all that work spread over N focuses, with very little improvement in each. We did not do this. My aim with 1.4 is to create a religious system that is fun, engaging, and stands the test of time in terms of depth and complexity. Whether you feel that depth is there, is of course subjective; though I would suggest that seeing 'bitesize' chunks of the whole in dev diaries is not a perfect way to assess an update as a whole.

The other reality, and one which is very often misunderstood, is that 'developer' is not a profession. We have a wonderful and talented group of individuals who excel at their chosen disciplines. Just as I wouldn't ask an artist or content designer to code a new trade system, I would not expect to come into work one day and produce a stunning render of a Carthaginian city (trust me, nobody wants this).

Mission trees are ways to tell a different story, depending on who and how you choose to play. They achieve this admirably in my opinion, but as with all things we create, they are part of the whole.