Unlike in other Paradox games, there’s almost no conflict in Imperator Rome, which makes really hard the emergence of strategy. Why would you clash with other powers, other than "painting the map" in their direction? I suggest trade as a good candidate to generate "organic" conflict in IR, but it would need to be revamped.
Three are the main problems I think trade mechanics have in Imperator Rome:
- Trade in IR is an internal issue.
As it is now, trade depends on your social structure basically, with higher classes generating trade routes and their subsequent revenues and bonuses, so... little to no interaction with other countries, and it shouldn't be so.
- Map in IR is “flat”.
EU4 cleverly made of trade a matter of dispute, with predetermined trade nodes, fixed flows connecting them and certain provinces greatly increasinge your trade power in the node. In comparison, IR map is “flat”: trade range is indifferent to geography or development/civilization. This is bad both in simulation and gameplay aspects.
- Trade in IR is a matter of luck.
Once a region is in your range you can import any good available. In fact, getting the good you want is a matter of luck, you only need that nobody is already importing it. It doesn’t make any sense in a strategy game, so a less arbitrary system is needed.
Other Paradox games also features trade, like the aforementioned EU4, Victoria 2 and Stellaris. I think that, rather than a “rigid” model, as EU4’s trade nodes, Victoria 2 and Stellaris bring some ideas to a more dynamic system, like diplomacy playing a central role (Vicky2’s spheres of influence) and investments building your trade network (Stellaris’ starbases). My proposal would be:
- Trademap should be rugged.
Trade range should be drastically reduced, and not only distance but infrastructure and geography should affect it. With no ports, other than trade routes to immediate provinces should be hindered. There could be geographic features increasing or reducing range, and civilization should also play its part, making difficult trade with tribal regions, unless some diplomacy or investments are involved.
- Trade should be a matter of power or influence rather than arbitrary
As it’s great that demand depends on your social structure, supply should not be arbitrary as it is now. Trade power/influence should shape the commercial network of a country, allowing access to foreign goods (or to export yours). Trade agreements should be “actionable” for a country with enough trade power/influence, which could have consequences. Trade power/influence should be built thanks to infrastructure, investments, navies, policies, POP features… as well as by diplomacy.
- Trade should be a matter of two… or more, so diplomacy needs to be involved
Once one country have enough trade power/influence over another it may form trade routes with it, and even take more control of its economy. Those trade agreements wouldn’t be set in stone, and depending on their relative trade power/influence, other countries could adopt actions , like cancelling trade agreements, allowing casus belli, etc. The door should be open to “economic” subjects (with their trade routes now controlled by their overlord), peace treaties reducing trade power/influence over certain countries, embargoes, “closing” a country market for just your exports…
In conclusion, Imperator Rome needs more “organic” conflict, otherwise it could seem just a simulation game where your ultimate goal is to paint the map or build peculiar cities. Improving IR trade mechanic making of it something less flat (making geography and civilization matter), less internal (opened to diplomacy and wars) and less arbitrary (with trade power/influence shaping a country trade network) could help to bring more interaction, and conflict, among countries. There could be sources of conflict others than trade, but I think it is a “natural” way to get it, and developed trade mechanics would also help other features, like diverse economic strategies (taxes vs trade incomes), feed internal conflicts (not all social classes benefit from commerce), cultural and techological exchanges, epidemics through trade routes, etc.
Three are the main problems I think trade mechanics have in Imperator Rome:
- Trade in IR is an internal issue.
As it is now, trade depends on your social structure basically, with higher classes generating trade routes and their subsequent revenues and bonuses, so... little to no interaction with other countries, and it shouldn't be so.
- Map in IR is “flat”.
EU4 cleverly made of trade a matter of dispute, with predetermined trade nodes, fixed flows connecting them and certain provinces greatly increasinge your trade power in the node. In comparison, IR map is “flat”: trade range is indifferent to geography or development/civilization. This is bad both in simulation and gameplay aspects.
- Trade in IR is a matter of luck.
Once a region is in your range you can import any good available. In fact, getting the good you want is a matter of luck, you only need that nobody is already importing it. It doesn’t make any sense in a strategy game, so a less arbitrary system is needed.
Other Paradox games also features trade, like the aforementioned EU4, Victoria 2 and Stellaris. I think that, rather than a “rigid” model, as EU4’s trade nodes, Victoria 2 and Stellaris bring some ideas to a more dynamic system, like diplomacy playing a central role (Vicky2’s spheres of influence) and investments building your trade network (Stellaris’ starbases). My proposal would be:
- Trademap should be rugged.
Trade range should be drastically reduced, and not only distance but infrastructure and geography should affect it. With no ports, other than trade routes to immediate provinces should be hindered. There could be geographic features increasing or reducing range, and civilization should also play its part, making difficult trade with tribal regions, unless some diplomacy or investments are involved.
- Trade should be a matter of power or influence rather than arbitrary
As it’s great that demand depends on your social structure, supply should not be arbitrary as it is now. Trade power/influence should shape the commercial network of a country, allowing access to foreign goods (or to export yours). Trade agreements should be “actionable” for a country with enough trade power/influence, which could have consequences. Trade power/influence should be built thanks to infrastructure, investments, navies, policies, POP features… as well as by diplomacy.
- Trade should be a matter of two… or more, so diplomacy needs to be involved
Once one country have enough trade power/influence over another it may form trade routes with it, and even take more control of its economy. Those trade agreements wouldn’t be set in stone, and depending on their relative trade power/influence, other countries could adopt actions , like cancelling trade agreements, allowing casus belli, etc. The door should be open to “economic” subjects (with their trade routes now controlled by their overlord), peace treaties reducing trade power/influence over certain countries, embargoes, “closing” a country market for just your exports…
In conclusion, Imperator Rome needs more “organic” conflict, otherwise it could seem just a simulation game where your ultimate goal is to paint the map or build peculiar cities. Improving IR trade mechanic making of it something less flat (making geography and civilization matter), less internal (opened to diplomacy and wars) and less arbitrary (with trade power/influence shaping a country trade network) could help to bring more interaction, and conflict, among countries. There could be sources of conflict others than trade, but I think it is a “natural” way to get it, and developed trade mechanics would also help other features, like diverse economic strategies (taxes vs trade incomes), feed internal conflicts (not all social classes benefit from commerce), cultural and techological exchanges, epidemics through trade routes, etc.
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